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@@ -80,7 +80,7 @@ void Notify::update()
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const float step = ((float)notifications[i].counter / notifications[i].travelDist);
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const int alpha = 255 * step;
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if (options.notification.posV == pos_top)
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if (options.notification.pos_v == NotifyPosition::TOP)
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{
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notifications[i].rect.y++;
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}
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@@ -112,7 +112,7 @@ void Notify::update()
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const float step = (notifications[i].counter / (float)notifications[i].travelDist);
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const int alpha = 255 * (1 - step);
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if (options.notification.posV == pos_top)
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if (options.notification.pos_v == NotifyPosition::TOP)
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{
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notifications[i].rect.y--;
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}
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@@ -182,11 +182,11 @@ void Notify::showText(std::string text1, std::string text2, int icon)
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// Posición horizontal
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auto despH = 0;
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if (options.notification.posH == pos_left)
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if (options.notification.pos_h == NotifyPosition::LEFT)
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{
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despH = paddingOut;
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}
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else if (options.notification.posH == pos_middle)
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else if (options.notification.pos_h == NotifyPosition::MIDDLE)
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{
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despH = ((param.game.width / 2) - (width / 2));
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}
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@@ -196,12 +196,12 @@ void Notify::showText(std::string text1, std::string text2, int icon)
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}
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// Posición vertical
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const int despV = (options.notification.posV == pos_top) ? paddingOut : (param.game.height - height - paddingOut);
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const int despV = (options.notification.pos_v == NotifyPosition::TOP) ? paddingOut : (param.game.height - height - paddingOut);
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// Offset
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const auto travelDist = height + paddingOut;
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auto offset = 0;
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if (options.notification.posV == pos_top)
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if (options.notification.pos_v == NotifyPosition::TOP)
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{
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offset = (int)notifications.size() > 0 ? notifications.back().y + travelDist : despV;
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}
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@@ -221,7 +221,7 @@ void Notify::showText(std::string text1, std::string text2, int icon)
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n.text1 = text1;
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n.text2 = text2;
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n.shape = shape;
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auto yPos = offset + (options.notification.posV == pos_top ? -travelDist : travelDist);
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auto yPos = offset + (options.notification.pos_v == NotifyPosition::TOP ? -travelDist : travelDist);
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n.rect = {despH, yPos, width, height};
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// Crea la textura
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