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Add ability to scale HUD text (#9814)
Add 'size' property to HUD text elements that is used for relative font size calculations.
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@ -1356,6 +1356,8 @@ Displays text on the HUD.
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text. Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
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* `alignment`: The alignment of the text.
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* `offset`: offset in pixels from position.
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* `size`: size of the text.
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The player-set font size is multiplied by size.x (y value isn't used).
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### `statbar`
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@ -319,16 +319,21 @@ void Hud::drawLuaElements(const v3s16 &camera_offset)
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floor(e->pos.Y * (float) m_screensize.Y + 0.5));
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switch (e->type) {
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case HUD_ELEM_TEXT: {
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irr::gui::IGUIFont *textfont = font;
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if (e->size.X > 0)
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textfont = g_fontengine->getFont(
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e->size.X * g_fontengine->getDefaultFontSize());
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video::SColor color(255, (e->number >> 16) & 0xFF,
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(e->number >> 8) & 0xFF,
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(e->number >> 0) & 0xFF);
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core::rect<s32> size(0, 0, e->scale.X, text_height * e->scale.Y);
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std::wstring text = unescape_translate(utf8_to_wide(e->text));
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core::dimension2d<u32> textsize = font->getDimension(text.c_str());
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core::dimension2d<u32> textsize = textfont->getDimension(text.c_str());
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v2s32 offset((e->align.X - 1.0) * (textsize.Width / 2),
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(e->align.Y - 1.0) * (textsize.Height / 2));
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v2s32 offs(e->offset.X, e->offset.Y);
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font->draw(text.c_str(), size + pos + offset + offs, color);
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textfont->draw(text.c_str(), size + pos + offset + offs, color);
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break; }
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case HUD_ELEM_STATBAR: {
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v2s32 offs(e->offset.X, e->offset.Y);
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