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authorYohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer>2012-01-13 01:35:21 +0100
committerYohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer>2012-01-14 23:57:34 +0100
commit0abe26e7665a52440cf1ba0a5145f81f066e9ac3 (patch)
tree996ca1531256a75a736071672153c8fb2a5a3dc2 /src/being.h
parent8fe3e11dfc111318c16f2e347bf353cbb04cd828 (diff)
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Fixed the chat bubbles position.
This issue was much nastier than it first sounded. The issue was happening when using a long weapon (like the scythe) with the SDL backend. The algorithm computing the sprite compound frames into one would then update the sprite height to a high value (127 in my case), leading to put the bubble too far away from the player. The algorithm not being in cause about the needed height, I noticed that the simplest way to set a good Y position of the text bubbles was to simply set a maximum. A config option can be added later. I also unified the way the position is computed in the being class. + Function description sentence removal requested by bjorn. Resolves: Mana-Mantis #447. Reviewed-by: bjorn.
Diffstat (limited to 'src/being.h')
-rw-r--r--src/being.h5
1 files changed, 5 insertions, 0 deletions
diff --git a/src/being.h b/src/being.h
index c6fd63ed..a7ba29fc 100644
--- a/src/being.h
+++ b/src/being.h
@@ -468,6 +468,11 @@ class Being : public ActorSprite, public EventListener
void updateColors();
+ /**
+ * Gets the advised Y chat text position.
+ */
+ int getSpeechTextYPosition() const;
+
BeingInfo *mInfo;
int mActionTime; /**< Time spent in current action. TODO: Remove use of it */