mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-22 06:05:38 +00:00
"Fixed" the long-time weird rendering artifacts that are apparently caused by vertex coordinates not being integers.
A better fix would be to move to OpenGL 3/GLES 2 and do rounding in the shader. But I don't have time for that.
This commit is contained in:
parent
daa62123d1
commit
07edad611f
10
DEVNOTES.md
10
DEVNOTES.md
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@ -33,3 +33,13 @@ Creating a new GameListView Class
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=================================
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1. Don't allow the user to navigate to the root node's parent. If you use a stack of some sort to keep track of past cursor states this will be a natural side effect.
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Creating a new Component
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========================
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If your component is not made up of other components, and you draw something to the screen with OpenGL, make sure:
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* Your vertex positions are rounded before you render (you can use round(float) in Util.h to do this).
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* Your transform matrix's translation is rounded (you can use roundMatrix(affine3f) in Util.h to do this).
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@ -38,6 +38,7 @@ namespace Renderer
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void setMatrix(const Eigen::Affine3f& transform);
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void drawRect(int x, int y, int w, int h, unsigned int color, GLenum blend_sfactor = GL_SRC_ALPHA, GLenum blend_dfactor = GL_ONE_MINUS_SRC_ALPHA);
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void drawRect(float x, float y, float w, float h, unsigned int color, GLenum blend_sfactor = GL_SRC_ALPHA, GLenum blend_dfactor = GL_ONE_MINUS_SRC_ALPHA);
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}
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#endif
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@ -6,6 +6,7 @@
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#include <boost/filesystem.hpp>
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#include "Log.h"
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#include <stack>
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#include "Util.h"
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namespace Renderer {
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std::stack<Eigen::Vector4i> clipStack;
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@ -87,6 +88,11 @@ namespace Renderer {
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}
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}
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void drawRect(float x, float y, float w, float h, unsigned int color, GLenum blend_sfactor, GLenum blend_dfactor)
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{
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drawRect((int)round(x), (int)round(y), (int)round(w), (int)round(h), color, blend_sfactor, blend_dfactor);
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}
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void drawRect(int x, int y, int w, int h, unsigned int color, GLenum blend_sfactor, GLenum blend_dfactor)
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{
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#ifdef USE_OPENGL_ES
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@ -43,6 +43,10 @@ namespace Renderer
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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// multisample anti-aliasing
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//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
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//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 2);
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#ifdef USE_OPENGL_ES
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
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#endif
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@ -91,12 +95,6 @@ namespace Renderer
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sdlContext = SDL_GL_CreateContext(sdlWindow);
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//usually display width/height are not specified, i.e. zero, which SDL automatically takes as "native resolution"
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//so, since other things rely on the size of the screen (damn currently unnormalized coordinate system), we set it here
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//even though the system was already initialized - this makes sure it gets reinitialized to the original resolution when we return from a game
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//display_width = sdlWindow->w;
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//display_height = sdlWindow->h;
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//hide mouse cursor
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initialCursorState = SDL_ShowCursor(0) == 1;
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36
src/Util.cpp
36
src/Util.cpp
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@ -20,3 +20,39 @@ std::string strToUpper(const std::string& str)
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{
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return strToUpper(str.c_str());
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}
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float round(float num)
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{
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return (float)((int)(num + 0.5f));
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}
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Eigen::Affine3f& roundMatrix(Eigen::Affine3f& mat)
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{
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mat.translation()[0] = round(mat.translation()[0]);
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mat.translation()[1] = round(mat.translation()[1]);
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return mat;
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}
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Eigen::Affine3f roundMatrix(const Eigen::Affine3f& mat)
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{
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Eigen::Affine3f ret = mat;
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roundMatrix(ret);
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return ret;
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}
