READY/ON HOLD as DrawText instead of SHP
This commit is contained in:
committed by
Chris Forbes
parent
aa06751de5
commit
5231da1ea3
@@ -21,7 +21,6 @@ namespace OpenRA.Mods.RA.Widgets
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class SupportPowerBinWidget : Widget
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{
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Dictionary<string, Sprite> spsprites;
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Animation ready;
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Animation clock;
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readonly List<Pair<Rectangle, Action<MouseInput>>> buttons = new List<Pair<Rectangle,Action<MouseInput>>>();
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@@ -45,8 +44,6 @@ namespace OpenRA.Mods.RA.Widgets
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u => u,
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u => Game.modData.SpriteLoader.LoadAllSprites(u)[0]);
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ready = new Animation("pips");
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ready.PlayRepeating("ready");
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clock = new Animation("clock");
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}
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@@ -151,11 +148,13 @@ namespace OpenRA.Mods.RA.Widgets
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WidgetUtils.DrawSHP(clock.Image, drawPos, worldRenderer);
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var overlay = sp.Ready ? "ready" : sp.Active ? null : "hold";
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var overlay = sp.Ready ? "READY" : sp.Active ? null : "ON HOLD";
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var font = Game.Renderer.Fonts["TinyBold"];
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if (overlay != null)
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{
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ready.Play(overlay);
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WidgetUtils.DrawSHP(ready.Image, drawPos + new float2((64 - ready.Image.size.X) / 2, 2), worldRenderer);
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var size = font.Measure(overlay);
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var overlayPos = drawPos + new float2(32, 16);
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font.DrawTextWithContrast(overlay, overlayPos - new float2(size.X / 2, 0), Color.White, Color.Black, 1);
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}
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buttons.Add(Pair.New(rect,HandleSupportPower(kv.Key, manager)));
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