Add support for dpi based HUD scaling

Add support for (configurable) multiline hotbar
Improved screensize handling
Add userdefined gui scale by BlockMen
This commit is contained in:
sapier 2014-04-05 14:12:36 +02:00
parent 8d31534710
commit 1838a3fd69
13 changed files with 266 additions and 151 deletions

@ -116,6 +116,14 @@ engine.file_open_dialog(formname,caption)
^ -if dialog was canceled "_cancelled"
^ will be added to fieldname value is set to formname itself
^ returns nil or selected file/folder
engine.get_screen_info()
^ returns {
density = <screen density 0.75,1.0,2.0,3.0 ... (dpi)>,
display_width = <width of display>,
display_height = <height of display>,
window_width = <current window width>,
window_height = <current window height>
}
Games:
engine.get_game(index)
@ -198,7 +206,7 @@ engine.handle_async(async_job,parameters,finished)
^ execute a function asynchronously
^ async_job is a function receiving one parameter and returning one parameter
^ parameters parameter table passed to async_job
^ finished function to be called once async_job has finished
^ finished function to be called once async_job has finished
^ the result of async_job is passed to this function
Limitations of Async operations

@ -140,6 +140,8 @@
#crosshair_color = (255,255,255)
# Cross alpha (opaqueness, between 0 and 255)
#crosshair_alpha = 255
# scale gui by a user specified value
#gui_scaling = 1.0
# Sensitivity multiplier
#mouse_sensitivity = 0.2
# Sound settings
@ -147,6 +149,9 @@
#sound_volume = 0.7
# Whether node texture animations should be desynchronized per MapBlock
#desynchronize_mapblock_texture_animation = true
# maximum percentage of current window to be used for hotbar
# (usefull if you've there's something to be displayed right or left of hotbar)
#hud_hotbar_max_width = 1.0
# Texture filtering settings
#mip_map = false
#anisotropic_filter = false
@ -165,7 +170,7 @@
#normalmaps_strength = 0.6
# Strength of generated normalmaps
#normalmaps_smooth = 1
# Defines sampling step of texture (0 - 2)
# Defines sampling step of texture (0 - 2)
# Higher the value normal maps will be smoother
#enable_parallax_occlusion = false
# Scale of parallax occlusion effect

@ -249,7 +249,7 @@ void Camera::step(f32 dtime)
}
void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
v2u32 screensize, f32 tool_reload_ratio,
f32 tool_reload_ratio,
int current_camera_mode, ClientEnvironment &c_env)
{
// Get player position
@ -422,7 +422,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
fov_degrees = MYMIN(fov_degrees, 170.0);
// FOV and aspect ratio
m_aspect = (f32)screensize.X / (f32) screensize.Y;
m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().Y;
m_fov_y = fov_degrees * M_PI / 180.0;
// Increase vertical FOV on lower aspect ratios (<16:10)
m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));

@ -117,7 +117,7 @@ public:
// Update the camera from the local player's position.
// busytime is used to adjust the viewing range.
void update(LocalPlayer* player, f32 frametime, f32 busytime,
v2u32 screensize, f32 tool_reload_ratio,
f32 tool_reload_ratio,
int current_camera_mode, ClientEnvironment &c_env);
// Render distance feedback loop

@ -119,10 +119,12 @@ void set_default_settings(Settings *settings)
settings->setDefault("selectionbox_color", "(0,0,0)");
settings->setDefault("crosshair_color", "(255,255,255)");
settings->setDefault("crosshair_alpha", "255");
settings->setDefault("gui_scaling", "1.0");
settings->setDefault("mouse_sensitivity", "0.2");
settings->setDefault("enable_sound", "true");
settings->setDefault("sound_volume", "0.8");
settings->setDefault("desynchronize_mapblock_texture_animation", "true");
settings->setDefault("hud_hotbar_max_width","1.0");
settings->setDefault("mip_map", "false");
settings->setDefault("anisotropic_filter", "false");

