- place weapon sprites in a separate render list.

They need to be drawn in a different pass than the 2D overlay HUD so the backend must have them separately.
This commit is contained in:
Christoph Oelckers 2019-12-30 19:29:32 +01:00
parent 7ea053bd90
commit ad24a1ce31
24 changed files with 204 additions and 163 deletions

View file

@ -193,7 +193,7 @@ void DMessageBoxMenu::Drawer()
for (unsigned i = 0; i < mMessage.Size(); i++)
{
DrawText(&twod, SmallFont, CR_UNTRANSLATED, 160 - mMessage[i].Width / 2, y, mMessage[i].Text,
DrawText(twod, SmallFont, CR_UNTRANSLATED, 160 - mMessage[i].Width / 2, y, mMessage[i].Text,
DTA_Clean, true, TAG_DONE);
y += fontheight;
}
@ -203,10 +203,10 @@ void DMessageBoxMenu::Drawer()
{
y += fontheight;
mMouseY = y;
DrawText(&twod, NewSmallFont,
DrawText(twod, NewSmallFont,
messageSelection == 0 ? OptionSettings.mFontColorSelection : OptionSettings.mFontColor,
160, y, GStrings["TXT_YES"], DTA_Clean, true, TAG_DONE);
DrawText(&twod, NewSmallFont,
DrawText(twod, NewSmallFont,
messageSelection == 1 ? OptionSettings.mFontColorSelection : OptionSettings.mFontColor,
160, y + fontheight + 1, GStrings["TXT_NO"], DTA_Clean, true, TAG_DONE);
@ -214,7 +214,7 @@ void DMessageBoxMenu::Drawer()
{
if (((DMenu::MenuTime >> 2) % 8) < 6)
{
DrawText(&twod, NewSmallFont, OptionSettings.mFontColorSelection,
DrawText(twod, NewSmallFont, OptionSettings.mFontColorSelection,
(150 - 160) * CleanXfac + screen->GetWidth() / 2,
(y + (fontheight + 1) * messageSelection - 100 + fontheight / 2 - 5) * CleanYfac + screen->GetHeight() / 2,
"\xd",
@ -227,7 +227,7 @@ void DMessageBoxMenu::Drawer()
}
else
{
twod.AddColorOnlyQuad(0, 0, xdim, ydim, 0xa0000000);
twod->AddColorOnlyQuad(0, 0, xdim, ydim, 0xa0000000);
gi->DrawCenteredTextScreen(origin, mFullMessage, 100, false);
}
}