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Eigen::Vector3f roundVector(const Eigen::Vector3f& vec)
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{
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Eigen::Vector3f ret = vec;
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ret[0] = round(ret[0]);
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ret[1] = round(ret[1]);
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ret[2] = round(ret[2]);
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return ret;
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}
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Eigen::Vector2f roundVector(const Eigen::Vector2f& vec)
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{
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Eigen::Vector2f ret = vec;
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ret[0] = round(ret[0]);
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ret[1] = round(ret[1]);
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return ret;
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}
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@ -1,5 +1,14 @@
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#include <string>
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#include <Eigen/Dense>
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std::string strToUpper(const char* from);
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std::string& strToUpper(std::string& str);
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std::string strToUpper(const std::string& str);
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Eigen::Affine3f& roundMatrix(Eigen::Affine3f& mat);
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Eigen::Affine3f roundMatrix(const Eigen::Affine3f& mat);
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Eigen::Vector3f roundVector(const Eigen::Vector3f& vec);
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Eigen::Vector2f roundVector(const Eigen::Vector2f& vec);
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float round(float num);
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@ -85,13 +85,14 @@ void ButtonComponent::updateImage()
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void ButtonComponent::render(const Eigen::Affine3f& parentTrans)
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{
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Eigen::Affine3f trans = parentTrans * getTransform();
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Eigen::Affine3f trans = roundMatrix(parentTrans * getTransform());
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mBox.render(trans);
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if(mTextCache)
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{
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Eigen::Vector3f centerOffset((mSize.x() - mTextCache->metrics.size.x()) / 2, (mSize.y() - mTextCache->metrics.size.y()) / 2, 0);
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centerOffset = roundVector(centerOffset);
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trans = trans.translate(centerOffset);
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Renderer::setMatrix(trans);
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@ -1,4 +1,5 @@
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#include "ComponentList.h"
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#include "../Util.h"
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#define TOTAL_HORIZONTAL_PADDING_PX 20
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@ -128,16 +129,16 @@ void ComponentList::render(const Eigen::Affine3f& parentTrans)
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if(!size())
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return;
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Eigen::Affine3f trans = parentTrans * getTransform();
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Eigen::Affine3f trans = roundMatrix(parentTrans * getTransform());
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// clip everything to be inside our bounds
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Eigen::Vector3f dim(mSize.x(), mSize.y(), 0);
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dim = trans * dim - trans.translation();
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Renderer::pushClipRect(Eigen::Vector2i((int)trans.translation().x(),
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(int)trans.translation().y()), Eigen::Vector2i((int)dim.x(), (int)dim.y()));
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Renderer::pushClipRect(Eigen::Vector2i((int)trans.translation().x(), (int)trans.translation().y()),
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Eigen::Vector2i((int)round(dim.x()), (int)round(dim.y())));
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// scroll the camera
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trans.translate(Eigen::Vector3f(0, -mCameraOffset, 0));
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trans.translate(Eigen::Vector3f(0, -round(mCameraOffset), 0));
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// draw our entries
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renderChildren(trans);
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@ -154,24 +155,24 @@ void ComponentList::render(const Eigen::Affine3f& parentTrans)
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// (1 - dst) + 0x77
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const float selectedRowHeight = getRowHeight(mEntries.at(mCursor).data);
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Renderer::drawRect(0, (int)mSelectorBarOffset, (int)mSize.x(), (int)selectedRowHeight, 0xFFFFFFFF,
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Renderer::drawRect(0.0f, mSelectorBarOffset, mSize.x(), selectedRowHeight, 0xFFFFFFFF,
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GL_ONE_MINUS_DST_COLOR, GL_ZERO);
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Renderer::drawRect(0, (int)mSelectorBarOffset, (int)mSize.x(), (int)selectedRowHeight, 0x777777FF,
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Renderer::drawRect(0.0f, mSelectorBarOffset, mSize.x(), selectedRowHeight, 0x777777FF,
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GL_ONE, GL_ONE);
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// hack to draw 2px dark on left/right of the bar
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Renderer::drawRect(0, (int)mSelectorBarOffset, 2, (int)selectedRowHeight, 0x878787FF);
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Renderer::drawRect((int)mSize.x() - 2, (int)mSelectorBarOffset, 2, (int)selectedRowHeight, 0x878787FF);
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Renderer::drawRect(0.0f, mSelectorBarOffset, 2.0f, selectedRowHeight, 0x878787FF);
