READY/ON HOLD as DrawText instead of SHP

This commit is contained in:
Matthias Mailänder
2012-06-25 02:05:08 +02:00
committed by Chris Forbes
parent aa06751de5
commit 5231da1ea3

View File

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