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Fixed an issue where text elements that had an opacity set to lower than FF via the color tag were faded in during gamelist scrolling.
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@ -626,10 +626,9 @@ void GamelistView::legacyUpdateInfoPanel(const CursorState& state)
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for (auto it = comps.cbegin(); it != comps.cend(); ++it) {
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GuiComponent* comp {*it};
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// An animation is playing, then animate if reverse != fadingOut.
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// An animation is not playing, then animate if opacity != our target opacity.
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if ((comp->isAnimationPlaying(0) && comp->isAnimationReversed(0) != fadingOut) ||
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(!comp->isAnimationPlaying(0) && comp->getOpacity() != (fadingOut ? 0.0f : 1.0f))) {
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(!comp->isAnimationPlaying(0) &&
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comp->getOpacity() != (fadingOut ? 0.0f : comp->getColorOpacity()))) {
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auto func = [comp](float t) { comp->setOpacity(glm::mix(0.0f, 1.0f, t)); };
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comp->setAnimation(new LambdaAnimation(func, 150), 0, nullptr, fadingOut);
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}
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@ -781,10 +781,9 @@ void GamelistView::updateInfoPanel(const CursorState& state)
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for (auto it = comps.cbegin(); it != comps.cend(); ++it) {
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GuiComponent* comp {*it};
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// An animation is playing, then animate if reverse != fadingOut.
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// An animation is not playing, then animate if opacity != our target opacity.
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if ((comp->isAnimationPlaying(0) && comp->isAnimationReversed(0) != fadingOut) ||
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(!comp->isAnimationPlaying(0) && comp->getOpacity() != (fadingOut ? 0.0f : 1.0f))) {
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(!comp->isAnimationPlaying(0) &&
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comp->getOpacity() != (fadingOut ? 0.0f : comp->getColorOpacity()))) {
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auto func = [comp](float t) { comp->setOpacity(glm::mix(0.0f, 1.0f, t)); };
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comp->setAnimation(new LambdaAnimation(func, 150), 0, nullptr, fadingOut);
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}
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@ -193,6 +193,7 @@ public:
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virtual bool isListScrolling() { return false; }
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virtual void stopListScrolling() {}
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virtual const float getOpacity() const { return mOpacity; }
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virtual const float getColorOpacity() const { return 1.0f; }
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virtual void setOpacity(float opacity);
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virtual float getSaturation() const { return static_cast<float>(mColor); }
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virtual void setSaturation(float saturation) { mSaturation = saturation; }
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@ -61,6 +61,8 @@ public:
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{
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return static_cast<float>((mColor & 0x000000FF) / 255.0f);
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}
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float const getColorOpacity() const override { return mColorOpacity; }
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void setOpacity(float opacity) override;
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void setDimming(float dimming) override;
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