Hud: Fix offset being ignored by inventory bar

master
rubenwardy 2015-01-09 17:04:25 +00:00 committed by kwolekr
parent 9a04dfd0f5
commit eae33951ad
3 changed files with 34 additions and 30 deletions

View File

@ -945,6 +945,7 @@ Displays a horizontal bar made up of half-images.
* `number`: Number of items in the inventory to be displayed.
* `item`: Position of item that is selected.
* `direction`
* `offset`: offset in pixels from position.
### `waypoint`
Displays distance to selected world position.

View File

@ -102,7 +102,7 @@ Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr,
if (mode == "box") {
m_use_selection_mesh = false;
m_selection_material.Thickness =
rangelim(g_settings->getS16("selectionbox_width"), 1, 5);
rangelim(g_settings->getS16("selectionbox_width"), 1, 5);
} else if (mode == "halo") {
m_use_selection_mesh = true;
m_selection_material.setTexture(0, tsrc->getTextureForMesh("halo.png"));
@ -196,24 +196,25 @@ void Hud::drawItem(const ItemStack &item, const core::rect<s32>& rect,
}
//NOTE: selectitem = 0 -> no selected; selectitem 1-based
void Hud::drawItems(v2s32 upperleftpos, s32 itemcount, s32 offset,
InventoryList *mainlist, u16 selectitem, u16 direction)
void Hud::drawItems(v2s32 upperleftpos, s32 itemcount, s32 inv_offset,
InventoryList *mainlist, u16 selectitem, u16 direction, const v2s32 &offset)
{
#ifdef HAVE_TOUCHSCREENGUI
if ( (g_touchscreengui) && (offset == 0))
if (g_touchscreengui && inv_offset == 0)
g_touchscreengui->resetHud();
#endif
s32 height = m_hotbar_imagesize + m_padding * 2;
s32 width = (itemcount - offset) * (m_hotbar_imagesize + m_padding * 2);
s32 width = (itemcount - inv_offset) * (m_hotbar_imagesize + m_padding * 2);
if (direction == HUD_DIR_TOP_BOTTOM || direction == HUD_DIR_BOTTOM_TOP) {
width = m_hotbar_imagesize + m_padding * 2;
height = (itemcount - offset) * (m_hotbar_imagesize + m_padding * 2);
height = (itemcount - inv_offset) * (m_hotbar_imagesize + m_padding * 2);
}
// Position of upper left corner of bar
v2s32 pos = upperleftpos;
v2s32 pos = upperleftpos + offset;
pos *= g_settings->getFloat("hud_scaling") * porting::getDisplayDensity();
if (hotbar_image != player->hotbar_image) {
hotbar_image = player->hotbar_image;
@ -243,26 +244,25 @@ void Hud::drawItems(v2s32 upperleftpos, s32 itemcount, s32 offset,
NULL, hbar_colors, true);
}
for (s32 i = offset; i < itemcount && (size_t)i < mainlist->getSize(); i++)
{
for (s32 i = inv_offset; i < itemcount && (size_t)i < mainlist->getSize(); i++) {
v2s32 steppos;
s32 fullimglen = m_hotbar_imagesize + m_padding * 2;
core::rect<s32> imgrect(0, 0, m_hotbar_imagesize, m_hotbar_imagesize);
switch (direction) {
case HUD_DIR_RIGHT_LEFT:
steppos = v2s32(-(m_padding + (i - offset) * fullimglen), m_padding);
break;
case HUD_DIR_TOP_BOTTOM:
steppos = v2s32(m_padding, m_padding + (i - offset) * fullimglen);
break;
case HUD_DIR_BOTTOM_TOP:
steppos = v2s32(m_padding, -(m_padding + (i - offset) * fullimglen));
break;
default:
steppos = v2s32(m_padding + (i - offset) * fullimglen, m_padding);
break;
case HUD_DIR_RIGHT_LEFT:
steppos = v2s32(-(m_padding + (i - inv_offset) * fullimglen), m_padding);
break;
case HUD_DIR_TOP_BOTTOM:
steppos = v2s32(m_padding, m_padding + (i - inv_offset) * fullimglen);
break;
case HUD_DIR_BOTTOM_TOP:
steppos = v2s32(m_padding, -(m_padding + (i - inv_offset) * fullimglen));
break;
default:
steppos = v2s32(m_padding + (i - inv_offset) * fullimglen, m_padding);
break;
}
drawItem(mainlist->getItem(i), (imgrect + pos + steppos), (i +1) == selectitem );
@ -275,7 +275,8 @@ void Hud::drawItems(v2s32 upperleftpos, s32 itemcount, s32 offset,
}
void Hud::drawLuaElements(const v3s16 &camera_offset) {
void Hud::drawLuaElements(const v3s16 &camera_offset)
{
u32 text_height = g_fontengine->getTextHeight();
irr::gui::IGUIFont* font = g_fontengine->getFont();
for (size_t i = 0; i != player->maxHudId(); i++) {
@ -326,7 +327,8 @@ void Hud::drawLuaElements(const v3s16 &camera_offset) {
break; }
case HUD_ELEM_INVENTORY: {
InventoryList *inv = inventory->getList(e->text);
drawItems(pos, e->number, 0, inv, e->item, e->dir);
v2s32 offs(e->offset.X, e->offset.Y);
drawItems(pos, e->number, 0, inv, e->item, e->dir, offs);
break; }
case HUD_ELEM_WAYPOINT: {
v3f p_pos = player->getPosition() / BS;
@ -508,9 +510,9 @@ void Hud::setSelectionPos(const v3f &pos, const v3s16 &camera_offset)
m_selection_pos = pos;
m_selection_pos_with_offset = pos - intToFloat(camera_offset, BS);
}
void Hud::drawSelectionMesh()
{
{
if (!m_use_selection_mesh) {
// Draw 3D selection boxes
video::SMaterial oldmaterial = driver->getMaterial2D();
@ -521,9 +523,9 @@ void Hud::drawSelectionMesh()
aabb3f box = aabb3f(
i->MinEdge + m_selection_pos_with_offset,
i->MaxEdge + m_selection_pos_with_offset);
u32 r = (selectionbox_argb.getRed() *
m_selection_mesh_color.getRed() / 255);
m_selection_mesh_color.getRed() / 255);
u32 g = (selectionbox_argb.getGreen() *
m_selection_mesh_color.getGreen() / 255);
u32 b = (selectionbox_argb.getBlue() *

View File

@ -130,7 +130,7 @@ public:
void drawCrosshair();
void drawSelectionMesh();
void updateSelectionMesh(const v3s16 &camera_offset);
std::vector<aabb3f> *getSelectionBoxes()
{ return &m_selection_boxes; }
@ -148,8 +148,9 @@ private:
void drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture,
s32 count, v2s32 offset, v2s32 size=v2s32());
void drawItems(v2s32 upperleftpos, s32 itemcount, s32 offset,
InventoryList *mainlist, u16 selectitem, u16 direction);
void drawItems(v2s32 upperleftpos, s32 itemcount, s32 inv_offset,
InventoryList *mainlist, u16 selectitem, u16 direction,
const v2s32 &offset = v2s32(0, 0));
void drawItem(const ItemStack &item, const core::rect<s32>& rect,
bool selected);