mirror of
https://github.com/seekrs/MacroLibX.git
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Cleaned code
This commit is contained in:
@@ -40,19 +40,18 @@ namespace mlx
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NonOwningPtr<Text> text = p_scene->GetTextFromPositionAndColor(str, Vec2f{ static_cast<float>(x), static_cast<float>(y) }, vec_color);
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NonOwningPtr<Text> text = p_scene->GetTextFromPositionAndColor(str, Vec2f{ static_cast<float>(x), static_cast<float>(y) }, vec_color);
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if(!text)
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if(!text)
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{
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{
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if(m_pixelput_called)
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{
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m_draw_layer++;
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m_pixelput_called = false;
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}
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Text& new_text = p_scene->CreateText(str);
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Text& new_text = p_scene->CreateText(str);
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new_text.SetPosition(Vec2f{ static_cast<float>(x), static_cast<float>(y) });
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new_text.SetPosition(Vec2f{ static_cast<float>(x), static_cast<float>(y) });
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new_text.SetColor(std::move(vec_color));
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new_text.SetColor(std::move(vec_color));
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// if(m_pixelput_called)
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{
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// m_draw_layer++;
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// m_pixelput_called = false;
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}
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}
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}
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else if(!p_scene->IsTextAtGivenDrawLayer(str, m_draw_layer))
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else if(!p_scene->IsTextAtGivenDrawLayer(str, m_draw_layer))
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{
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{
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p_scene->BringToDrawLayer(text.Get(), m_draw_layer);
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p_scene->BringToDrawLayer(text.Get(), m_draw_layer);
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//m_draw_layer++;
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}
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}
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}
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}
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@@ -62,19 +61,18 @@ namespace mlx
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NonOwningPtr<Sprite> sprite = p_scene->GetSpriteFromTextureAndPosition(texture, Vec2f{ static_cast<float>(x), static_cast<float>(y) });
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NonOwningPtr<Sprite> sprite = p_scene->GetSpriteFromTextureAndPosition(texture, Vec2f{ static_cast<float>(x), static_cast<float>(y) });
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if(!sprite)
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if(!sprite)
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{
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{
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Sprite& new_sprite = p_scene->CreateSprite(texture);
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new_sprite.SetPosition(Vec2f{ static_cast<float>(x), static_cast<float>(y) });
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if(m_pixelput_called)
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if(m_pixelput_called)
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{
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{
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m_draw_layer++;
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m_draw_layer++;
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m_pixelput_called = false;
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m_pixelput_called = false;
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}
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}
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Sprite& new_sprite = p_scene->CreateSprite(texture);
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new_sprite.SetPosition(Vec2f{ static_cast<float>(x), static_cast<float>(y) });
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}
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}
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else if(!p_scene->IsTextureAtGivenDrawLayer(texture, m_draw_layer))
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else if(!p_scene->IsTextureAtGivenDrawLayer(texture, m_draw_layer))
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{
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{
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p_scene->BringToDrawLayer(sprite.Get(), m_draw_layer);
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p_scene->BringToDrawLayer(sprite.Get(), m_draw_layer);
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//m_draw_layer++;
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}
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}
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}
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}
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