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https://github.com/ddnet/ddnet.git
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fixed the tab situation
This commit is contained in:
parent
d9fd61261e
commit
72d96e9e2e
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@ -529,13 +529,13 @@ void CMenus::RenderSkinPartSelection(CUIRect MainView)
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}
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}
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Info.m_Size = 50.0f;
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Info.m_Size = 50.0f;
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Item.m_Rect.HSplitTop(5.0f, 0, &Item.m_Rect); // some margin from the top
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Item.m_Rect.HSplitTop(5.0f, 0, &Item.m_Rect); // some margin from the top
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const vec2 TeePos(Item.m_Rect.x+Item.m_Rect.w/2, Item.m_Rect.y+Item.m_Rect.h/2);
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const vec2 TeePos(Item.m_Rect.x+Item.m_Rect.w/2, Item.m_Rect.y+Item.m_Rect.h/2);
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if(m_TeePartSelected == SKINPART_HANDS)
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if(m_TeePartSelected == SKINPART_HANDS)
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{
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{
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RenderTools()->RenderTeeHand(&Info, TeePos, vec2(1.0f, 0.0f), -pi*0.5f, vec2(18, 0));
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RenderTools()->RenderTeeHand(&Info, TeePos, vec2(1.0f, 0.0f), -pi*0.5f, vec2(18, 0));
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}
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}
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RenderTools()->RenderTee(CAnimState::GetIdle(), &Info, 0, vec2(1.0f, 0.0f), TeePos);
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RenderTools()->RenderTee(CAnimState::GetIdle(), &Info, 0, vec2(1.0f, 0.0f), TeePos);
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}
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}
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}
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}
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@ -657,7 +657,7 @@ void CMenus::RenderLanguageSelection(CUIRect MainView, bool Header)
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TextRender()->TextOutlineColor(0.0f, 0.0f, 0.0f, 0.3f);
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TextRender()->TextOutlineColor(0.0f, 0.0f, 0.0f, 0.3f);
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}
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}
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else
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else
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UI()->DoLabelScaled(&Item.m_Rect, r.front().m_Name, Item.m_Rect.h*ms_FontmodHeight*0.8f, CUI::ALIGN_LEFT);
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UI()->DoLabelScaled(&Item.m_Rect, r.front().m_Name, Item.m_Rect.h*ms_FontmodHeight*0.8f, CUI::ALIGN_LEFT);
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}
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}
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}
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}
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@ -134,7 +134,7 @@ void CPlayers::RenderHook(
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Graphics()->QuadsSetRotation(0);
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Graphics()->QuadsSetRotation(0);
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Graphics()->QuadsEnd();
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Graphics()->QuadsEnd();
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RenderTools()->RenderTeeHand(&RenderInfo, Position, normalize(HookPos-Pos), -pi/2, vec2(20, 0));
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RenderTools()->RenderTeeHand(&RenderInfo, Position, normalize(HookPos-Pos), -pi/2, vec2(20, 0));
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}
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}
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}
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}
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@ -418,10 +418,10 @@ void CPlayers::RenderPlayer(
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switch (Player.m_Weapon)
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switch (Player.m_Weapon)
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{
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{
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case WEAPON_GUN: RenderTools()->RenderTeeHand(&RenderInfo, p, Direction, -3*pi/4, vec2(-15, 4)); break;
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case WEAPON_GUN: RenderTools()->RenderTeeHand(&RenderInfo, p, Direction, -3*pi/4, vec2(-15, 4)); break;
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case WEAPON_SHOTGUN: RenderTools()->RenderTeeHand(&RenderInfo, p, Direction, -pi/2, vec2(-5, 4)); break;
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case WEAPON_SHOTGUN: RenderTools()->RenderTeeHand(&RenderInfo, p, Direction, -pi/2, vec2(-5, 4)); break;
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case WEAPON_GRENADE: RenderTools()->RenderTeeHand(&RenderInfo, p, Direction, -pi/2, vec2(-4, 7)); break;
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case WEAPON_GRENADE: RenderTools()->RenderTeeHand(&RenderInfo, p, Direction, -pi/2, vec2(-4, 7)); break;
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}
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}
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}
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}
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@ -7,7 +7,7 @@
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class CPlayers : public CComponent
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class CPlayers : public CComponent
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{
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{
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CTeeRenderInfo m_aRenderInfo[MAX_CLIENTS];
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CTeeRenderInfo m_aRenderInfo[MAX_CLIENTS];
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void RenderPlayer(
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void RenderPlayer(
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const CNetObj_Character *pPrevChar,
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const CNetObj_Character *pPrevChar,
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const CNetObj_Character *pPlayerChar,
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const CNetObj_Character *pPlayerChar,
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const CNetObj_PlayerInfo *pPrevInfo,
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const CNetObj_PlayerInfo *pPrevInfo,
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@ -477,43 +477,43 @@ void CRenderTools::RenderTee(CAnimState *pAnim, CTeeRenderInfo *pInfo, int Emote
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}
