Pass canvas to draw_weapon_info_sub
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27140a30b9
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6651489643
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@ -2158,14 +2158,14 @@ void draw_keys_state::draw_all_cockpit_keys()
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}
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namespace dsx {
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static void draw_weapon_info_sub(const player_info &player_info, const int info_index, const gauge_box *const box, const int pic_x, const int pic_y, const char *const name, const int text_x, const int text_y, const local_multires_gauge_graphic multires_gauge_graphic)
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static void draw_weapon_info_sub(grs_canvas &canvas, const player_info &player_info, const int info_index, const gauge_box *const box, const int pic_x, const int pic_y, const char *const name, const int text_x, const int text_y, const local_multires_gauge_graphic multires_gauge_graphic)
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{
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//clear the window
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const uint8_t color = BM_XRGB(0, 0, 0);
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#if defined(DXX_BUILD_DESCENT_I)
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gr_rect(*grd_curcanv, HUD_SCALE_X(multires_gauge_graphic, box->left),HUD_SCALE_Y(multires_gauge_graphic, box->top),HUD_SCALE_X(multires_gauge_graphic, box->right),HUD_SCALE_Y(multires_gauge_graphic, box->bot+1), color);
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gr_rect(canvas, HUD_SCALE_X(multires_gauge_graphic, box->left),HUD_SCALE_Y(multires_gauge_graphic, box->top),HUD_SCALE_X(multires_gauge_graphic, box->right),HUD_SCALE_Y(multires_gauge_graphic, box->bot+1), color);
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#elif defined(DXX_BUILD_DESCENT_II)
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gr_rect(*grd_curcanv, HUD_SCALE_X(multires_gauge_graphic, box->left),HUD_SCALE_Y(multires_gauge_graphic, box->top),HUD_SCALE_X(multires_gauge_graphic, box->right),HUD_SCALE_Y(multires_gauge_graphic, box->bot), color);
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gr_rect(canvas, HUD_SCALE_X(multires_gauge_graphic, box->left),HUD_SCALE_Y(multires_gauge_graphic, box->top),HUD_SCALE_X(multires_gauge_graphic, box->right),HUD_SCALE_Y(multires_gauge_graphic, box->bot), color);
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#endif
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const auto &picture =
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#if defined(DXX_BUILD_DESCENT_II)
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@ -2177,13 +2177,13 @@ static void draw_weapon_info_sub(const player_info &player_info, const int info_
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PIGGY_PAGE_IN(picture);
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auto &bm = GameBitmaps[picture.index];
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hud_bitblt(*grd_curcanv, HUD_SCALE_X(multires_gauge_graphic, pic_x), HUD_SCALE_Y(multires_gauge_graphic, pic_y), bm, multires_gauge_graphic);
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hud_bitblt(canvas, HUD_SCALE_X(multires_gauge_graphic, pic_x), HUD_SCALE_Y(multires_gauge_graphic, pic_y), bm, multires_gauge_graphic);
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if (PlayerCfg.HudMode == HudType::Standard)
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{
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gr_set_fontcolor(*grd_curcanv, BM_XRGB(0, 20, 0), -1);
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gr_set_fontcolor(canvas, BM_XRGB(0, 20, 0), -1);
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gr_string(*grd_curcanv, text_x, text_y, name);
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gr_string(canvas, text_x, text_y, name);
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// For laser, show level and quadness
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#if defined(DXX_BUILD_DESCENT_I)
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@ -2192,10 +2192,10 @@ static void draw_weapon_info_sub(const player_info &player_info, const int info_
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if (info_index == weapon_id_type::LASER_ID || info_index == weapon_id_type::SUPER_LASER_ID)
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#endif
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{
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const auto &&line_spacing = LINE_SPACING(*grd_curcanv);
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gr_printf(*grd_curcanv, text_x, text_y + line_spacing, "%s: %i", TXT_LVL, player_info.laser_level + 1);
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const auto &&line_spacing = LINE_SPACING(canvas);
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gr_printf(canvas, text_x, text_y + line_spacing, "%s: %i", TXT_LVL, player_info.laser_level + 1);
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if (player_info.powerup_flags & PLAYER_FLAGS_QUAD_LASERS)
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gr_string(*grd_curcanv, text_x, text_y + (line_spacing * 2), TXT_QUAD);
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gr_string(canvas, text_x, text_y + (line_spacing * 2), TXT_QUAD);
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}
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}
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}
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@ -2239,7 +2239,7 @@ static void draw_primary_weapon_info(const player_info &player_info, const int w
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x=PRIMARY_AMMO_X;
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y=PRIMARY_AMMO_Y;
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}
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draw_weapon_info_sub(player_info, info_index, box, pic_x, pic_y, PRIMARY_WEAPON_NAMES_SHORT(weapon_num), text_x, text_y, multires_gauge_graphic);
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draw_weapon_info_sub(*grd_curcanv, player_info, info_index, box, pic_x, pic_y, PRIMARY_WEAPON_NAMES_SHORT(weapon_num), text_x, text_y, multires_gauge_graphic);
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if (PlayerCfg.HudMode != HudType::Standard)
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{
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#if defined(DXX_BUILD_DESCENT_II)
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@ -2279,7 +2279,7 @@ static void draw_secondary_weapon_info(const player_info &player_info, const int
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x=SECONDARY_AMMO_X;
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y=SECONDARY_AMMO_Y;
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}
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draw_weapon_info_sub(player_info, info_index, box, pic_x,pic_y, SECONDARY_WEAPON_NAMES_SHORT(weapon_num), text_x, text_y, multires_gauge_graphic);
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draw_weapon_info_sub(*grd_curcanv, player_info, info_index, box, pic_x,pic_y, SECONDARY_WEAPON_NAMES_SHORT(weapon_num), text_x, text_y, multires_gauge_graphic);
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if (PlayerCfg.HudMode != HudType::Standard)
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{
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#if defined(DXX_BUILD_DESCENT_II)
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