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Inventory transparency; very loosely based on sapier's commits.
Also contains some commented-out code for testing out different looks in the future.
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parent
d4df20a913
commit
e4f443a57a
2 changed files with 70 additions and 17 deletions
62
src/game.cpp
62
src/game.cpp
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@ -319,17 +319,61 @@ void draw_hotbar(video::IVideoDriver *driver, gui::IGUIFont *font,
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if(g_selected_item == i)
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{
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driver->draw2DRectangle(video::SColor(255,255,0,0),
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core::rect<s32>(rect.UpperLeftCorner - v2s32(1,1)*padding,
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rect.LowerRightCorner + v2s32(1,1)*padding),
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NULL);
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}
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else
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{
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video::SColor bgcolor2(128,0,0,0);
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driver->draw2DRectangle(bgcolor2, rect, NULL);
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video::SColor c_outside(255,255,0,0);
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//video::SColor c_outside(255,0,0,0);
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//video::SColor c_inside(255,192,192,192);
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s32 x1 = rect.UpperLeftCorner.X;
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s32 y1 = rect.UpperLeftCorner.Y;
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s32 x2 = rect.LowerRightCorner.X;
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s32 y2 = rect.LowerRightCorner.Y;
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// Black base borders
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driver->draw2DRectangle(c_outside,
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core::rect<s32>(
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v2s32(x1 - padding, y1 - padding),
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v2s32(x2 + padding, y1)
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), NULL);
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driver->draw2DRectangle(c_outside,
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core::rect<s32>(
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v2s32(x1 - padding, y2),
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v2s32(x2 + padding, y2 + padding)
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), NULL);
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driver->draw2DRectangle(c_outside,
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core::rect<s32>(
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v2s32(x1 - padding, y1),
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v2s32(x1, y2)
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), NULL);
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driver->draw2DRectangle(c_outside,
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core::rect<s32>(
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v2s32(x2, y1),
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v2s32(x2 + padding, y2)
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), NULL);
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/*// Light inside borders
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driver->draw2DRectangle(c_inside,
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core::rect<s32>(
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v2s32(x1 - padding/2, y1 - padding/2),
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v2s32(x2 + padding/2, y1)
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), NULL);
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driver->draw2DRectangle(c_inside,
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core::rect<s32>(
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v2s32(x1 - padding/2, y2),
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v2s32(x2 + padding/2, y2 + padding/2)
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), NULL);
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driver->draw2DRectangle(c_inside,
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core::rect<s32>(
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v2s32(x1 - padding/2, y1),
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v2s32(x1, y2)
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), NULL);
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driver->draw2DRectangle(c_inside,
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core::rect<s32>(
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v2s32(x2, y1),
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v2s32(x2 + padding/2, y2)
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), NULL);
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*/
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}
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video::SColor bgcolor2(128,0,0,0);
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driver->draw2DRectangle(bgcolor2, rect, NULL);
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if(item != NULL)
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{
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drawInventoryItem(driver, font, item, rect, NULL);
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