mirror of https://github.com/AxioDL/metaforce.git
CHudRadarInterface: Remove mutable specifiers from class members
We can just drop the const qualifiers on the relevant member functions to make these unnecessary.
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@ -28,8 +28,7 @@ CHudRadarInterface::CHudRadarInterface(CGuiFrame& baseHud, CStateManager& stateM
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x40_BaseWidget_RadarStuff->SetColor(g_tweakGuiColors->GetRadarStuffColor());
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x40_BaseWidget_RadarStuff->SetColor(g_tweakGuiColors->GetRadarStuffColor());
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}
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}
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void CHudRadarInterface::DoDrawRadarPaint(const zeus::CVector3f& translate, float radius,
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void CHudRadarInterface::DoDrawRadarPaint(const zeus::CVector3f& translate, float radius, const zeus::CColor& color) {
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const zeus::CColor& color) const {
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radius *= 4.f;
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radius *= 4.f;
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CRadarPaintShader::Instance& inst = m_paintInsts.emplace_back();
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CRadarPaintShader::Instance& inst = m_paintInsts.emplace_back();
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@ -45,7 +44,7 @@ void CHudRadarInterface::DoDrawRadarPaint(const zeus::CVector3f& translate, floa
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}
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}
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void CHudRadarInterface::DrawRadarPaint(const zeus::CVector3f& enemyPos, float radius, float alpha,
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void CHudRadarInterface::DrawRadarPaint(const zeus::CVector3f& enemyPos, float radius, float alpha,
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const SRadarPaintDrawParms& parms) const {
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const SRadarPaintDrawParms& parms) {
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zeus::CVector2f playerToEnemy = enemyPos.toVec2f() - parms.x0_playerPos.toVec2f();
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zeus::CVector2f playerToEnemy = enemyPos.toVec2f() - parms.x0_playerPos.toVec2f();
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float zDelta = std::fabs(enemyPos.z() - parms.x0_playerPos.z());
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float zDelta = std::fabs(enemyPos.z() - parms.x0_playerPos.z());
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@ -81,7 +80,7 @@ void CHudRadarInterface::Update(float dt, const CStateManager& mgr) {
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}
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}
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}
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}
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void CHudRadarInterface::Draw(const CStateManager& mgr, float alpha) const {
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void CHudRadarInterface::Draw(const CStateManager& mgr, float alpha) {
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alpha *= g_GameState->GameOptions().GetHUDAlpha() / 255.f;
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alpha *= g_GameState->GameOptions().GetHUDAlpha() / 255.f;
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if (g_tweakGui->GetHudVisMode() == ITweakGui::EHudVisMode::Zero || !x3c_24_visibleGame || !x0_txtrRadarPaint ||
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if (g_tweakGui->GetHudVisMode() == ITweakGui::EHudVisMode::Zero || !x3c_24_visibleGame || !x0_txtrRadarPaint ||
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!x0_txtrRadarPaint.IsLoaded())
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!x0_txtrRadarPaint.IsLoaded())
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@ -33,17 +33,16 @@ class CHudRadarInterface {
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bool x3c_25_visibleDebug : 1;
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bool x3c_25_visibleDebug : 1;
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CGuiWidget* x40_BaseWidget_RadarStuff;
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CGuiWidget* x40_BaseWidget_RadarStuff;
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CGuiCamera* x44_camera;
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CGuiCamera* x44_camera;
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mutable CRadarPaintShader m_paintShader;
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CRadarPaintShader m_paintShader;
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mutable std::vector<CRadarPaintShader::Instance> m_paintInsts;
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std::vector<CRadarPaintShader::Instance> m_paintInsts;
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void DoDrawRadarPaint(const zeus::CVector3f& translate, float radius, const zeus::CColor& color) const;
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void DoDrawRadarPaint(const zeus::CVector3f& translate, float radius, const zeus::CColor& color);
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void DrawRadarPaint(const zeus::CVector3f& enemyPos, float radius, float alpha,
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void DrawRadarPaint(const zeus::CVector3f& enemyPos, float radius, float alpha, const SRadarPaintDrawParms& parms);
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const SRadarPaintDrawParms& parms) const;
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public:
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public:
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CHudRadarInterface(CGuiFrame& baseHud, CStateManager& stateMgr);
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CHudRadarInterface(CGuiFrame& baseHud, CStateManager& stateMgr);
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void SetIsVisibleGame(bool v);
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void SetIsVisibleGame(bool v);
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void Update(float dt, const CStateManager& mgr);
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void Update(float dt, const CStateManager& mgr);
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void Draw(const CStateManager& mgr, float alpha) const;
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void Draw(const CStateManager& mgr, float alpha);
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};
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};
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} // namespace urde
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} // namespace urde
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