Can't get HUDs to align right on high-DPI/android at all. Give up
on the combination breath/wield bar, switch back to a much earlier
version of the code for that.
For wield names, add a new tooltip to the center of the screen, and
show it transiently so that it doesn't disrupt all gameplay.
As a bonus, this is also a logical place to put a "what am I
touching" display, so hook this up for punching. Now you can
tell what you're touching even when you can't dig it. This is
like a WAILA mod, but doesn't require tracing.
On android (and possibly other very high DPI displays) the position
of the HUD is calculated incorrectly for text HUDs. According to
rubenwardy, "the HUD sucks", so it seems unlikely that this will
get fixed soon. Switch to using a sequence of image HUDs and a
bitmap font to render the hotbar text. This is currently limited,
but expandable.
They seemed to have no effect at all on android issue.
Conclusion: this is probably an engine bug, especially since I
can't get it to misbehave at all on low-DPI desktop.
Try to create HUDs in the correct initial state instead of
creating empty and trying to change on the very next tick, which
could lead to HUDs arriving out of order and desyncing.
Swap it out with the breath bar, since the breath bar won't be
displaying most of the time, so we can afford to not read what an
item is until we come up for air to look at it.
Also, "eggcorn" is a single word.
- Inventory screen is now no longer game-interactive, and serves
as purely an "about" screen.
- Move the HUD components out of inv mod and into hud mod.
- Separate player setup mod for static physical limitations like
step height, inv size, etc.