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package at.hannibal2.skyhanni.utils.renderables
import at.hannibal2.skyhanni.utils.RenderUtils.HorizontalAlignment
import at.hannibal2.skyhanni.utils.RenderUtils.VerticalAlignment
import net.minecraft.client.renderer.GlStateManager
internal object RenderableUtils {
/** Calculates the absolute x position of the columns in a table*/
fun calculateTableXOffsets(content: List<List<Renderable?>>, xPadding: Int) = run {
var buffer = 0
var index = 0
buildList {
add(0)
while (true) {
buffer += content.map { it.getOrNull(index) }.takeIf { it.any { it != null } }?.maxOf {
it?.width ?: 0
}?.let { it + xPadding } ?: break
add(buffer)
index++
}
}
}
/** Calculates the absolute y position of the rows in a table*/
fun calculateTableYOffsets(content: List<List<Renderable?>>, yPadding: Int) = run {
var buffer = 0
listOf(0) + content.map { row ->
buffer += row.maxOf { it?.height ?: 0 } + yPadding
buffer
}
}
private fun calculateAlignmentXOffset(renderable: Renderable, xSpace: Int) = when (renderable.horizontalAlign) {
HorizontalAlignment.LEFT -> 0
HorizontalAlignment.CENTER -> (xSpace - renderable.width) / 2
HorizontalAlignment.RIGHT -> xSpace - renderable.width
else -> 0
}
private fun calculateAlignmentYOffset(renderable: Renderable, ySpace: Int) = when (renderable.verticalAlign) {
VerticalAlignment.TOP -> 0
VerticalAlignment.CENTER -> (ySpace - renderable.height) / 2
VerticalAlignment.BOTTOM -> ySpace - renderable.height
else -> 0
}
fun Renderable.renderXYAligned(posX: Int, posY: Int, xSpace: Int, ySpace: Int) {
val xOffset = calculateAlignmentXOffset(this, xSpace)
val yOffset = calculateAlignmentYOffset(this, ySpace)
GlStateManager.translate(xOffset.toFloat(), yOffset.toFloat(), 0f)
this.render(posX + xOffset, posY + yOffset)
GlStateManager.translate(-xOffset.toFloat(), -yOffset.toFloat(), 0f)
}
fun Renderable.renderXAligned(posX: Int, posY: Int, xSpace: Int) {
val xOffset = calculateAlignmentXOffset(this, xSpace)
GlStateManager.translate(xOffset.toFloat(), 0f, 0f)
this.render(posX + xOffset, posY)
GlStateManager.translate(-xOffset.toFloat(), 0f, 0f)
}
fun Renderable.renderYAligned(posX: Int, posY: Int, ySpace: Int) {
val yOffset = calculateAlignmentYOffset(this, ySpace)
GlStateManager.translate(0f, yOffset.toFloat(), 0f)
this.render(posX, posY + yOffset)
GlStateManager.translate(0f, -yOffset.toFloat(), 0f)
}
}
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