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Text opacity is now lowered for games marked not to be counted, and for hidden games.
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@ -157,7 +157,7 @@ void TextListComponent<T>::render(const Transform4x4f& parentTrans)
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int startEntry = 0;
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int startEntry = 0;
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// Number of entries that can fit on the screen simultaniously.
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// Number of entries that can fit on the screen simultaneously.
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int screenCount = (int)(mSize.y() / entrySize + 0.5f);
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int screenCount = (int)(mSize.y() / entrySize + 0.5f);
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if (size() >= screenCount) {
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if (size() >= screenCount) {
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@ -216,7 +216,14 @@ void TextListComponent<T>::render(const Transform4x4f& parentTrans)
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(font->buildTextCache(mUppercase ?
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(font->buildTextCache(mUppercase ?
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Utils::String::toUpper(entry.name) : entry.name, 0, 0, 0x000000FF));
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Utils::String::toUpper(entry.name) : entry.name, 0, 0, 0x000000FF));
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entry.data.textCache->setColor(color);
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// If a game is marked as hidden, lower the text opacity quite a lot.
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// For games marked not to be counted, lower the opacity moderately.
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if (entry.object->getHidden())
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entry.data.textCache->setColor(color & 0xFFFFFF33);
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else if (!entry.object->getCountAsGame())
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entry.data.textCache->setColor(color & 0xFFFFFF77);
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else
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entry.data.textCache->setColor(color);
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Vector3f offset(0, y, 0);
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Vector3f offset(0, y, 0);
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