Cache canvas in draw_invulnerable_ship
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@ -2588,6 +2588,7 @@ static void draw_invulnerable_ship(const object &plrobj, const local_multires_ga
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{
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auto &player_info = plrobj.ctype.player_info;
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gr_set_current_canvas(NULL);
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auto &canvas = *grd_curcanv;
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const auto cmmode = PlayerCfg.CockpitMode[1];
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const auto t = player_info.invulnerable_time;
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@ -2614,11 +2615,11 @@ static void draw_invulnerable_ship(const object &plrobj, const local_multires_ga
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x = SHIELD_GAUGE_X;
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y = SHIELD_GAUGE_Y;
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}
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hud_gauge_bitblt(*grd_curcanv, x, y, GAUGE_INVULNERABLE + old_invulnerable_frame, multires_gauge_graphic);
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hud_gauge_bitblt(canvas, x, y, GAUGE_INVULNERABLE + old_invulnerable_frame, multires_gauge_graphic);
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// Show Invulnerability Timer if enabled
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if (show_cloak_invul_timer())
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show_cockpit_cloak_invul_timer(*grd_curcanv, t + INVULNERABLE_TIME_MAX - GameTime64, HUD_SCALE_Y(multires_gauge_graphic, y));
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show_cockpit_cloak_invul_timer(canvas, t + INVULNERABLE_TIME_MAX - GameTime64, HUD_SCALE_Y(multires_gauge_graphic, y));
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}
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else
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{
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@ -2626,7 +2627,7 @@ static void draw_invulnerable_ship(const object &plrobj, const local_multires_ga
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if (cmmode == CM_STATUS_BAR)
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sb_draw_shield_bar(shields_ir, multires_gauge_graphic);
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else
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draw_shield_bar(*grd_curcanv, shields_ir, multires_gauge_graphic);
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draw_shield_bar(canvas, shields_ir, multires_gauge_graphic);
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}
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}
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