Hud: Cache hud_scaling, fix minor style issues

This commit is contained in:
kwolekr 2016-04-10 23:51:36 -04:00
parent eae33951ad
commit 2eeb62057a
3 changed files with 28 additions and 28 deletions

@ -41,7 +41,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr,
gui::IGUIEnvironment* guienv, IGameDef *gamedef, LocalPlayer *player,
Inventory *inventory) {
Inventory *inventory)
{
this->driver = driver;
this->smgr = smgr;
this->guienv = guienv;
@ -49,16 +50,15 @@ Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr,
this->player = player;
this->inventory = inventory;
m_hud_scaling = g_settings->getFloat("hud_scaling");
m_screensize = v2u32(0, 0);
m_displaycenter = v2s32(0, 0);
m_hotbar_imagesize = floor(HOTBAR_IMAGE_SIZE * porting::getDisplayDensity() + 0.5);
m_hotbar_imagesize *= g_settings->getFloat("hud_scaling");
m_hotbar_imagesize *= m_hud_scaling;
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;
}
for (unsigned int i = 0; i < 4; i++)
hbar_colors[i] = video::SColor(255, 255, 255, 255);
tsrc = gamedef->getTextureSource();
@ -196,8 +196,8 @@ void Hud::drawItem(const ItemStack &item, const core::rect<s32>& rect,
}
//NOTE: selectitem = 0 -> no selected; selectitem 1-based
void Hud::drawItems(v2s32 upperleftpos, s32 itemcount, s32 inv_offset,
InventoryList *mainlist, u16 selectitem, u16 direction, const v2s32 &offset)
void Hud::drawItems(v2s32 upperleftpos, v2s32 screen_offset, s32 itemcount,
s32 inv_offset, InventoryList *mainlist, u16 selectitem, u16 direction)
{
#ifdef HAVE_TOUCHSCREENGUI
if (g_touchscreengui && inv_offset == 0)
@ -213,8 +213,8 @@ void Hud::drawItems(v2s32 upperleftpos, s32 itemcount, s32 inv_offset,
}
// Position of upper left corner of bar
v2s32 pos = upperleftpos + offset;
pos *= g_settings->getFloat("hud_scaling") * porting::getDisplayDensity();
v2s32 pos = upperleftpos + screen_offset;
pos *= m_hud_scaling * porting::getDisplayDensity();
if (hotbar_image != player->hotbar_image) {
hotbar_image = player->hotbar_image;
@ -265,7 +265,7 @@ void Hud::drawItems(v2s32 upperleftpos, s32 itemcount, s32 inv_offset,
break;
}
drawItem(mainlist->getItem(i), (imgrect + pos + steppos), (i +1) == selectitem );
drawItem(mainlist->getItem(i), (imgrect + pos + steppos), (i + 1) == selectitem);
#ifdef HAVE_TOUCHSCREENGUI
if (g_touchscreengui)
@ -327,8 +327,8 @@ void Hud::drawLuaElements(const v3s16 &camera_offset)
break; }
case HUD_ELEM_INVENTORY: {
InventoryList *inv = inventory->getList(e->text);
v2s32 offs(e->offset.X, e->offset.Y);
drawItems(pos, e->number, 0, inv, e->item, e->dir, offs);
drawItems(pos, v2s32(e->offset.X, e->offset.Y), e->number, 0,
inv, e->item, e->dir);
break; }
case HUD_ELEM_WAYPOINT: {
v3f p_pos = player->getPosition() / BS;
@ -381,8 +381,7 @@ void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture,
if (size == v2s32()) {
dstd = srcd;
} else {
double size_factor = g_settings->getFloat("hud_scaling") *
porting::getDisplayDensity();
float size_factor = m_hud_scaling * porting::getDisplayDensity();
dstd.Height = size.Y * size_factor;
dstd.Width = size.X * size_factor;
offset.X *= size_factor;
@ -450,18 +449,19 @@ void Hud::drawHotbar(u16 playeritem) {
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);
drawItems(pos, v2s32(0, 0), hotbar_itemcount, 0, mainlist, playeritem + 1, 0);
}
}
else {
} 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);
drawItems(pos, v2s32(0, 0), hotbar_itemcount / 2, 0,
mainlist, playeritem + 1, 0);
drawItems(secondpos, v2s32(0, 0), hotbar_itemcount,
hotbar_itemcount / 2, mainlist, playeritem + 1, 0);
}
}
@ -486,8 +486,8 @@ void Hud::drawHotbar(u16 playeritem) {
}
void Hud::drawCrosshair() {
void Hud::drawCrosshair()
{
if (use_crosshair_image) {
video::ITexture *crosshair = tsrc->getTexture("crosshair.png");
v2u32 size = crosshair->getOriginalSize();
@ -600,7 +600,7 @@ void Hud::updateSelectionMesh(const v3s16 &camera_offset)
void Hud::resizeHotbar() {
if (m_screensize != porting::getWindowSize()) {
m_hotbar_imagesize = floor(HOTBAR_IMAGE_SIZE * porting::getDisplayDensity() + 0.5);
m_hotbar_imagesize *= g_settings->getFloat("hud_scaling");
m_hotbar_imagesize *= m_hud_scaling;
m_padding = m_hotbar_imagesize / 12;
m_screensize = porting::getWindowSize();
m_displaycenter = v2s32(m_screensize.X/2,m_screensize.Y/2);

@ -148,13 +148,13 @@ private:
void drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture,
s32 count, v2s32 offset, v2s32 size=v2s32());
void drawItems(v2s32 upperleftpos, s32 itemcount, s32 inv_offset,
InventoryList *mainlist, u16 selectitem, u16 direction,
const v2s32 &offset = v2s32(0, 0));
void drawItems(v2s32 upperleftpos, v2s32 screen_offset, s32 itemcount,
s32 inv_offset, InventoryList *mainlist, u16 selectitem, u16 direction);
void drawItem(const ItemStack &item, const core::rect<s32>& rect,
bool selected);
float m_hud_scaling;
v3s16 m_camera_offset;
v2u32 m_screensize;
v2s32 m_displaycenter;