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use crate::math::{self, Vec2};
use crate::transform::Transform;
use raylib::drawing::RaylibDraw;
use raylib::ffi::Color;
/// The internal grid length which will be used to snap things to it.
pub const SNAP_SIZE: f64 = 0.5;
pub const LINE_COLOUR: Color = Color {
r: 255,
g: 255,
b: 255,
a: 75,
};
/// Snap a vector to the grid with the factor being the sub-grid accuracy. For instance, 0.5 will
/// snap to half a grid cell, while 2.0 would snap to every second grid cell
pub fn snap_to_grid(mut vec: Vec2<f64>, snap_fraction: f64) -> Vec2<f64> {
vec.x = math::round(vec.x, snap_fraction);
vec.y = math::round(vec.y, snap_fraction);
vec
}
/// Draw an infinite grid that can be moved around on the screen and zoomed in and out of.
pub fn draw_grid<D>(rld: &mut D, screen_width: i32, screen_height: i32, transform: &Transform)
where
D: RaylibDraw,
{
/* Calculate the first whole meter that can be seen on the grid. This is the first meter that
* will be seen on screen.
*/
let mut first_cell = *transform.translation_px() / -transform.pixels_per_m();
first_cell.x = first_cell.x.floor();
first_cell.y = first_cell.y.floor();
let mut cell = first_cell;
let mut draw_y = transform.point_m_to_px(&cell).y;
loop {
draw_y = math::round(draw_y, 1.);
rld.draw_line(0, draw_y as i32, screen_width, draw_y as i32, LINE_COLOUR);
cell.y += 1.;
draw_y = transform.point_m_to_px(&cell).y;
if draw_y as i32 > screen_height {
break;
}
}
let mut draw_x = transform.point_m_to_px(&cell).x;
loop {
draw_x = math::round(draw_x, 1.);
rld.draw_line(draw_x as i32, 0, draw_x as i32, screen_height, LINE_COLOUR);
cell.x += 1.;
draw_x = transform.point_m_to_px(&cell).x;
if draw_x as i32 > screen_width {
break;
}
}
}
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