Small tweaks for theme consistency.
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+6
-1
@@ -86,9 +86,14 @@ game_init :: proc(game: ^Game) {
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bg_img := rl.GenImageGradientRadial(VIEWPORT_W, VIEWPORT_H, 0.3, bg_center, bg_corner)
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game.bg_texture = rl.LoadTextureFromImage(bg_img)
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rl.UnloadImage(bg_img) // Free CPU memory
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game.crt_shader = rl.LoadShader(nil, "assets/shaders/crt.fs")
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// some ray gui color updates for now
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rl.GuiSetStyle(.SLIDER, i32(rl.GuiControlProperty.BASE_COLOR_NORMAL), 0x00000000)
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rl.GuiSetStyle(.SLIDER, i32(rl.GuiControlProperty.BORDER_WIDTH), 0x00000000)
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rl.GuiSetStyle(.SLIDER, i32(rl.GuiControlProperty.BASE_COLOR_PRESSED), 0x66BFFFFF)
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rl.GuiSetStyle(.SLIDER, i32(rl.GuiControlProperty.TEXT_COLOR_FOCUSED), 0x66BFFFFF)
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// Setup 2D camera matching the 640x360 viewport center
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game.camera = rl.Camera2D{
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target = rl.Vector2{VIEWPORT_W / 2.0, VIEWPORT_H / 2.0},
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@@ -1,5 +1,6 @@
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package game
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import "core:strings"
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import "core:fmt"
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import rl "vendor:raylib"
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@@ -177,8 +178,8 @@ list_menu_items :: proc(canvas: Canvas, menu: UI_Menu) {
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item_rec := get_canvas_item_rec(canvas, i, top_margin = UI_TOP_MARGIN_LIST)
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is_selected := (i == menu.selected_index)
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border_color := is_selected ? rl.ORANGE : rl.DARKGRAY
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text_color := is_selected ? rl.ORANGE : rl.WHITE
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border_color := is_selected ? rl.SKYBLUE : rl.DARKGRAY
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text_color := is_selected ? rl.SKYBLUE : rl.WHITE
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rl.DrawRectangleLinesEx(item_rec, UI_ITEM_BORDER_THICK, border_color)
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@@ -191,7 +192,7 @@ list_menu_items :: proc(canvas: Canvas, menu: UI_Menu) {
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case UI_Slider:
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slider_rec := item_rec
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text_width := rl.MeasureText(v.label, UI_LABEL_FONT_SIZE)
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text_width := 31
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slider_rec.x = slider_rec.x + f32(text_width * 2)
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slider_rec.width = (slider_rec.width - f32(text_width * 2))
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