HUD: improve scaling
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parent
69e4e27dd6
commit
cdc24b4fe7
36
src/hud.cpp
36
src/hud.cpp
@ -51,6 +51,8 @@ Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr,
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this->inventory = inventory;
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m_hud_scaling = g_settings->getFloat("hud_scaling");
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hud_move_upwards = g_settings->getU16("hud_move_upwards");
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size_factor = m_hud_scaling * porting::getDisplayDensity();
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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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@ -222,8 +224,8 @@ void Hud::drawItems(v2s32 upperleftpos, v2s32 screen_offset, s32 itemcount,
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// Position of upper left corner of bar
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v2s32 pos = screen_offset;
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pos.X *= m_hud_scaling * porting::getDisplayDensity();
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pos.Y *= m_hud_scaling * porting::getDisplayDensity();
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pos.X *= size_factor;
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pos.Y *= size_factor;
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pos += upperleftpos;
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// Store hotbar_image in member variable, used by drawItem()
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@ -307,16 +309,18 @@ void Hud::drawLuaElements(const v3s16 &camera_offset)
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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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v2s32 dstsize(imgsize.Width * e->scale.X,
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imgsize.Height * e->scale.Y);
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v2s32 dstsize(imgsize.Width * e->scale.X * size_factor,
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imgsize.Height * e->scale.Y * size_factor);
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if (e->scale.X < 0)
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dstsize.X = m_screensize.X * (e->scale.X * -0.01);
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if (e->scale.Y < 0)
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dstsize.Y = m_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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if (e->offset.Y < -10)
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offset.Y = (e->align.Y - 1.0) * dstsize.Y / 2 - hud_move_upwards;
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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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rect += pos + offset + v2s32(e->offset.X * size_factor, e->offset.Y * size_factor);
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draw2DImageFilterScaled(driver, 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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@ -325,12 +329,19 @@ void Hud::drawLuaElements(const v3s16 &camera_offset)
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video::SColor color(255, (e->number >> 16) & 0xFF,
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(e->number >> 8) & 0xFF,
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(e->number >> 0) & 0xFF);
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core::rect<s32> size(0, 0, e->scale.X, text_height * e->scale.Y);
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core::rect<s32> size(0, 0, e->scale.X * size_factor, text_height * e->scale.Y * size_factor);
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std::wstring text = unescape_enriched(utf8_to_wide(e->text));
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core::dimension2d<u32> textsize = font->getDimension(text.c_str());
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v2s32 offset((e->align.X - 1.0) * (textsize.Width / 2),
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(e->align.Y - 1.0) * (textsize.Height / 2));
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v2s32 offs(e->offset.X, e->offset.Y);
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if (e->offset.Y < -10) {
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#if defined(__ANDROID__) || defined(__IOS__)
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offset.Y = (e->align.Y - 1.0) * (textsize.Height / 2) - hud_move_upwards - 5;
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#else
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offset.Y = (e->align.Y - 1.0) * (textsize.Height / 2) - hud_move_upwards;
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#endif
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}
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v2s32 offs(e->offset.X * size_factor, e->offset.Y * size_factor);
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font->draw(text.c_str(), size + pos + offset + offs, color);
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break; }
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case HUD_ELEM_STATBAR: {
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@ -392,8 +403,11 @@ void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture,
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core::dimension2di dstd;
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if (size == v2s32()) {
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dstd = srcd;
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dstd.Height *= size_factor;
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dstd.Width *= size_factor;
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offset.X *= size_factor;
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offset.Y *= size_factor;
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} else {
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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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@ -406,7 +420,7 @@ void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture,
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p += offset;
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p.Y -= g_settings->getU16("hud_move_upwards");
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p.Y -= hud_move_upwards;
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v2s32 steppos;
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core::rect<s32> srchalfrect, dsthalfrect;
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@ -464,9 +478,9 @@ void Hud::drawHotbar(u16 playeritem) {
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s32 width = hotbar_itemcount * (m_hotbar_imagesize + m_padding * 2);
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v2s32 pos = centerlowerpos - v2s32(width / 2, m_hotbar_imagesize + m_padding * 2.4);
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pos.Y -= g_settings->getU16("hud_move_upwards");
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pos.Y -= hud_move_upwards;
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if ( (float) width / (float) porting::getWindowSize().X <=
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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, v2s32(0, 0), hotbar_itemcount, 0, mainlist, playeritem + 1, 0);
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