mkjs/Code/UI/uiPlace.js

105 lines
1.9 KiB
JavaScript

//
// !! all UI objects assume you have forced positive y as down!
//
window.uiPlace = function(gl) {
var WHITE = [1, 1, 1, 1];
var frontBuf = {
pos: gl.createBuffer(),
col: gl.createBuffer(),
tx: gl.createBuffer()
}
var backBuf = {
pos: gl.createBuffer(),
col: gl.createBuffer(),
tx: gl.createBuffer()
}
var backActive = false;
function setPlace(num) {
if (nun < 10) {
} else {
var tens = Math.floor(num/10)%10;
var suffix = (tens == 1)?3:(Math.min(3, (num-1)%10));
}
}
function genVertRect(targ, dx, dy, dwidth, dheight, sx, sy, swidth, sheight, z, cornerColours) { //y is down positive. we adjust texture coords to fit this.
var cornerColours = cornerColours
if (cornerColours == null) cornerColours = [WHITE, WHITE, WHITE, WHITE];
var vpos = targ.vpos;
var vcol = targ.vcol;
var vtx = targ.vtx;
// tri 1
//
// 1 2
// ---------
// | /
// | /
// | /
// |/
//
// 3
//
vpos.push(dx);
vpos.push(dy);
vpos.push(z);
vcol = vcol.concat(vcol, cornerColours[0]);
vtx.push(sx);
vtx.push(1-sy);
vpos.push(dx+dwidth);
vpos.push(dy);
vpos.push(z);
vcol = vcol.concat(vcol, cornerColours[1]);
vtx.push(sx+swidth);
vtx.push(1-sy);
vpos.push(dx);
vpos.push(dy+dheight);
vpos.push(z);
vcol = vcol.concat(vcol, cornerColours[2]);
vtx.push(sx);
vtx.push(1-(sy+sheight));
//tri 2
//
// 1
// /|
// / |
// / |
// / |
// --------- 3
// 2
vpos.push(dx+dwidth);
vpos.push(dy);
vpos.push(z);
vcol = vcol.concat(vcol, cornerColours[1]);
vtx.push(sx+swidth);
vtx.push(1-sy);
vpos.push(dx);
vpos.push(dy+dheight);
vpos.push(z);
vcol = vcol.concat(vcol, cornerColours[2]);
vtx.push(sx);
vtx.push(1-(sy+sheight));
vpos.push(dx+dwidth);
vpos.push(dy+dheight);
vpos.push(z);
vcol = vcol.concat(vcol, cornerColours[2]);
vtx.push(sx+swidth);
vtx.push(1-(sy+sheight));
}
}