- SW: Tune DrawHUD2() text positioning and image scaling.

Not sure how or when these came to be off. Perhaps additional chars have effected the overall font size?
This commit is contained in:
Mitchell Richters 2020-10-11 22:38:51 +11:00
parent 372f0db28a
commit 5973391a51

View file

@ -787,7 +787,7 @@ private:
FString format;
FGameTexture* img;
double imgScale;
double baseScale = numberFont.mFont->GetHeight() * 0.9375;
double baseScale = numberFont.mFont->GetHeight() * 0.83125;
//
// Health
@ -804,7 +804,7 @@ private:
int intens = clamp(255 - 4 * s, 0, 255);
auto pe = PalEntry(255, intens, intens, intens);
format.Format("%d", u->Health);
SBar_DrawString(this, &numberFont, format, 24.25, -numberFont.mFont->GetHeight(), DI_TEXT_ALIGN_LEFT, CR_UNTRANSLATED, 1, 0, 0, 1, 1);
SBar_DrawString(this, &numberFont, format, 24.25, -numberFont.mFont->GetHeight() + 2, DI_TEXT_ALIGN_LEFT, CR_UNTRANSLATED, 1, 0, 0, 1, 1);
}
//
@ -815,7 +815,7 @@ private:
DrawGraphic(img, 80.75, -1, DI_ITEM_LEFT_BOTTOM, 1., -1, -1, imgScale, imgScale);
format.Format("%d", pp->Armor);
SBar_DrawString(this, &numberFont, format, 108.5, -numberFont.mFont->GetHeight(), DI_TEXT_ALIGN_LEFT, CR_UNTRANSLATED, 1, 0, 0, 1, 1);
SBar_DrawString(this, &numberFont, format, 108.5, -numberFont.mFont->GetHeight() + 2, DI_TEXT_ALIGN_LEFT, CR_UNTRANSLATED, 1, 0, 0, 1, 1);
//
// Weapon
@ -860,7 +860,7 @@ private:
if ((!althud_flashing || PlayClock & 32 || ammo > (DamageData[weapon].max_ammo / 10)))
{
SBar_DrawString(this, &numberFont, format, -1.5, -numberFont.mFont->GetHeight(), DI_TEXT_ALIGN_RIGHT, CR_UNTRANSLATED, 1, 0, 0, 1, 1);
SBar_DrawString(this, &numberFont, format, -1.5, -numberFont.mFont->GetHeight() + 2, DI_TEXT_ALIGN_RIGHT, CR_UNTRANSLATED, 1, 0, 0, 1, 1);
}
DrawGraphic(img, -imgX, -1, DI_ITEM_RIGHT_BOTTOM, 1, -1, -1, imgScale, imgScale);