Move old_weapon into gauge_inset_window

This commit is contained in:
Kp 2021-01-17 22:23:23 +00:00
parent b70f569178
commit d40a587628

View file

@ -799,10 +799,13 @@ const std::array<dspan, 107> weapon_windows_hires = {{
{{133,223}, {424,518}},
}};
enumerated_array<int, 2, gauge_inset_window_view> old_weapon{
{{-1, -1}}
struct gauge_inset_window
{
int old_weapon = -1;
};
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)
@ -2144,7 +2147,8 @@ void close_gauges()
namespace dsx {
void init_gauges()
{
old_weapon[gauge_inset_window_view::primary] = old_weapon[gauge_inset_window_view::secondary] = -1;
inset_window[gauge_inset_window_view::primary] = {};
inset_window[gauge_inset_window_view::secondary] = {};
old_laser_level = {};
#if defined(DXX_BUILD_DESCENT_II)
weapon_box_user[gauge_inset_window_view::primary] = weapon_box_user[gauge_inset_window_view::secondary] = WBU_WEAPON;
@ -2702,34 +2706,35 @@ 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));
if ((weapon_num != old_weapon[wt] || laser_level_changed) && weapon_box_states[wt] == weapon_box_state::set && (old_weapon[wt] != -1) && PlayerCfg.HudMode == HudType::Standard)
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)
{
weapon_box_states[wt] = weapon_box_state::fading_out;
weapon_box_fade_values[wt]=i2f(GR_FADE_LEVELS-1);
}
const local_multires_gauge_graphic multires_gauge_graphic{};
if (old_weapon[wt] == -1)
if (inset.old_weapon == -1)
{
draw_weapon_info(hudctx, player_info, weapon_num, player_info.laser_level, wt);
old_weapon[wt] = weapon_num;
inset.old_weapon = weapon_num;
weapon_box_states[wt] = weapon_box_state::set;
}
if (weapon_box_states[wt] == weapon_box_state::fading_out)
{
draw_weapon_info(hudctx, player_info, old_weapon[wt], old_laser_level, wt);
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;
old_weapon[wt] = weapon_num;
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)
{
if (weapon_num != old_weapon[wt]) {
if (weapon_num != inset.old_weapon) {
weapon_box_states[wt] = weapon_box_state::fading_out;
}
else {
@ -2737,13 +2742,13 @@ static void draw_weapon_box(const hud_draw_context_hs_mr hudctx, const player_in
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;
old_weapon[wt] = -1;
inset.old_weapon = -1;
}
}
} else
{
draw_weapon_info(hudctx, player_info, weapon_num, player_info.laser_level, wt);
old_weapon[wt] = weapon_num;
inset.old_weapon = weapon_num;
old_laser_level = player_info.laser_level;
}
@ -3823,8 +3828,9 @@ void render_gauges()
// If laser is active, set old_weapon[0] to -1 to force redraw.
void update_laser_weapon_info(void)
{
if (old_weapon[gauge_inset_window_view::primary] == 0)
old_weapon[gauge_inset_window_view::primary] = -1;
auto &old_weapon = inset_window[gauge_inset_window_view::primary].old_weapon;
if (old_weapon == 0)
old_weapon = -1;
}
#if defined(DXX_BUILD_DESCENT_II)
@ -3958,7 +3964,7 @@ void do_cockpit_window_view(const gauge_inset_window_view win, const object &vie
}
//force redraw when done
old_weapon[win] = -1;
inset_window[win].old_weapon = -1;
abort:;