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https://github.com/minetest/minetest.git
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Make button sprites (scrollbar arrows) DPI-aware (#14772)
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parent
fb6ceb2664
commit
4c001bd248
@ -200,7 +200,7 @@ public:
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\param loop: True if the animation should loop, false if not
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\param scale: True if the sprite should scale to button size, false if not */
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virtual void setSprite(EGUI_BUTTON_STATE state, s32 index,
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video::SColor color = video::SColor(255, 255, 255, 255), bool loop = false, bool scale = false) = 0;
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video::SColor color = video::SColor(255, 255, 255, 255), bool loop = false) = 0;
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//! Get the sprite-index for the given state or -1 when no sprite is set
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virtual s32 getSpriteIndex(EGUI_BUTTON_STATE state) const = 0;
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@ -211,9 +211,6 @@ public:
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//! Returns if the sprite in the given state does loop
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virtual bool getSpriteLoop(EGUI_BUTTON_STATE state) const = 0;
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//! Returns if the sprite in the given state is scaled
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virtual bool getSpriteScale(EGUI_BUTTON_STATE state) const = 0;
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//! Sets if the button should behave like a push button.
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/** Which means it can be in two states: Normal or Pressed. With a click on the button,
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the user can change the state of the button. */
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@ -374,6 +374,12 @@ const c8 *const GUISkinFontNames[EGDF_COUNT + 1] = {
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class IGUISkin : virtual public IReferenceCounted
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{
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public:
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//! returns display density scaling factor
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virtual float getScale() const = 0;
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//! sets display density scaling factor
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virtual void setScale(float scale) = 0;
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//! returns default color
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virtual video::SColor getColor(EGUI_DEFAULT_COLOR color) const = 0;
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@ -75,12 +75,11 @@ void CGUIButton::setSpriteBank(IGUISpriteBank *sprites)
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SpriteBank = sprites;
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}
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void CGUIButton::setSprite(EGUI_BUTTON_STATE state, s32 index, video::SColor color, bool loop, bool scale)
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void CGUIButton::setSprite(EGUI_BUTTON_STATE state, s32 index, video::SColor color, bool loop)
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{
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ButtonSprites[(u32)state].Index = index;
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ButtonSprites[(u32)state].Color = color;
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ButtonSprites[(u32)state].Loop = loop;
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ButtonSprites[(u32)state].Scale = scale;
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}
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//! Get the sprite-index for the given state or -1 when no sprite is set
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@ -101,12 +100,6 @@ bool CGUIButton::getSpriteLoop(EGUI_BUTTON_STATE state) const
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return ButtonSprites[(u32)state].Loop;
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}
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//! Returns if the sprite in the given state is scaled
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bool CGUIButton::getSpriteScale(EGUI_BUTTON_STATE state) const
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{
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return ButtonSprites[(u32)state].Scale;
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}
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//! called if an event happened.
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bool CGUIButton::OnEvent(const SEvent &event)
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{
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@ -294,19 +287,26 @@ void CGUIButton::draw()
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void CGUIButton::drawSprite(EGUI_BUTTON_STATE state, u32 startTime, const core::position2di ¢er)
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{
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u32 stateIdx = (u32)state;
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s32 spriteIdx = ButtonSprites[stateIdx].Index;
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if (spriteIdx == -1)
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return;
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if (ButtonSprites[stateIdx].Index != -1) {
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if (ButtonSprites[stateIdx].Scale) {
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const video::SColor colors[] = {ButtonSprites[stateIdx].Color, ButtonSprites[stateIdx].Color, ButtonSprites[stateIdx].Color, ButtonSprites[stateIdx].Color};
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SpriteBank->draw2DSprite(ButtonSprites[stateIdx].Index, AbsoluteRect,
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&AbsoluteClippingRect, colors,
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u32 rectIdx = SpriteBank->getSprites()[spriteIdx].Frames[0].rectNumber;
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core::rect<s32> srcRect = SpriteBank->getPositions()[rectIdx];
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IGUISkin *skin = Environment->getSkin();
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s32 scale = std::max(std::floor(skin->getScale()), 1.0f);
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core::rect<s32> rect(center, srcRect.getSize() * scale);
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rect -= rect.getSize() / 2;
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const video::SColor colors[] = {
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ButtonSprites[stateIdx].Color,
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ButtonSprites[stateIdx].Color,
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ButtonSprites[stateIdx].Color,
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ButtonSprites[stateIdx].Color,
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};
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SpriteBank->draw2DSprite(spriteIdx, rect, &AbsoluteClippingRect, colors,
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os::Timer::getTime() - startTime, ButtonSprites[stateIdx].Loop);
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} else {
