Renamed layout/Unit to UnitScl to prevent name conflicts

This commit is contained in:
Anuken
2019-08-06 11:04:58 -04:00
parent 8ef1d54a16
commit 5c6bcbf9cd
26 changed files with 66 additions and 63 deletions

View File

@@ -8,7 +8,7 @@ import io.anuke.arc.graphics.Color;
import io.anuke.arc.graphics.g2d.*;
import io.anuke.arc.graphics.glutils.FrameBuffer;
import io.anuke.arc.math.*;
import io.anuke.arc.scene.ui.layout.Unit;
import io.anuke.arc.scene.ui.layout.UnitScl;
import io.anuke.arc.util.*;
import io.anuke.arc.util.noise.RidgedPerlin;
import io.anuke.arc.util.noise.Simplex;
@@ -220,7 +220,7 @@ public class MenuRenderer implements Disposable{
public void render(){
time += Time.delta();
float scaling = Math.max(Unit.dp.scl(4f), Math.max(Core.graphics.getWidth() / ((width - 1f) * tilesize), Core.graphics.getHeight() / ((height - 1f) * tilesize)));
float scaling = Math.max(UnitScl.dp.scl(4f), Math.max(Core.graphics.getWidth() / ((width - 1f) * tilesize), Core.graphics.getHeight() / ((height - 1f) * tilesize)));
camera.position.set(width * tilesize / 2f, height * tilesize / 2f);
camera.resize(Core.graphics.getWidth() / scaling,
Core.graphics.getHeight() / scaling);

View File

@@ -7,6 +7,7 @@ import io.anuke.arc.graphics.Pixmap.*;
import io.anuke.arc.graphics.g2d.*;
import io.anuke.arc.math.*;
import io.anuke.arc.math.geom.*;
import io.anuke.arc.scene.ui.layout.*;
import io.anuke.arc.util.*;
import io.anuke.mindustry.entities.*;
import io.anuke.mindustry.entities.type.*;
@@ -77,7 +78,7 @@ public class MinimapRenderer implements Disposable{
for(Unit unit : units){
float rx = (unit.x - rect.x) / rect.width * w, ry = (unit.y - rect.y) / rect.width * h;
Draw.color(unit.getTeam().color);
Fill.rect(x + rx, y + ry, io.anuke.arc.scene.ui.layout.Unit.dp.scl(baseSize / 2f), io.anuke.arc.scene.ui.layout.Unit.dp.scl(baseSize / 2f));
Fill.rect(x + rx, y + ry, UnitScl.dp.scl(baseSize / 2f), UnitScl.dp.scl(baseSize / 2f));
}
Draw.color();

View File

@@ -4,7 +4,7 @@ import io.anuke.arc.Core;
import io.anuke.arc.graphics.Color;
import io.anuke.arc.graphics.g2d.TextureRegion;
import io.anuke.arc.graphics.glutils.Shader;
import io.anuke.arc.scene.ui.layout.Unit;
import io.anuke.arc.scene.ui.layout.UnitScl;
import io.anuke.arc.util.Time;
public class Shaders{
@@ -41,7 +41,7 @@ public class Shaders{
setUniformf("u_resolution", Core.graphics.getWidth(), Core.graphics.getHeight());
setUniformi("u_time", (int)(time += Core.graphics.getDeltaTime() * 60f));
setUniformf("u_uv", Core.atlas.white().getU(), Core.atlas.white().getV());
setUniformf("u_scl", Unit.dp.scl(1f));
setUniformf("u_scl", UnitScl.dp.scl(1f));
setUniformf("u_uv2", Core.atlas.white().getU2(), Core.atlas.white().getV2());
}
}
@@ -117,8 +117,8 @@ public class Shaders{
@Override
public void apply(){
setUniformf("u_dp", Unit.dp.scl(1f));
setUniformf("u_time", Time.time() / Unit.dp.scl(1f));
setUniformf("u_dp", UnitScl.dp.scl(1f));
setUniformf("u_time", Time.time() / UnitScl.dp.scl(1f));
setUniformf("u_offset",
Core.camera.position.x - Core.camera.width / 2,
Core.camera.position.y - Core.camera.height / 2);