storyscreen: Increase bottom padding when reaching the bottom of the screen
This seems to have been an oversight on my part ages ago that only became evident as I started to stuff text walls into storyscreens in my campaign.
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2 changed files with 4 additions and 2 deletions
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@ -63,6 +63,8 @@ Version 1.11.1+svn:
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* Updating the shroud after delaying shroud updates is done gradually instead
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of instantly.
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* Fixed (bug #18970): Moving a unit after closing a click dismiss dialogue.
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* Increased bottom padding for story screen text when it reaches the bottom
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of the screen.
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* WML engine:
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* [unit_overlay] and [remove_unit_overlay] now return a more meaningful
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error message if the image= key is missing
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@ -429,10 +429,10 @@ void part_ui::render_story_box()
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}
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int fix_text_y = text_y_;
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if(fix_text_y + storybox_padding + txtsurf->h > screen_area().h && tbl != part::BLOCK_TOP) {
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if(fix_text_y + 2*(storybox_padding+1) + txtsurf->h > screen_area().h && tbl != part::BLOCK_TOP) {
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fix_text_y =
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(screen_area().h > txtsurf->h + 1) ?
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(std::max(0, screen_area().h - txtsurf->h - (storybox_padding+1))) :
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(std::max(0, screen_area().h - txtsurf->h - 2*(storybox_padding+1))) :
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(0);
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}
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int fix_text_h;
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