Fix colours in endgame statistics.

Text colours where the colour wasn't explicitly set was rendering as the
previous (incorrect) colour instead of white. Now text colour is
explicitly set.
This commit is contained in:
Jammyjamjamman 2021-11-09 21:48:38 +00:00
parent ae5e308a28
commit 3c0858318d
1 changed files with 13 additions and 12 deletions

View File

@ -523,6 +523,7 @@ void BattleEnd::render() {
int bm= 100;
int realPlayerCount = 0;
Vec3f normalColor = Vec3f(WHITE.x,WHITE.y,WHITE.z);
for(int i = 0; i < stats.getFactionCount(); ++i) {
if(stats.getTeam(i) == GameConstants::maxPlayers -1 + fpt_Observer) {
continue;
@ -618,60 +619,60 @@ void BattleEnd::render() {
}
if(stats.getPersonalityType(i) == fpt_Observer) {
textRenderer->render(lang.getString("GameOver").c_str(), textX, bm+360);
textRenderer->render(lang.getString("GameOver").c_str(), textX, bm+360, false , &normalColor);
}
else {
if(stats.getVictory(i)) {
textRenderer->render(stats.getVictory(i)? lang.getString("Victory").c_str(): lang.getString("Defeat").c_str(), textX, bm+360, false, &highliteColor);
}
else {
textRenderer->render(stats.getVictory(i)? lang.getString("Victory").c_str(): lang.getString("Defeat").c_str(), textX, bm+360);
textRenderer->render(stats.getVictory(i)? lang.getString("Victory").c_str(): lang.getString("Defeat").c_str(), textX, bm+360, false, &normalColor);
}
}
textRenderer->render(controlString, textX, bm+320);
textRenderer->render(stats.getFactionTypeName(i), textX, bm+280);
textRenderer->render(intToStr(team).c_str(), textX, bm+240);
textRenderer->render(controlString, textX, bm+320, false, &normalColor);
textRenderer->render(stats.getFactionTypeName(i), textX, bm+280, false, &normalColor);
textRenderer->render(intToStr(team).c_str(), textX, bm+240, false, &normalColor);
if(kills == bestKills) {
textRenderer->render(intToStr(kills).c_str(), textX, bm+200, false,&highliteColor);
}
else {
textRenderer->render(intToStr(kills).c_str(), textX, bm+200);
textRenderer->render(intToStr(kills).c_str(), textX, bm+200, false, &normalColor);
}
if(enemykills == bestEnemyKills) {
textRenderer->render(intToStr(enemykills).c_str(), textX, bm+180, false , &highliteColor);
}
else {
textRenderer->render(intToStr(enemykills).c_str(), textX, bm+180);
textRenderer->render(intToStr(enemykills).c_str(), textX, bm+180, false, &normalColor);
}
if(deaths == leastDeaths) {
textRenderer->render(intToStr(deaths).c_str(), textX, bm+160,false,&highliteColor);
}
else {
textRenderer->render(intToStr(deaths).c_str(), textX, bm+160);
textRenderer->render(intToStr(deaths).c_str(), textX, bm+160, false, &normalColor);
}
if(unitsProduced == bestUnitsProduced) {
textRenderer->render(intToStr(unitsProduced).c_str(), textX, bm+120,false,&highliteColor);
}
else {
textRenderer->render(intToStr(unitsProduced).c_str(), textX, bm+120);
textRenderer->render(intToStr(unitsProduced).c_str(), textX, bm+120, false, &normalColor);
}
if(resourcesHarvested == bestResourcesHarvested) {
textRenderer->render(intToStr(resourcesHarvested).c_str(), textX, bm+80,false,&highliteColor);
}
else {
textRenderer->render(intToStr(resourcesHarvested).c_str(), textX, bm+80);
textRenderer->render(intToStr(resourcesHarvested).c_str(), textX, bm+80, false, &normalColor);
}
if(score == bestScore) {
textRenderer->render(intToStr(score).c_str(), textX, bm+20,false,&highliteColor);
}
else {
textRenderer->render(intToStr(score).c_str(), textX, bm+20);
textRenderer->render(intToStr(score).c_str(), textX, bm+20, false, &normalColor);
}
}
textRenderer->render("\n"+(lang.getString("LeftAt")), lm, bm+400);
textRenderer->render("\n"+(lang.getString("LeftAt")), lm, bm+400, false, &normalColor);
textRenderer->render(lang.getString("Result"), lm, bm+360);
textRenderer->render(lang.getString("Control"), lm, bm+320);
textRenderer->render(lang.getString("Faction"), lm, bm+280);