- reimplemented the position display, but changed its position a bit upward.
- activated the RenderOverlay event, now that it can be called from the correct spot, i.e. right after the top level HUD messages are drawn. The system's status output will still be drawn on top of them.
This commit is contained in:
parent
bde73fc530
commit
1dcc017daf
6 changed files with 38 additions and 50 deletions
|
|
@ -448,6 +448,12 @@ void E_Console(int player, FString name, int arg1, int arg2, int arg3, bool manu
|
|||
handler->ConsoleProcess(player, name, arg1, arg2, arg3, manual);
|
||||
}
|
||||
|
||||
void E_RenderOverlay(EHudState state)
|
||||
{
|
||||
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
|
||||
handler->RenderOverlay(state);
|
||||
}
|
||||
|
||||
bool E_CheckUiProcessors()
|
||||
{
|
||||
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
|
||||
|
|
@ -468,7 +474,6 @@ bool E_CheckRequireMouse()
|
|||
|
||||
// normal event loopers (non-special, argument-less)
|
||||
DEFINE_EVENT_LOOPER(RenderFrame)
|
||||
DEFINE_EVENT_LOOPER(RenderOverlay)
|
||||
DEFINE_EVENT_LOOPER(WorldLightning)
|
||||
DEFINE_EVENT_LOOPER(WorldTick)
|
||||
DEFINE_EVENT_LOOPER(UiTick)
|
||||
|
|
@ -798,7 +803,7 @@ void DStaticEventHandler::RenderFrame()
|
|||
}
|
||||
}
|
||||
|
||||
void DStaticEventHandler::RenderOverlay()
|
||||
void DStaticEventHandler::RenderOverlay(EHudState state)
|
||||
{
|
||||
IFVIRTUAL(DStaticEventHandler, RenderOverlay)
|
||||
{
|
||||
|
|
@ -806,6 +811,7 @@ void DStaticEventHandler::RenderOverlay()
|
|||
if (func == DStaticEventHandler_RenderOverlay_VMPtr)
|
||||
return;
|
||||
FRenderEvent e = E_SetupRenderEvent();
|
||||
e.HudState = int(state);
|
||||
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
||||
GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue