Pass canvas to draw_afterburner_bar

This commit is contained in:
Kp 2017-03-10 01:22:31 +00:00
parent 4ecae34ec5
commit 0132750380

View file

@ -1892,7 +1892,7 @@ static void draw_energy_bar(int energy, const local_multires_gauge_graphic multi
}
#if defined(DXX_BUILD_DESCENT_II)
static void draw_afterburner_bar(int afterburner, const local_multires_gauge_graphic multires_gauge_graphic)
static void draw_afterburner_bar(grs_canvas &canvas, const int afterburner, const local_multires_gauge_graphic multires_gauge_graphic)
{
struct lr
{
@ -2006,7 +2006,7 @@ static void draw_afterburner_bar(int afterburner, const local_multires_gauge_gra
const auto &&table = multires_gauge_graphic.is_hires()
? std::make_pair(afterburner_bar_table_hires.data(), afterburner_bar_table_hires.size())
: std::make_pair(afterburner_bar_table.data(), afterburner_bar_table.size());
hud_gauge_bitblt(*grd_curcanv, afterburner_gauge_x, afterburner_gauge_y, GAUGE_AFTERBURNER, multires_gauge_graphic);
hud_gauge_bitblt(canvas, afterburner_gauge_x, afterburner_gauge_y, GAUGE_AFTERBURNER, multires_gauge_graphic);
const unsigned not_afterburner = fixmul(f1_0 - afterburner, table.second);
if (not_afterburner > table.second)
return;
@ -2020,7 +2020,7 @@ static void draw_afterburner_bar(int afterburner, const local_multires_gauge_gra
const int right = HUD_SCALE_X(multires_gauge_graphic, afterburner_gauge_x + ab.r + 1);
for (int i = HUD_SCALE_Y(multires_gauge_graphic, y), j = HUD_SCALE_Y(multires_gauge_graphic, ++y); i < j; ++i)
{
gr_rect (*grd_curcanv, left, base_top + i, right, base_bottom + i, color);
gr_rect (canvas, left, base_top + i, right, base_bottom + i, color);
}
}
gr_set_current_canvas( NULL );
@ -3321,7 +3321,7 @@ void render_gauges()
#elif defined(DXX_BUILD_DESCENT_II)
if (Newdemo_state==ND_STATE_RECORDING )
newdemo_record_player_afterburner(Afterburner_charge);
draw_afterburner_bar(Afterburner_charge, multires_gauge_graphic);
draw_afterburner_bar(*grd_curcanv, Afterburner_charge, multires_gauge_graphic);
#endif
show_bomb_count(*grd_curcanv, player_info, HUD_SCALE_X(multires_gauge_graphic, BOMB_COUNT_X), HUD_SCALE_Y(multires_gauge_graphic, BOMB_COUNT_Y), gr_find_closest_color(0, 0, 0), 0, 0);
draw_player_ship(player_info, cloak, SHIP_GAUGE_X, SHIP_GAUGE_Y, multires_gauge_graphic);