From 95fb3cad63941466e913775a3c080b310d45d13a Mon Sep 17 00:00:00 2001 From: Jack Jamison Date: Tue, 4 Nov 2025 17:29:52 -0500 Subject: refactor onfig file and delete word backward --- graphics.c | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) (limited to 'graphics.c') diff --git a/graphics.c b/graphics.c index 285d3e0..f6d6721 100644 --- a/graphics.c +++ b/graphics.c @@ -174,7 +174,7 @@ void render_frame(client_state *state) { // set up frame glViewport(0, 0, state->width, state->height); glScissor(0, 0, state->width, state->height); - glClearColor(background_color.r,background_color.g,background_color.b,background_color.a); + glClearColor(config.background_color.r,config.background_color.g,config.background_color.b,config.background_color.a); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // calculate input buffer size @@ -186,7 +186,7 @@ void render_frame(client_state *state) { // draw rect glUseProgram(state->box_shader); - glUniform4f(state->b_color_uniform, highlight_color.r,highlight_color.g,highlight_color.b,highlight_color.a); + glUniform4f(state->b_color_uniform, config.highlight_color.r,config.highlight_color.g,config.highlight_color.b,config.highlight_color.a); glUniform2f(state->b_screen_size_uniform, state->width, state->height); glUniform2f(state->b_start_uniform, prompt.x, prompt.y); glUniform2f(state->b_size_uniform, prompt.dx, prompt.dy); @@ -198,7 +198,7 @@ void render_frame(client_state *state) { glBindTexture(GL_TEXTURE_2D, state->atlas.texture); glBindVertexArray(state->prompt_text_buffer.vao); glUniform2f(state->t_screen_size_uniform, state->width, state->height); - glUniform4f(state->t_color_uniform, text_color.r,text_color.g,text_color.b,text_color.a); + glUniform4f(state->t_color_uniform, config.text_color.r,config.text_color.g,config.text_color.b,config.text_color.a); glUniform2f(state->t_offset_uniform, prompt.x + state->horizontal_spacing / 2.0f, prompt.y - state->atlas.vert_shift); glDrawElements(GL_TRIANGLES, state->prompt_text_buffer.num_elements, GL_UNSIGNED_INT, 0); } @@ -210,7 +210,7 @@ void render_frame(client_state *state) { glScissor(input.x, input.y, input.dx - state->horizontal_spacing / 2.0f, input.dy); glBindVertexArray(state->input_buffer_grafix.vao); glUniform2f(state->t_screen_size_uniform, state->width, state->height); - glUniform4f(state->t_color_uniform, text_color.r,text_color.g,text_color.b,text_color.a); + glUniform4f(state->t_color_uniform, config.text_color.r,config.text_color.g,config.text_color.b,config.text_color.a); glUniform2f(state->t_offset_uniform, input.x + state->horizontal_spacing / 2.0f, input.y - state->atlas.vert_shift); glDrawElements(GL_TRIANGLES, state->input_buffer_grafix.num_elements, GL_UNSIGNED_INT, 0); @@ -221,7 +221,7 @@ void render_frame(client_state *state) { } // draw cursor glUseProgram(state->box_shader); - glUniform4f(state->b_color_uniform, cursor_color.r,cursor_color.g,cursor_color.b,cursor_color.a); + glUniform4f(state->b_color_uniform, config.cursor_color.r,config.cursor_color.g,config.cursor_color.b,config.cursor_color.a); glUniform2f(state->b_screen_size_uniform, state->width, state->height); glUniform2f(state->b_start_uniform, input.x + atlas_get_strwidth_len(state, state->input_buffer, state->cursor_index) + state->horizontal_spacing / 2.0f, input.y); glUniform2f(state->b_size_uniform, cursor_size, input.dy); @@ -235,7 +235,7 @@ void render_frame(client_state *state) { item_display_t* display = &state->filtered_items[state->selected_filtered_item]; glUseProgram(state->box_shader); - glUniform4f(state->b_color_uniform, highlight_color.r,highlight_color.g,highlight_color.b,highlight_color.a); + glUniform4f(state->b_color_uniform, config.highlight_color.r,config.highlight_color.g,config.highlight_color.b,config.highlight_color.a); glUniform2f(state->b_screen_size_uniform, state->width, state->height); glUniform2f(state->b_start_uniform, display->r.x, display->r.y); glUniform2f(state->b_size_uniform, display->r.dx, display->r.dy); @@ -245,7 +245,7 @@ void render_frame(client_state *state) { // draw options glUseProgram(state->text_shader); glUniform2f(state->t_screen_size_uniform, state->width, state->height); - glUniform4f(state->t_color_uniform, text_color.r,text_color.g,text_color.b,text_color.a); + glUniform4f(state->t_color_uniform, config.text_color.r,config.text_color.g,config.text_color.b,config.text_color.a); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, state->atlas.texture); for (uint32_t i = state->displayed_item_start; i < state->displayed_item_end; ++i) { -- cgit v1.2.3