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rename textureIndex -> photoIndex

main
Colin McMillen 12 months ago
parent
commit
e58f717ffe
  1. 16
      Program.cs

16
Program.cs

@ -257,7 +257,7 @@ public class Game : GameWindow {
int ElementBufferObject;
int VertexArrayObject;
List<Photo> photos = new();
int textureIndex = 0; // FIXME: rename to photoIndex
int photoIndex = 0;
Shader shader = new();
Matrix4 projection;
@ -278,7 +278,7 @@ public class Game : GameWindow {
Box2i box = geometry.ThumbnailBoxes[i];
if (box.ContainsInclusive((Vector2i) MouseState.Position)) {
if (0 <= i && i < photos.Count) {
textureIndex = i;
photoIndex = i;
}
}
}
@ -296,15 +296,15 @@ public class Game : GameWindow {
// FIXME: make a proper Model class for tracking the state of the controls?
if (input.IsKeyPressed(Keys.Down) || now > downTimer) {
if (textureIndex < photos.Count - 1) {
if (photoIndex < photos.Count - 1) {
downTimer = now + 10000 * 200;
textureIndex++;
photoIndex++;
}
}
if (input.IsKeyPressed(Keys.Up) || now > upTimer) {
if (textureIndex > 0) {
if (photoIndex > 0) {
upTimer = now + 10000 * 200;
textureIndex--;
photoIndex--;
}
}
}
@ -365,7 +365,7 @@ public class Game : GameWindow {
GL.BindBuffer(BufferTarget.ArrayBuffer, VertexBufferObject);
GL.ActiveTexture(TextureUnit.Texture0);
Texture active = photos[textureIndex].Texture;
Texture active = photos[photoIndex].Texture;
// FIXME: make a function for scaling & centering one box on another.
float scaleX = 1f * geometry.PhotoBox.Size.X / active.Size.X;
@ -379,7 +379,7 @@ public class Game : GameWindow {
for (int i = 0; i < photos.Count; i++) {
Box2i box = geometry.ThumbnailBoxes[i];
DrawTexture(photos[i].Texture, box);
if (i == textureIndex) {
if (i == photoIndex) {
DrawBox(box, 5, Color4.Black);
DrawBox(box, 3, Color4.White);
}

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