@ -1099,7 +1099,6 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
// Calculate text height using the font
u32 text_height = font->getDimension(L"Random test string").Height;
v2u32 last_screensize(0,0);
v2u32 screensize = driver->getScreenSize();
/*
@ -1842,15 +1841,6 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
/*
Random calculations
*/
last_screensize = screensize;
screensize = driver->getScreenSize();
v2s32 displaycenter(screensize.X/2,screensize.Y/2);
//bool screensize_changed = screensize != last_screensize;
// Update HUD values
hud.screensize = screensize;
hud.displaycenter = displaycenter;
hud.resizeHotbar();
// Hilight boxes collected during the loop and displayed
@ -2267,10 +2257,11 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
first_loop_after_window_activation = false;
}
else{
s32 dx = input->getMousePos().X - displaycenter.X;
s32 dy = input->getMousePos().Y - displaycenter.Y;
if(invert_mouse || player->camera_mode == CAMERA_MODE_THIRD_FRONT)
s32 dx = input->getMousePos().X - (driver->getScreenSize().Width/2);
s32 dy = input->getMousePos().Y - (driver->getScreenSize().Height/2);
if(invert_mouse || player->camera_mode == CAMERA_MODE_THIRD_FRONT) {
dy = -dy;
}
//infostream<<"window active, pos difference "<<dx<<","<<dy<<std::endl;
/*const float keyspeed = 500;
@ -2292,7 +2283,8 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
turn_amount = v2f(dx, dy).getLength() * d;
}
input->setMousePos(displaycenter.X, displaycenter.Y);
input->setMousePos((driver->getScreenSize().Width/2),
(driver->getScreenSize().Height/2));
}
else{
// Mac OSX gets upset if this is set every frame
@ -2657,7 +2649,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
}
player->camera_mode = current_camera_mode;
tool_reload_ratio = MYMIN(tool_reload_ratio, 1.0);
camera.update(player, dtime, busytime, screensize, tool_reload_ratio,
camera.update(player, dtime, busytime, tool_reload_ratio,
current_camera_mode, client.getEnv());
camera.step(dtime);
@ -3538,8 +3530,8 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
*/
if (show_hud)
{
hud.drawHotbar(v2s32(displaycenter.X, screensize.Y),
client.getHP(), client.getPlayerItem(), client.getBreath());
hud.drawHotbar(client.getHP(), client.getPlayerItem(),
client.getBreath());
}
/*

