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Diffstat (limited to 'src/cgame/cg_draw.c')
-rw-r--r--src/cgame/cg_draw.c50
1 files changed, 25 insertions, 25 deletions
diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c
index eda0bf58..7169540d 100644
--- a/src/cgame/cg_draw.c
+++ b/src/cgame/cg_draw.c
@@ -39,8 +39,8 @@ static void CG_AlignText( rectDef_t *rect, const char *text, float scale,
if( scale > 0.0f )
{
- w = UI_Text_Width( text, scale, 0 );
- h = UI_Text_Height( text, scale, 0 );
+ w = UI_Text_Width( text, scale );
+ h = UI_Text_Height( text, scale );
}
switch( align )
@@ -1284,7 +1284,7 @@ static void CG_DrawKiller( rectDef_t *rect, float scale, vec4_t color,
if( cg.killerName[ 0 ] )
{
int x = rect->x + rect->w / 2;
- UI_Text_Paint( x - UI_Text_Width( CG_GetKillerText( ), scale, 0 ) / 2,
+ UI_Text_Paint( x - UI_Text_Width( CG_GetKillerText( ), scale ) / 2,
rect->y + rect->h, scale, color, CG_GetKillerText( ), 0, 0, textStyle );
}
}
@@ -1301,7 +1301,7 @@ static void CG_DrawTeamSpectators( rectDef_t *rect, float scale, int textvalign,
{
float y;
char *text = cg.spectatorList;
- float textWidth = UI_Text_Width( text, scale, 0 );
+ float textWidth = UI_Text_Width( text, scale );
CG_AlignText( rect, text, scale, 0.0f, 0.0f, ALIGN_LEFT, textvalign, NULL, &y );
@@ -1514,10 +1514,10 @@ static void CG_DrawFPS( rectDef_t *rect, float text_x, float text_y,
fps = 1000 * FPS_FRAMES / total;
s = va( "%d", fps );
- w = UI_Text_Width( "0", scale, 0 );
- h = UI_Text_Height( "0", scale, 0 );
+ w = UI_Text_Width( "0", scale );
+ h = UI_Text_Height( "0", scale );
strLength = CG_DrawStrlen( s );
- totalWidth = UI_Text_Width( FPS_STRING, scale, 0 ) + w * strLength;
+ totalWidth = UI_Text_Width( FPS_STRING, scale ) + w * strLength;
CG_AlignText( rect, s, 0.0f, totalWidth, h, textalign, textvalign, &tx, &ty );
@@ -1623,8 +1623,8 @@ static void CG_DrawTimer( rectDef_t *rect, float text_x, float text_y,
seconds -= tens * 10;
s = va( "%d:%d%d", mins, tens, seconds );
- w = UI_Text_Width( "0", scale, 0 );
- h = UI_Text_Height( "0", scale, 0 );
+ w = UI_Text_Width( "0", scale );
+ h = UI_Text_Height( "0", scale );
strLength = CG_DrawStrlen( s );
totalWidth = w * strLength;
@@ -1918,8 +1918,8 @@ static void CG_DrawClock( rectDef_t *rect, float text_x, float text_y,
s = va( "%d%s%02d%s", h, ( qt.tm_sec % 2 ) ? ":" : " ", qt.tm_min, pm );
}
- w = UI_Text_Width( "0", scale, 0 );
- h = UI_Text_Height( "0", scale, 0 );
+ w = UI_Text_Width( "0", scale );
+ h = UI_Text_Height( "0", scale );
strLength = CG_DrawStrlen( s );
totalWidth = w * strLength;
@@ -2067,7 +2067,7 @@ static void CG_DrawDisconnect( void )
// also add text in center of screen
s = "Connection Interrupted";
- w = UI_Text_Width( s, 0.7f, 0 );
+ w = UI_Text_Width( s, 0.7f );
UI_Text_Paint( 320 - w / 2, 100, 0.7f, color, s, 0, 0, ITEM_TEXTSTYLE_SHADOWED );
// blink the icon
@@ -2225,9 +2225,9 @@ static void CG_DrawLagometer( rectDef_t *rect, float text_x, float text_y,
else
ping = va( "%d", cg.ping );
ax = rect->x + ( rect->w / 2.0f ) -
- ( UI_Text_Width( ping, scale, 0 ) / 2.0f ) + text_x;
+ ( UI_Text_Width( ping, scale ) / 2.0f ) + text_x;
ay = rect->y + ( rect->h / 2.0f ) +
