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a9c8b344a2
- Added RenderMovementInformation() to the HUD - Use m_Width instead of recalculating the display width each time in hud.cpp - Reworked Debug HUD: - Display velspeed.x*ramp and velspeed.y instead of velspeed*ramp - Show unit of speed - The graph for the velspeed.x*ramp behavior (if dbg_tuning is active) is now nicer and usable. A second graph zooming in on the turning point has been added. - The velspeed.x*ramp graph will be redrawn only when new tuning parameters are added - The target angle used to draw the tees is now calculated using the m_TargetX, m_TargetY in DDNetCharacterDisplayInfo if available. - Added m_TargetX, m_TargetY and m_RampValue to DDNetCharacterDisplayInfo Snap (m_RampValue has a precision of one thousandth) - Added CGraph::InsertAt() to create static Graphs - Added "assets/hud" to initial created Directories - Added Settings to hide Dummy Action HUD and Player Movement HUD cl_showhud_dummy_actions, cl_showhud_player_position, cl_showhud_player_speed, cl_showhud_player_angle - Added Pointer to m_PrevExtendedDisplayInfo, for calculation of interpolated Angle in Player Rendering - Added GetDigitsIndex(int Value, float Max); to hud.cpp
29 lines
762 B
C++
29 lines
762 B
C++
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef GAME_CLIENT_COMPONENTS_DEBUGHUD_H
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#define GAME_CLIENT_COMPONENTS_DEBUGHUD_H
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#include <engine/client/client.h>
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#include <game/client/component.h>
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class CDebugHud : public CComponent
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{
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void RenderNetCorrections();
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void RenderTuning();
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void RenderHint();
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CGraph m_RampGraph;
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CGraph m_ZoomedInGraph;
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float m_SpeedTurningPoint;
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float MiddleOfZoomedInGraph;
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float m_OldVelrampStart;
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float m_OldVelrampRange;
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float m_OldVelrampCurvature;
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public:
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virtual int Sizeof() const override { return sizeof(*this); }
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virtual void OnRender() override;
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};
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#endif
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