Fit the fixed radar into the corner.
The rotating radar needs space for rotation, and so position is calculated using the longer side for non-square maps. The fixed radar doesn't need that space, and so can be put snugly in the corner. git-svn-id: https://warzone2100.svn.sourceforge.net/svnroot/warzone2100/trunk@10983 4a71c877-e1ca-e34f-864e-861f7616d084master
parent
6cc5dacf2f
commit
1d19c75c5e
12
src/radar.c
12
src/radar.c
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@ -97,8 +97,16 @@ static void radarSize(int ZoomLevel)
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float zoom = (float)ZoomLevel * RadarZoomMultiplier / 16.0;
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radarWidth = radarTexWidth * zoom;
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radarHeight = radarTexHeight * zoom;
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radarCenterX = pie_GetVideoBufferWidth() - BASE_GAP * 4 - MAX(radarHeight, radarWidth)/2;
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radarCenterY = pie_GetVideoBufferHeight() - BASE_GAP * 4 - MAX(radarWidth, radarHeight)/2;
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if (rotateRadar)
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{
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radarCenterX = pie_GetVideoBufferWidth() - BASE_GAP * 4 - MAX(radarHeight, radarWidth) / 2;
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radarCenterY = pie_GetVideoBufferHeight() - BASE_GAP * 4 - MAX(radarWidth, radarHeight) / 2;
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}
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else
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{
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radarCenterX = pie_GetVideoBufferWidth() - BASE_GAP * 4 - radarWidth / 2;
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radarCenterY = pie_GetVideoBufferHeight() - BASE_GAP * 4 - radarHeight / 2;
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}
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debug(LOG_WZ, "radar=(%u,%u) tex=(%u,%u) size=(%u,%u)", radarCenterX, radarCenterY, radarTexWidth, radarTexHeight, radarWidth, radarHeight);
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}
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