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fix progression items not showing when equipped, improve text readabi…
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…lity at low scale
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TalicZealot committed Jul 12, 2024
1 parent 9af4806 commit 8e01467
Showing 1 changed file with 5 additions and 5 deletions.
10 changes: 5 additions & 5 deletions SotnRandoTools/src/RandoTracker/TrackerRendererOpenGL.cs
Original file line number Diff line number Diff line change
Expand Up @@ -35,7 +35,7 @@ public Text(string text, int windowWidth, int windowHeight, int collectedUniform
float rawScale = (float) (windowWidth - (TextPadding * 2)) / (float) ((text.Length) * (glyphWidth + 1));
scale = (float) Math.Floor((double) rawScale);

if (scale < 2)
if (scale < 1)
{
scale = rawScale;
}
Expand Down Expand Up @@ -335,7 +335,7 @@ public TrackerRendererOpenGL(IToolConfig toolConfig, Tracker tracker)
this.X = toolConfig.Tracker.Location.X;
this.Y = toolConfig.Tracker.Location.Y;
CalculateGrid(toolConfig.Tracker.Width, toolConfig.Tracker.Height);
//this.Icon = new Icon(Paths.BizAlucardIcon);
this.Icon = new Icon(Paths.BizAlucardIcon);
this.WindowBorder = OpenTK.WindowBorder.Resizable;
this.TargetRenderFrequency = 60d;
this.TargetUpdateFrequency = 60d;
Expand Down Expand Up @@ -475,12 +475,12 @@ protected override void OnUpdateFrame(FrameEventArgs e)
}
for (int i = 0; i < tracker.progressionItems.Length; i++)
{
if (collected[30 + i] == 0.0f && tracker.progressionItems[i].Collected)
if (collected[30 + i] == 0.0f && (tracker.progressionItems[i].Collected || tracker.progressionItems[i].Equipped))
{
changes = true;
collected[30 + i] = 0.1f;
}
if (collected[30 + i] != 0.0f && !tracker.progressionItems[i].Collected)
if (collected[30 + i] != 0.0f && !tracker.progressionItems[i].Collected && !tracker.progressionItems[i].Equipped)
{
changes = true;
collected[30 + i] = 0.0f;
Expand All @@ -489,7 +489,7 @@ protected override void OnUpdateFrame(FrameEventArgs e)
bool swordCollected = false;
for (int i = 0; i < tracker.thrustSwords.Length; i++)
{
if (tracker.thrustSwords[i].Collected)
if (tracker.thrustSwords[i].Collected || tracker.thrustSwords[i].Equipped)
{
changes = true;
swordCollected = true;
Expand Down

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