@ -30,7 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "tile.h"
#include "localplayer.h"
#include "camera.h"
#include "porting.h"
#include <IGUIStaticText.h>
@ -47,9 +47,15 @@ Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr,
this->player = player;
this->inventory = inventory;
screensize = v2u32(0, 0);
displaycenter = v2s32(0, 0);
hotbar_imagesize = 48;
m_screensize = v2u32(0, 0);
m_displaycenter = v2s32(0, 0);
m_hotbar_imagesize = HOTBAR_IMAGE_SIZE * porting::getDisplayDensity();
m_padding = m_hotbar_imagesize / 12;
const video::SColor hbar_color(255, 255, 255, 255);
for (unsigned int i=0; i < 4; i++ ){
hbar_colors[i] = hbar_color;
}
tsrc = gamedef->getTextureSource();
@ -74,92 +80,21 @@ Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr,
use_hotbar_selected_image = false;
}
void Hud::drawItem(const ItemStack &item, const core::rect<s32>& rect, bool selected) {
//NOTE: selectitem = 0 -> no selected; selectitem 1-based
void Hud::drawItem(v2s32 upperleftpos, s32 imgsize, s32 itemcount,
InventoryList *mainlist, u16 selectitem, u16 direction)
{
s32 padding = imgsize / 12;
s32 height = imgsize + padding * 2;
s32 width = itemcount * (imgsize + padding * 2);
if (direction == HUD_DIR_TOP_BOTTOM || direction == HUD_DIR_BOTTOM_TOP) {
width = imgsize + padding * 2;
height = itemcount * (imgsize + padding * 2);
}
s32 fullimglen = imgsize + padding * 2;
// Position of upper left corner of bar
v2s32 pos = upperleftpos;
// Draw background color
/*core::rect<s32> barrect(0,0,width,height);
barrect += pos;
video::SColor bgcolor(255,128,128,128);
driver->draw2DRectangle(bgcolor, barrect, NULL);*/
core::rect<s32> imgrect(0, 0, imgsize, imgsize);
const video::SColor hbar_color(255, 255, 255, 255);
const video::SColor hbar_colors[] = {hbar_color, hbar_color, hbar_color, hbar_color};
if (hotbar_image != player->hotbar_image) {
hotbar_image = player->hotbar_image;
if (hotbar_image != "")
use_hotbar_image = tsrc->isKnownSourceImage(hotbar_image);
else
use_hotbar_image = false;
}
if (hotbar_selected_image != player->hotbar_selected_image) {
hotbar_selected_image = player->hotbar_selected_image;
if (hotbar_selected_image != "")
use_hotbar_selected_image = tsrc->isKnownSourceImage(hotbar_selected_image);
else
use_hotbar_selected_image = false;
}
if (use_hotbar_image) {
core::rect<s32> imgrect2(-padding/2, -padding/2, width+padding/2, height+padding/2);
core::rect<s32> rect2 = imgrect2 + pos;
video::ITexture *texture = tsrc->getTexture(hotbar_image);
core::dimension2di imgsize(texture->getOriginalSize());
driver->draw2DImage(texture, rect2,
core::rect<s32>(core::position2d<s32>(0,0), imgsize),
NULL, hbar_colors, true);
}
for (s32 i = 0; i < itemcount && (size_t)i < mainlist->getSize(); i++)
{
const ItemStack &item = mainlist->getItem(i);
v2s32 steppos;
switch (direction) {
case HUD_DIR_RIGHT_LEFT:
steppos = v2s32(-(padding + i * fullimglen), padding);
break;
case HUD_DIR_TOP_BOTTOM:
steppos = v2s32(padding, padding + i * fullimglen);
break;
case HUD_DIR_BOTTOM_TOP:
steppos = v2s32(padding, -(padding + i * fullimglen));
break;
default:
steppos = v2s32(padding + i * fullimglen, padding);
}
core::rect<s32> rect = imgrect + pos + steppos;
if (selectitem == i + 1) {
if (selected) {
if (use_hotbar_selected_image) {
core::rect<s32> imgrect2(-padding*2, -padding*2, height, height);
rect = imgrect2 + pos + steppos;
core::rect<s32> imgrect2 = rect;
imgrect2.UpperLeftCorner.X -= m_padding;
imgrect2.UpperLeftCorner.Y -= m_padding;
imgrect2.LowerRightCorner.X += m_padding;
imgrect2.LowerRightCorner.Y += m_padding;
video::ITexture *texture = tsrc->getTexture(hotbar_selected_image);
core::dimension2di imgsize(texture->getOriginalSize());
driver->draw2DImage(texture, rect,
driver->draw2DImage(texture, imgrect2,
core::rect<s32>(core::position2d<s32>(0,0), imgsize),
NULL, hbar_colors, true);
rect = imgrect + pos + steppos;
} else {
rect = imgrect + pos + steppos;
video::SColor c_outside(255,255,0,0);
//video::SColor c_outside(255,0,0,0);
//video::SColor c_inside(255,192,192,192);
@ -170,23 +105,23 @@ void Hud::drawItem(v2s32 upperleftpos, s32 imgsize, s32 itemcount,
// Black base borders
driver->draw2DRectangle(c_outside,
core::rect<s32>(
v2s32(x1 - padding, y1 - padding),
v2s32(x2 + padding, y1)
v2s32(x1 - m_padding, y1 - m_padding),
v2s32(x2 + m_padding, y1)
), NULL);
driver->draw2DRectangle(c_outside,
core::rect<s32>(
v2s32(x1 - padding, y2),
v2s32(x2 + padding, y2 + padding)
v2s32(x1 - m_padding, y2),
v2s32(x2 + m_padding, y2 + m_padding)
), NULL);
driver->draw2DRectangle(c_outside,
core::rect<s32>(
v2s32(x1 - padding, y1),
v2s32(x1 - m_padding, y1),
v2s32(x1, y2)
), NULL);
driver->draw2DRectangle(c_outside,
core::rect<s32>(
v2s32(x2, y1),
v2s32(x2 + padding, y2)
v2s32(x2 + m_padding, y2)
), NULL);
/*// Light inside borders
driver->draw2DRectangle(c_inside,
@ -218,6 +153,72 @@ void Hud::drawItem(v2s32 upperleftpos, s32 imgsize, s32 itemcount,
driver->draw2DRectangle(bgcolor2, rect, NULL);
drawItemStack(driver, font, item, rect, NULL, gamedef);
}
//NOTE: selectitem = 0 -> no selected; selectitem 1-based
void Hud::drawItems(v2s32 upperleftpos, s32 itemcount, s32 offset,
InventoryList *mainlist, u16 selectitem, u16 direction)
{
s32 height = m_hotbar_imagesize + m_padding * 2;
s32 width = (itemcount - 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);
}
// Position of upper left corner of bar
v2s32 pos = upperleftpos;
if (hotbar_image != player->hotbar_image) {
hotbar_image = player->hotbar_image;
if (hotbar_image != "")
use_hotbar_image = tsrc->isKnownSourceImage(hotbar_image);
else
use_hotbar_image = false;
}
if (hotbar_selected_image != player->hotbar_selected_image) {
