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authorAndrei Karas <akaras@inbox.ru>2015-05-25 01:58:52 +0300
committerAndrei Karas <akaras@inbox.ru>2015-05-25 01:58:52 +0300
commite3682e2cdcb59c36792f6f9c39569e0af01088f0 (patch)
treeb4d7a665652e4a8c00f28d557f96b120abc62002 /src/gui/windows
parent1b3a9751ae558e45c614f04525d5ff65e3c0fc1e (diff)
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Dont set global color variables before drawing text.
This allow not set actual OpenGL color on each call because it useless for drawing text.
Diffstat (limited to 'src/gui/windows')
-rw-r--r--src/gui/windows/equipmentwindow.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/gui/windows/equipmentwindow.cpp b/src/gui/windows/equipmentwindow.cpp
index 8843976e1..8da2e3071 100644
--- a/src/gui/windows/equipmentwindow.cpp
+++ b/src/gui/windows/equipmentwindow.cpp
@@ -265,9 +265,10 @@ void EquipmentWindow::draw(Graphics *graphics)
box->y + mItemPadding);
if (i == projSlot)
{
- graphics->setColorAll(mLabelsColor, mLabelsColor2);
const std::string str = toString(item->getQuantity());
font->drawString(graphics,
+ mLabelsColor,
+ mLabelsColor2,
str,
box->x + (mBoxSize - font->getWidth(str)) / 2,
box->y - fontHeight);