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}
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void CRenderTools::RenderTeeHand(CTeeRenderInfo *pInfo, vec2 CenterPos, vec2 Dir, float AngleOffset,
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void CRenderTools::RenderTeeHand(CTeeRenderInfo *pInfo, vec2 CenterPos, vec2 Dir, float AngleOffset,
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vec2 PostRotOffset)
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vec2 PostRotOffset)
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{
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{
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// in-game hand size is 15 when tee size is 64
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// in-game hand size is 15 when tee size is 64
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float BaseSize = 15.0f * (pInfo->m_Size / 64.0f);
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float BaseSize = 15.0f * (pInfo->m_Size / 64.0f);
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vec2 HandPos = CenterPos + Dir;
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vec2 HandPos = CenterPos + Dir;
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float Angle = angle(Dir);
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float Angle = angle(Dir);
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if(Dir.x < 0)
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if(Dir.x < 0)
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Angle -= AngleOffset;
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Angle -= AngleOffset;
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else
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else
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Angle += AngleOffset;
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Angle += AngleOffset;
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vec2 DirX = Dir;
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vec2 DirX = Dir;
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vec2 DirY(-Dir.y,Dir.x);
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vec2 DirY(-Dir.y,Dir.x);
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if(Dir.x < 0)
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if(Dir.x < 0)
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DirY = -DirY;
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DirY = -DirY;
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HandPos += DirX * PostRotOffset.x;
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HandPos += DirX * PostRotOffset.x;
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HandPos += DirY * PostRotOffset.y;
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HandPos += DirY * PostRotOffset.y;
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const vec4 Color = pInfo->m_aColors[SKINPART_HANDS];
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const vec4 Color = pInfo->m_aColors[SKINPART_HANDS];
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IGraphics::CQuadItem QuadOutline(HandPos.x, HandPos.y, 2*BaseSize, 2*BaseSize);
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IGraphics::CQuadItem QuadOutline(HandPos.x, HandPos.y, 2*BaseSize, 2*BaseSize);
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IGraphics::CQuadItem QuadHand = QuadOutline;
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IGraphics::CQuadItem QuadHand = QuadOutline;
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Graphics()->TextureSet(pInfo->m_aTextures[SKINPART_HANDS]);
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Graphics()->TextureSet(pInfo->m_aTextures[SKINPART_HANDS]);
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Graphics()->QuadsBegin();
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Graphics()->QuadsBegin();
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Graphics()->SetColor(Color.r, Color.g, Color.b, Color.a);
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Graphics()->SetColor(Color.r, Color.g, Color.b, Color.a);
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Graphics()->QuadsSetRotation(Angle);
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Graphics()->QuadsSetRotation(Angle);
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SelectSprite(SPRITE_TEE_HAND_OUTLINE, 0, 0, 0);
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SelectSprite(SPRITE_TEE_HAND_OUTLINE, 0, 0, 0);
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Graphics()->QuadsDraw(&QuadOutline, 1);
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Graphics()->QuadsDraw(&QuadOutline, 1);
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SelectSprite(SPRITE_TEE_HAND, 0, 0, 0);
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SelectSprite(SPRITE_TEE_HAND, 0, 0, 0);
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Graphics()->QuadsDraw(&QuadHand, 1);
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Graphics()->QuadsDraw(&QuadHand, 1);
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Graphics()->QuadsSetRotation(0);
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Graphics()->QuadsSetRotation(0);
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Graphics()->QuadsEnd();
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Graphics()->QuadsEnd();
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}
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}
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static void CalcScreenParams(float Amount, float WMax, float HMax, float Aspect, float *w, float *h)
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static void CalcScreenParams(float Amount, float WMax, float HMax, float Aspect, float *w, float *h)
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@ -76,8 +76,8 @@ public:
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// object render methods (gc_render_obj.cpp)
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// object render methods (gc_render_obj.cpp)
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void RenderTee(class CAnimState *pAnim, CTeeRenderInfo *pInfo, int Emote, vec2 Dir, vec2 Pos);
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void RenderTee(class CAnimState *pAnim, CTeeRenderInfo *pInfo, int Emote, vec2 Dir, vec2 Pos);
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void RenderTeeHand(CTeeRenderInfo *pInfo, vec2 CenterPos, vec2 Dir, float AngleOffset,
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void RenderTeeHand(CTeeRenderInfo *pInfo, vec2 CenterPos, vec2 Dir, float AngleOffset,
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vec2 PostRotOffset);
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vec2 PostRotOffset);
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// map render methods (gc_render_map.cpp)
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// map render methods (gc_render_map.cpp)
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static void RenderEvalEnvelope(CEnvPoint *pPoints, int NumPoints, int Channels, float Time, float *pResult);
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static void RenderEvalEnvelope(CEnvPoint *pPoints, int NumPoints, int Channels, float Time, float *pResult);
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