renaming some variables

master
Andre Antunes 13 years ago
parent 70a8338804
commit a5d475aec1

@ -135,38 +135,34 @@ void Graphics::endRender()
} }
void Graphics::drawTexturedRect(const Rect& screenCoords, const Texture *texture, const Rect& texCoords) void Graphics::drawTexturedRect(const Rect& screenCoords, const Texture *texture, const Rect& textureCoords)
{ {
// rect correction for opengl // rect correction for opengl
int right = screenCoords.right()+1; int right = screenCoords.right() + 1;
int bottom = screenCoords.bottom()+1; int bottom = screenCoords.bottom() + 1;
int top = screenCoords.top(); int top = screenCoords.top();
int left = screenCoords.left(); int left = screenCoords.left();
float tright; float textureRight = 0.0f;
float tbottom; float textureBottom = 1.0f;
float ttop; float textureTop = 0.0f;
float tleft; float textureLeft = 1.0f;
if(!texCoords.isEmpty()) { if(!textureCoords.isEmpty()) {
const Size& textureSize = texture->getSize(); const Size& textureSize = texture->getSize();
tright = (float)(texCoords.right()+1)/textureSize.width();
tbottom = (float)(texCoords.bottom()+1)/textureSize.height(); textureRight = (float)(textureCoords.right() + 1) / textureSize.width();
ttop = (float)texCoords.top()/textureSize.height(); textureBottom = (float)(textureCoords.bottom() + 1) / textureSize.height();
tleft = (float)texCoords.left()/textureSize.width(); textureTop = (float)textureCoords.top() / textureSize.height();
} else { textureLeft = (float)textureCoords.left() / textureSize.width();
tright = 0.0f;
tbottom = 1.0f;
ttop = 0.0f;
tleft = 1.0f;
} }
glBindTexture(GL_TEXTURE_2D, texture->getTextureId()); glBindTexture(GL_TEXTURE_2D, texture->getTextureId());
glBegin(GL_QUADS); glBegin(GL_QUADS);
glTexCoord2f(tleft, ttop); glVertex2i(left, top); glTexCoord2f(textureLeft, textureTop); glVertex2i(left, top);
glTexCoord2f(tleft, tbottom); glVertex2i(left, bottom); glTexCoord2f(textureLeft, textureBottom); glVertex2i(left, bottom);
glTexCoord2f(tright, tbottom); glVertex2i(right, bottom); glTexCoord2f(textureRight, textureBottom); glVertex2i(right, bottom);
glTexCoord2f(tright, ttop); glVertex2i(right, top); glTexCoord2f(textureRight, textureTop); glVertex2i(right, top);
glEnd(); glEnd();
} }
@ -177,8 +173,8 @@ void Graphics::drawColoredRect(const Rect& screenCoords, const Color& color)
glColor4ubv(color.rgbaPtr()); glColor4ubv(color.rgbaPtr());
// rect correction for opengl // rect correction for opengl
int right = screenCoords.right()+1; int right = screenCoords.right() + 1;
int bottom = screenCoords.bottom()+1; int bottom = screenCoords.bottom() + 1;
int top = screenCoords.top(); int top = screenCoords.top();
int left = screenCoords.left(); int left = screenCoords.left();
@ -195,7 +191,7 @@ void Graphics::drawColoredRect(const Rect& screenCoords, const Color& color)
void Graphics::drawBoundingRect(const Rect& screenCoords, const Color& color, int innerLineWidth) void Graphics::drawBoundingRect(const Rect& screenCoords, const Color& color, int innerLineWidth)
{ {
if(2*innerLineWidth > screenCoords.height()) if(2 * innerLineWidth > screenCoords.height())
return; return;
glDisable(GL_TEXTURE_2D); glDisable(GL_TEXTURE_2D);
@ -209,31 +205,29 @@ void Graphics::drawBoundingRect(const Rect& screenCoords, const Color& color, in
int left = screenCoords.left(); int left = screenCoords.left();
glBegin(GL_QUADS); glBegin(GL_QUADS);
// top line
// top line glVertex2i(left, top);
glVertex2i(left, top); glVertex2i(left, top + innerLineWidth);
glVertex2i(left, top+innerLineWidth); glVertex2i(right, top + innerLineWidth);
glVertex2i(right, top+innerLineWidth); glVertex2i(right, top);
glVertex2i(right, top);
// left
// left glVertex2i(left, screenCoords.top() + innerLineWidth);
glVertex2i(left, screenCoords.top()+innerLineWidth); glVertex2i(left, bottom - innerLineWidth);
glVertex2i(left, bottom-innerLineWidth); glVertex2i(left + innerLineWidth, bottom - innerLineWidth);
glVertex2i(left+innerLineWidth, bottom-innerLineWidth); glVertex2i(left + innerLineWidth, screenCoords.top() + innerLineWidth);
glVertex2i(left+innerLineWidth, screenCoords.top()+innerLineWidth);
// bottom line
// bottom line glVertex2i(left, bottom);
glVertex2i(left, bottom); glVertex2i(left, bottom - innerLineWidth);
glVertex2i(left, bottom-innerLineWidth); glVertex2i(right, bottom - innerLineWidth);
glVertex2i(right, bottom-innerLineWidth); glVertex2i(right, bottom);
glVertex2i(right, bottom);
// right line
// right line glVertex2i(right , top + innerLineWidth);
glVertex2i(right, top+innerLineWidth); glVertex2i(right , bottom - innerLineWidth);
glVertex2i(right, bottom-innerLineWidth); glVertex2i(right - innerLineWidth, bottom - innerLineWidth);
glVertex2i(right-innerLineWidth, bottom-innerLineWidth); glVertex2i(right - innerLineWidth, top + innerLineWidth);
glVertex2i(right-innerLineWidth, top+innerLineWidth);
glEnd(); glEnd();
glEnable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_2D);

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