hotbar_selected_image = player->hotbar_selected_image;
if (hotbar_selected_image != "")
use_hotbar_selected_image = tsrc->isKnownSourceImage(hotbar_selected_image);
else
use_hotbar_selected_image = false;
}
if (use_hotbar_image) {
core::rect<s32> imgrect2(-m_padding/2, -m_padding/2, width+m_padding/2, height+m_padding/2);
core::rect<s32> rect2 = imgrect2 + pos;
video::ITexture *texture = tsrc->getTexture(hotbar_image);
core::dimension2di imgsize(texture->getOriginalSize());
driver->draw2DImage(texture, rect2,
core::rect<s32>(core::position2d<s32>(0,0), imgsize),
NULL, hbar_colors, true);
}
for (s32 i = 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;
}
drawItem(mainlist->getItem(i), (imgrect + pos + steppos), (i +1) == selectitem );
}
}
@ -227,7 +228,7 @@ void Hud::drawLuaElements() {
if (!e)
continue;
v2s32 pos(e->pos.X * screensize.X, e->pos.Y * screensize.Y);
v2s32 pos(e->pos.X * m_screensize.X, e->pos.Y * m_screensize.Y);
switch (e->type) {
case HUD_ELEM_IMAGE: {
video::ITexture *texture = tsrc->getTexture(e->text);
@ -240,9 +241,9 @@ void Hud::drawLuaElements() {
v2s32 dstsize(imgsize.Width * e->scale.X,
imgsize.Height * e->scale.Y);
if (e->scale.X < 0)
dstsize.X = screensize.X * (e->scale.X * -0.01);
dstsize.X = m_screensize.X * (e->scale.X * -0.01);
if (e->scale.Y < 0)
dstsize.Y = screensize.Y * (e->scale.Y * -0.01);
dstsize.Y = m_screensize.Y * (e->scale.Y * -0.01);
v2s32 offset((e->align.X - 1.0) * dstsize.X / 2,
(e->align.Y - 1.0) * dstsize.Y / 2);
core::rect<s32> rect(0, 0, dstsize.X, dstsize.Y);
@ -269,7 +270,7 @@ void Hud::drawLuaElements() {
break; }
case HUD_ELEM_INVENTORY: {
InventoryList *inv = inventory->getList(e->text);
drawItem(pos, hotbar_imagesize, e->number, inv, e->item, e->dir);
drawItems(pos, e->number, 0, inv, e->item, e->dir);
break; }
case HUD_ELEM_WAYPOINT: {
v3f p_pos = player->getPosition() / BS;
@ -284,8 +285,8 @@ void Hud::drawLuaElements() {
break;
f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
core::reciprocal(transformed_pos[3]);
pos.X = screensize.X * (0.5 * transformed_pos[0] * zDiv + 0.5);
pos.Y = screensize.Y * (0.5 - transformed_pos[1] * zDiv * 0.5);
pos.X = m_screensize.X * (0.5 * transformed_pos[0] * zDiv + 0.5);
pos.Y = m_screensize.Y * (0.5 - transformed_pos[1] * zDiv * 0.5);
video::SColor color(255, (e->number >> 16) & 0xFF,
(e->number >> 8) & 0xFF,
(e->number >> 0) & 0xFF);
@ -360,7 +361,10 @@ void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture, s
}
void Hud::drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem, s32 breath) {
void Hud::drawHotbar(s32 halfheartcount, u16 playeritem, s32 breath) {
v2s32 centerlowerpos(m_displaycenter.X, m_screensize.Y);
InventoryList *mainlist = inventory->getList("main");
if (mainlist == NULL) {
//silently ignore this we may not be initialized completely
@ -368,12 +372,27 @@ void Hud::drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem, s
}
s32 hotbar_itemcount = player->hud_hotbar_itemcount;
s32 padding = hotbar_imagesize / 12;
s32 width = hotbar_itemcount * (hotbar_imagesize + padding * 2);
v2s32 pos = centerlowerpos - v2s32(width / 2, hotbar_imagesize + padding * 3);
if (player->hud_flags & HUD_FLAG_HOTBAR_VISIBLE)
drawItem(pos, hotbar_imagesize, hotbar_itemcount, mainlist, playeritem + 1, 0);
s32 width = hotbar_itemcount * (m_hotbar_imagesize + m_padding * 2);
v2s32 pos = centerlowerpos - v2s32(width / 2, m_hotbar_imagesize + m_padding * 3);
if ( (float) width / (float) porting::getWindowSize().X <=
g_settings->getFloat("hud_hotbar_max_width")) {
if (player->hud_flags & HUD_FLAG_HOTBAR_VISIBLE) {
drawItems(pos, hotbar_itemcount, 0, mainlist, playeritem + 1, 0);
}
}
else {
pos.X += width/4;
v2s32 secondpos = pos;
pos = pos - v2s32(0, m_hotbar_imagesize + m_padding);
if (player->hud_flags & HUD_FLAG_HOTBAR_VISIBLE) {
drawItems(pos, hotbar_itemcount/2, 0, mainlist, playeritem + 1, 0);
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));
@ -385,22 +404,23 @@ void Hud::drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem, s
void Hud::drawCrosshair() {
if (!(player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) ||
player->camera_mode == CAMERA_MODE_THIRD_FRONT)
(player->camera_mode == CAMERA_MODE_THIRD_FRONT)) {
return;
}
if (use_crosshair_image) {
video::ITexture *crosshair = tsrc->getTexture("crosshair.png");
v2u32 size = crosshair->getOriginalSize();
v2s32 lsize = v2s32(displaycenter.X - (size.X / 2),
displaycenter.Y - (size.Y / 2));
v2s32 lsize = v2s32(m_displaycenter.X - (size.X / 2),
m_displaycenter.Y - (size.Y / 2));
driver->draw2DImage(crosshair, lsize,
core::rect<s32>(0, 0, size.X, size.Y),
0, crosshair_argb, true);
} else {
driver->draw2DLine(displaycenter - v2s32(10, 0),
displaycenter + v2s32(10, 0), crosshair_argb);
driver->draw2DLine(displaycenter - v2s32(0, 10),
displaycenter + v2s32(0, 10), crosshair_argb);
driver->draw2DLine(m_displaycenter - v2s32(10, 0),
m_displaycenter + v2s32(10, 0), crosshair_argb);
driver->draw2DLine(m_displaycenter - v2s32(0, 10),
m_displaycenter + v2s32(0, 10), crosshair_argb);
}
}
@ -415,12 +435,12 @@ void Hud::drawSelectionBoxes(std::vector<aabb3f> &hilightboxes) {
void Hud::resizeHotbar() {
if (screensize.Y <= 800)
hotbar_imagesize = 32;
else if (screensize.Y <= 1280)
hotbar_imagesize = 48;
else
hotbar_imagesize = 64;
if (m_screensize != porting::getWindowSize()) {
m_hotbar_imagesize = porting::getDisplayDensity() * HOTBAR_IMAGE_SIZE;
m_padding = m_hotbar_imagesize / 12;
m_screensize = porting::getWindowSize();
m_displaycenter = v2s32(m_screensize.X/2,m_screensize.Y/2);
}
}
void drawItemStack(video::IVideoDriver *driver,

