mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-29 12:03:51 +00:00
2cf5932eb3
- remove top & bottom black bars - fix minimap position to take virtual y offset into account - same for editor bar, and version label - fix grid render errorneously assuming that core->cameraPos.y was always 0 - fix typo in gradient height adjustment - don't slide minimap when there's enough virtual space so that it's not in the way
85 lines
1.8 KiB
C++
85 lines
1.8 KiB
C++
/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "Gradient.h"
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#include "Core.h"
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#include "RenderBase.h"
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Gradient::Gradient() : RenderObject()
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{
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autoWidth = autoHeight = 0;
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}
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void Gradient::onUpdate(float dt)
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{
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RenderObject::onUpdate(dt);
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if (autoWidth == AUTO_VIRTUALWIDTH)
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{
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scale.x = core->getVirtualWidth();
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}
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if (autoHeight == AUTO_VIRTUALHEIGHT)
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{
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scale.y = core->getVirtualHeight();
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}
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}
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void Gradient::makeVertical(Vector c1, Vector c2)
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{
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ulc0 = c1;
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ulc1 = c1;
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ulc2 = c2;
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ulc3 = c2;
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}
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void Gradient::makeHorizontal(Vector c1, Vector c2)
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{
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ulc0 = c1;
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ulc1 = c2;
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ulc2 = c2;
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ulc3 = c1;
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}
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void Gradient::onRender(const RenderState& rs) const
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{
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glBegin(GL_QUADS);
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glColor4f(ulc2.x*color.x, ulc2.y*color.y, ulc2.z*color.z, alpha.x);
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glVertex3f(-0.5, 0.5, 0.0f);
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glColor4f(ulc3.x*color.x, ulc3.y*color.y, ulc3.z*color.z, alpha.x);
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glVertex3f( 0.5, 0.5, 0.0f);
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glColor4f(ulc0.x*color.x, ulc0.y*color.y, ulc0.z*color.z, alpha.x);
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glVertex3f( 0.5, -0.5, 0.0f);
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glColor4f(ulc1.x*color.x, ulc1.y*color.y, ulc1.z*color.z, alpha.x);
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glVertex3f(-0.5, -0.5, 0.0f);
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glEnd();
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}
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