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Move latency meter to top-center of screen
Relocate the ms indicator from below the minimap to a small centered overlay at the top of the screen, with a semi-transparent background for better readability during gameplay.
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1 changed files with 16 additions and 9 deletions
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@ -11967,22 +11967,29 @@ void GameScreen::renderMinimapMarkers(game::GameHandler& gameHandler) {
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break; // Show at most one queue slot indicator
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}
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// Latency indicator (toggleable in Interface settings)
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// Latency indicator — centered at top of screen
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uint32_t latMs = gameHandler.getLatencyMs();
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if (showLatencyMeter_ && latMs > 0 && gameHandler.getState() == game::WorldState::IN_WORLD) {
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ImVec4 latColor;
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if (latMs < 100) latColor = ImVec4(0.3f, 1.0f, 0.3f, 0.8f); // Green < 100ms
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else if (latMs < 250) latColor = ImVec4(1.0f, 1.0f, 0.3f, 0.8f); // Yellow < 250ms
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else if (latMs < 500) latColor = ImVec4(1.0f, 0.6f, 0.1f, 0.8f); // Orange < 500ms
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else latColor = ImVec4(1.0f, 0.2f, 0.2f, 0.8f); // Red >= 500ms
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if (latMs < 100) latColor = ImVec4(0.3f, 1.0f, 0.3f, 0.9f);
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else if (latMs < 250) latColor = ImVec4(1.0f, 1.0f, 0.3f, 0.9f);
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else if (latMs < 500) latColor = ImVec4(1.0f, 0.6f, 0.1f, 0.9f);
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else latColor = ImVec4(1.0f, 0.2f, 0.2f, 0.9f);
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ImGui::SetNextWindowPos(ImVec2(indicatorX, nextIndicatorY), ImGuiCond_Always);
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ImGui::SetNextWindowSize(ImVec2(indicatorW, kIndicatorH), ImGuiCond_Always);
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char latBuf[32];
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snprintf(latBuf, sizeof(latBuf), "%u ms", latMs);
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ImVec2 textSize = ImGui::CalcTextSize(latBuf);
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float latW = textSize.x + 16.0f;
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float latH = textSize.y + 8.0f;
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ImGuiIO& lio = ImGui::GetIO();
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float latX = (lio.DisplaySize.x - latW) * 0.5f;
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ImGui::SetNextWindowPos(ImVec2(latX, 4.0f), ImGuiCond_Always);
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ImGui::SetNextWindowSize(ImVec2(latW, latH), ImGuiCond_Always);
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ImGui::SetNextWindowBgAlpha(0.45f);
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if (ImGui::Begin("##LatencyIndicator", nullptr, indicatorFlags)) {
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ImGui::TextColored(latColor, "%u ms", latMs);
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ImGui::TextColored(latColor, "%s", latBuf);
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}
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ImGui::End();
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nextIndicatorY += kIndicatorH;
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}
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// Low durability warning — shown when any equipped item has < 20% durability
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