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author | Yohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer> | 2012-01-13 01:35:21 +0100 |
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committer | Yohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer> | 2012-01-14 23:57:34 +0100 |
commit | 0abe26e7665a52440cf1ba0a5145f81f066e9ac3 (patch) | |
tree | 996ca1531256a75a736071672153c8fb2a5a3dc2 /src/being.h | |
parent | 8fe3e11dfc111318c16f2e347bf353cbb04cd828 (diff) | |
download | mana-0abe26e7665a52440cf1ba0a5145f81f066e9ac3.tar.gz mana-0abe26e7665a52440cf1ba0a5145f81f066e9ac3.tar.bz2 mana-0abe26e7665a52440cf1ba0a5145f81f066e9ac3.tar.xz mana-0abe26e7665a52440cf1ba0a5145f81f066e9ac3.zip |
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.h | 5 |
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 */ |