mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-14 12:34:05 +09:00
scrolling credit text outside of text area would not move the scrollbar
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@@ -25,9 +25,6 @@ open class UITitleWallOfText(private val text: List<String>) : UICanvas() {
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width, height
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width, height
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).also {
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).also {
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it.setWallOfText(text)
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it.setWallOfText(text)
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it.scrolledListener = { x, y ->
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scrollbar?.scrolledForce(5*x, 5*y)
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}
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}
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}
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private val scrollbar: UIItemVertSlider? = if (true) {
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private val scrollbar: UIItemVertSlider? = if (true) {
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@@ -62,6 +59,7 @@ open class UITitleWallOfText(private val text: List<String>) : UICanvas() {
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override fun scrolled(amountX: Float, amountY: Float): Boolean {
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override fun scrolled(amountX: Float, amountY: Float): Boolean {
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textArea.scrolled(amountX, amountY)
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textArea.scrolled(amountX, amountY)
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scrollbar?.scrolledForce(5*amountX, 5*amountY)
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return true
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return true
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}
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}
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@@ -2,7 +2,7 @@
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#ifdef GL_ES
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#ifdef GL_ES
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precision mediump float;
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precision mediump float;
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#endif
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#endif
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#define srgbmix(c1, c2, control) unlinearise(mix(linearise(c1), linearise(c2), (control))) // wow this is slow...
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in vec4 v_color;
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in vec4 v_color;
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in vec2 v_texCoords;
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in vec2 v_texCoords;
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@@ -119,6 +119,20 @@ vec4 random(vec2 p) {
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);
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);
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} // TODO the "grain" needs to be larger
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} // TODO the "grain" needs to be larger
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vec4 linearise(vec4 c) {
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bvec3 cutoff = lessThan(c.rgb, vec3(0.04045));
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vec3 higher = pow((c.rgb + vec3(0.055))/vec3(1.055), vec3(2.4));
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vec3 lower = c.rgb / vec3(12.92);
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return vec4(mix(higher, lower, cutoff), c.a);
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}
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vec4 unlinearise(vec4 c) {
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bvec3 cutoff = lessThan(c.rgb, vec3(0.0031308));
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vec3 higher = vec3(1.055) * pow(c.rgb, vec3(1.0 / 2.4)) - vec3(0.055);
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vec3 lower = c.rgb * vec3(12.92);
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return vec4(mix(higher, lower, cutoff), c.a);
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}
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// draw call to this function must use UV coord of (0,0,1,1)!
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// draw call to this function must use UV coord of (0,0,1,1)!
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void main(void) {
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void main(void) {
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vec4 colorTexA = texture(u_texture, mix(uvA.xy, uvA.zw, v_texCoords));
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vec4 colorTexA = texture(u_texture, mix(uvA.xy, uvA.zw, v_texCoords));
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