mirror of
https://github.com/ClassiCube/ClassiCube.git
synced 2025-09-18 12:05:14 -04:00
Use exact same colours as original classic for menu background overlay
This commit is contained in:
parent
b365a3b796
commit
f9fefd6ce8
@ -12,7 +12,12 @@ namespace ClassicalSharp.Gui.Screens {
|
||||
}
|
||||
protected Widget[] widgets;
|
||||
protected Font titleFont, regularFont;
|
||||
protected FastColour backCol = new FastColour(60, 60, 60, 160);
|
||||
|
||||
// These were sourced by taking a screenshot of vanilla
|
||||
// Then using paint to extract the colour components
|
||||
// Then using wolfram alpha to solve the glblendfunc equation
|
||||
static FastColour topBackCol = new FastColour(24, 24, 24, 105);
|
||||
static FastColour bottomBackCol = new FastColour(51, 51, 98, 162);
|
||||
|
||||
protected int IndexOfWidget(Widget w) {
|
||||
for (int i = 0; i < widgets.Length; i++) {
|
||||
@ -22,7 +27,7 @@ namespace ClassicalSharp.Gui.Screens {
|
||||
}
|
||||
|
||||
protected void RenderMenuBounds() {
|
||||
gfx.Draw2DQuad(0, 0, game.Width, game.Height, backCol);
|
||||
gfx.Draw2DQuad(0, 0, game.Width, game.Height, topBackCol, bottomBackCol);
|
||||
}
|
||||
|
||||
public override void Render(double delta) {
|
||||
|
@ -19,7 +19,6 @@ namespace ClassicalSharp.Gui.Screens {
|
||||
base.Init();
|
||||
titleFont = new Font(game.FontName, 16, FontStyle.Bold);
|
||||
regularFont = new Font(game.FontName, 16);
|
||||
backCol.A = 210;
|
||||
|
||||
if (game.Graphics.LostContext) return;
|
||||
MakeButtons();
|
||||
|
@ -50,8 +50,8 @@ namespace ClassicalSharp.Gui.Widgets {
|
||||
public override void EnterInput() {
|
||||
if (!Text.Empty) {
|
||||
// Don't want trailing spaces in output message
|
||||
string allText = new String(Text.value, 0, Text.TextLength);
|
||||
game.Chat.Send(allText);
|
||||
string text = new String(Text.value, 0, Text.TextLength);
|
||||
game.Chat.Send(text);
|
||||
}
|
||||
|
||||
originalText = null;
|
||||
|
@ -37,15 +37,15 @@ namespace ClassicalSharp.Gui.Widgets {
|
||||
// These were sourced by taking a screenshot of vanilla
|
||||
// Then using paint to extract the colour components
|
||||
// Then using wolfram alpha to solve the glblendfunc equation
|
||||
static FastColour topCol = new FastColour(34, 34, 34, 168);
|
||||
static FastColour bottomCol = new FastColour(57, 57, 104, 202);
|
||||
static FastColour topBackCol = new FastColour(34, 34, 34, 168);
|
||||
static FastColour bottomBackCol = new FastColour(57, 57, 104, 202);
|
||||
static FastColour topSelCol = new FastColour(255, 255, 255, 142);
|
||||
static FastColour bottomSelCol = new FastColour(255, 255, 255, 192);
|
||||
|
||||
static VertexP3fT2fC4b[] vertices = new VertexP3fT2fC4b[8 * 10 * (4 * 4)];
|
||||
int vb;
|
||||
public override void Render(double delta) {
|
||||
gfx.Draw2DQuad(TableX, TableY, TableWidth, TableHeight, topCol, bottomCol);
|
||||
gfx.Draw2DQuad(TableX, TableY, TableWidth, TableHeight, topBackCol, bottomBackCol);
|
||||
if (totalRows > MaxRowsDisplayed) scroll.Render(delta);
|
||||
|
||||
if (SelectedIndex != -1 && game.ClassicMode) {
|
||||
|
@ -492,12 +492,12 @@ Int32 Table_Height(TableWidget* widget) {
|
||||
}
|
||||
|
||||
/* These were sourced by taking a screenshot of vanilla
|
||||
Then using paInt32 to extract the colour components
|
||||
Then using paint to extract the colour components
|
||||
Then using wolfram alpha to solve the glblendfunc equation */
|
||||
PackedCol Table_TopCol = PACKEDCOL_CONST( 34, 34, 34, 168);
|
||||
PackedCol Table_BottomCol = PACKEDCOL_CONST( 57, 57, 104, 202);
|
||||
PackedCol Table_TopSelCol = PACKEDCOL_CONST(255, 255, 255, 142);
|
||||
PackedCol Table_BottomSelCol = PACKEDCOL_CONST(255, 255, 255, 192);
|
||||
PackedCol Table_TopBackCol = PACKEDCOL_CONST( 34, 34, 34, 168);
|
||||
PackedCol Table_BottomBackCol = PACKEDCOL_CONST( 57, 57, 104, 202);
|
||||
PackedCol Table_TopSelCol = PACKEDCOL_CONST(255, 255, 255, 142);
|
||||
PackedCol Table_BottomSelCol = PACKEDCOL_CONST(255, 255, 255, 192);
|
||||
#define TABLE_MAX_VERTICES (8 * 10 * ISOMETRICDRAWER_MAXVERTICES)
|
||||
|
||||
bool TableWidget_GetCoords(TableWidget* widget, Int32 i, Int32* winX, Int32* winY) {
|
||||
@ -623,7 +623,7 @@ void TableWidget_Init(GuiElement* elem) {
|
||||
void TableWidget_Render(GuiElement* elem, Real64 delta) {
|
||||
TableWidget* widget = (TableWidget*)elem;
|
||||
GfxCommon_Draw2DGradient(Table_X(widget), Table_Y(widget),
|
||||
Table_Width(widget), Table_Height(widget), Table_TopCol, Table_BottomCol);
|
||||
Table_Width(widget), Table_Height(widget), Table_TopBackCol, Table_BottomBackCol);
|
||||
if (widget->RowsCount > TABLE_MAX_ROWS_DISPLAYED) {
|
||||
GuiElement* scroll = &widget->Scroll.Base.Base;
|
||||
scroll->Render(scroll, delta);
|
||||
|
@ -120,7 +120,6 @@ void SpecialInputWidget_SetActive(SpecialInputWidget* widget, bool active);
|
||||
|
||||
#define INPUTWIDGET_MAX_LINES 3
|
||||
struct InputWidget_;
|
||||
/* Remakes the raw texture containing all the chat lines. Also updates the dimensions of the widget. */
|
||||
typedef struct InputWidget_ {
|
||||
Widget Base;
|
||||
FontDesc Font;
|
||||
|
Loading…
x
Reference in New Issue
Block a user