Add option to scale image to percentage values
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f7ee5da4c1
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27947d85f7
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@ -478,8 +478,10 @@ Note: Future revisions to the HUD API may be incompatible; the HUD API is still
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- image
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Displays an image on the HUD.
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- scale: The scale of the image, with 1 being the original texture size.
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Only the X coordinate scale is used.
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- scale: The scale of the image, with 1 being the original texture size.
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Only the X coordinate scale is used (positive values)
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Negative values represent that percentage of the screen it
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should take; e.g. x=-100 means 100% (width)
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- text: The name of the texture that is displayed.
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- alignment: The alignment of the image.
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- offset: offset in pixels from position.
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17
src/hud.cpp
17
src/hud.cpp
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@ -234,13 +234,16 @@ void Hud::drawLuaElements() {
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const video::SColor color(255, 255, 255, 255);
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const video::SColor colors[] = {color, color, color, color};
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core::dimension2di imgsize(texture->getOriginalSize());
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core::rect<s32> rect(0, 0, imgsize.Width * e->scale.X,
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imgsize.Height * e->scale.X);
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rect += pos;
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v2s32 offset((e->align.X - 1.0) * ((imgsize.Width * e->scale.X) / 2),
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(e->align.Y - 1.0) * ((imgsize.Height * e->scale.X) / 2));
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rect += offset;
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rect += v2s32(e->offset.X, e->offset.Y);
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v2s32 dstsize(imgsize.Width * e->scale.X,
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imgsize.Height * e->scale.Y);
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if (e->scale.X < 0)
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dstsize.X = screensize.X * (e->scale.X * -0.01);
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if (e->scale.Y < 0)
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dstsize.Y = screensize.Y * (e->scale.Y * -0.01);
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v2s32 offset((e->align.X - 1.0) * dstsize.X / 2,
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(e->align.Y - 1.0) * dstsize.Y / 2);
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core::rect<s32> rect(0, 0, dstsize.X, dstsize.Y);
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rect += pos + offset + v2s32(e->offset.X, e->offset.Y);
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driver->draw2DImage(texture, rect,
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core::rect<s32>(core::position2d<s32>(0,0), imgsize),
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NULL, colors, true);
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