@ -45,6 +45,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define HUD_HOTBAR_ITEMCOUNT_DEFAULT 8
#define HUD_HOTBAR_ITEMCOUNT_MAX 23
#define HOTBAR_IMAGE_SIZE 48
enum HudElementType {
HUD_ELEM_IMAGE = 0,
HUD_ELEM_TEXT = 1,
@ -105,10 +108,6 @@ public:
Inventory *inventory;
ITextureSource *tsrc;
v2u32 screensize;
v2s32 displaycenter;
s32 hotbar_imagesize;
video::SColor crosshair_argb;
video::SColor selectionbox_argb;
bool use_crosshair_image;
@ -122,17 +121,25 @@ public:
u32 text_height, IGameDef *gamedef,
LocalPlayer *player, Inventory *inventory);
void drawItem(v2s32 upperleftpos, s32 imgsize, s32 itemcount,
InventoryList *mainlist, u16 selectitem, u16 direction);
void drawHotbar(s32 halfheartcount, u16 playeritem, s32 breath);
void resizeHotbar();
void drawCrosshair();
void drawSelectionBoxes(std::vector<aabb3f> &hilightboxes);
void drawLuaElements();
private:
void drawStatbar(v2s32 pos, u16 corner, u16 drawdir,
std::string texture, s32 count, v2s32 offset);
void drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem, s32 breath);
void resizeHotbar();
void drawItems(v2s32 upperleftpos, s32 itemcount, s32 offset,
InventoryList *mainlist, u16 selectitem, u16 direction);
void drawItem(const ItemStack &item, const core::rect<s32>& rect, bool selected);
void drawCrosshair();
void drawSelectionBoxes(std::vector<aabb3f> &hilightboxes);
v2u32 m_screensize;
v2s32 m_displaycenter;
s32 m_hotbar_imagesize;
s32 m_padding;
video::SColor hbar_colors[4];
};
void drawItemStack(video::IVideoDriver *driver,

