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Fix heart + bubble bar size on different texture packs

Add DPI support for statbar
Move heart+bubble bar to Lua HUD
Add statbar size (based upon an idea by blue42u)
Add support for customizing breath and statbar
This commit is contained in:
sapier 2014-04-28 23:41:27 +02:00
parent c80d67f48e
commit d3ee617f37
15 changed files with 325 additions and 51 deletions

View file

@ -228,7 +228,8 @@ void Hud::drawLuaElements(v3s16 camera_offset) {
if (!e)
continue;
v2s32 pos(e->pos.X * m_screensize.X, e->pos.Y * m_screensize.Y);
v2s32 pos(floor(e->pos.X * (float) m_screensize.X + 0.5),
floor(e->pos.Y * (float) m_screensize.Y + 0.5));
switch (e->type) {
case HUD_ELEM_IMAGE: {
video::ITexture *texture = tsrc->getTexture(e->text);
@ -266,7 +267,7 @@ void Hud::drawLuaElements(v3s16 camera_offset) {
break; }
case HUD_ELEM_STATBAR: {
v2s32 offs(e->offset.X, e->offset.Y);
drawStatbar(pos, HUD_CORNER_UPPER, e->dir, e->text, e->number, offs);
drawStatbar(pos, HUD_CORNER_UPPER, e->dir, e->text, e->number, offs, e->size);
break; }
case HUD_ELEM_INVENTORY: {
InventoryList *inv = inventory->getList(e->text);
@ -308,7 +309,9 @@ void Hud::drawLuaElements(v3s16 camera_offset) {
}
void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture, s32 count, v2s32 offset) {
void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture,
s32 count, v2s32 offset, v2s32 size)
{
const video::SColor color(255, 255, 255, 255);
const video::SColor colors[] = {color, color, color, color};
@ -317,10 +320,25 @@ void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture, s
return;
core::dimension2di srcd(stat_texture->getOriginalSize());
core::dimension2di dstd;
if (size == v2s32()) {
dstd = srcd;
} else {
dstd.Height = size.Y * g_settings->getFloat("gui_scaling") *
porting::getDisplayDensity();
dstd.Width = size.X * g_settings->getFloat("gui_scaling") *
porting::getDisplayDensity();
offset.X *= g_settings->getFloat("gui_scaling") *
porting::getDisplayDensity();
offset.Y *= g_settings->getFloat("gui_scaling") *
porting::getDisplayDensity();
}
v2s32 p = pos;
if (corner & HUD_CORNER_LOWER)
p -= srcd.Height;
p -= dstd.Height;
p += offset;
@ -338,13 +356,13 @@ void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture, s
default:
steppos = v2s32(1, 0);
}
steppos.X *= srcd.Width;
steppos.Y *= srcd.Height;
steppos.X *= dstd.Width;
steppos.Y *= dstd.Height;
for (s32 i = 0; i < count / 2; i++)
{
core::rect<s32> srcrect(0, 0, srcd.Width, srcd.Height);
core::rect<s32> dstrect(srcrect);
core::rect<s32> dstrect(0,0, dstd.Width, dstd.Height);
dstrect += p;
driver->draw2DImage(stat_texture, dstrect, srcrect, NULL, colors, true);
@ -354,7 +372,7 @@ void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture, s
if (count % 2 == 1)
{
core::rect<s32> srcrect(0, 0, srcd.Width / 2, srcd.Height);
core::rect<s32> dstrect(srcrect);
core::rect<s32> dstrect(0,0, dstd.Width / 2, dstd.Height);
dstrect += p;
driver->draw2DImage(stat_texture, dstrect, srcrect, NULL, colors, true);
@ -362,7 +380,7 @@ void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture, s
}
void Hud::drawHotbar(s32 halfheartcount, u16 playeritem, s32 breath) {
void Hud::drawHotbar(u16 playeritem) {
v2s32 centerlowerpos(m_displaycenter.X, m_screensize.Y);
@ -393,13 +411,6 @@ void Hud::drawHotbar(s32 halfheartcount, u16 playeritem, s32 breath) {
drawItems(secondpos, hotbar_itemcount, hotbar_itemcount/2, mainlist, playeritem + 1, 0);
}
}
if (player->hud_flags & HUD_FLAG_HEALTHBAR_VISIBLE)
drawStatbar(pos - v2s32(0, 4), HUD_CORNER_LOWER, HUD_DIR_LEFT_RIGHT,
"heart.png", halfheartcount, v2s32(0, 0));
if (player->hud_flags & HUD_FLAG_BREATHBAR_VISIBLE && breath <= 10)
drawStatbar(pos - v2s32(-180, 4), HUD_CORNER_LOWER, HUD_DIR_LEFT_RIGHT,
"bubble.png", breath*2, v2s32(0, 0));
}