Just some renaming. Start moving away from the "thin3d" name

This commit is contained in:
Henrik Rydgard committed 2017-01-30 14:38:31 +01:00
1 parent 1044796de2
commit 20d9e60a67
34 files changed
+128 -133

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+5 -5
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@@ -173,7 +173,7 @@ private:
};
void GameButton::Draw(UIContext &dc) {
GameInfo *ginfo = g_gameInfoCache->GetInfo(dc.GetThin3DContext(), gamePath_, 0);
GameInfo *ginfo = g_gameInfoCache->GetInfo(dc.GetDrawContext(), gamePath_, 0);
Draw::Texture *texture = 0;
u32 color = 0, shadowColor = 0;
using namespace UI;
@@ -251,7 +251,7 @@ void GameButton::Draw(UIContext &dc) {
if (texture) {
dc.Draw()->Flush();
dc.GetThin3DContext()->BindTexture(0, texture);
dc.GetDrawContext()->BindTexture(0, texture);
if (holdStart_ != 0.0) {
double time_held = time_now_d() - holdStart_;
int holdFrameCount = (int)(time_held * 60.0f);
@@ -1000,7 +1000,7 @@ bool MainScreen::DrawBackgroundFor(UIContext &dc, const std::string &gamePath, f
GameInfo *ginfo = 0;
if (!gamePath.empty()) {
ginfo = g_gameInfoCache->GetInfo(dc.GetThin3DContext(), gamePath, GAMEINFO_WANTBG);
ginfo = g_gameInfoCache->GetInfo(dc.GetDrawContext(), gamePath, GAMEINFO_WANTBG);
// Loading texture data may bind a texture.
dc.RebindTexture();
@@ -1013,9 +1013,9 @@ bool MainScreen::DrawBackgroundFor(UIContext &dc, const std::string &gamePath, f
}
if (ginfo->pic1Texture) {
dc.GetThin3DContext()->BindTexture(0, ginfo->pic1Texture->GetTexture());
dc.GetDrawContext()->BindTexture(0, ginfo->pic1Texture->GetTexture());
} else if (ginfo->pic0Texture) {
dc.GetThin3DContext()->BindTexture(0, ginfo->pic0Texture->GetTexture());
dc.GetDrawContext()->BindTexture(0, ginfo->pic0Texture->GetTexture());
}
uint32_t color = whiteAlpha(ease(progress)) & 0xFFc0c0c0;