Added optional angles to player's coordinates display

Set hud_showangles CVAR to display pitch, yaw, roll below player's coordinates
This commit is contained in:
alexey.lysiuk 2017-12-30 12:10:39 +02:00
parent a3d1efc8d6
commit 8f7ca00d19
1 changed files with 37 additions and 12 deletions

View File

@ -96,6 +96,7 @@ CVAR (Int, hud_armor_yellow, 50, CVAR_ARCHIVE) // armor amount less than whic
CVAR (Int, hud_armor_green, 100, CVAR_ARCHIVE) // armor amount above is blue, below is green
CVAR (Bool, hud_berserk_health, true, CVAR_ARCHIVE); // when found berserk pack instead of health box
CVAR (Bool, hud_showangles, false, CVAR_ARCHIVE) // show player's pitch, yaw, roll
CVAR (Int, hudcolor_titl, CR_YELLOW, CVAR_ARCHIVE) // color of automap title
CVAR (Int, hudcolor_time, CR_RED, CVAR_ARCHIVE) // color of level/hub time
@ -907,20 +908,44 @@ static void DrawCoordinates(player_t * CPlayer)
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, TAG_DONE);
mysnprintf(coordstr, countof(coordstr), "X: %d", int(pos.X));
screen->DrawText(SmallFont, hudcolor_xyco, xpos, ypos+2*h, coordstr,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, TAG_DONE);
int linenum = 3;
mysnprintf(coordstr, countof(coordstr), "Y: %d", int(pos.Y));
screen->DrawText(SmallFont, hudcolor_xyco, xpos, ypos+3*h, coordstr,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, TAG_DONE);
typedef struct CoordEntry
{
const char* const format;
double value;
}
CoordEntryList[3];
mysnprintf(coordstr, countof(coordstr), "Z: %d", int(pos.Z));
screen->DrawText(SmallFont, hudcolor_xyco, xpos, ypos+4*h, coordstr,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, TAG_DONE);
const auto drawentries = [&](CoordEntryList&& entries)
{
for (const auto& entry : entries)
{
mysnprintf(coordstr, countof(coordstr), entry.format, entry.value);
screen->DrawText(SmallFont, hudcolor_xyco, xpos, ypos + linenum * h, coordstr,
DTA_KeepRatio, true,
DTA_VirtualWidth, hudwidth, DTA_VirtualHeight, hudheight, TAG_DONE);
++linenum;
}
};
drawentries({
{ "X: %.0f", pos.X },
{ "Y: %.0f", pos.Y },
{ "Z: %.0f", pos.Z }
});
if (hud_showangles)
{
const DRotator& angles = CPlayer->mo->Angles;
++linenum;
drawentries({
{ "P: %.1f", angles.Pitch.Degrees },
{ "Y: %.1f", (90.0 - angles.Yaw).Normalized360().Degrees },
{ "R: %.1f", angles.Roll.Degrees },
});
}
}
//---------------------------------------------------------------------------