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synced 2024-11-25 07:35:38 +00:00
Fixed a slight but annoying rendering issue for the menu selector bar.
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d05f42b3b8
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@ -181,9 +181,9 @@ void ComponentList::render(const Transform4x4f& parentTrans)
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// Clip everything to be inside our bounds.
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// Clip everything to be inside our bounds.
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Vector3f dim(mSize.x(), mSize.y(), 0);
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Vector3f dim(mSize.x(), mSize.y(), 0);
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dim = trans * dim - trans.translation();
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dim = trans * dim - trans.translation();
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Renderer::pushClipRect(Vector2i(static_cast<int>(trans.translation().x()),
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Renderer::pushClipRect(Vector2i(static_cast<int>(std::round(trans.translation().x())),
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static_cast<int>(trans.translation().y())), Vector2i(static_cast<int>(
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static_cast<int>(std::round(trans.translation().y()))), Vector2i(static_cast<int>(
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std::round(dim.x())), static_cast<int>(std::round(dim.y() + 1))));
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std::round(dim.x())), static_cast<int>(std::round(dim.y()))));
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// Scroll the camera.
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// Scroll the camera.
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trans.translate(Vector3f(0, -std::round(mCameraOffset), 0));
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trans.translate(Vector3f(0, -std::round(mCameraOffset), 0));
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@ -216,18 +216,6 @@ void ComponentList::render(const Transform4x4f& parentTrans)
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it->component->render(trans);
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it->component->render(trans);
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}
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}
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else {
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else {
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// Note: I've disabled this code as it's overly complicated,
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// instead we're now using simple constants which should be
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// good enough. Let's keep the code though if needed in the
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// future for some reason.
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// // If there is a hue, average the brightness values to make
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// // an equivalent gray value before inverting.
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// // This is not the proper way to do a BW conversion as the RGB values
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// // should not be evenly distributed, but it's definitely good enough
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// // for this situation.
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// unsigned char byteAverage = (byteRed + byteGreen + byteBlue) / 3;
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// unsigned int averageColor = byteAverage << 24 | byteAverage << 16 |
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// byteAverage << 8 | 0xFF;
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if (isTextComponent)
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if (isTextComponent)
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it->component->setColor(DEFAULT_INVERTED_TEXTCOLOR);
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it->component->setColor(DEFAULT_INVERTED_TEXTCOLOR);
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else
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else
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@ -266,18 +254,13 @@ void ComponentList::render(const Transform4x4f& parentTrans)
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const float selectedRowHeight = getRowHeight(mEntries.at(mCursor).data);
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const float selectedRowHeight = getRowHeight(mEntries.at(mCursor).data);
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if (opacity == 1) {
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if (opacity == 1) {
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Renderer::drawRect(0.0f, mSelectorBarOffset, mSize.x(), selectedRowHeight,
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Renderer::drawRect(0.0f, mSelectorBarOffset, mSize.x(),
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0xFFFFFFFF, 0xFFFFFFFF, false, opacity, trans,
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selectedRowHeight, 0xFFFFFFFF, 0xFFFFFFFF, false, opacity, trans,
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Renderer::Blend::ONE_MINUS_DST_COLOR, Renderer::Blend::ZERO);
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Renderer::Blend::ONE_MINUS_DST_COLOR, Renderer::Blend::ZERO);
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Renderer::drawRect(0.0f, mSelectorBarOffset, mSize.x(), selectedRowHeight,
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Renderer::drawRect(0.0f, mSelectorBarOffset, mSize.x(),
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0x777777FF, 0x777777FF, false, opacity, trans,
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selectedRowHeight, 0x777777FF, 0x777777FF, false, opacity, trans,
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Renderer::Blend::ONE, Renderer::Blend::ONE);
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Renderer::Blend::ONE, Renderer::Blend::ONE);
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// Hack to draw 2px dark on left/right of the bar.
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Renderer::drawRect(0.0f, mSelectorBarOffset, 2.0f, selectedRowHeight,
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0x878787FF, 0x878787FF, false, opacity, trans);
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Renderer::drawRect(mSize.x() - 2.0f, mSelectorBarOffset, 2.0f, selectedRowHeight,
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0x878787FF, 0x878787FF, false, opacity, trans);
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}
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}
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for (auto it = drawAfterCursor.cbegin(); it != drawAfterCursor.cend(); it++)
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for (auto it = drawAfterCursor.cbegin(); it != drawAfterCursor.cend(); it++)
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