// message box
, messages(env.assets.small_ui_font)
, msg_timer(5000)
+, msg_keep(false)
// crosshair
, crosshair() {
+ const float ls = env.assets.small_ui_font.LineSkip();
+
// "inventory"
block_transform = glm::translate(block_transform, glm::vec3(50.0f, 50.0f, 0.0f));
block_transform = glm::scale(block_transform, glm::vec3(50.0f));
counter_text.Position(glm::vec3(-25.0f, 25.0f, 0.0f), Gravity::NORTH_EAST);
counter_text.Foreground(glm::vec4(1.0f));
counter_text.Background(glm::vec4(0.5f));
- position_text.Position(glm::vec3(-25.0f, 25.0f + env.assets.small_ui_font.LineSkip(), 0.0f), Gravity::NORTH_EAST);
+ position_text.Position(glm::vec3(-25.0f, 25.0f + ls, 0.0f), Gravity::NORTH_EAST);
position_text.Foreground(glm::vec4(1.0f));
position_text.Background(glm::vec4(0.5f));
- orientation_text.Position(glm::vec3(-25.0f, 25.0f + 2 * env.assets.small_ui_font.LineSkip(), 0.0f), Gravity::NORTH_EAST);
+ orientation_text.Position(glm::vec3(-25.0f, 25.0f + 2 * ls, 0.0f), Gravity::NORTH_EAST);
orientation_text.Foreground(glm::vec4(1.0f));
orientation_text.Background(glm::vec4(0.5f));
- block_text.Position(glm::vec3(-25.0f, 25.0f + 4 * env.assets.small_ui_font.LineSkip(), 0.0f), Gravity::NORTH_EAST);
+ block_text.Position(glm::vec3(-25.0f, 25.0f + 4 * ls, 0.0f), Gravity::NORTH_EAST);
block_text.Foreground(glm::vec4(1.0f));
block_text.Background(glm::vec4(0.5f));
block_text.Set(env.assets.small_ui_font, "Block: none");
- entity_text.Position(glm::vec3(-25.0f, 25.0f + 4 * env.assets.small_ui_font.LineSkip(), 0.0f), Gravity::NORTH_EAST);
+ entity_text.Position(glm::vec3(-25.0f, 25.0f + 4 * ls, 0.0f), Gravity::NORTH_EAST);
entity_text.Foreground(glm::vec4(1.0f));
entity_text.Background(glm::vec4(0.5f));
entity_text.Set(env.assets.small_ui_font, "Entity: none");
// message box
- messages.Position(glm::vec3(25.0f, -25.0f, 0.0f), Gravity::SOUTH_WEST);
+ messages.Position(glm::vec3(25.0f, -25.0f - 2 * ls, 0.0f), Gravity::SOUTH_WEST);
messages.Foreground(glm::vec4(1.0f));
messages.Background(glm::vec4(0.5f));
}
// message box
- if (msg_timer.Running()) {
+ if (msg_keep || msg_timer.Running()) {
messages.Render(viewport);
}