- 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:
Christoph Oelckers 2017-03-29 23:51:53 +02:00
commit 1dcc017daf
6 changed files with 38 additions and 50 deletions

View file

@ -61,6 +61,7 @@
#include "p_acs.h"
#include "r_data/r_translate.h"
#include "sbarinfo.h"
#include "events.h"
#include "../version.h"
@ -975,7 +976,14 @@ void DBaseStatusBar::Draw (EHudState state)
}
if (idmypos)
{ // Draw current coordinates
{
// Draw current coordinates
IFVIRTUAL(DBaseStatusBar, DrawMyPos)
{
VMValue params[] = { (DObject*)this };
GlobalVMStack.Call(func, params, countof(params), nullptr, 0);
}
V_SetBorderNeedRefresh();
}
if (viewactive)
@ -1150,6 +1158,8 @@ void DBaseStatusBar::DrawTopStuff (EHudState state)
DrawMessages (HUDMSGLayer_OverMap, (state == HUD_StatusBar) ? GetTopOfStatusbar() : SCREENHEIGHT);
}
DrawMessages (HUDMSGLayer_OverHUD, (state == HUD_StatusBar) ? GetTopOfStatusbar() : SCREENHEIGHT);
E_RenderOverlay(state);
DrawConsistancy ();
DrawWaiting ();
if (ShowLog && MustDrawLog(state)) DrawLog ();