@ -1447,8 +1447,10 @@ int main(int argc, char *argv[])
device = createDeviceEx(params);
if (device == 0)
if (device == 0) {
return 1; // could not create selected driver.
}
porting::initIrrlicht(device);
/*
Continue initialization

@ -44,6 +44,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "filesys.h"
#include "log.h"
#include "util/string.h"
#include "main.h"
#include "settings.h"
#include <list>
namespace porting
@ -470,8 +472,9 @@ void initializePaths()
std::string static_sharedir = STATIC_SHAREDIR;
if(static_sharedir != "" && static_sharedir != ".")
trylist.push_back(static_sharedir);
trylist.push_back(bindir + "/../share/" + PROJECT_NAME);
trylist.push_back(bindir + "/..");
trylist.push_back(
bindir + DIR_DELIM + ".." + DIR_DELIM + "share" + DIR_DELIM + PROJECT_NAME);
trylist.push_back(bindir + DIR_DELIM + "..");
for(std::list<std::string>::const_iterator i = trylist.begin();
i != trylist.end(); i++)
@ -528,5 +531,40 @@ void initializePaths()
#endif // RUN_IN_PLACE
}
static irr::IrrlichtDevice* device;
void initIrrlicht(irr::IrrlichtDevice * _device) {
device = _device;
}
#ifndef SERVER
v2u32 getWindowSize() {
return device->getVideoDriver()->getScreenSize();
}
float getDisplayDensity() {
float gui_scaling = g_settings->getFloat("gui_scaling");
// using Y here feels like a bug, this needs to be discussed later!
if (getWindowSize().Y <= 800) {
return (2.0/3.0) * gui_scaling;
}
if (getWindowSize().Y <= 1280) {
return 1.0 * gui_scaling;
}
return (4.0/3.0) * gui_scaling;
}
v2u32 getDisplaySize() {
IrrlichtDevice *nulldevice = createDevice(video::EDT_NULL);
core::dimension2d<u32> deskres = nulldevice->getVideoModeList()->getDesktopResolution();
nulldevice -> drop();
return deskres;
}
#endif
} //namespace porting

@ -28,12 +28,14 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#ifdef _WIN32_WINNT
#undef _WIN32_WINNT
#endif
#define _WIN32_WINNT 0x0501 // We need to do this before any other headers
#define _WIN32_WINNT 0x0501 // We need to do this before any other headers
// because those might include sdkddkver.h which defines _WIN32_WINNT if not already set
#endif
#include <string>
#include "irrlicht.h"
#include "irrlichttypes.h" // u32
#include "irrlichttypes_extrabloated.h"
#include "debug.h"
#include "constants.h"
#include "gettime.h"
@ -178,6 +180,8 @@ bool threadSetPriority(threadid_t tid, int prio);
*/
std::string get_sysinfo();
void initIrrlicht(irr::IrrlichtDevice * );
/*
Resolution is 10-20ms.
Remember to check for overflows.
@ -318,6 +322,13 @@ inline u32 getTime(TimePrecision prec)
inline void setThreadName(const char* name) {}
#endif
#ifndef SERVER
float getDisplayDensity();
v2u32 getDisplaySize();
v2u32 getWindowSize();
#endif
} // namespace porting
#endif // PORTING_HEADER

@ -1002,6 +1002,33 @@ int ModApiMainMenu::l_gettext(lua_State *L)
return 1;
}
/******************************************************************************/
int ModApiMainMenu::l_get_screen_info(lua_State *L)
{
lua_newtable(L);
int top = lua_gettop(L);
lua_pushstring(L,"density");
lua_pushnumber(L,porting::getDisplayDensity());
lua_settable(L, top);
lua_pushstring(L,"display_width");
lua_pushnumber(L,porting::getDisplaySize().X);
lua_settable(L, top);
lua_pushstring(L,"display_height");
lua_pushnumber(L,porting::getDisplaySize().Y);
lua_settable(L, top);
lua_pushstring(L,"window_width");
lua_pushnumber(L,porting::getWindowSize().X);
lua_settable(L, top);
lua_pushstring(L,"window_height");
lua_pushnumber(L,porting::getWindowSize().Y);
lua_settable(L, top);
return 1;
}
/******************************************************************************/
int ModApiMainMenu::l_do_async_callback(lua_State *L)
{
@ -1060,6 +1087,7 @@ void ModApiMainMenu::Initialize(lua_State *L, int top)
API_FCT(sound_play);
API_FCT(sound_stop);
API_FCT(gettext);
API_FCT(get_screen_info);
API_FCT(do_async_callback);
}

@ -103,6 +103,8 @@ private:
static int l_update_formspec(lua_State *L);
static int l_get_screen_info(lua_State *L);
//filesystem
static int l_get_scriptdir(lua_State *L);