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Android progressbar fix (#5601)

* Fix progressbar for Android

Fixes #5599
Fixed #5403 

* draw_load_screen: use texturesource
  this permits to unify texture loading code
* scale progress bar

* Add gl version check for GL_OES_texture_npot. This fixed the texture on loading screen

* Remove two sanity checks pointed by @celeron55

* sfan5 comments + android ratio fixes
This commit is contained in:
Loïc Blot 2017-04-16 14:44:15 +02:00 committed by GitHub
parent d17636484d
commit 73de17afa8
5 changed files with 42 additions and 33 deletions

View file

@ -599,7 +599,8 @@ void draw_scene(video::IVideoDriver *driver, scene::ISceneManager *smgr,
Additionally, a progressbar can be drawn when percent is set between 0 and 100.
*/
void draw_load_screen(const std::wstring &text, IrrlichtDevice* device,
gui::IGUIEnvironment* guienv, float dtime, int percent, bool clouds )
gui::IGUIEnvironment* guienv, ITextureSource *tsrc,
float dtime, int percent, bool clouds)
{
video::IVideoDriver* driver = device->getVideoDriver();
v2u32 screensize = porting::getWindowSize();
@ -625,27 +626,20 @@ void draw_load_screen(const std::wstring &text, IrrlichtDevice* device,
// draw progress bar
if ((percent >= 0) && (percent <= 100)) {
const std::string &texture_path = g_settings->get("texture_path");
std::string tp_progress_bar = texture_path + "/progress_bar.png";
std::string tp_progress_bar_bg = texture_path + "/progress_bar_bg.png";
if (!(fs::PathExists(tp_progress_bar) &&
fs::PathExists(tp_progress_bar_bg))) {
std::string gamepath = fs::RemoveRelativePathComponents(
porting::path_share + DIR_DELIM + "textures");
tp_progress_bar = gamepath + "/base/pack/progress_bar.png";
tp_progress_bar_bg = gamepath + "/base/pack/progress_bar_bg.png";
}
video::ITexture *progress_img =
driver->getTexture(tp_progress_bar.c_str());
video::ITexture *progress_img_bg =
driver->getTexture(tp_progress_bar_bg.c_str());
video::ITexture *progress_img = tsrc->getTexture("progress_bar.png");
video::ITexture *progress_img_bg = tsrc->getTexture("progress_bar_bg.png");
if (progress_img && progress_img_bg) {
#ifndef __ANDROID__
const core::dimension2d<u32> &img_size = progress_img_bg->getSize();
u32 imgW = rangelim(img_size.Width, 200, 600);
u32 imgH = rangelim(img_size.Height, 24, 72);
#else
const core::dimension2d<u32> img_size(256, 48);
float imgRatio = (float) img_size.Height / img_size.Width;
u32 imgW = screensize.X / 2.2f;
u32 imgH = floor(imgW * imgRatio);
#endif
v2s32 img_pos((screensize.X - imgW) / 2, (screensize.Y - imgH) / 2);
draw2DImageFilterScaled(