Move weapon_box_fade_values to gauge_inset_window

This commit is contained in:
Kp 2021-01-17 22:23:23 +00:00
parent 8bc06dc700
commit b4ba47f7bc

View file

@ -801,13 +801,13 @@ const std::array<dspan, 107> weapon_windows_hires = {{
struct gauge_inset_window
{
fix fade_value = 0;
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<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{
{{WBU_WEAPON, WBU_WEAPON}}
@ -2710,7 +2710,7 @@ static void draw_weapon_box(const hud_draw_context_hs_mr hudctx, const player_in
if ((weapon_num != inset.old_weapon || laser_level_changed) && inset.box_state == weapon_box_state::set && inset.old_weapon != -1 && PlayerCfg.HudMode == HudType::Standard)
{
inset.box_state = weapon_box_state::fading_out;
weapon_box_fade_values[wt]=i2f(GR_FADE_LEVELS-1);
inset.fade_value = i2f(GR_FADE_LEVELS - 1);
}
const local_multires_gauge_graphic multires_gauge_graphic{};
@ -2724,12 +2724,13 @@ static void draw_weapon_box(const hud_draw_context_hs_mr hudctx, const player_in
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) {
inset.fade_value -= FrameTime * FADE_SCALE;
if (inset.fade_value <= 0)
{
inset.fade_value = 0;
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 (inset.box_state == weapon_box_state::fading_in)
@ -2739,8 +2740,9 @@ static void draw_weapon_box(const hud_draw_context_hs_mr hudctx, const player_in
}
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)) {
inset.fade_value += FrameTime * FADE_SCALE;
if (inset.fade_value >= i2f(GR_FADE_LEVELS - 1))
{
inset.old_weapon = -1;
inset.box_state = weapon_box_state::set;
}
@ -2754,7 +2756,7 @@ static void draw_weapon_box(const hud_draw_context_hs_mr hudctx, const player_in
if (inset.box_state != weapon_box_state::set) //fade gauge
{
int fade_value = f2i(weapon_box_fade_values[wt]);
int fade_value = f2i(inset_window[wt].fade_value);
gr_settransblend(canvas, fade_value, gr_blend::normal);
auto &resbox = gauge_boxes[multires_gauge_graphic.hiresmode];