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- preparations for rendering Blood's status bar through the Statusbar class.
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6 changed files with 689 additions and 472 deletions
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@ -281,16 +281,16 @@ void DBaseStatusBar::StatusbarToRealCoords(double &x, double &y, double &w, doub
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//
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//============================================================================
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void DBaseStatusBar::DrawGraphic(FTextureID texture, double x, double y, int flags, double Alpha, double boxwidth, double boxheight, double scaleX, double scaleY, PalEntry color, int translation, double rotate)
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void DBaseStatusBar::DrawGraphic(FTextureID texture, double x, double y, int flags, double Alpha, double boxwidth, double boxheight, double scaleX, double scaleY, PalEntry color, int translation, double rotate, ERenderStyle style)
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{
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if (!texture.isValid())
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return;
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FGameTexture* tex = TexMan.GetGameTexture(texture, !(flags & DI_DONTANIMATE));
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DrawGraphic(tex, x, y, flags, Alpha, boxwidth, boxheight, scaleX, scaleY, color, translation, rotate);
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DrawGraphic(tex, x, y, flags, Alpha, boxwidth, boxheight, scaleX, scaleY, color, translation, rotate, style);
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}
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void DBaseStatusBar::DrawGraphic(FGameTexture* tex, double x, double y, int flags, double Alpha, double boxwidth, double boxheight, double scaleX, double scaleY, PalEntry color, int translation, double rotate)
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void DBaseStatusBar::DrawGraphic(FGameTexture* tex, double x, double y, int flags, double Alpha, double boxwidth, double boxheight, double scaleX, double scaleY, PalEntry color, int translation, double rotate, ERenderStyle style)
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{
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double texwidth = tex->GetDisplayWidth() * scaleX;
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double texheight = tex->GetDisplayHeight() * scaleY;
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@ -414,6 +414,7 @@ void DBaseStatusBar::DrawGraphic(FGameTexture* tex, double x, double y, int flag
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DTA_FillColor, (flags & DI_ALPHAMAPPED) ? 0 : -1,
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DTA_FlipX, !!(flags & DI_MIRROR),
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DTA_Rotate, rotate,
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DTA_LegacyRenderStyle, style,
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TAG_DONE);
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}
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