Pass canvas to draw_weapon_info

This commit is contained in:
Kp 2017-03-10 01:22:32 +00:00
parent 685187e2d0
commit 3a4789c285

View file

@ -2289,14 +2289,14 @@ static void draw_secondary_weapon_info(grs_canvas &canvas, const player_info &pl
}
}
}
}
static void draw_weapon_info(const player_info &player_info, const int weapon_type, const int weapon_num, const int laser_level, const local_multires_gauge_graphic multires_gauge_graphic)
static void draw_weapon_info(grs_canvas &canvas, const player_info &player_info, const int weapon_type, const int weapon_num, const int laser_level, const local_multires_gauge_graphic multires_gauge_graphic)
{
if (weapon_type == 0)
draw_primary_weapon_info(*grd_curcanv, player_info, weapon_num, laser_level, multires_gauge_graphic);
draw_primary_weapon_info(canvas, player_info, weapon_num, laser_level, multires_gauge_graphic);
else
draw_secondary_weapon_info(*grd_curcanv, player_info, weapon_num, multires_gauge_graphic);
draw_secondary_weapon_info(canvas, player_info, weapon_num, multires_gauge_graphic);
}
}
static void draw_ammo_info(grs_canvas &canvas, const unsigned x, const unsigned y, const unsigned ammo_count)
@ -2337,13 +2337,13 @@ static void draw_weapon_box(const player_info &player_info, const int weapon_typ
const local_multires_gauge_graphic multires_gauge_graphic{};
if (old_weapon[weapon_type] == -1)
{
draw_weapon_info(player_info, weapon_type, weapon_num, player_info.laser_level, multires_gauge_graphic);
draw_weapon_info(*grd_curcanv, player_info, weapon_type, weapon_num, player_info.laser_level, multires_gauge_graphic);
old_weapon[weapon_type] = weapon_num;
weapon_box_states[weapon_type] = WS_SET;
}
if (weapon_box_states[weapon_type] == WS_FADING_OUT) {
draw_weapon_info(player_info, weapon_type,old_weapon[weapon_type],old_laser_level, multires_gauge_graphic);
draw_weapon_info(*grd_curcanv, player_info, weapon_type,old_weapon[weapon_type],old_laser_level, multires_gauge_graphic);
weapon_box_fade_values[weapon_type] -= FrameTime * FADE_SCALE;
if (weapon_box_fade_values[weapon_type] <= 0) {
weapon_box_states[weapon_type] = WS_FADING_IN;
@ -2357,7 +2357,7 @@ static void draw_weapon_box(const player_info &player_info, const int weapon_typ
weapon_box_states[weapon_type] = WS_FADING_OUT;
}
else {
draw_weapon_info(player_info, weapon_type, weapon_num, player_info.laser_level, multires_gauge_graphic);
draw_weapon_info(*grd_curcanv, player_info, weapon_type, weapon_num, player_info.laser_level, multires_gauge_graphic);
weapon_box_fade_values[weapon_type] += FrameTime * FADE_SCALE;
if (weapon_box_fade_values[weapon_type] >= i2f(GR_FADE_LEVELS-1)) {
weapon_box_states[weapon_type] = WS_SET;
@ -2366,7 +2366,7 @@ static void draw_weapon_box(const player_info &player_info, const int weapon_typ
}
} else
{
draw_weapon_info(player_info, weapon_type, weapon_num, player_info.laser_level, multires_gauge_graphic);
draw_weapon_info(*grd_curcanv, player_info, weapon_type, weapon_num, player_info.laser_level, multires_gauge_graphic);
old_weapon[weapon_type] = weapon_num;
old_laser_level = player_info.laser_level;
}