diff options
Diffstat (limited to 'src/ui.cpp')
-rw-r--r-- | src/ui.cpp | 70 |
1 files changed, 35 insertions, 35 deletions
@@ -324,12 +324,12 @@ namespace ui { c1.x, c1.y+c2.y-c2.y, 1.0, //top left c1.x, c1.y -c2.y, 1.0, //bottom left }; - - glUniform4f(textShader_uniform_color, - static_cast<float>(fontColor[0]/255), - static_cast<float>(fontColor[1]/255), - static_cast<float>(fontColor[2]/255), - static_cast<float>(fontColor[3]/255)); + + glUniform4f(textShader_uniform_color, + static_cast<float>(fontColor[0]/255), + static_cast<float>(fontColor[1]/255), + static_cast<float>(fontColor[2]/255), + static_cast<float>(fontColor[3]/255)); glVertexAttribPointer(textShader_attribute_coord, 3, GL_FLOAT, GL_FALSE, 0, text_vert); glVertexAttribPointer(textShader_attribute_tex, 2, GL_FLOAT, GL_FALSE, 0, tex_coord); @@ -684,28 +684,28 @@ namespace ui { static GLuint boxT = Texture::genColor(Color(0,0,0)); static GLuint lineT = Texture::genColor(Color(255,255,255)); - glActiveTexture(GL_TEXTURE0); + glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, boxT); glUniform1i(textShader_uniform_texture, 0); glUseProgram(textShader); glEnableVertexAttribArray(textShader_attribute_coord); glEnableVertexAttribArray(textShader_attribute_tex); - + glVertexAttribPointer(textShader_attribute_coord, 3, GL_FLOAT, GL_FALSE, 0, box); glVertexAttribPointer(textShader_attribute_tex, 2, GL_FLOAT, GL_FALSE, 0, box_tex); glDrawArrays(GL_TRIANGLES, 0 ,6); - + glBindTexture(GL_TEXTURE_2D, lineT); glUniform1i(textShader_uniform_texture, 0); glVertexAttribPointer(textShader_attribute_coord, 3, GL_FLOAT, GL_FALSE, 0, line_strip); glVertexAttribPointer(textShader_attribute_tex, 2, GL_FLOAT, GL_FALSE, 0, box_tex); glDrawArrays(GL_LINE_STRIP, 0 ,8); - + glDisableVertexAttribArray(textShader_attribute_coord); glDisableVertexAttribArray(textShader_attribute_tex); - + glUseProgram(0); } @@ -738,21 +738,21 @@ namespace ui { 0.0, 1.0, 0.0, 0.0}; - glActiveTexture(GL_TEXTURE0); + glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, pageTex); glUniform1i(textShader_uniform_texture, 0); glUseProgram(textShader); glEnableVertexAttribArray(textShader_attribute_coord); glEnableVertexAttribArray(textShader_attribute_tex); - + glVertexAttribPointer(textShader_attribute_coord, 3, GL_FLOAT, GL_FALSE, 0, page_loc); glVertexAttribPointer(textShader_attribute_tex, 2, GL_FLOAT, GL_FALSE, 0, page_tex); glDrawArrays(GL_TRIANGLES, 0 ,6); - + glDisableVertexAttribArray(textShader_attribute_coord); glDisableVertexAttribArray(textShader_attribute_tex); - + glUseProgram(0); } else if (dialogBoxExists) { @@ -819,18 +819,18 @@ namespace ui { offset.x + (SCREEN_WIDTH / 10) - 40, offset.y + (SCREEN_HEIGHT / 5) + 40,1.0, offset.x + (SCREEN_WIDTH / 10) - 40, offset.y + (SCREEN_HEIGHT / 5), 1.0}; - glActiveTexture(GL_TEXTURE0); + glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, getItemTexture(merchTrade.item[1])); glUniform1i(textShader_uniform_texture, 0); glUseProgram(textShader); glEnableVertexAttribArray(textShader_attribute_coord); glEnableVertexAttribArray(textShader_attribute_tex); - + glVertexAttribPointer(textShader_attribute_coord, 3, GL_FLOAT, GL_FALSE, 0, left_item); glVertexAttribPointer(textShader_attribute_tex, 2, GL_FLOAT, GL_FALSE, 0, item_tex); glDrawArrays(GL_TRIANGLES, 0 ,6); - + glBindTexture(GL_TEXTURE_2D, getItemTexture(merchTrade.item[0])); glVertexAttribPointer(textShader_attribute_coord, 3, GL_FLOAT, GL_FALSE, 0, right_item); @@ -839,7 +839,7 @@ namespace ui { glDisableVertexAttribArray(textShader_attribute_coord); glDisableVertexAttribArray(textShader_attribute_tex); - + glUseProgram(0); merchArrowLoc[0].x = offset.x - (SCREEN_WIDTH / 8.5) - 16; @@ -874,14 +874,14 @@ namespace ui { glEnableVertexAttribArray(textShader_attribute_coord); glEnableVertexAttribArray(textShader_attribute_tex); - + glVertexAttribPointer(textShader_attribute_coord, 3, GL_FLOAT, GL_FALSE, 0, tri_c); glVertexAttribPointer(textShader_attribute_tex, 2, GL_FLOAT, GL_FALSE, 0, tri_t); glDrawArrays(GL_TRIANGLES, 0 ,6); - + glDisableVertexAttribArray(textShader_attribute_coord); glDisableVertexAttribArray(textShader_attribute_tex); - + glUseProgram(0); } @@ -968,27 +968,27 @@ namespace ui { hub.x, hub.y + 12, 1.0, hub.x + 150, hub.y + 12, 1.0}; - + glUniform1i(textShader_uniform_texture, 0); glUseProgram(textShader); glEnableVertexAttribArray(textShader_attribute_coord); glEnableVertexAttribArray(textShader_attribute_tex); - + glBindTexture(GL_TEXTURE_2D, Texture::genColor(Color(150,0,0))); glVertexAttribPointer(textShader_attribute_coord, 3, GL_FLOAT, GL_FALSE, 0, front); glVertexAttribPointer(textShader_attribute_tex, 2, GL_FLOAT, GL_FALSE, 0, tex); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - + glBindTexture(GL_TEXTURE_2D, Texture::genColor(Color(255,0,0))); - + glVertexAttribPointer(textShader_attribute_coord, 3, GL_FLOAT, GL_FALSE, 0, back); glVertexAttribPointer(textShader_attribute_tex, 2, GL_FLOAT, GL_FALSE, 0, tex); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisableVertexAttribArray(textShader_attribute_coord); - glDisableVertexAttribArray(textShader_attribute_tex); + glDisableVertexAttribArray(textShader_attribute_tex); glUseProgram(0); } @@ -1038,7 +1038,7 @@ namespace ui { void dialogAdvance(void) { unsigned char i; - + dialogPassive = false; dialogPassiveTime = 0; @@ -1123,7 +1123,7 @@ EXIT: toggleBlackFast(); player->canMove = true; }; - + while(SDL_PollEvent(&e)) { switch(e.type) { @@ -1163,8 +1163,8 @@ EXIT: if (e.button.button & SDL_BUTTON_LEFT) { if ((en = currentWorld->getNearMob(*player)) != nullptr) { player->inv->currentAddInteract(en); - player->inv->useCurrent(); } + player->inv->useCurrent(); } } @@ -1341,7 +1341,7 @@ EXIT: if (player->speed == 4) Mix_FadeOutChannel(1,2000); - // fall through + // fall through case SDLK_LCTRL: player->speed = 1; break; @@ -1441,20 +1441,20 @@ EXIT: offset.x + SCREEN_WIDTH / 2, offset.y - SCREEN_HEIGHT / 2, 1.0, offset.x - SCREEN_WIDTH / 2, offset.y + SCREEN_HEIGHT / 2, 1.0, offset.x + SCREEN_WIDTH / 2, offset.y + SCREEN_HEIGHT / 2, 1.0}; - + glUniform1i(textShader_uniform_texture, 0); glUseProgram(textShader); glEnableVertexAttribArray(textShader_attribute_coord); glEnableVertexAttribArray(textShader_attribute_tex); - + glVertexAttribPointer(textShader_attribute_coord, 3, GL_FLOAT, GL_FALSE, 0, backdrop); glVertexAttribPointer(textShader_attribute_tex, 2, GL_FLOAT, GL_FALSE, 0, tex); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - + glDisableVertexAttribArray(textShader_attribute_coord); glDisableVertexAttribArray(textShader_attribute_tex); - + glUseProgram(0); } |