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-rw-r--r--src/ui.cpp70
1 files changed, 35 insertions, 35 deletions
diff --git a/src/ui.cpp b/src/ui.cpp
index 838ac25..a8d37d0 100644
--- a/src/ui.cpp
+++ b/src/ui.cpp
@@ -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);
}