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Fixed an issue where RatingComponent outlines would not fade correctly.
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@ -119,11 +119,11 @@ void RatingComponent::onSizeChanged()
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void RatingComponent::updateVertices()
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{
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const float numStars = NUM_RATING_STARS;
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const float h = getSize().y; // Ss the same as a single star's width.
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const float w = getSize().y * mValue * numStars;
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const float fw = getSize().y * numStars;
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const unsigned int color = Renderer::convertRGBAToABGR(mColorShift);
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const float numStars {NUM_RATING_STARS};
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const float h {getSize().y}; // Ss the same as a single star's width.
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const float w {getSize().y * mValue * numStars};
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const float fw {getSize().y * numStars};
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const unsigned int color {Renderer::convertRGBAToABGR(mColorShift)};
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// clang-format off
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mVertices[0] = {{0.0f, 0.0f}, {0.0f, 1.0f}, color};
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@ -140,7 +140,7 @@ void RatingComponent::updateVertices()
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void RatingComponent::updateColors()
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{
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const unsigned int color = Renderer::convertRGBAToABGR(mColorShift);
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const unsigned int color {Renderer::convertRGBAToABGR(mColorShift)};
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for (int i = 0; i < 8; ++i)
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mVertices[i].col = color;
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@ -165,7 +165,7 @@ void RatingComponent::render(const glm::mat4& parentTrans)
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if (mUnfilledColor != mColorShift) {
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const unsigned int color = Renderer::convertRGBAToABGR(mUnfilledColor);
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for (int i = 0; i < 8; ++i)
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mVertices[i].col = color;
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mVertices[i].col = (color & 0x00FFFFFF) + (mVertices[i].col & 0xFF000000);
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}
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Renderer::drawTriangleStrips(&mVertices[4], 4);
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