- ( UI_Text_Height( ping, scale, 0 ) / 2.0f ) + text_y;
+ ( UI_Text_Height( ping, scale ) / 2.0f ) + text_y;
Vector4Copy( textColor, adjustedColor );
adjustedColor[ 3 ] = 0.5f;
@@ -2366,8 +2366,8 @@ static void CG_DrawSpeedText( rectDef_t *rect, float text_x, float text_y,
Com_sprintf( speedstr, sizeof( speedstr ), "%d", (int)val );
UI_Text_Paint(
- rect->x + ( rect->w - UI_Text_Width( speedstr, scale, 0 ) ) / 2.0f,
- rect->y + ( rect->h + UI_Text_Height( speedstr, scale, 0 ) ) / 2.0f,
+ rect->x + ( rect->w - UI_Text_Width( speedstr, scale ) ) / 2.0f,
+ rect->y + ( rect->h + UI_Text_Height( speedstr, scale ) ) / 2.0f,
scale, color, speedstr, 0, 0, ITEM_TEXTSTYLE_NORMAL );
}
@@ -2611,7 +2611,7 @@ static void CG_DrawLocation( rectDef_t *rect, float scale, int textalign, vec4_t
location = CG_ConfigString( CS_LOCATIONS );
// need to skip horiz. align if it's too long, but valign must be run either way
- if( UI_Text_Width( location, scale, 0 ) < rect->w )
+ if( UI_Text_Width( location, scale ) < rect->w )
{
CG_AlignText( rect, location, scale, 0.0f, 0.0f, textalign, VALIGN_CENTER, &tx, &ty );
UI_Text_Paint( tx, ty, scale, color, location, 0, 0, ITEM_TEXTSTYLE_NORMAL );
@@ -2665,7 +2665,7 @@ static void CG_DrawCrosshairNames( rectDef_t *rect, float scale, int textStyle )
cgs.clientinfo[ cg.crosshairClientNum ].health );
}
- w = UI_Text_Width( name, scale, 0 );
+ w = UI_Text_Width( name, scale );
x = rect->x + rect->w / 2.0f;
UI_Text_Paint( x - w / 2.0f, rect->y + rect->h, scale, color, name, 0, 0, textStyle );
trap_R_SetColor( NULL );
@@ -3122,8 +3122,8 @@ static void CG_DrawCenterString( void )
linebuffer[ l ] = 0;
- w = UI_Text_Width( linebuffer, 0.5, 0 );
- h = UI_Text_Height( linebuffer, 0.5, 0 );
+ w = UI_Text_Width( linebuffer, 0.5 );
+ h = UI_Text_Height( linebuffer, 0.5 );
x = ( SCREEN_WIDTH - w ) / 2;
UI_Text_Paint( x, y + h, 0.5, color, linebuffer, 0, 0, ITEM_TEXTSTYLE_SHADOWEDMORE );
y += h + 6;
@@ -3316,7 +3316,7 @@ static qboolean CG_DrawQueue( void )
Com_sprintf( buffer, MAX_STRING_CHARS, "You are %d%s in the spawn queue",
position, ordinal );
- w = UI_Text_Width( buffer, 0.7f, 0 );
+ w = UI_Text_Width( buffer, 0.7f );
UI_Text_Paint( 320 - w / 2, 360, 0.7f, color, buffer, 0, 0, ITEM_TEXTSTYLE_SHADOWED );
if( cg.snap->ps.persistant[ PERS_SPAWNS ] == 0 )
@@ -3327,7 +3327,7 @@ static qboolean CG_DrawQueue( void )
Com_sprintf( buffer, MAX_STRING_CHARS, "There are %d spawns remaining",
cg.snap->ps.persistant[ PERS_SPAWNS ] );
- w = UI_Text_Width( buffer, 0.7f, 0 );
+ w = UI_Text_Width( buffer, 0.7f );
UI_Text_Paint( 320 - w / 2, 400, 0.7f, color, buffer, 0, 0, ITEM_TEXTSTYLE_SHADOWED );
return qtrue;
@@ -3355,13 +3355,13 @@ static void CG_DrawWarmup( void )
if( sec < 0 )
return;
- w = UI_Text_Width( text, size, 0 );
- h = UI_Text_Height( text, size, 0 );
+ w = UI_Text_Width( text, size );
+ h = UI_Text_Height( text, size );
UI_Text_Paint( 320 - w / 2, 200, size, colorWhite, text, 0, 0, ITEM_TEXTSTYLE_SHADOWED );
Com_sprintf( text, sizeof( text ), "%s", sec ? va( "%d", sec ) : "FIGHT!" );
- w = UI_Text_Width( text, size, 0 );
+ w = UI_Text_Width( text, size );
UI_Text_Paint( 320 - w / 2, 200 + 1.5f * h, size, colorWhite, text, 0, 0, ITEM_TEXTSTYLE_SHADOWED );
}