Fix blurry text in game console
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parent
d641d85511
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12526fa754
@ -293,13 +293,13 @@ namespace game_console
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if (dvar)
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{
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const auto offset = (con.screen_max[0] - con.globals.x) / 4.f;
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const auto offset_value = floor((con.screen_max[0] - con.globals.x) / 4.f);
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draw_hint_text(0, game::Dvar_ValueToString(dvar, dvar->current),
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dvars::con_inputDvarValueColor->current.vector, offset);
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dvars::con_inputDvarValueColor->current.vector, offset_value);
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draw_hint_text(1, " default", dvars::con_inputDvarInactiveValueColor->current.vector);
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draw_hint_text(1, game::Dvar_ValueToString(dvar, dvar->reset),
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dvars::con_inputDvarInactiveValueColor->current.vector, offset);
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dvars::con_inputDvarInactiveValueColor->current.vector, offset_value);
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draw_hint_text(2, dvars::dvar_get_description(dvar).data(),
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color_white, 0);
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@ -320,7 +320,8 @@ namespace game_console
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{
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draw_hint_box(static_cast<int>(matches.size()), dvars::con_inputHintBoxColor->current.vector);
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const auto offset = (con.screen_max[0] - con.globals.x) / 4.f;
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const auto offset_value = floor((con.screen_max[0] - con.globals.x) / 4.f);
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const auto offset_description = floor((con.screen_max[0] - con.globals.x) / 2.5f);
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for (size_t i = 0; i < matches.size(); i++)
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{
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@ -334,10 +335,10 @@ namespace game_console
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if (dvar)
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{
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draw_hint_text(static_cast<int>(i), game::Dvar_ValueToString(dvar, dvar->current),
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dvars::con_inputDvarValueColor->current.vector, offset);
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dvars::con_inputDvarValueColor->current.vector, offset_value);
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draw_hint_text(static_cast<int>(i), dvars::dvar_get_description(dvar).data(),
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dvars::con_inputDvarValueColor->current.vector, offset * 1.5f);
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dvars::con_inputDvarValueColor->current.vector, offset_description);
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}
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}
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