Move weapon_box_states to gauge_inset_window

This commit is contained in:
Kp 2021-01-17 22:23:23 +00:00
parent d40a587628
commit 8bc06dc700

View file

@ -802,11 +802,11 @@ const std::array<dspan, 107> weapon_windows_hires = {{
struct gauge_inset_window
{
int old_weapon = -1;
weapon_box_state box_state = weapon_box_state::set;
};
enumerated_array<gauge_inset_window, 2, gauge_inset_window_view> inset_window;
enumerated_array<weapon_box_state, 2, gauge_inset_window_view> weapon_box_states;
enumerated_array<fix, 2, gauge_inset_window_view> weapon_box_fade_values;
#if defined(DXX_BUILD_DESCENT_II)
enumerated_array<int, 2, gauge_inset_window_view> weapon_box_user{
@ -2707,9 +2707,9 @@ static void draw_weapon_box(const hud_draw_context_hs_mr hudctx, const player_in
const auto laser_level_changed = (wt == gauge_inset_window_view::primary && weapon_num == primary_weapon_index_t::LASER_INDEX && (player_info.laser_level != old_laser_level));
auto &inset = inset_window[wt];
if ((weapon_num != inset.old_weapon || laser_level_changed) && weapon_box_states[wt] == weapon_box_state::set && inset.old_weapon != -1 && PlayerCfg.HudMode == HudType::Standard)
if ((weapon_num != inset.old_weapon || laser_level_changed) && inset.box_state == weapon_box_state::set && inset.old_weapon != -1 && PlayerCfg.HudMode == HudType::Standard)
{
weapon_box_states[wt] = weapon_box_state::fading_out;
inset.box_state = weapon_box_state::fading_out;
weapon_box_fade_values[wt]=i2f(GR_FADE_LEVELS-1);
}
@ -2718,31 +2718,31 @@ static void draw_weapon_box(const hud_draw_context_hs_mr hudctx, const player_in
{
draw_weapon_info(hudctx, player_info, weapon_num, player_info.laser_level, wt);
inset.old_weapon = weapon_num;
weapon_box_states[wt] = weapon_box_state::set;
inset.box_state = weapon_box_state::set;
}
if (weapon_box_states[wt] == weapon_box_state::fading_out)
if (inset.box_state == weapon_box_state::fading_out)
{
draw_weapon_info(hudctx, player_info, inset.old_weapon, old_laser_level, wt);
weapon_box_fade_values[wt] -= FrameTime * FADE_SCALE;
if (weapon_box_fade_values[wt] <= 0) {
weapon_box_states[wt] = weapon_box_state::fading_in;
inset.box_state = weapon_box_state::fading_in;
inset.old_weapon = weapon_num;
old_laser_level = player_info.laser_level;
weapon_box_fade_values[wt] = 0;
}
}
else if (weapon_box_states[wt] == weapon_box_state::fading_in)
else if (inset.box_state == weapon_box_state::fading_in)
{
if (weapon_num != inset.old_weapon) {
weapon_box_states[wt] = weapon_box_state::fading_out;
inset.box_state = weapon_box_state::fading_out;
}
else {
draw_weapon_info(hudctx, player_info, weapon_num, player_info.laser_level, wt);
weapon_box_fade_values[wt] += FrameTime * FADE_SCALE;
if (weapon_box_fade_values[wt] >= i2f(GR_FADE_LEVELS-1)) {
weapon_box_states[wt] = weapon_box_state::set;
inset.old_weapon = -1;
inset.box_state = weapon_box_state::set;
}
}
} else
@ -2752,7 +2752,7 @@ static void draw_weapon_box(const hud_draw_context_hs_mr hudctx, const player_in
old_laser_level = player_info.laser_level;
}
if (weapon_box_states[wt] != weapon_box_state::set) //fade gauge
if (inset.box_state != weapon_box_state::set) //fade gauge
{
int fade_value = f2i(weapon_box_fade_values[wt]);
@ -2824,7 +2824,7 @@ static void draw_weapon_box0(const hud_draw_context_hs_mr hudctx, const player_i
const auto Primary_weapon = player_info.Primary_weapon;
draw_weapon_box(hudctx, player_info, Primary_weapon, gauge_inset_window_view::primary);
if (weapon_box_states[gauge_inset_window_view::primary] == weapon_box_state::set)
if (inset_window[gauge_inset_window_view::primary].box_state == weapon_box_state::set)
{
unsigned nd_ammo;
unsigned ammo_count;
@ -2862,7 +2862,7 @@ static void draw_weapon_box1(const hud_draw_context_hs_mr hudctx, const player_i
{
auto &Secondary_weapon = player_info.Secondary_weapon;
draw_weapon_box(hudctx, player_info, Secondary_weapon, gauge_inset_window_view::secondary);
if (weapon_box_states[gauge_inset_window_view::secondary] == weapon_box_state::set)
if (inset_window[gauge_inset_window_view::secondary].box_state == weapon_box_state::set)
{
const auto ammo = player_info.secondary_ammo[Secondary_weapon];
if (Newdemo_state == ND_STATE_RECORDING)