add colrow_to_xy() and refactor to use it
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980ec3a295
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6d8c8e76a9
@ -414,11 +414,9 @@ void Window::draw_text()
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void Window::draw_character(int screen_column, int screen_row, uint32_t character)
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{
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int x, y;
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m_shaders.text->use();
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int advance = m_font.get_advance();
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int line_height = m_font.get_line_height();
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int x = screen_column * advance;
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int y = m_height - (screen_row + 1) * line_height;
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colrow_to_xy(screen_column, screen_row, &x, &y);
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auto g = m_font.get_glyph(character);
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m_shaders.text->set_position(x, y + m_font.get_baseline_offset());
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g->render();
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@ -451,10 +449,8 @@ void Window::redraw()
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void Window::draw_cursor(int screen_column, int screen_row)
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{
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int advance = m_font.get_advance();
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int line_height = m_font.get_line_height();
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int x = screen_column * advance;
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int y = m_height - (screen_row + 1) * line_height;
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int x, y;
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colrow_to_xy(screen_column, screen_row, &x, &y);
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m_cursor_array->bind();
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m_shaders.flat->use();
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m_shaders.flat->set_color(1.0, 0.2, 1.0, 1.0);
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@ -464,13 +460,17 @@ void Window::draw_cursor(int screen_column, int screen_row)
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void Window::draw_crosshair(int screen_column, int screen_row)
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{
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int advance = m_font.get_advance();
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int line_height = m_font.get_line_height();
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int x = screen_column * advance;
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int y = m_height - (screen_row + 1) * line_height;
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int x, y;
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colrow_to_xy(screen_column, screen_row, &x, &y);
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m_cursor_array->bind();
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m_shaders.flat->use();
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m_shaders.flat->set_color(0.1, 0.1, 0.1, 1.0);
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m_shaders.flat->set_position(x, y);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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}
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void Window::colrow_to_xy(int col, int row, int * x, int * y)
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{
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*x = col * m_font.get_advance();
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*y = m_height - (row + 1) * m_font.get_line_height();
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}
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@ -30,6 +30,7 @@ protected:
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void redraw();
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void draw_cursor(int screen_column, int screen_row);
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void draw_crosshair(int screen_column, int screen_row);
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void colrow_to_xy(int col, int row, int * x, int * y);
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void handle_event(SDL_Event & event);
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void handle_key(uint32_t scancode, uint32_t mod);
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void cursor_move(int which);
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