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forked from 0ad/0ad

Add a setting for the minimap flare lifetime.

Tested by: marder, Langbart
Differential Revision: https://code.wildfiregames.com/D4135
This was SVN commit r25775.
This commit is contained in:
Imarok 2021-06-11 20:47:09 +00:00
parent abe7211e15
commit b3458d408a
5 changed files with 24 additions and 4 deletions

View File

@ -419,6 +419,7 @@ timeelapsedcounter = false ; Show the game duration in the top right corn
ceasefirecounter = false ; Show the remaining ceasefire time in the top right corner
batchtrainingsize = 5 ; Number of units to be trained per batch by default (when pressing the hotkey)
scrollbatchratio = 1 ; Number of times you have to scroll to increase/decrease the batchsize by 1
flarelifetime = 6 ; How long the flare markers on the minimap are displayed in seconds
woundedunithotkeythreshold = 33 ; The wounded unit hotkey considers the selected units as wounded if their health percentage falls below this number
attackrange = true ; Display attack range overlays of selected defensive structures
aurasrange = true ; Display aura range overlays of selected units and structures

View File

@ -549,6 +549,14 @@
"min": 0.1,
"max": 30
},
{
"type": "slider",
"label": "Flare display duration",
"tooltip": "How long the flare markers on the minimap are displayed in seconds.",
"config": "gui.session.flarelifetime",
"min": 0,
"max": 60
},
{
"type": "boolean",
"label": "Chat notification attack",

View File

@ -11,6 +11,17 @@ class MiniMap
this.miniMap.onMouseEnter = this.onMouseEnter.bind(this);
this.miniMap.onMouseLeave = this.onMouseLeave.bind(this);
this.mouseIsOverMiniMap = false;
this.updateFlareLifetime();
registerConfigChangeHandler(changes => {
if (changes.has("gui.session.flarelifetime"))
this.updateFlareLifetime();
});
}
updateFlareLifetime()
{
this.miniMap.flare_lifetime_seconds = Math.max(0, +Engine.ConfigDB_GetValue("user", "gui.session.flarelifetime"));
}
onWorldClick(target, button)

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@ -144,8 +144,8 @@ CMiniMap::CMiniMap(CGUI& pGUI) :
m_EntitiesDrawn(0), m_IndexArray(GL_STATIC_DRAW), m_VertexArray(GL_DYNAMIC_DRAW), m_Mask(this, "mask", false),
m_NextBlinkTime(0.0), m_PingDuration(25.0), m_BlinkState(false),
m_FlareTextureCount(this, "flare_texture_count", 0), m_FlareRenderSize(this, "flare_render_size", 0),
m_FlareAnimationSpeed(this, "flare_animation_speed", 0), m_FlareInterleave(this, "flare_interleave", false),
m_FlareLifetimeSeconds(this, "flare_lifetime_seconds", 0)
m_FlareInterleave(this, "flare_interleave", false), m_FlareAnimationSpeed(this, "flare_animation_speed", 0.0f),
m_FlareLifetimeSeconds(this, "flare_lifetime_seconds", 0.0f)
{
m_Clicking = false;
m_MouseHovering = false;

View File

@ -79,9 +79,9 @@ private:
CGUISimpleSetting<u32> m_FlareTextureCount;
CGUISimpleSetting<u32> m_FlareRenderSize;
CGUISimpleSetting<u32> m_FlareAnimationSpeed;
CGUISimpleSetting<bool> m_FlareInterleave;
CGUISimpleSetting<u32> m_FlareLifetimeSeconds;
CGUISimpleSetting<float> m_FlareAnimationSpeed;
CGUISimpleSetting<float> m_FlareLifetimeSeconds;
// Whether to draw a black square around and under the minimap.
CGUISimpleSetting<bool> m_Mask;