polished the actionstack rendering a little. draw only as much black square as we need to render so we dont make a massive black square for nothing.
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@@ -51,15 +51,16 @@ void NextGamePhase::Render()
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{
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{
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WFont * mFont = observer->getResourceManager()->GetWFont(Fonts::MAIN_FONT);
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WFont * mFont = observer->getResourceManager()->GetWFont(Fonts::MAIN_FONT);
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mFont->SetBase(0);
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mFont->SetBase(0);
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mFont->SetScale(DEFAULT_MAIN_FONT_SCALE);
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mFont->SetScale(1.3f);
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char buffer[200];
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char buffer[200];
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int playerId = 1;
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int playerId = 1;
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if (observer->currentActionPlayer == observer->players[1])
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if (observer->currentActionPlayer == observer->players[1])
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playerId = 2;
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playerId = 2;
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sprintf(buffer, "%s %i : -> %s", _("Player").c_str(), playerId, observer->getNextGamePhaseName());
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sprintf(buffer, "%s %i : %s", _("Player").c_str(), playerId, observer->getNextGamePhaseName());
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mFont->DrawString(buffer, x + 30, y, JGETEXT_LEFT);
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mFont->DrawString(buffer, x + 15, y+10, JGETEXT_LEFT);
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mFont->SetScale(DEFAULT_MAIN_FONT_SCALE);
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}
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}
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NextGamePhase::NextGamePhase(GameObserver* observer, int id) :
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NextGamePhase::NextGamePhase(GameObserver* observer, int id) :
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@@ -1160,7 +1161,7 @@ void ActionStack::Render()
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static const float x0 = 250;
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static const float x0 = 250;
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static const float y0 = 0;
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static const float y0 = 0;
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float width = 200;
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float width = 200;
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float height = 90;
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float height = 25;
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float currenty = y0 + 5;
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float currenty = y0 + 5;
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if (mode == ACTIONSTACK_STANDARD)
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if (mode == ACTIONSTACK_STANDARD)
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