replace raylibs grid rendering and decrease grid contrast

This commit is contained in:
Crispy 2024-12-14 23:51:48 +01:00
parent f2c7764143
commit 1061ae6ce0
2 changed files with 14 additions and 14 deletions

View file

@ -444,23 +444,20 @@ impl Editor {
}
pub fn draw(&mut self, d: &mut RaylibDrawHandle, textures: &Textures) {
d.clear_background(gray(48));
d.clear_background(BG_WORLD);
if self.draw_overlay && self.zoom >= 1. {
let tile_size = (TILE_TEXTURE_SIZE * self.zoom) as f32;
if self.draw_overlay && self.zoom >= 0.5 {
let tile_size = TILE_TEXTURE_SIZE * self.zoom;
let grid_spill_x = (self.view_offset.x).rem(tile_size) - tile_size;
let grid_spill_y = (self.view_offset.y).rem(tile_size) - tile_size;
d.gui_grid(
Rectangle::new(
grid_spill_x,
grid_spill_y,
d.get_screen_width() as f32 * 2.,
d.get_screen_height() as f32 * 2.,
),
None,
tile_size,
1,
);
for y in 0..=(d.get_screen_height() / tile_size as i32) {
let y = y * tile_size as i32 + grid_spill_y as i32;
d.draw_line(0, y, d.get_screen_width(), y, FG_GRID);
}
for x in 0..=(d.get_screen_width() / tile_size as i32) {
let x = x * tile_size as i32 + grid_spill_x as i32;
d.draw_line(x, 0, x, d.get_screen_height(), FG_GRID);
}
}
self.draw_board(d, textures);

View file

@ -1,5 +1,8 @@
use raylib::prelude::*;
pub const BG_WORLD: Color = gray(48);
pub const FG_GRID: Color = gray(64);
pub const BG_DARK: Color = gray(32);
pub const BG_MEDIUM: Color = gray(48);
pub const BG_LIGHT: Color = gray(64);