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Limit the max size of the scoreboard to 16 lines
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@ -188,6 +188,10 @@ float CScoreboard::RenderScoreboard(float x, float y, float w, int Team, const c
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int NumPlayers = m_pClient->m_GameInfo.m_aTeamSize[Team];
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m_PlayerLines = max(m_PlayerLines, NumPlayers);
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// clamp to 16
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if(m_PlayerLines > 16)
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m_PlayerLines = 16;
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// ready mode
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const CGameClient::CSnapState& Snap = m_pClient->m_Snap;
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const bool ReadyMode = Snap.m_pGameData && (Snap.m_pGameData->m_GameStateFlags&(GAMESTATEFLAG_STARTCOUNTDOWN|GAMESTATEFLAG_PAUSED|GAMESTATEFLAG_WARMUP)) && Snap.m_pGameData->m_GameStateEndTick == 0;
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@ -323,7 +327,7 @@ float CScoreboard::RenderScoreboard(float x, float y, float w, int Team, const c
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int HoleSizes[2];
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// Non vanilla scoreboard, for now, some parts of the scoreboard are omitted
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if(m_pClient->m_GameInfo.m_aTeamSize[Team] > 16)
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if(NumPlayers > 16)
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{
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for(int RenderDead = 0; RenderDead < 2 && NumRenderScoreIDs < 15; ++RenderDead)
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{
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@ -563,19 +567,15 @@ float CScoreboard::RenderScoreboard(float x, float y, float w, int Team, const c
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{
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int HoleSize = HoleSizes[-1-RenderScoreIDs[i]];
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// dots
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tw = TextRender()->TextWidth(0, FontSize, "...", -1);
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TextRender()->SetCursor(&Cursor, ScoreOffset+ScoreLength-tw, y+Spacing, FontSize, TEXTFLAG_RENDER|TEXTFLAG_STOP_AT_END);
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Cursor.m_LineWidth = ScoreLength;
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TextRender()->TextEx(&Cursor, "...", -1);
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TextRender()->SetCursor(&Cursor, NameOffset, y+Spacing, FontSize, TEXTFLAG_RENDER|TEXTFLAG_STOP_AT_END);
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Cursor.m_LineWidth = NameLength;
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TextRender()->TextColor(1.0f, 1.0f, 1.0f, 1.0f);
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TextRender()->SetCursor(&Cursor, NameOffset+TeeLength, y+Spacing, FontSize, TEXTFLAG_RENDER|TEXTFLAG_STOP_AT_END);
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Cursor.m_LineWidth = NameLength-TeeLength;
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char aBuf[64];
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str_format(aBuf, sizeof(aBuf), "%d %s", HoleSize, Localize("other players"));
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str_format(aBuf, sizeof(aBuf), "⋅⋅⋅ %d %s", HoleSize, Localize("other players"));
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TextRender()->TextEx(&Cursor, aBuf, -1);
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TextRender()->TextColor(1.0f, 1.0f, 1.0f, 0.5f);
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y += LineHeight+Spacing;
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y += LineHeight;
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}
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}
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TextRender()->TextColor(1.0f, 1.0f, 1.0f, 1.0f);
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