Merge pull request #532 from alexey-lysiuk/fix_althud_overlap

Improved layout of time/latency/artifacts in AltHUD
This commit is contained in:
coelckers 2016-02-03 14:49:47 +01:00
commit 3f1740b944
3 changed files with 34 additions and 6 deletions

View file

@ -57,6 +57,9 @@ class AWeapon;
void ST_SetNeedRefresh();
bool ST_IsTimeVisible();
bool ST_IsLatencyVisible();
// HUD Message base object --------------------------------------------------
class DHUDMessage : public DObject

View file

@ -59,6 +59,7 @@
EXTERN_CVAR(Bool,am_follow)
EXTERN_CVAR (Int, con_scaletext)
EXTERN_CVAR (Bool, idmypos)
EXTERN_CVAR (Int, screenblocks)
EXTERN_CVAR (Bool, am_showtime)
EXTERN_CVAR (Bool, am_showtotaltime)
@ -868,7 +869,7 @@ static void DrawCoordinates(player_t * CPlayer)
static void DrawTime()
{
if (hud_showtime <= 0 || hud_showtime > 9)
if (!ST_IsTimeVisible())
{
return;
}
@ -935,6 +936,21 @@ static void DrawTime()
DrawHudText(SmallFont, hud_timecolor, timeString, hudwidth - width, height, FRACUNIT);
}
static bool IsAltHUDTextVisible()
{
return hud_althud
&& !automapactive
&& (SCREENHEIGHT == viewheight)
&& (11 == screenblocks);
}
bool ST_IsTimeVisible()
{
return IsAltHUDTextVisible()
&& (hud_showtime > 0)
&& (hud_showtime <= 9);
}
//---------------------------------------------------------------------------
//
// Draw in-game latency
@ -943,9 +959,7 @@ static void DrawTime()
static void DrawLatency()
{
if (hud_showlag <= 0 ||
(hud_showlag == 1 && !netgame) ||
hud_showlag > 2)
if (!ST_IsLatencyVisible())
{
return;
}
@ -975,11 +989,19 @@ static void DrawLatency()
const int characterCount = (int)strlen(tempstr);
const int width = SmallFont->GetCharWidth('0') * characterCount + 2; // small offset from screen's border
const int height = SmallFont->GetHeight() * 2;
const int height = SmallFont->GetHeight() * (ST_IsTimeVisible() ? 2 : 1);
DrawHudText(SmallFont, color, tempstr, hudwidth - width, height, FRACUNIT);
}
bool ST_IsLatencyVisible()
{
return IsAltHUDTextVisible()
&& (hud_showlag > 0)
&& (hud_showlag != 1 || netgame)
&& (hud_showlag <= 2);
}
//---------------------------------------------------------------------------
//

View file

@ -1533,9 +1533,12 @@ void DBaseStatusBar::DrawPowerups ()
// Each icon gets a 32x32 block to draw itself in.
int x, y;
AInventory *item;
const int yshift = SmallFont->GetHeight();
x = -20;
y = 17;
y = 17
+ (ST_IsTimeVisible() ? yshift : 0)
+ (ST_IsLatencyVisible() ? yshift : 0);
for (item = CPlayer->mo->Inventory; item != NULL; item = item->Inventory)
{
if (item->DrawPowerup (x, y))