mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-20 22:59:18 +02:00
build 180131. support for nested material attribute definitions, minor bug fixes, refactoring and master branch unifications
This commit is contained in:
24
uilayer.cpp
24
uilayer.cpp
@@ -126,18 +126,18 @@ ui_layer::render_progress() {
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size = glm::vec2{ 320.0f, 16.0f };
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}
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quad( float4( origin.x, origin.y, origin.x + size.x, origin.y + size.y ), float4(0.0f, 0.0f, 0.0f, 0.25f) );
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quad( glm::vec4( origin.x, origin.y, origin.x + size.x, origin.y + size.y ), glm::vec4(0.0f, 0.0f, 0.0f, 0.25f) );
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// secondary bar
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if( m_subtaskprogress ) {
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quad(
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float4( origin.x, origin.y, origin.x + size.x * m_subtaskprogress, origin.y + size.y),
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float4( 8.0f/255.0f, 160.0f/255.0f, 8.0f/255.0f, 0.35f ) );
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glm::vec4( origin.x, origin.y, origin.x + size.x * m_subtaskprogress, origin.y + size.y),
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glm::vec4( 8.0f/255.0f, 160.0f/255.0f, 8.0f/255.0f, 0.35f ) );
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}
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// primary bar
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if( m_progress ) {
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quad(
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float4( origin.x, origin.y, origin.x + size.x * m_progress, origin.y + size.y ),
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float4( 8.0f / 255.0f, 160.0f / 255.0f, 8.0f / 255.0f, 1.0f ) );
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glm::vec4( origin.x, origin.y, origin.x + size.x * m_progress, origin.y + size.y ),
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glm::vec4( 8.0f / 255.0f, 160.0f / 255.0f, 8.0f / 255.0f, 1.0f ) );
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}
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if( false == m_progresstext.empty() ) {
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@@ -224,12 +224,12 @@ ui_layer::render_background() {
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1024.0f : // legacy mode, square texture displayed as 4:3 image
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texture.width() / ( texture.height() / 768.0f ) );
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quad(
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float4(
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glm::vec4(
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( 1024.0f * 0.5f ) - ( width * 0.5f ),
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( 768.0f * 0.5f ) - ( height * 0.5f ),
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( 1024.0f * 0.5f ) - ( width * 0.5f ) + width,
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( 768.0f * 0.5f ) - ( height * 0.5f ) + height ),
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float4( 1.0f, 1.0f, 1.0f, 1.0f ) );
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colors::white );
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}
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void
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@@ -276,7 +276,7 @@ ui_layer::print( std::string const &Text )
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}
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void
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ui_layer::quad( float4 const &Coordinates, float4 const &Color ) {
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ui_layer::quad( glm::vec4 const &Coordinates, glm::vec4 const &Color ) {
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float const screenratio = static_cast<float>( Global.iWindowWidth ) / Global.iWindowHeight;
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float const width =
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@@ -288,12 +288,8 @@ ui_layer::quad( float4 const &Coordinates, float4 const &Color ) {
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Global.iWindowHeight / 768.f :
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Global.iWindowHeight / 768.f * screenratio / ( 4.f / 3.f ) );
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float const height = 768.f * heightratio;
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/*
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float const heightratio = Global.iWindowHeight / 768.0f;
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float const height = 768.0f * heightratio;
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float const width = Global.iWindowWidth * heightratio;
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*/
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glColor4fv(&Color.x);
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glColor4fv(glm::value_ptr(Color));
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glBegin( GL_TRIANGLE_STRIP );
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