diff --git a/Program.cs b/Program.cs index ecdc79a..83c1838 100644 --- a/Program.cs +++ b/Program.cs @@ -257,7 +257,7 @@ public class Game : GameWindow { int ElementBufferObject; int VertexArrayObject; List photos = new(); - int textureIndex = 0; // FIXME: rename to photoIndex + int photoIndex = 0; Shader shader = new(); Matrix4 projection; @@ -278,7 +278,7 @@ public class Game : GameWindow { Box2i box = geometry.ThumbnailBoxes[i]; if (box.ContainsInclusive((Vector2i) MouseState.Position)) { if (0 <= i && i < photos.Count) { - textureIndex = i; + photoIndex = i; } } } @@ -296,15 +296,15 @@ public class Game : GameWindow { // FIXME: make a proper Model class for tracking the state of the controls? if (input.IsKeyPressed(Keys.Down) || now > downTimer) { - if (textureIndex < photos.Count - 1) { + if (photoIndex < photos.Count - 1) { downTimer = now + 10000 * 200; - textureIndex++; + photoIndex++; } } if (input.IsKeyPressed(Keys.Up) || now > upTimer) { - if (textureIndex > 0) { + if (photoIndex > 0) { upTimer = now + 10000 * 200; - textureIndex--; + photoIndex--; } } } @@ -365,7 +365,7 @@ public class Game : GameWindow { GL.BindBuffer(BufferTarget.ArrayBuffer, VertexBufferObject); GL.ActiveTexture(TextureUnit.Texture0); - Texture active = photos[textureIndex].Texture; + Texture active = photos[photoIndex].Texture; // FIXME: make a function for scaling & centering one box on another. float scaleX = 1f * geometry.PhotoBox.Size.X / active.Size.X; @@ -379,7 +379,7 @@ public class Game : GameWindow { for (int i = 0; i < photos.Count; i++) { Box2i box = geometry.ThumbnailBoxes[i]; DrawTexture(photos[i].Texture, box); - if (i == textureIndex) { + if (i == photoIndex) { DrawBox(box, 5, Color4.Black); DrawBox(box, 3, Color4.White); }