Pass local_multires_gauge_graphic to sb_draw_one_key
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@ -2510,18 +2510,17 @@ static void sb_draw_keys()
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draw_key() : player_key_flags(Players[Player_num].flags)
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{
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}
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void operator()(const unsigned player_flags_key, const unsigned gauge_key_on, const unsigned gauge_key_off, const unsigned gauge_key_y) const
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void operator()(const unsigned player_flags_key, const unsigned gauge_key_on, const unsigned gauge_key_off, const unsigned gauge_key_y, const local_multires_gauge_graphic multires_gauge_graphic) const
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{
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const auto gauge = (player_key_flags & player_flags_key) ? gauge_key_on : gauge_key_off;
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const local_multires_gauge_graphic multires_gauge_graphic{};
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hud_gauge_bitblt(SB_GAUGE_KEYS_X, gauge_key_y, gauge, multires_gauge_graphic);
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}
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};
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const draw_key draw_one_key;
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const local_multires_gauge_graphic multires_gauge_graphic{};
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draw_one_key(PLAYER_FLAGS_BLUE_KEY, SB_GAUGE_BLUE_KEY, SB_GAUGE_BLUE_KEY_OFF, SB_GAUGE_BLUE_KEY_Y);
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draw_one_key(PLAYER_FLAGS_GOLD_KEY, SB_GAUGE_GOLD_KEY, SB_GAUGE_GOLD_KEY_OFF, SB_GAUGE_GOLD_KEY_Y);
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draw_one_key(PLAYER_FLAGS_RED_KEY, SB_GAUGE_RED_KEY, SB_GAUGE_RED_KEY_OFF, SB_GAUGE_RED_KEY_Y);
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draw_one_key(PLAYER_FLAGS_BLUE_KEY, SB_GAUGE_BLUE_KEY, SB_GAUGE_BLUE_KEY_OFF, SB_GAUGE_BLUE_KEY_Y, multires_gauge_graphic);
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draw_one_key(PLAYER_FLAGS_GOLD_KEY, SB_GAUGE_GOLD_KEY, SB_GAUGE_GOLD_KEY_OFF, SB_GAUGE_GOLD_KEY_Y, multires_gauge_graphic);
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draw_one_key(PLAYER_FLAGS_RED_KEY, SB_GAUGE_RED_KEY, SB_GAUGE_RED_KEY_OFF, SB_GAUGE_RED_KEY_Y, multires_gauge_graphic);
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}
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// Draws invulnerable ship, or maybe the flashing ship, depending on invulnerability time left.
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