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Renderer::drawRect(mSize.x() - 2.0f, mSelectorBarOffset, 2.0f, selectedRowHeight, 0x878787FF);
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}
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// draw separators
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float y = 0;
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for(unsigned int i = 0; i < mEntries.size(); i++)
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{
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Renderer::drawRect(0, (int)y, (int)mSize.x(), 1, 0xC6C7C6FF);
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Renderer::drawRect(0.0f, y, mSize.x(), 1.0f, 0xC6C7C6FF);
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y += getRowHeight(mEntries.at(i).data);
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}
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Renderer::drawRect(0, (int)y, (int)mSize.x(), 1, 0xC6C7C6FF);
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Renderer::drawRect(0.0f, y, mSize.x(), 1.0f, 0xC6C7C6FF);
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Renderer::popClipRect();
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}
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@ -3,6 +3,7 @@
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#include "../Renderer.h"
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#include "../Window.h"
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#include "../Log.h"
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#include "../Util.h"
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DateTimeComponent::DateTimeComponent(Window* window) : GuiComponent(window),
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mEditing(false), mEditIndex(0), mDisplayMode(DISP_DATE), mRelativeUpdateAccumulator(0),
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@ -136,7 +137,7 @@ void DateTimeComponent::update(int deltaTime)
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void DateTimeComponent::render(const Eigen::Affine3f& parentTrans)
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{
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Eigen::Affine3f trans = parentTrans * getTransform();
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Eigen::Affine3f trans = roundMatrix(parentTrans * getTransform());
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Renderer::setMatrix(trans);
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if(mTextCache)
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@ -5,6 +5,7 @@
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#include "../Log.h"
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#include "../Renderer.h"
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#include "../ThemeData.h"
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#include "../Util.h"
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Eigen::Vector2i ImageComponent::getTextureSize() const
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{
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void ImageComponent::render(const Eigen::Affine3f& parentTrans)
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{
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Eigen::Affine3f trans = parentTrans * getTransform();
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Eigen::Affine3f trans = roundMatrix(parentTrans * getTransform());
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Renderer::setMatrix(trans);
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if(mTexture && getOpacity() > 0)
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points[8] = posX - (mSize.x() * mOrigin.x()); points[9] = posY + (mSize.y() * (1 - mOrigin.y()));
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points[10] = posX + (mSize.x() * (1 -mOrigin.x())); points[11] = posY + (mSize.y() * (1 - mOrigin.y()));
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// round vertices
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for(int i = 0; i < 12; i++)
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points[i] = round(points[i]);
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texs[0] = 0; texs[1] = py;
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@ -3,6 +3,7 @@
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#include "../Log.h"
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#include "../Renderer.h"
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#include "../ThemeData.h"
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#include "../Util.h"
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NinePatchComponent::NinePatchComponent(Window* window, const std::string& path, unsigned int edgeColor, unsigned int centerColor) : GuiComponent(window),
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mEdgeColor(edgeColor), mCenterColor(centerColor),
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@ -121,11 +122,18 @@ void NinePatchComponent::buildVertices()
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v += 6;
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}
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// round vertices
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for(int i = 0; i < 6*9; i++)
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{
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mVertices[i].pos = roundVector(mVertices[i].pos);
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}
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}
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void NinePatchComponent::render(const Eigen::Affine3f& parentTrans)
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{
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Eigen::Affine3f trans = parentTrans * getTransform();
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Eigen::Affine3f trans = roundMatrix(parentTrans * getTransform());
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if(mTexture && mVertices != NULL)
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{
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Renderer::setMatrix(trans);
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@ -1,6 +1,7 @@
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#include "RatingComponent.h"
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#include "../Renderer.h"
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#include "../Window.h"
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#include "../Util.h"
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RatingComponent::RatingComponent(Window* window) : GuiComponent(window)
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{
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mVertices[10].pos << fw, 0.0f;
