Fixed a slight but annoying rendering issue for the menu selector bar.

This commit is contained in:
Leon Styhre 2021-02-01 21:23:13 +01:00
parent d05f42b3b8
commit 0a9ae5b8ec

View file

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