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SpriteBank->draw2DSprite(ButtonSprites[stateIdx].Index, center,
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&AbsoluteClippingRect, ButtonSprites[stateIdx].Color, startTime, os::Timer::getTime(),
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ButtonSprites[stateIdx].Loop, true);
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}
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}
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}
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EGUI_BUTTON_IMAGE_STATE CGUIButton::getImageState(bool pressed) const
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@ -92,7 +92,7 @@ public:
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*/
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virtual void setSprite(EGUI_BUTTON_STATE state, s32 index,
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video::SColor color = video::SColor(255, 255, 255, 255),
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bool loop = false, bool scale = false) override;
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bool loop = false) override;
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//! Get the sprite-index for the given state or -1 when no sprite is set
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s32 getSpriteIndex(EGUI_BUTTON_STATE state) const override;
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@ -103,9 +103,6 @@ public:
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//! Returns if the sprite in the given state does loop
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bool getSpriteLoop(EGUI_BUTTON_STATE state) const override;
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//! Returns if the sprite in the given state is scaled
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bool getSpriteScale(EGUI_BUTTON_STATE state) const override;
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//! Sets if the button should behave like a push button. Which means it
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//! can be in two states: Normal or Pressed. With a click on the button,
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//! the user can change the state of the button.
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@ -158,19 +155,18 @@ private:
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struct ButtonSprite
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{
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ButtonSprite() :
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Index(-1), Loop(false), Scale(false)
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Index(-1), Loop(false)
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{
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}
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bool operator==(const ButtonSprite &other) const
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{
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return Index == other.Index && Color == other.Color && Loop == other.Loop && Scale == other.Scale;
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return Index == other.Index && Color == other.Color && Loop == other.Loop;
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}
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s32 Index;
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video::SColor Color;
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bool Loop;
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bool Scale;
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};
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ButtonSprite ButtonSprites[EGBS_COUNT];
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@ -24,6 +24,12 @@ public:
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//! destructor
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virtual ~CGUISkin();
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//! returns display density scaling factor
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virtual float getScale() const override { return Scale; }
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//! sets display density scaling factor
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virtual void setScale(float scale) override { Scale = scale; }
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//! returns default color
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video::SColor getColor(EGUI_DEFAULT_COLOR color) const override;
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@ -210,6 +216,7 @@ public:
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EGUI_SKIN_TYPE getType() const override;
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private:
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float Scale = 1.0f;
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video::SColor Colors[EGDC_COUNT];
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s32 Sizes[EGDS_COUNT];
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u32 Icons[EGDI_COUNT];
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@ -352,6 +352,7 @@ void ClientLauncher::config_guienv()
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float density = rangelim(g_settings->getFloat("gui_scaling"), 0.5f, 20) *
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RenderingEngine::getDisplayDensity();
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skin->setScale(density);
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skin->setSize(gui::EGDS_CHECK_BOX_WIDTH, (s32)(17.0f * density));
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skin->setSize(gui::EGDS_SCROLLBAR_SIZE, (s32)(21.0f * density));
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skin->setSize(gui::EGDS_WINDOW_BUTTON_WIDTH, (s32)(15.0f * density));
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@ -89,12 +89,11 @@ void GUIButton::setSpriteBank(IGUISpriteBank* sprites)
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SpriteBank = sprites;
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}
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void GUIButton::setSprite(EGUI_BUTTON_STATE state, s32 index, video::SColor color, bool loop, bool scale)
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void GUIButton::setSprite(EGUI_BUTTON_STATE state, s32 index, video::SColor color, bool loop)
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{
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ButtonSprites[(u32)state].Index = index;
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ButtonSprites[(u32)state].Color = color;
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ButtonSprites[(u32)state].Loop = loop;
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ButtonSprites[(u32)state].Scale = scale;
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}
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//! Get the sprite-index for the given state or -1 when no sprite is set
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@ -115,12 +114,6 @@ bool GUIButton::getSpriteLoop(EGUI_BUTTON_STATE state) const
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return ButtonSprites[(u32)state].Loop;
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}
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//! Returns if the sprite in the given state is scaled
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bool GUIButton::getSpriteScale(EGUI_BUTTON_STATE state) const
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{
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return ButtonSprites[(u32)state].Scale;
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}
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//! called if an event happened.