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mVertices[10].tex << numStars, 1.0f;
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mVertices[11] = mVertices[7];
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for(int i = 0; i < 12; i++)
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mVertices[i].pos = roundVector(mVertices[i].pos);
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}
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void RatingComponent::render(const Eigen::Affine3f& parentTrans)
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{
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Eigen::Affine3f trans = parentTrans * getTransform();
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Eigen::Affine3f trans = roundMatrix(parentTrans * getTransform());
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Renderer::setMatrix(trans);
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glEnable(GL_TEXTURE_2D);
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@ -3,6 +3,7 @@
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#include "../Renderer.h"
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#include "../resources/Font.h"
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#include "../Log.h"
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#include "../Util.h"
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SliderComponent::SliderComponent(Window* window, float min, float max, float increment, const std::string& suffix) : GuiComponent(window),
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mMin(min), mMax(max), mIncrement(increment), mMoveRate(0), mRepeatWaitTimer(0), mKnob(window), mSuffix(suffix)
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void SliderComponent::render(const Eigen::Affine3f& parentTrans)
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{
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Eigen::Affine3f trans = parentTrans * getTransform();
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Eigen::Affine3f trans = roundMatrix(parentTrans * getTransform());
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Renderer::setMatrix(trans);
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// render suffix
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float width = mSize.x() - mKnob.getSize().x() - (mValueCache ? mValueCache->metrics.size.x() + 4 : 0);
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//render line
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const int lineWidth = 2;
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Renderer::drawRect((int)mKnob.getSize().x() / 2, (int)mSize.y() / 2 - lineWidth / 2, (int)width, lineWidth, 0x777777FF);
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const float lineWidth = 2;
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Renderer::drawRect(mKnob.getSize().x() / 2, mSize.y() / 2 - lineWidth / 2, width, lineWidth, 0x777777FF);
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//render knob
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mKnob.render(trans);
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@ -3,6 +3,7 @@
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#include "../Log.h"
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#include "../Window.h"
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#include "../ThemeData.h"
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#include "../Util.h"
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TextComponent::TextComponent(Window* window) : GuiComponent(window),
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mFont(Font::get(FONT_SIZE_MEDIUM)), mColor(0x000000FF), mAutoCalcExtent(true, true), mCentered(false)
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void TextComponent::render(const Eigen::Affine3f& parentTrans)
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{
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Eigen::Affine3f trans = parentTrans * getTransform();
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Eigen::Affine3f trans = roundMatrix(parentTrans * getTransform());
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Eigen::Vector3f dim(mSize.x(), mSize.y(), 0);
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dim = trans * dim - trans.translation();
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Renderer::pushClipRect(Eigen::Vector2i((int)trans.translation().x(), (int)trans.translation().y()), Eigen::Vector2i((int)dim.x(), (int)dim.y()));
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Renderer::pushClipRect(Eigen::Vector2i((int)trans.translation().x(), (int)trans.translation().y()),
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Eigen::Vector2i((int)(dim.x() + 0.5f), (int)(dim.y() + 0.5f)));
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if(mTextCache)
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{
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{
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const Eigen::Vector2f& textSize = mTextCache->metrics.size;
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Eigen::Vector3f off((getSize().x() - textSize.x()) / 2, (getSize().y() - textSize.y()) / 2, 0);
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off = roundVector(off);
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trans.translate(off);
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Renderer::setMatrix(trans);
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@ -5,6 +5,7 @@
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#include "../Renderer.h"
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#include <boost/filesystem.hpp>
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#include "../Log.h"
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#include "../Util.h"
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FT_Library Font::sLibrary;
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bool Font::libraryInitialized = false;
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@ -475,6 +476,12 @@ TextCache* Font::buildTextCache(const std::string& text, float offsetX, float of
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vert[i + 5].tex[0] = vert[i + 1].tex.x();
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vert[i + 5].tex[1] = vert[i + 0].tex.y();
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// round
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for(int j = 0; j < 6; j++)
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{
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vert[i + j].pos = roundVector(vert[i + j].pos);
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}
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x += charData[letter].advX * fontScale;
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}
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