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| author | untodesu <kirill@untode.su> | 2025-03-15 16:59:59 +0500 |
|---|---|---|
| committer | untodesu <kirill@untode.su> | 2025-03-15 16:59:59 +0500 |
| commit | e53cca0ec8b4186cf79b6f927d74483f1301d5f6 (patch) | |
| tree | a58bc914d7e21eea381470c8089d5b6d1b5c8bd3 /game/client/chat.cc | |
| parent | 7ca5d9cdea5a26183808e06d7fb055674823ed5d (diff) | |
| download | voxelius-e53cca0ec8b4186cf79b6f927d74483f1301d5f6.tar.bz2 voxelius-e53cca0ec8b4186cf79b6f927d74483f1301d5f6.zip | |
Add a key binding to show/hide HUD elements
- Just like in Minecraft, by default one would press the F1 key to
toggle HUD elements (including player_target) visibility
- Consequently moved player_target::render back into itself
- Fixed-upped some language key-value pairs
Diffstat (limited to 'game/client/chat.cc')
| -rw-r--r-- | game/client/chat.cc | 15 |
1 files changed, 13 insertions, 2 deletions
diff --git a/game/client/chat.cc b/game/client/chat.cc index 64fba2a..177db08 100644 --- a/game/client/chat.cc +++ b/game/client/chat.cc @@ -205,8 +205,19 @@ void client_chat::layout(void) auto fadeout_seconds = 10.0f; auto fadeout = std::exp(-1.0f * std::pow(1.0e-6 * static_cast<float>(globals::curtime - it->spawn) / fadeout_seconds, 10.0f)); - auto rect_alpha = ((globals::gui_screen == GUI_CHAT) ? (0.75f) : (0.50f * fadeout)); - auto text_alpha = ((globals::gui_screen == GUI_CHAT) ? (1.00f) : (1.00f * fadeout)); + + float rect_alpha; + float text_alpha; + + if(globals::gui_screen == GUI_CHAT) { + rect_alpha = 0.75f; + text_alpha = 1.00f; + } + else if(!client_game::hide_hud) { + rect_alpha = 0.50f * fadeout; + text_alpha = 1.00f * fadeout; + } + else break; auto rect_col = ImGui::GetColorU32(ImGuiCol_FrameBg, rect_alpha); auto text_col = ImGui::GetColorU32(ImVec4(it->color.x, it->color.y, it->color.z, it->color.w * text_alpha)); |
