Added option to fade previous steps.

This commit is contained in:
Leonardo Zide
2020-01-01 17:06:17 -08:00
parent 587207b7cf
commit cbf534fcdf
17 changed files with 116 additions and 78 deletions
+15 -15
View File
@@ -166,20 +166,20 @@ void lcScene::DrawOpaqueMeshes(lcContext* Context, bool DrawLit, int PrimitiveTy
switch (RenderMesh.State)
{
case lcRenderMeshState::NORMAL:
case lcRenderMeshState::HIGHLIGHT:
case lcRenderMeshState::Default:
case lcRenderMeshState::Highlighted:
Context->SetColorIndex(ColorIndex);
break;
case lcRenderMeshState::SELECTED:
case lcRenderMeshState::Selected:
Context->SetColorIndexTinted(ColorIndex, LC_COLOR_SELECTED, 0.5f);
break;
case lcRenderMeshState::FOCUSED:
case lcRenderMeshState::Focused:
Context->SetColorIndexTinted(ColorIndex, LC_COLOR_FOCUSED, 0.5f);
break;
case lcRenderMeshState::DISABLED:
case lcRenderMeshState::Faded:
Context->SetColorIndexTinted(ColorIndex, LC_COLOR_DISABLED, 0.25f);
break;
}
@@ -188,26 +188,26 @@ void lcScene::DrawOpaqueMeshes(lcContext* Context, bool DrawLit, int PrimitiveTy
{
switch (RenderMesh.State)
{
case lcRenderMeshState::NORMAL:
case lcRenderMeshState::Default:
if (ColorIndex == gEdgeColor)
Context->SetEdgeColorIndex(RenderMesh.ColorIndex);
else
Context->SetColorIndex(ColorIndex);
break;
case lcRenderMeshState::SELECTED:
case lcRenderMeshState::Selected:
Context->SetInterfaceColor(LC_COLOR_SELECTED);
break;
case lcRenderMeshState::FOCUSED:
case lcRenderMeshState::Focused:
Context->SetInterfaceColor(LC_COLOR_FOCUSED);
break;
case lcRenderMeshState::HIGHLIGHT:
case lcRenderMeshState::Highlighted:
Context->SetInterfaceColor(LC_COLOR_HIGHLIGHT);
break;
case lcRenderMeshState::DISABLED:
case lcRenderMeshState::Faded:
Context->SetInterfaceColor(LC_COLOR_DISABLED);
break;
}
@@ -324,20 +324,20 @@ void lcScene::DrawTranslucentMeshes(lcContext* Context, bool DrawLit) const
switch (RenderMesh.State)
{
case lcRenderMeshState::NORMAL:
case lcRenderMeshState::HIGHLIGHT:
case lcRenderMeshState::Default:
case lcRenderMeshState::Highlighted:
Context->SetColorIndex(ColorIndex);
break;
case lcRenderMeshState::SELECTED:
case lcRenderMeshState::Selected:
Context->SetColorIndexTinted(ColorIndex, LC_COLOR_SELECTED, 0.5f);
break;
case lcRenderMeshState::FOCUSED:
case lcRenderMeshState::Focused:
Context->SetColorIndexTinted(ColorIndex, LC_COLOR_FOCUSED, 0.5f);
break;
case lcRenderMeshState::DISABLED:
case lcRenderMeshState::Faded:
Context->SetColorIndexTinted(ColorIndex, LC_COLOR_DISABLED, 0.25f);
break;
}