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https://github.com/ZDoom/raze-gles.git
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- Exhumed: Tune positioning of classic full and split HUDs.
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parent
c4f4468fd4
commit
2679e28a2e
1 changed files with 16 additions and 28 deletions
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@ -531,7 +531,7 @@ private:
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//
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//---------------------------------------------------------------------------
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void DrawStatusSequence(short nSequence, uint16_t edx, short ebx, int xoffset = 0)
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void DrawStatusSequence(short nSequence, uint16_t edx, double ebx, double xoffset = 0)
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{
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edx += SeqBase[nSequence];
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@ -546,17 +546,12 @@ private:
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int flags = DI_ITEM_RELCENTER;
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double x = ChunkXpos[nFrameBase];
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double x = ChunkXpos[nFrameBase] + xoffset;
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double y = ChunkYpos[nFrameBase] + ebx;
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if (x > 0)
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{
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if (xoffset == 0) { x += 0.5; y += 0.5; }
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}
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if (hud_size <= Hud_StbarOverlay)
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{
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x += 160;
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x += 161;
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y += 100;
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}
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else
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@ -572,10 +567,6 @@ private:
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flags |= DI_SCREEN_RIGHT_BOTTOM;
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}
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y -= 100;
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if (hud_size == Hud_full)
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{
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x += xoffset;
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}
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}
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int tile = ChunkPict[nFrameBase];
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@ -615,10 +606,7 @@ private:
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{
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int nSequence = nStatusSeqOffset + StatusAnim[i].s1;
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int xoffs = 0;
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if (StatusAnim[i].s1 == 132) xoffs = -32;
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DrawStatusSequence(nSequence, StatusAnim[i].s2, 0, xoffs);
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DrawStatusSequence(nSequence, StatusAnim[i].s2, StatusAnim[i].s1 <= 43 ? 0.5 : 0, StatusAnim[i].s1 != 166 ? 0.5 : 0);
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/*
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if (StatusAnim[nAnim].s2 >= (SeqSize[nSequence] - 1))
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@ -874,17 +862,17 @@ private:
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if (/*!bFullScreen &&*/ nNetTime)
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{
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DrawStatusSequence(nStatusSeqOffset + 127, 0, 0, -4);
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DrawStatusSequence(nStatusSeqOffset + 129, nMagicFrame, nMagicLevel, -4);
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DrawStatusSequence(nStatusSeqOffset + 131, 0, 0, -4); // magic pool frame (bottom)
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DrawStatusSequence(nStatusSeqOffset + 127, 0, 0);
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DrawStatusSequence(nStatusSeqOffset + 129, nMagicFrame, nMagicLevel);
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DrawStatusSequence(nStatusSeqOffset + 131, 0, 0); // magic pool frame (bottom)
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DrawStatusSequence(nStatusSeqOffset + 128, 0, 0, 4);
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DrawStatusSequence(nStatusSeqOffset + 1, nHealthFrame, nHealthLevel, 4);
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DrawStatusSequence(nStatusSeqOffset + 125, 0, 0, 4); // draw ankh on health pool
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DrawStatusSequence(nStatusSeqOffset + 130, 0, 0, 4); // draw health pool frame (top)
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DrawStatusSequence(nStatusSeqOffset + 128, 0, 0);
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DrawStatusSequence(nStatusSeqOffset + 1, nHealthFrame, nHealthLevel);
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DrawStatusSequence(nStatusSeqOffset + 125, 0, 0); // draw ankh on health pool
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DrawStatusSequence(nStatusSeqOffset + 130, 0, 0); // draw health pool frame (top)
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if (nItemSeq >= 0) {
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DrawStatusSequence(nItemSeq + nStatusSeqOffset, nItemFrame, 0);
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DrawStatusSequence(nItemSeq + nStatusSeqOffset, nItemFrame, 1);
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}
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// draws health level dots, animates breathing lungs and other things
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@ -898,14 +886,14 @@ private:
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// draw compass
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if (hud_size <= Hud_StbarOverlay) DrawStatusSequence(nStatusSeqOffset + 35, ((inita + 128) & kAngleMask) >> 8, 0);
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if (hud_size <= Hud_StbarOverlay) DrawStatusSequence(nStatusSeqOffset + 35, ((inita + 128) & kAngleMask) >> 8, 0, 0.5);
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//if (hud_size < Hud_full)
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{
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// draw ammo count
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DrawStatusSequence(nStatusSeqOffset + 44, nDigit[2], 0, -35);
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DrawStatusSequence(nStatusSeqOffset + 45, nDigit[1], 0, -35);
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DrawStatusSequence(nStatusSeqOffset + 46, nDigit[0], 0, -35);
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DrawStatusSequence(nStatusSeqOffset + 44, nDigit[2], 0, 0.5);
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DrawStatusSequence(nStatusSeqOffset + 45, nDigit[1], 0, 0.5);
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DrawStatusSequence(nStatusSeqOffset + 46, nDigit[0], 0, 0.5);
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}
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}
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