Hud: Cache hud_scaling, fix minor style issues
parent
eae33951ad
commit
2eeb62057a
46
src/hud.cpp
46
src/hud.cpp
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@ -41,7 +41,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr,
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gui::IGUIEnvironment* guienv, IGameDef *gamedef, LocalPlayer *player,
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Inventory *inventory) {
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Inventory *inventory)
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{
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this->driver = driver;
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this->smgr = smgr;
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this->guienv = guienv;
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@ -49,16 +50,15 @@ Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr,
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this->player = player;
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this->inventory = inventory;
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m_hud_scaling = g_settings->getFloat("hud_scaling");
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m_screensize = v2u32(0, 0);
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m_displaycenter = v2s32(0, 0);
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m_hotbar_imagesize = floor(HOTBAR_IMAGE_SIZE * porting::getDisplayDensity() + 0.5);
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m_hotbar_imagesize *= g_settings->getFloat("hud_scaling");
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m_hotbar_imagesize *= m_hud_scaling;
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m_padding = m_hotbar_imagesize / 12;
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const video::SColor hbar_color(255, 255, 255, 255);
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for (unsigned int i=0; i < 4; i++ ){
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hbar_colors[i] = hbar_color;
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}
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for (unsigned int i = 0; i < 4; i++)
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hbar_colors[i] = video::SColor(255, 255, 255, 255);
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tsrc = gamedef->getTextureSource();
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@ -196,8 +196,8 @@ void Hud::drawItem(const ItemStack &item, const core::rect<s32>& rect,
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}
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//NOTE: selectitem = 0 -> no selected; selectitem 1-based
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void Hud::drawItems(v2s32 upperleftpos, s32 itemcount, s32 inv_offset,
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InventoryList *mainlist, u16 selectitem, u16 direction, const v2s32 &offset)
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void Hud::drawItems(v2s32 upperleftpos, v2s32 screen_offset, s32 itemcount,
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s32 inv_offset, InventoryList *mainlist, u16 selectitem, u16 direction)
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{
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#ifdef HAVE_TOUCHSCREENGUI
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if (g_touchscreengui && inv_offset == 0)
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@ -213,8 +213,8 @@ void Hud::drawItems(v2s32 upperleftpos, s32 itemcount, s32 inv_offset,
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}
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// Position of upper left corner of bar
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v2s32 pos = upperleftpos + offset;
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pos *= g_settings->getFloat("hud_scaling") * porting::getDisplayDensity();
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v2s32 pos = upperleftpos + screen_offset;
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pos *= m_hud_scaling * porting::getDisplayDensity();
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if (hotbar_image != player->hotbar_image) {
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hotbar_image = player->hotbar_image;
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@ -265,7 +265,7 @@ void Hud::drawItems(v2s32 upperleftpos, s32 itemcount, s32 inv_offset,
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break;
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}
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drawItem(mainlist->getItem(i), (imgrect + pos + steppos), (i +1) == selectitem );
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drawItem(mainlist->getItem(i), (imgrect + pos + steppos), (i + 1) == selectitem);
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#ifdef HAVE_TOUCHSCREENGUI
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if (g_touchscreengui)
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@ -327,8 +327,8 @@ void Hud::drawLuaElements(const v3s16 &camera_offset)
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break; }
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case HUD_ELEM_INVENTORY: {
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InventoryList *inv = inventory->getList(e->text);
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v2s32 offs(e->offset.X, e->offset.Y);
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drawItems(pos, e->number, 0, inv, e->item, e->dir, offs);
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drawItems(pos, v2s32(e->offset.X, e->offset.Y), e->number, 0,
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inv, e->item, e->dir);
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break; }
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case HUD_ELEM_WAYPOINT: {
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v3f p_pos = player->getPosition() / BS;
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@ -381,8 +381,7 @@ void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture,
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if (size == v2s32()) {
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dstd = srcd;
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} else {
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double size_factor = g_settings->getFloat("hud_scaling") *
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porting::getDisplayDensity();
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float size_factor = m_hud_scaling * porting::getDisplayDensity();
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dstd.Height = size.Y * size_factor;
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dstd.Width = size.X * size_factor;
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offset.X *= size_factor;
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@ -450,18 +449,19 @@ void Hud::drawHotbar(u16 playeritem) {
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if ( (float) width / (float) porting::getWindowSize().X <=
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g_settings->getFloat("hud_hotbar_max_width")) {
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if (player->hud_flags & HUD_FLAG_HOTBAR_VISIBLE) {
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drawItems(pos, hotbar_itemcount, 0, mainlist, playeritem + 1, 0);
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drawItems(pos, v2s32(0, 0), hotbar_itemcount, 0, mainlist, playeritem + 1, 0);
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}
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}
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else {
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} else {
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pos.X += width/4;
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v2s32 secondpos = pos;
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pos = pos - v2s32(0, m_hotbar_imagesize + m_padding);
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if (player->hud_flags & HUD_FLAG_HOTBAR_VISIBLE) {
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drawItems(pos, hotbar_itemcount/2, 0, mainlist, playeritem + 1, 0);
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drawItems(secondpos, hotbar_itemcount, hotbar_itemcount/2, mainlist, playeritem + 1, 0);
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drawItems(pos, v2s32(0, 0), hotbar_itemcount / 2, 0,
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mainlist, playeritem + 1, 0);
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drawItems(secondpos, v2s32(0, 0), hotbar_itemcount,
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hotbar_itemcount / 2, mainlist, playeritem + 1, 0);
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}
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}
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@ -486,8 +486,8 @@ void Hud::drawHotbar(u16 playeritem) {
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}
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void Hud::drawCrosshair() {
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void Hud::drawCrosshair()
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{
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if (use_crosshair_image) {
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video::ITexture *crosshair = tsrc->getTexture("crosshair.png");
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v2u32 size = crosshair->getOriginalSize();
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@ -600,7 +600,7 @@ void Hud::updateSelectionMesh(const v3s16 &camera_offset)
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void Hud::resizeHotbar() {
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if (m_screensize != porting::getWindowSize()) {
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m_hotbar_imagesize = floor(HOTBAR_IMAGE_SIZE * porting::getDisplayDensity() + 0.5);
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m_hotbar_imagesize *= g_settings->getFloat("hud_scaling");
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m_hotbar_imagesize *= m_hud_scaling;
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m_padding = m_hotbar_imagesize / 12;
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m_screensize = porting::getWindowSize();
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m_displaycenter = v2s32(m_screensize.X/2,m_screensize.Y/2);
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@ -148,13 +148,13 @@ private:
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void drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture,
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s32 count, v2s32 offset, v2s32 size=v2s32());
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void drawItems(v2s32 upperleftpos, s32 itemcount, s32 inv_offset,
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InventoryList *mainlist, u16 selectitem, u16 direction,
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const v2s32 &offset = v2s32(0, 0));
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void drawItems(v2s32 upperleftpos, v2s32 screen_offset, s32 itemcount,
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s32 inv_offset, InventoryList *mainlist, u16 selectitem, u16 direction);
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void drawItem(const ItemStack &item, const core::rect<s32>& rect,
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bool selected);
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float m_hud_scaling;
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v3s16 m_camera_offset;
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v2u32 m_screensize;
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v2s32 m_displaycenter;
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