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-rw-r--r--src/ui.cpp47
1 files changed, 28 insertions, 19 deletions
diff --git a/src/ui.cpp b/src/ui.cpp
index 21ed180..9470a56 100644
--- a/src/ui.cpp
+++ b/src/ui.cpp
@@ -535,8 +535,8 @@ namespace ui {
auto& fi = fadeIntensity;
fi = 0;
- //while (fi < 255)
- //std::this_thread::sleep_for(1ms);
+ while (fi < 255)
+ std::this_thread::sleep_for(1ms);
fi = 255;
}
@@ -973,6 +973,18 @@ namespace ui {
}*/
setFontColor(255,255,255,255);
}
+
+ if (currentMenu != nullptr)
+ menu::draw();
+
+ // draw the mouse
+ static const Texture mouseTex ("assets/goodmouse.png");
+ Render::textShader.use();
+ glActiveTexture(GL_TEXTURE0);
+ mouseTex.use();
+ Render::useShader(&Render::textShader);
+ Render::drawRect(vec2(ui::mouse.x, ui::mouse.y - 64), vec2(ui::mouse.x + 64, ui::mouse.y), -9.9);
+ Render::textShader.unuse();
}
void closeBox() {
@@ -1017,43 +1029,40 @@ namespace ui {
}
void drawFade(void) {
- static const auto SCREEN_WIDTH2 = game::SCREEN_WIDTH / 2;
- static const auto SCREEN_HEIGHT2 = game::SCREEN_HEIGHT / 2;
-
if (!fadeIntensity) {
if (fontSize != 16)
setFontSize(16);
return;
}
- static const GLfloat tex[] = {
- 0.0, 0.0,
- 1.0, 0.0,
- 0.0, 1.0,
- 1.0, 1.0
+ static const GLfloat tex[12] = {
+ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
};
- GLfloat backdrop[] = {
- offset.x - SCREEN_WIDTH2 - 1, offset.y - SCREEN_HEIGHT2, -7.9,
- offset.x + SCREEN_WIDTH2, offset.y - SCREEN_HEIGHT2, -7.9,
- offset.x - SCREEN_WIDTH2 - 1, offset.y + SCREEN_HEIGHT2, -7.9,
- offset.x + SCREEN_WIDTH2, offset.y + SCREEN_HEIGHT2, -7.9
+ vec2 p1 (offset.x - game::SCREEN_WIDTH / 2, offset.y - game::SCREEN_HEIGHT / 2);
+ vec2 p2 (p1.x + game::SCREEN_WIDTH, p1.y + game::SCREEN_HEIGHT);
+ GLfloat backdrop[18] = {
+ p1.x, p1.y, -7.9,
+ p2.x, p1.y, -7.9,
+ p2.x, p2.y, -7.9,
+
+ p2.x, p2.y, -7.9,
+ p1.x, p2.y, -7.9,
+ p1.x, p1.y, -7.9
};
setFontZ(-8.2);
- glUniform1i(Render::textShader.uniform[WU_texture], 0);
-
Render::textShader.use();
Render::textShader.enable();
+
Colors::black.use();
glUniform4f(Render::textShader.uniform[WU_tex_color], 1.0f, 1.0f, 1.0f, fadeIntensity / 255.0f);
glVertexAttribPointer(Render::textShader.coord, 3, GL_FLOAT, GL_FALSE, 0, backdrop);
glVertexAttribPointer(Render::textShader.tex, 2, GL_FLOAT, GL_FALSE, 0, tex);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glDrawArrays(GL_TRIANGLES, 0, 6);
Render::textShader.disable();
Render::textShader.unuse();
-
setFontZ(-8.0);
}