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-rw-r--r--ui/editNetwork.cpp8
-rw-r--r--ui/editNetwork.h4
-rw-r--r--ui/gameMainSelector.cpp4
-rw-r--r--ui/gameMainSelector.h4
-rw-r--r--ui/gameMainWindow.cpp2
-rw-r--r--ui/gameMainWindow.h6
-rw-r--r--ui/sceneRenderer.h2
-rw-r--r--ui/window.h4
-rw-r--r--ui/worldOverlay.h4
9 files changed, 19 insertions, 19 deletions
diff --git a/ui/editNetwork.cpp b/ui/editNetwork.cpp
index 277407f..991cbc3 100644
--- a/ui/editNetwork.cpp
+++ b/ui/editNetwork.cpp
@@ -5,7 +5,7 @@
#include "text.h"
#include <game/gamestate.h>
#include <game/geoData.h>
-#include <gfx/gl/shader.h>
+#include <gfx/gl/sceneShader.h>
#include <gfx/models/texture.h>
constexpr const glm::u8vec4 TRANSPARENT_BLUE {30, 50, 255, 200};
@@ -47,17 +47,17 @@ EditNetwork::handleInput(const SDL_Event & e, const UIComponent::Position & pare
}
void
-EditNetwork::render(const Shader & shader) const
+EditNetwork::render(const SceneShader & shader) const
{
if (builder) {
blue.bind();
- shader.setModel(Location {}, Shader::Program::StaticPos);
+ shader.setModel(Location {}, SceneShader::Program::StaticPos);
builder->render(shader);
}
}
void
-EditNetwork::Builder::render(const Shader & shader) const
+EditNetwork::Builder::render(const SceneShader & shader) const
{
candidateLinks.apply<const Renderable>(&Renderable::render, shader);
}
diff --git a/ui/editNetwork.h b/ui/editNetwork.h
index 3501ac9..1ba2e13 100644
--- a/ui/editNetwork.h
+++ b/ui/editNetwork.h
@@ -18,7 +18,7 @@ public:
bool click(const SDL_MouseButtonEvent & e, const Ray &) override;
bool move(const SDL_MouseMotionEvent & e, const Ray &) override;
bool handleInput(const SDL_Event & e, const UIComponent::Position &) override;
- void render(const Shader &) const override;
+ void render(const SceneShader &) const override;
void render(const UIShader & shader, const UIComponent::Position & pos) const override;
using NetworkClickPos = std::variant<glm::vec3, Node::Ptr>;
@@ -26,7 +26,7 @@ public:
class Builder {
public:
virtual ~Builder() = default;
- virtual void render(const Shader & shader) const;
+ virtual void render(const SceneShader & shader) const;
virtual std::string hint() const = 0;
virtual void click(Network *, const GeoData *, const SDL_MouseButtonEvent &, const Ray &) = 0;
virtual void move(Network *, const GeoData *, const SDL_MouseMotionEvent &, const Ray &) = 0;
diff --git a/ui/gameMainSelector.cpp b/ui/gameMainSelector.cpp
index a5356ab..0fbf687 100644
--- a/ui/gameMainSelector.cpp
+++ b/ui/gameMainSelector.cpp
@@ -29,7 +29,7 @@ GameMainSelector::render(const UIShader & shader, const Position & parentPos) co
}
void
-GameMainSelector::render(const Shader & shader) const
+GameMainSelector::render(const SceneShader & shader) const
{
if (target) {
target->render(shader);
@@ -112,6 +112,6 @@ GameMainSelector::Component::render(const UIShader &, const UIComponent::Positio
}
void
-GameMainSelector::Component::render(const Shader &) const
+GameMainSelector::Component::render(const SceneShader &) const
{
}
diff --git a/ui/gameMainSelector.h b/ui/gameMainSelector.h
index 38d8eb1..9c05127 100644
--- a/ui/gameMainSelector.h
+++ b/ui/gameMainSelector.h
@@ -21,13 +21,13 @@ public:
virtual bool move(const SDL_MouseMotionEvent &, const Ray &);
virtual bool handleInput(const SDL_Event &, const Position & pos);
virtual void render(const UIShader & shader, const Position & pos) const;
- virtual void render(const Shader &) const;
+ virtual void render(const SceneShader &) const;
};
GameMainSelector(const Camera * c, glm::vec2 size);
void render(const UIShader & shader, const Position & pos) const override;
- void render(const Shader & shader) const override;
+ void render(const SceneShader & shader) const override;
bool handleInput(const SDL_Event & e, const Position &) override;
diff --git a/ui/gameMainWindow.cpp b/ui/gameMainWindow.cpp
index c08588d..792ffab 100644
--- a/ui/gameMainWindow.cpp
+++ b/ui/gameMainWindow.cpp
@@ -59,7 +59,7 @@ GameMainWindow::render() const
Window::render();
}
-const Shader &
+const SceneShader &
GameMainWindow::getShader() const
{
return shader;
diff --git a/ui/gameMainWindow.h b/ui/gameMainWindow.h
index 2c2c501..09d17d1 100644
--- a/ui/gameMainWindow.h
+++ b/ui/gameMainWindow.h
@@ -2,7 +2,7 @@
#include "chronology.hpp"
#include "gfx/gl/camera.h"
-#include "gfx/gl/shader.h"
+#include "gfx/gl/sceneShader.h"
#include "sceneRenderer.h"
#include "window.h"
#include <cstddef>
@@ -16,7 +16,7 @@ public:
void render() const override;
private:
- const Shader & getShader() const override;
- Shader shader;
+ const SceneShader & getShader() const override;
+ SceneShader shader;
Camera camera;
};
diff --git a/ui/sceneRenderer.h b/ui/sceneRenderer.h
index 1c01069..6176f1b 100644
--- a/ui/sceneRenderer.h
+++ b/ui/sceneRenderer.h
@@ -1,6 +1,6 @@
#pragma once
-#include "gfx/gl/shader.h"
+#include "gfx/gl/sceneShader.h"
#include "lib/glArrays.h"
#include <functional>
diff --git a/ui/window.h b/ui/window.h
index dc3c528..b3d3f68 100644
--- a/ui/window.h
+++ b/ui/window.h
@@ -10,7 +10,7 @@
#include <special_members.hpp>
#include <string>
-class Shader;
+class SceneShader;
class Window {
public:
@@ -30,7 +30,7 @@ public:
protected:
[[nodiscard]] SDL_GLContext glContext() const;
virtual void render() const;
- virtual const Shader & getShader() const = 0;
+ virtual const SceneShader & getShader() const = 0;
using SDL_WindowPtr = wrapped_ptrt<SDL_Window, SDL_CreateWindow, SDL_DestroyWindow>;
const glm::ivec2 size;
diff --git a/ui/worldOverlay.h b/ui/worldOverlay.h
index 028122a..18fab3f 100644
--- a/ui/worldOverlay.h
+++ b/ui/worldOverlay.h
@@ -1,9 +1,9 @@
#pragma once
-class Shader;
+class SceneShader;
class WorldOverlay {
public:
virtual ~WorldOverlay() = default;
- virtual void render(const Shader &) const = 0;
+ virtual void render(const SceneShader &) const = 0;
};