From fe936f5c8c621f0d6c5a201de21d26ca7eb4f603 Mon Sep 17 00:00:00 2001 From: titison Date: Thu, 30 Oct 2014 00:55:18 +0100 Subject: [PATCH] Adjusting healthbar related things *unit height=healthbar height per default *no hpbars in photomode *renamed function --- source/glest_game/game/game.cpp | 4 +++- source/glest_game/graphics/renderer.cpp | 16 ++++++++++++---- source/glest_game/graphics/renderer.h | 2 +- 3 files changed, 16 insertions(+), 6 deletions(-) diff --git a/source/glest_game/game/game.cpp b/source/glest_game/game/game.cpp index 39acbd64..67c83374 100644 --- a/source/glest_game/game/game.cpp +++ b/source/glest_game/game/game.cpp @@ -5252,7 +5252,9 @@ void Game::render3d(){ if(SystemFlags::getSystemSettingType(SystemFlags::debugPerformance).enabled && chrono.getMillis() > 0) chrono.start(); //renderOnTopBars (aka Healthbars) - renderer.renderOnTopBars(); + if(photoModeEnabled == false) { + renderer.renderOnTopBars(); + } //particles renderer.renderParticleManager(rsGame); diff --git a/source/glest_game/graphics/renderer.cpp b/source/glest_game/graphics/renderer.cpp index fea57fc7..ec35eb5b 100644 --- a/source/glest_game/graphics/renderer.cpp +++ b/source/glest_game/graphics/renderer.cpp @@ -5620,6 +5620,10 @@ void Renderer::renderOnTopBars(){ return; } + if(config.getBool("PhotoMode")) { + return; + } + glPushAttrib(GL_ENABLE_BIT | GL_CURRENT_BIT | GL_DEPTH_BUFFER_BIT); glDisable(GL_LIGHTING); glDisable(GL_TEXTURE_2D); @@ -5661,7 +5665,7 @@ void Renderer::renderOnTopBars(){ || ((healthbarVisible&hbvSelected) && game->getGui()->isSelected(unit)))) { Vec3f currVec= unit->getCurrVectorFlat(); if(healthbarheight==-100.0f) { - currVec.y+=unit->getType()->getHeight()+1; + currVec.y+=unit->getType()->getHeight(); } else { currVec.y+=healthbarheight; } @@ -5671,9 +5675,9 @@ void Renderer::renderOnTopBars(){ } if(unit->getType()->getMaxEp() > 0) { - renderSelectionHpBar(currVec,unit->getType()->getSize(),unit->getHpRatio(),healthbarthickness,unit->getEpRatio()); + renderHealthBar(currVec,unit->getType()->getSize(),unit->getHpRatio(),healthbarthickness,unit->getEpRatio()); } else { - renderSelectionHpBar(currVec,unit->getType()->getSize(),unit->getHpRatio(),healthbarthickness); + renderHealthBar(currVec,unit->getType()->getSize(),unit->getHpRatio(),healthbarthickness); } } } @@ -8286,7 +8290,11 @@ void Renderer::enableProjectiveTexturing() { } // ==================== private aux drawing ==================== -void Renderer::renderSelectionHpBar(Vec3f v, int size, float hp, float height, float ep) { +void Renderer::renderHealthBar(Vec3f v, int size, float hp, float height, float ep) { + if(GlobalStaticFlags::getIsNonGraphicalModeEnabled() == true) { + return; + } + Vec3f rightVector; Vec3f upVector; v.y+=1; diff --git a/source/glest_game/graphics/renderer.h b/source/glest_game/graphics/renderer.h index fa15818b..84059abc 100644 --- a/source/glest_game/graphics/renderer.h +++ b/source/glest_game/graphics/renderer.h @@ -681,7 +681,7 @@ private: //private aux drawing void renderSelectionCircle(Vec3f v, int size, float radius, float thickness=0.2f); - void renderSelectionHpBar(Vec3f v, int size, float hp, float height, float ep=-1.0f); + void renderHealthBar(Vec3f v, int size, float hp, float height, float ep=-1.0f); void renderTeamColorEffect(Vec3f &v, int heigth, int size, Vec3f color, const Texture2D *texture); void renderArrow(const Vec3f &pos1, const Vec3f &pos2, const Vec3f &color, float width); void renderTile(const Vec2i &pos);