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bool GUIButton::OnEvent(const SEvent& event)
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{
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@ -354,23 +347,26 @@ void GUIButton::draw()
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void GUIButton::drawSprite(EGUI_BUTTON_STATE state, u32 startTime, const core::position2di& center)
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{
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u32 stateIdx = (u32)state;
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s32 spriteIdx = ButtonSprites[stateIdx].Index;
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if (spriteIdx == -1)
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return;
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if (ButtonSprites[stateIdx].Index != -1)
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{
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if ( ButtonSprites[stateIdx].Scale )
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{
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const video::SColor colors[] = {ButtonSprites[stateIdx].Color,ButtonSprites[stateIdx].Color,ButtonSprites[stateIdx].Color,ButtonSprites[stateIdx].Color};
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SpriteBank->draw2DSprite(ButtonSprites[stateIdx].Index, AbsoluteRect.UpperLeftCorner,
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&AbsoluteClippingRect, colors[0], // FIXME: remove [0]
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porting::getTimeMs()-startTime, ButtonSprites[stateIdx].Loop);
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}
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else
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{
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SpriteBank->draw2DSprite(ButtonSprites[stateIdx].Index, center,
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&AbsoluteClippingRect, ButtonSprites[stateIdx].Color, startTime, porting::getTimeMs(),
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ButtonSprites[stateIdx].Loop, true);
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}
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}
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u32 rectIdx = SpriteBank->getSprites()[spriteIdx].Frames[0].rectNumber;
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core::rect<s32> srcRect = SpriteBank->getPositions()[rectIdx];
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IGUISkin *skin = Environment->getSkin();
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s32 scale = std::max(std::floor(skin->getScale()), 1.0f);
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core::rect<s32> rect(center, srcRect.getSize() * scale);
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rect -= rect.getSize() / 2;
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const video::SColor colors[] = {
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ButtonSprites[stateIdx].Color,
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ButtonSprites[stateIdx].Color,
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ButtonSprites[stateIdx].Color,
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ButtonSprites[stateIdx].Color,
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};
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SpriteBank->draw2DSprite(spriteIdx, rect, &AbsoluteClippingRect, colors,
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porting::getTimeMs() - startTime, ButtonSprites[stateIdx].Loop);
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}
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EGUI_BUTTON_IMAGE_STATE GUIButton::getImageState(bool pressed) const
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@ -92,7 +92,7 @@ public:
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*/
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virtual void setSprite(gui::EGUI_BUTTON_STATE state, s32 index,
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video::SColor color=video::SColor(255,255,255,255),
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bool loop=false, bool scale=false) override;
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bool loop=false) override;
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//! Get the sprite-index for the given state or -1 when no sprite is set
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virtual s32 getSpriteIndex(gui::EGUI_BUTTON_STATE state) const override;
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@ -103,9 +103,6 @@ public:
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//! Returns if the sprite in the given state does loop
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virtual bool getSpriteLoop(gui::EGUI_BUTTON_STATE state) const override;
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//! Returns if the sprite in the given state is scaled
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virtual bool getSpriteScale(gui::EGUI_BUTTON_STATE state) const override;
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//! Sets if the button should behave like a push button. Which means it
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//! can be in two states: Normal or Pressed. With a click on the button,
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//! the user can change the state of the button.
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@ -230,13 +227,12 @@ private:
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{
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bool operator==(const ButtonSprite &other) const
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{
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return Index == other.Index && Color == other.Color && Loop == other.Loop && Scale == other.Scale;
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return Index == other.Index && Color == other.Color && Loop == other.Loop;
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}
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s32 Index = -1;
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video::SColor Color;
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bool Loop = false;
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bool Scale = false;
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};
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ButtonSprite ButtonSprites[gui::EGBS_COUNT];
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@ -27,6 +27,12 @@ namespace gui
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//! destructor
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virtual ~GUISkin();
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//! returns display density scaling factor
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virtual float getScale() const { return Scale; }
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//! sets display density scaling factor
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virtual void setScale(float scale) { Scale = scale; }
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//! returns default color
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virtual video::SColor getColor(EGUI_DEFAULT_COLOR color) const;
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@ -292,6 +298,7 @@ namespace gui
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private:
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float Scale = 1.0f;
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video::SColor Colors[EGDC_COUNT];
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s32 Sizes[EGDS_COUNT];
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u32 Icons[EGDI_COUNT];
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