rename 'button' (the coloured square that appears over a clickpoint) to 'dot' throughout codebase, because I may want actual buttons later

This commit is contained in:
2024-08-14 21:24:46 +01:00
parent abddddbc9e
commit 30dd9de17a
5 changed files with 73 additions and 75 deletions

View File

@@ -62,13 +62,13 @@ struct
()
end
fun initButton () =
fun initDot () =
let
val buttonDrawObject = initDrawObject
val dotDrawObject = initDrawObject
( Constants.colouredVertexShaderString
, Constants.colouredFragmentShaderString
)
val {vertexBuffer, program} = buttonDrawObject
val {vertexBuffer, program} = dotDrawObject
val _ = Gles3.bindBuffer vertexBuffer
val _ = Gles3.bufferData (#[], 0, Gles3.STATIC_DRAW ())
@@ -78,29 +78,29 @@ struct
val _ = Gles3.vertexAttribPointer (1, 3, 5, 8)
val _ = Gles3.enableVertexAttribArray 1
in
buttonDrawObject
dotDrawObject
end
fun uploadButtonVector (buttonDrawObject: draw_object, vec) =
fun uploadDotVector (dotDrawObject: draw_object, vec) =
let
val {vertexBuffer, ...} = buttonDrawObject
val {vertexBuffer, ...} = dotDrawObject
val _ = Gles3.bindBuffer vertexBuffer
val _ = Gles3.bufferData (vec, Vector.length vec, Gles3.STATIC_DRAW ())
in
()
end
fun drawButton (buttonDrawObject: draw_object, buttonDrawLength) =
if buttonDrawLength > 0 then
fun drawDot (dotDrawObject: draw_object, dotDrawLength) =
if dotDrawLength > 0 then
let
val {vertexBuffer, program} = buttonDrawObject
val {vertexBuffer, program} = dotDrawObject
val _ = Gles3.bindBuffer vertexBuffer
val _ = Gles3.vertexAttribPointer (0, 2, 5, 0)
val _ = Gles3.enableVertexAttribArray 0
val _ = Gles3.vertexAttribPointer (1, 3, 5, 8)
val _ = Gles3.enableVertexAttribArray 1
val _ = Gles3.useProgram program
val _ = Gles3.drawArrays (Gles3.TRIANGLES (), 0, buttonDrawLength)
val _ = Gles3.drawArrays (Gles3.TRIANGLES (), 0, dotDrawLength)
in
()
end