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source/gui/ObjectTypes/CChart.cpp
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} | } | ||||
void CChart::HandleMessage(SGUIMessage& Message) | void CChart::HandleMessage(SGUIMessage& Message) | ||||
{ | { | ||||
IGUIObject::HandleMessage(Message); | IGUIObject::HandleMessage(Message); | ||||
// IGUITextOwner::HandleMessage(Message); performed in UpdateSeries | // IGUITextOwner::HandleMessage(Message); performed in UpdateSeries | ||||
// TODO: implement zoom | // TODO: implement zoom | ||||
switch (Message.type) | if(Message.type == GUIM_SETTINGS_UPDATED) | ||||
Silier: btw, default break would work disable warning as well | |||||
Done Inline ActionsI agree that an if is cleaner here thou wraitii: I agree that an if is cleaner here thou | |||||
{ | |||||
case GUIM_SETTINGS_UPDATED: | |||||
{ | |||||
UpdateSeries(); | UpdateSeries(); | ||||
break; | |||||
} | |||||
} | |||||
} | } | ||||
void CChart::DrawLine(const CShaderProgramPtr& shader, const CGUIColor& color, const std::vector<float>& vertices) const | void CChart::DrawLine(const CShaderProgramPtr& shader, const CGUIColor& color, const std::vector<float>& vertices) const | ||||
{ | { | ||||
shader->Uniform(str_color, color); | shader->Uniform(str_color, color); | ||||
shader->VertexPointer(3, GL_FLOAT, 0, &vertices[0]); | shader->VertexPointer(3, GL_FLOAT, 0, &vertices[0]); | ||||
shader->AssertPointersBound(); | shader->AssertPointersBound(); | ||||
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Wildfire Games · Phabricator
btw, default break would work disable warning as well