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HUD ammo/clips alignment.
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parent
91503e431c
commit
d18feb88ec
2 changed files with 11 additions and 30 deletions
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@ -496,15 +496,6 @@ static void CG_DrawStatusBar(void)
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//Makro - added x and y for weapon drawing
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int i, x = cgs.screenXMax - SMICON_SIZE - 8, y = 400;
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//Makro - old values
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/*
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static float colors[4][4] = {
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{0.0f, 1.0f, 0.0f, 1.0f}, // full green
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{0.6f, 0.6f, 0.6f, 1.0f}, // firing
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{0.8f, 0.8f, 0.0f, 1.0f}, // not maximum
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{0.8f, 0.0f, 0.0f, 1.0f}
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}; // out of ammo
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*/
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//Makro - now using the same colors for both health and ammo
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static float colors[5][4] = {
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{1.0f, 1.0f, 1.0f, 1.0f}, // full green
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@ -513,6 +504,7 @@ static void CG_DrawStatusBar(void)
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{0.8f, 0.0f, 0.0f, 1.0f}, // out of ammo
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{0.0f, 1.0f, 0.0f, 1.0f} //Makro - reloading
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};
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//Makro - health colors
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static float hcolors[3][4] = {
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{1.0f, 1.0f, 1.0f, 1.0f},
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@ -541,12 +533,6 @@ static void CG_DrawStatusBar(void)
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//Blends from green to yellow to red algebraically
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//100 - Green, 50 - Yellow, 25 - Red, 0 - Faded Red
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//Note: These formulas are clamped from 0.0 to 1.0 algebraically
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/*
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hcolor[0] = (value > 50) * (-0.02 * value + 2.0) + (value <= 50) * 1;
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hcolor[1] = (value > 25 && value <= 50) * (0.04 * value - 1.0) + (value > 50) * 1;
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hcolor[2] = 0;
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hcolor[3] = (value <= 25) * (0.01 * value + 0.75) + (value > 25) * 1;
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*/
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if (value > 50) {
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float frac = (value - 50) / 50.0f, ifrac = (1.0f - frac);
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hcolor[0] = frac * hcolors[0][0] + ifrac * hcolors[1][0];
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@ -561,18 +547,6 @@ static void CG_DrawStatusBar(void)
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hcolor[3] = frac * hcolors[1][3] + ifrac * hcolors[2][3];
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}
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/* Elder: Old clamp routine for reference -- more efficient since less stack usage?
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for (i = 0; i < 4; i++) {
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if (hcolor[i] > 1.0) {
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CG_Printf ("Over one on %i\n",i);
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hcolor[i] = 1.0;
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}
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else if (hcolor[i] < 0.0) {
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CG_Printf ("Below zero on %i\n",i);
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hcolor[i] = 0.0;
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}
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} */
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CG_DrawPic(cgs.screenXMin + 8, 440, SMICON_SIZE, SMICON_SIZE, hicon);
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//CG_DrawStringExt(44, 444, va("%d", value), hcolor, qtrue, qtrue, 24, 24, 3);
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//UI_DrawProportionalString(44, 444, va("%d", value), style, hcolor);
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@ -596,7 +570,7 @@ static void CG_DrawStatusBar(void)
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//if (icon && cg.predictedPlayerState.weapon != WP_KNIFE && cg.predictedPlayerState.weapon != WP_GRENADE)
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if (icon)
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//CG_DrawPic(252, 440, SMICON_SIZE, SMICON_SIZE, icon);
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CG_DrawPic(cgs.screenXMin + 288, 440, SMICON_SIZE, SMICON_SIZE, icon);
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CG_DrawPic(288, 440, SMICON_SIZE, SMICON_SIZE, icon);
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if (cent->currentState.weapon) {
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value = ps->ammo[cent->currentState.weapon];
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@ -637,7 +611,11 @@ static void CG_DrawStatusBar(void)
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}
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if (value >= 0)
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UI_DrawProportionalString(cgs.screenXMin + 200, 444, va("%d", value), style, hcolor);
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{
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const char* str = va("%d", value);
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int width = UI_ProportionalStringWidth(str) * UI_ProportionalSizeScale(style);
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UI_DrawProportionalString(288 - width, 444, str, style, hcolor);
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}
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#endif
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//UI_DrawProportionalString(188, 444, "/"), style, colors[0]);
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@ -646,7 +624,7 @@ static void CG_DrawStatusBar(void)
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if (value > -1 &&
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cg.predictedPlayerState.weapon != WP_KNIFE && cg.predictedPlayerState.weapon != WP_GRENADE)
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//Makro - pretty colours !
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UI_DrawProportionalString(cgs.screenXMin + 320, 444, va("%d", value), style, (value != 0) ? colors[0] : colors[3]);
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UI_DrawProportionalString(320, 444, va("%d", value), style, (value != 0) ? colors[0] : colors[3]);
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}
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// Elder: temporary
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//if (cg.snap->ps.stats[STAT_RELOADTIME] > 0)
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@ -2124,6 +2124,9 @@ void CG_ColorForHealth(vec4_t hcolor);
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void CG_GetColorForHealth(int health, int armor, vec4_t hcolor);
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void UI_DrawProportionalString(int x, int y, const char *str, int style, vec4_t color);
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int UI_ProportionalStringWidth(const char *str);
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float UI_ProportionalSizeScale(int style);
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void CG_DrawRect(float x, float y, float width, float height, float size, const float *color);
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void CG_DrawSides(float x, float y, float w, float h, float size);
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void CG_DrawTopBottom(float x, float y, float w, float h, float size);
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