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Just some renaming. Start moving away from the "thin3d" name
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@@ -20,8 +20,8 @@ UIContext::~UIContext() {
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void UIContext::Init(Draw::DrawContext *thin3d, Draw::Pipeline *uipipe, Draw::Pipeline *uipipenotex, DrawBuffer *uidrawbuffer, DrawBuffer *uidrawbufferTop) {
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using namespace Draw;
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thin3d_ = thin3d;
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sampler_ = thin3d_->CreateSamplerState({ TextureFilter::LINEAR, TextureFilter::LINEAR, TextureFilter::LINEAR });
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draw_ = thin3d;
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sampler_ = draw_->CreateSamplerState({ TextureFilter::LINEAR, TextureFilter::LINEAR, TextureFilter::LINEAR });
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ui_pipeline_ = uipipe;
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ui_pipeline_notex_ = uipipenotex;
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uidrawbuffer_ = uidrawbuffer;
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@@ -38,19 +38,19 @@ void UIContext::FrameSetup(Draw::Texture *uiTexture) {
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}
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void UIContext::Begin() {
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thin3d_->BindSamplerStates(0, 1, &sampler_);
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thin3d_->BindTexture(0, uitexture_);
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draw_->BindSamplerStates(0, 1, &sampler_);
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draw_->BindTexture(0, uitexture_);
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ActivateTopScissor();
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UIBegin(ui_pipeline_);
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}
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void UIContext::BeginNoTex() {
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thin3d_->BindSamplerStates(0, 1, &sampler_);
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draw_->BindSamplerStates(0, 1, &sampler_);
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UIBegin(ui_pipeline_notex_);
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}
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void UIContext::RebindTexture() const {
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thin3d_->BindTexture(0, uitexture_);
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draw_->BindTexture(0, uitexture_);
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}
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void UIContext::Flush() {
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@@ -105,7 +105,7 @@ void UIContext::ActivateTopScissor() {
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int y = scale * bounds.y;
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int w = scale * bounds.w;
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int h = scale * bounds.h;
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thin3d_->SetScissorRect(x, y, w, h);
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draw_->SetScissorRect(x, y, w, h);
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}
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void UIContext::SetFontScale(float scaleX, float scaleY) {
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