When things die you get their things.

master
Zed A. Shaw 3 days ago
parent fb064ffbf1
commit 6a72d1160f
  1. 2
      gui/dnd_loot.cpp
  2. 4
      gui/fsm.cpp
  3. 2
      main.cpp

@ -234,6 +234,8 @@ namespace gui {
void DNDLoot::render() { void DNDLoot::render() {
if($grab_source && $grab_sprite) { if($grab_source && $grab_sprite) {
$window.draw(*$grab_sprite); $window.draw(*$grab_sprite);
} else {
dbc::log("nothing to render!");
} }
} }

@ -370,8 +370,10 @@ namespace gui {
$status_ui.render($window); $status_ui.render($window);
$combat_ui.render($window); $combat_ui.render($window);
// BUG: no matter how I order this the dnd sprite renders behind the loot ui
if($loot_ui.active) $loot_ui.render($window); if($loot_ui.active) $loot_ui.render($window);
$dnd_loot.render();
if(in_state(State::LOOTING)) $dnd_loot.render();
if($map_open) { if($map_open) {
$map_ui.render($window, $main_ui.$compass_dir); $map_ui.render($window, $main_ui.$compass_dir);

@ -31,7 +31,7 @@ int main(int argc, char* argv[]) {
while(main.active()) { while(main.active()) {
main.render(); main.render();
// ZED: need to sort out how to deal with this in the FSM // BUG: need to sort out how to deal with this in the FSM
if(main.in_state(gui::State::IDLE) if(main.in_state(gui::State::IDLE)
|| main.in_state(gui::State::NEXT_LEVEL) || main.in_state(gui::State::NEXT_LEVEL)
|| main.in_state(gui::State::LOOTING) || main.in_state(gui::State::LOOTING)

Loading…
Cancel
Save