More ui optimization
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@@ -168,8 +168,12 @@ errorret_t sceneRender(void) {
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);
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);
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errorChain(shaderBind(&SHADER_UNLIT));
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errorChain(shaderBind(&SHADER_UNLIT));
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errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_MODEL, screenIdentity));
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errorChain(shaderSetMatrix(
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errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_PROJECTION, screenProj));
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&SHADER_UNLIT, SHADER_UNLIT_MODEL, screenIdentity
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));
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errorChain(shaderSetMatrix(
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&SHADER_UNLIT, SHADER_UNLIT_PROJECTION, screenProj
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));
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errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_VIEW, screenView));
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errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_VIEW, screenView));
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errorChain(displaySetState((displaystate_t){
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errorChain(displaySetState((displaystate_t){
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@@ -201,10 +201,11 @@ errorret_t uiSliderDraw(
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int32_t stepCount = uiSliderGetStepCount(slider);
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int32_t stepCount = uiSliderGetStepCount(slider);
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if(stepCount > 0 && stepCount < UI_SLIDER_STEP_MARKERS_MAX) {
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if(stepCount > 0 && stepCount < UI_SLIDER_STEP_MARKERS_MAX) {
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spritebatchsprite_t markers[UI_SLIDER_STEP_MARKERS_MAX];
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for(int32_t i = 0; i <= stepCount; i++) {
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for(int32_t i = 0; i <= stepCount; i++) {
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float_t markerX = trackX +
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float_t markerX = trackX +
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UI_SLIDER_TRACK_WIDTH * (float_t)i / (float_t)stepCount;
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UI_SLIDER_TRACK_WIDTH * (float_t)i / (float_t)stepCount;
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spritebatchsprite_t markerSprite = {
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markers[i] = (spritebatchsprite_t){
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.min = {
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.min = {
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markerX - UI_SLIDER_STEP_MARKER_WIDTH * 0.5f,
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markerX - UI_SLIDER_STEP_MARKER_WIDTH * 0.5f,
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trackY - UI_SLIDER_STEP_MARKER_OVERHANG,
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trackY - UI_SLIDER_STEP_MARKER_OVERHANG,
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@@ -218,16 +219,17 @@ errorret_t uiSliderDraw(
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.uvMin = { 0.0f, 0.0f },
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.uvMin = { 0.0f, 0.0f },
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.uvMax = { 1.0f, 1.0f }
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.uvMax = { 1.0f, 1.0f }
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};
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};
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shadermaterial_t markerMaterial = {
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.unlit = {
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.color = COLOR_WHITE,
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.texture = &TEXTURE_WHITE
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}
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};
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errorChain(
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spriteBatchBuffer(&markerSprite, 1, &SHADER_UNLIT, markerMaterial)
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);
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}
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}
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shadermaterial_t markerMaterial = {
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.unlit = {
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.color = COLOR_WHITE,
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.texture = &TEXTURE_WHITE
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}
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};
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errorChain(
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spriteBatchBuffer(markers, stepCount + 1, &SHADER_UNLIT, markerMaterial)
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);
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}
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}
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errorChain(uiWidgetLabelDraw(
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errorChain(uiWidgetLabelDraw(
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