Cache canvas in draw_player_ship
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@ -2100,18 +2100,17 @@ static void draw_player_ship(const player_info &player_info, const int cloak_sta
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}
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gr_set_current_canvas(NULL);
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auto &canvas = *grd_curcanv;
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const auto color = get_player_or_team_color(Player_num);
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PAGE_IN_GAUGE(GAUGE_SHIPS+color, multires_gauge_graphic);
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auto &bm = GameBitmaps[GET_GAUGE_INDEX(GAUGE_SHIPS+color)];
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hud_bitblt(*grd_curcanv, HUD_SCALE_X(multires_gauge_graphic, x), HUD_SCALE_Y(multires_gauge_graphic, y), bm, multires_gauge_graphic);
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gr_settransblend(*grd_curcanv, cloak_fade_value, GR_BLEND_NORMAL);
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gr_rect(*grd_curcanv, HUD_SCALE_X(multires_gauge_graphic, x - 3), HUD_SCALE_Y(multires_gauge_graphic, y - 3), HUD_SCALE_X(multires_gauge_graphic, x + bm.bm_w + 3), HUD_SCALE_Y(multires_gauge_graphic, y + bm.bm_h + 3), 0);
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gr_settransblend(*grd_curcanv, GR_FADE_OFF, GR_BLEND_NORMAL);
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gr_set_current_canvas( NULL );
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hud_bitblt(canvas, HUD_SCALE_X(multires_gauge_graphic, x), HUD_SCALE_Y(multires_gauge_graphic, y), bm, multires_gauge_graphic);
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gr_settransblend(canvas, cloak_fade_value, GR_BLEND_NORMAL);
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gr_rect(canvas, HUD_SCALE_X(multires_gauge_graphic, x - 3), HUD_SCALE_Y(multires_gauge_graphic, y - 3), HUD_SCALE_X(multires_gauge_graphic, x + bm.bm_w + 3), HUD_SCALE_Y(multires_gauge_graphic, y + bm.bm_h + 3), 0);
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gr_settransblend(canvas, GR_FADE_OFF, GR_BLEND_NORMAL);
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// Show Cloak Timer if enabled
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if (cloak_fade_value < GR_FADE_LEVELS/2 && show_cloak_invul_timer())
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show_cockpit_cloak_invul_timer(*grd_curcanv, player_info.cloak_time + CLOAK_TIME_MAX - GameTime64, HUD_SCALE_Y(multires_gauge_graphic, y + (bm.bm_h / 2)));
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show_cockpit_cloak_invul_timer(canvas, player_info.cloak_time + CLOAK_TIME_MAX - GameTime64, HUD_SCALE_Y(multires_gauge_graphic, y + (bm.bm_h / 2)));
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}
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#define INV_FRAME_TIME (f1_0/10) //how long for each frame
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