diff --git a/window/main.go b/window/main.go
index 79d6dcc..9534af0 100644
--- a/window/main.go
+++ b/window/main.go
@@ -93 +93 @@ func (wm *WindowManager) Draw(nodes []element.State) {
- (node.Height + (p.Top + p.Bottom)),
+ (node.Height+(p.Top+p.Bottom))-(bw+bw),
@@ -106 +106 @@ func (wm *WindowManager) Draw(nodes []element.State) {
- rl.DrawTexture(wm.Textures[i].Image, int32(node.X+p.Left+bw), int32(node.Y+p.Top+bw), ic.RGBA{uint8(r), uint8(g), uint8(b), uint8(a)})
+ rl.DrawTexture(wm.Textures[i].Image, int32(node.X+p.Left+bw), int32(node.Y+p.Top), ic.RGBA{uint8(r), uint8(g), uint8(b), uint8(a)})
package window
import (
"gui/element"
"gui/fps"
"gui/utils"
ic "image/color"
rl "github.com/gen2brain/raylib-go/raylib"
)
type Rect struct {
Node rl.Rectangle
Color rl.Color // Added a Color field
Text Text
}
type Text struct {
Color rl.Color
Size float32
Value string
Font string
}
// WindowManager manages the window and rectangles
type WindowManager struct {
Fonts map[string]rl.Font
FPS bool
FPSCounter fps.FPSCounter
Textures map[int]TextTexture
}
type TextTexture struct {
Text string
Image rl.Texture2D
}
// NewWindowManager creates a new WindowManager instance
func NewWindowManager() *WindowManager {
fpsCounter := fps.NewFPSCounter()
return &WindowManager{
Fonts: make(map[string]rl.Font),
FPSCounter: *fpsCounter,
}
}
// OpenWindow opens the window
func (wm *WindowManager) OpenWindow(width, height int32) {
rl.InitWindow(width, height, "")
rl.SetTargetFPS(30)
// Enable window resizing
rl.SetWindowState(rl.FlagWindowResizable)
}
// CloseWindow closes the window
func (wm *WindowManager) CloseWindow() {
rl.CloseWindow()
}
func (wm *WindowManager) LoadTextures(nodes []element.State) {
if wm.Textures == nil {
wm.Textures = map[int]TextTexture{}
}
for i, node := range nodes {
if node.Text.Image != nil {
if wm.Textures[i].Text != node.Text.Text {
rl.UnloadTexture(wm.Textures[i].Image)
texture := rl.LoadTextureFromImage(rl.NewImageFromImage(node.Text.Image))
wm.Textures[i] = TextTexture{
Text: node.Text.Text,
Image: texture,
}
}
}
}
}
// Draw draws all nodes on the window
func (wm *WindowManager) Draw(nodes []element.State) {
for i, node := range nodes {
bw, _ := utils.ConvertToPixels(node.Border.Width, node.EM, node.Width)
rad, _ := utils.ConvertToPixels(node.Border.Radius, node.EM, node.Width)
p := node.Padding
rect := rl.NewRectangle(node.X+bw,
node.Y+bw,
node.Width-(bw+bw),
(node.Height + (p.Top + p.Bottom)),
)
// node.Background.A = 125
rl.DrawRectangleRoundedLines(rect, rad/200, 1000, bw, node.Border.Color)
rl.DrawRectangleRounded(rect, rad/200, 1000, node.Background)
// fmt.Println(node.Text.Image == nil, node.Text.Text)
// fmt.Printf("%v\n", node.Text)
if node.Text.Image != nil {
r, g, b, a := node.Text.Color.RGBA()
rl.DrawTexture(wm.Textures[i].Image, int32(node.X+p.Left+bw), int32(node.Y+p.Top+bw), ic.RGBA{uint8(r), uint8(g), uint8(b), uint8(a)})
}
}
if wm.FPS {
wm.FPSCounter.Update()
wm.FPSCounter.Draw(10, 10, 10, rl.DarkGray)
}
}
// WindowShouldClose returns true if the window should close
func (wm *WindowManager) WindowShouldClose() bool {
return rl.WindowShouldClose()
}