replace raylibs grid rendering and decrease grid contrast
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f2c7764143
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1061ae6ce0
2 changed files with 14 additions and 14 deletions
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@ -444,23 +444,20 @@ impl Editor {
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}
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pub fn draw(&mut self, d: &mut RaylibDrawHandle, textures: &Textures) {
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d.clear_background(gray(48));
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d.clear_background(BG_WORLD);
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if self.draw_overlay && self.zoom >= 1. {
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let tile_size = (TILE_TEXTURE_SIZE * self.zoom) as f32;
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if self.draw_overlay && self.zoom >= 0.5 {
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let tile_size = TILE_TEXTURE_SIZE * self.zoom;
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let grid_spill_x = (self.view_offset.x).rem(tile_size) - tile_size;
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let grid_spill_y = (self.view_offset.y).rem(tile_size) - tile_size;
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d.gui_grid(
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Rectangle::new(
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grid_spill_x,
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grid_spill_y,
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d.get_screen_width() as f32 * 2.,
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d.get_screen_height() as f32 * 2.,
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),
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None,
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tile_size,
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1,
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);
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for y in 0..=(d.get_screen_height() / tile_size as i32) {
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let y = y * tile_size as i32 + grid_spill_y as i32;
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d.draw_line(0, y, d.get_screen_width(), y, FG_GRID);
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}
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for x in 0..=(d.get_screen_width() / tile_size as i32) {
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let x = x * tile_size as i32 + grid_spill_x as i32;
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d.draw_line(x, 0, x, d.get_screen_height(), FG_GRID);
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}
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}
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self.draw_board(d, textures);
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@ -1,5 +1,8 @@
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use raylib::prelude::*;
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pub const BG_WORLD: Color = gray(48);
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pub const FG_GRID: Color = gray(64);
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pub const BG_DARK: Color = gray(32);
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pub const BG_MEDIUM: Color = gray(48);
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pub const BG_LIGHT: Color = gray(64);
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