Working on minor bug fixing
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@@ -103,10 +103,7 @@ namespace ZL {
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}
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void UiTextButton::draw(Renderer& renderer) const {
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renderer.PushMatrix();
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renderer.TranslateMatrix({ animOffsetX, animOffsetY, 0.0f });
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renderer.ScaleMatrix({ animScaleX, animScaleY, 1.0f });
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// Draw background texture (optional)
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const std::shared_ptr<Texture>* tex = nullptr;
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switch (state) {
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@@ -115,20 +112,30 @@ namespace ZL {
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case ButtonState::Pressed: tex = texPressed ? &texPressed : (texNormal ? &texNormal : nullptr); break;
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case ButtonState::Disabled: tex = texDisabled ? &texDisabled : (texNormal ? &texNormal : nullptr); break;
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}
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glDisable(GL_DEPTH_TEST);
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if (tex && *tex) {
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renderer.shaderManager.PushShader(defaultShaderName);
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renderer.PushMatrix();
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renderer.TranslateMatrix({ animOffsetX, animOffsetY, 0.0f });
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renderer.ScaleMatrix({ animScaleX, animScaleY, 1.0f });
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renderer.RenderUniform1i(textureUniformName, 0);
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glBindTexture(GL_TEXTURE_2D, (*tex)->getTexID());
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renderer.DrawVertexRenderStruct(mesh);
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renderer.PopMatrix();
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renderer.shaderManager.PopShader();
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}
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renderer.PopMatrix();
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// Draw text on top (uses absolute coords, add anim offset manually)
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if (textRenderer && !text.empty()) {
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float cx = rect.x + rect.w / 2.0f + animOffsetX;
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float cy = rect.y + rect.h / 2.0f + animOffsetY;
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textRenderer->drawText(text, cx, cy, 1.0f, textCentered, color);
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}
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glEnable(GL_DEPTH_TEST);
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}
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void UiSlider::buildTrackMesh() {
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