Code cleanup: moving poly::ui to xe::ui

This commit is contained in:
Ben Vanik
2015-05-02 01:50:19 -07:00
parent 4d15b2296e
commit f7ca026db0
25 changed files with 134 additions and 142 deletions

View File

@@ -142,7 +142,8 @@ GL4ProfilerDisplay::GL4ProfilerDisplay(WGLControl* control)
vao_(0),
font_texture_(0),
font_handle_(0),
vertex_buffer_(MICROPROFILE_MAX_VERTICES * sizeof(Vertex) * 10, sizeof(Vertex)),
vertex_buffer_(MICROPROFILE_MAX_VERTICES * sizeof(Vertex) * 10,
sizeof(Vertex)),
draw_command_count_(0) {
if (!SetupFont() || !SetupState() || !SetupShaders()) {
// Hrm.
@@ -150,32 +151,32 @@ GL4ProfilerDisplay::GL4ProfilerDisplay(WGLControl* control)
}
// Pass through mouse events.
control->on_mouse_down.AddListener([](poly::ui::MouseEvent& e) {
Profiler::OnMouseDown(e.button() == poly::ui::MouseEvent::Button::kLeft,
e.button() == poly::ui::MouseEvent::Button::kRight);
control->on_mouse_down.AddListener([](xe::ui::MouseEvent& e) {
Profiler::OnMouseDown(e.button() == xe::ui::MouseEvent::Button::kLeft,
e.button() == xe::ui::MouseEvent::Button::kRight);
e.set_handled(true);
});
control->on_mouse_up.AddListener([](poly::ui::MouseEvent& e) {
control->on_mouse_up.AddListener([](xe::ui::MouseEvent& e) {
Profiler::OnMouseUp();
e.set_handled(true);
});
control->on_mouse_move.AddListener([](poly::ui::MouseEvent& e) {
control->on_mouse_move.AddListener([](xe::ui::MouseEvent& e) {
Profiler::OnMouseMove(e.x(), e.y());
e.set_handled(true);
});
control->on_mouse_wheel.AddListener([](poly::ui::MouseEvent& e) {
control->on_mouse_wheel.AddListener([](xe::ui::MouseEvent& e) {
Profiler::OnMouseWheel(e.x(), e.y(), -e.dy());
e.set_handled(true);
});
// Watch for toggle/mode keys and such.
control->on_key_down.AddListener([](poly::ui::KeyEvent& e) {
control->on_key_down.AddListener([](xe::ui::KeyEvent& e) {
Profiler::OnKeyDown(e.key_code());
//e.set_handled(true);
// e.set_handled(true);
});
control->on_key_up.AddListener([](poly::ui::KeyEvent& e) {
control->on_key_up.AddListener([](xe::ui::KeyEvent& e) {
Profiler::OnKeyUp(e.key_code());
//e.set_handled(true);
// e.set_handled(true);
});
}
@@ -258,7 +259,7 @@ struct VertexData { \n\
};\n\
";
const std::string vertex_shader_source = header +
"\n\
"\n\
layout(location = 0) uniform mat4 projection_matrix; \n\
struct VertexFetch { \n\
vec2 pos; \n\
@@ -274,7 +275,7 @@ void main() { \n\
} \n\
";
const std::string fragment_shader_source = header +
"\n\
"\n\
layout(location = 1, bindless_sampler) uniform sampler2D font_texture; \n\
layout(location = 2) uniform float font_height; \n\
layout(location = 0) in VertexData vtx; \n\