more descriptive name for the blend-normal function because why there are two fucking standards for an alpha channel

This commit is contained in:
minjaesong
2022-10-31 01:52:40 +09:00
parent ccef7c32a0
commit 474279aefe
42 changed files with 122 additions and 108 deletions

View File

@@ -359,7 +359,7 @@ class BasicDebugInfoWindow : UICanvas() {
Toolkit.fillArea(batch, bar_x, bar_y, bar_w, -bar_h)
}
}
blendNormal(batch)
blendNormalStraightAlpha(batch)
}
private fun drawGamepadAxis(gamepad: TerrarumController, batch: SpriteBatch, axisX: Float, axisY: Float, uiX: Int, uiY: Int) {
@@ -375,10 +375,10 @@ class BasicDebugInfoWindow : UICanvas() {
val deadzone = App.gamepadDeadzone
blendNormal(batch)
blendNormalStraightAlpha(batch)
batch.end()
gdxSetBlendNormal()
gdxBlendNormalStraightAlpha()
Terrarum.inShapeRenderer {
it.color = uiColour
it.rect(uiX.toFloat(), App.scr.height - uiY.toFloat(), w, -h)

View File

@@ -5,7 +5,7 @@ import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.graphics.g2d.TextureRegion
import net.torvald.terrarum.BlendMode
import net.torvald.terrarum.blendNormal
import net.torvald.terrarum.blendNormalStraightAlpha
/**
* Created by minjaesong on 2017-07-16.
@@ -62,7 +62,7 @@ open class UIItemImageButton(
// draw image
blendNormal(batch)
blendNormalStraightAlpha(batch)
batch.color = if (highlighted) highlightCol
else if (mouseUp) activeCol

View File

@@ -58,7 +58,7 @@ class UIItemModuleInfoCell(
private val ccDesc = App.fontGame.toColorCode(13,13,13)
override fun render(batch: SpriteBatch, camera: Camera) {
blendNormal(batch)
blendNormalStraightAlpha(batch)
batch.color = Toolkit.Theme.COL_CELL_FILL
Toolkit.fillArea(batch, initialX, initialY, 32, height)

View File

@@ -5,7 +5,7 @@ import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import net.torvald.terrarum.App
import net.torvald.terrarum.BlendMode
import net.torvald.terrarum.blendNormal
import net.torvald.terrarum.blendNormalStraightAlpha
import net.torvald.terrarum.langpack.Lang
/**
@@ -102,7 +102,7 @@ open class UIItemTextButton(
}*/
blendNormal(batch)
blendNormalStraightAlpha(batch)
if (hasBorder) {
batch.color = Toolkit.Theme.COL_CELL_FILL

View File

@@ -483,7 +483,7 @@ class UIItemTextLineInput(
if (true || fboUpdateLatch) {
fboUpdateLatch = false
fbo.inAction(camera as OrthographicCamera, batch) { batch.inUse {
gdxClearAndSetBlend(0f, 0f, 0f, 0f)
gdxClearAndEnableBlend(0f, 0f, 0f, 0f)
it.color = Color.WHITE

View File

@@ -8,7 +8,6 @@ import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.graphics.glutils.FrameBuffer
import net.torvald.terrarum.*
import net.torvald.terrarum.gameworld.fmod
import net.torvald.terrarumsansbitmap.gdx.TextureRegionPack
/**
* @param width width of the text input where the text gets drawn, not the entire item
@@ -130,7 +129,7 @@ class UIItemTextSelector(
if (fboUpdateLatch) {
fboUpdateLatch = false
fbo.inAction(camera as OrthographicCamera, batch) { batch.inUse {
gdxClearAndSetBlend(0f, 0f, 0f, 0f)
gdxClearAndEnableBlend(0f, 0f, 0f, 0f)
it.color = Color.WHITE
val t = labelCache[selection]

View File

@@ -7,7 +7,7 @@ import com.badlogic.gdx.graphics.Texture
import com.badlogic.gdx.graphics.g2d.SpriteBatch
import com.badlogic.gdx.graphics.g2d.TextureRegion
import net.torvald.terrarum.CommonResourcePool
import net.torvald.terrarum.blendNormal
import net.torvald.terrarum.blendNormalStraightAlpha
import net.torvald.terrarum.toInt
import kotlin.math.roundToInt
@@ -95,7 +95,7 @@ class UIItemToggleButton(
override fun render(batch: SpriteBatch, camera: Camera) {
batch.color = Color.WHITE
blendNormal(batch)
blendNormalStraightAlpha(batch)
batch.draw(togglerBase, posX.toFloat(), posY.toFloat())
batch.draw(togglerHandle, (posX + handlePos).toFloat(), posY.toFloat())

View File

@@ -174,7 +174,7 @@ class UINSMenu(
Toolkit.fillArea(batch, it.ui.posX.toFloat(), it.ui.posY.toFloat() - LINE_HEIGHT, it.ui.width.toFloat(), LINE_HEIGHT.toFloat())
batch.color = titleTextCol
blendNormal(batch)
blendNormalStraightAlpha(batch)
App.fontGame.draw(batch, it.title, TEXT_OFFSETX + it.ui.posX, TEXT_OFFSETY + it.ui.posY - LINE_HEIGHT)
// draw the list