mirror of
https://github.com/minetest/minetest.git
synced 2024-10-02 07:53:09 +02:00
Merge branch 'minetest:master' into master
This commit is contained in:
commit
c7c3adabca
@ -3902,6 +3902,7 @@ Operators
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---------
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Operators can be used if all of the involved vectors have metatables:
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* `v1 == v2`:
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* Returns whether `v1` and `v2` are identical.
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* `-v`:
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@ -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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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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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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}
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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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@ -129,9 +129,9 @@ EM_BOOL CIrrDeviceSDL::MouseLeaveCallback(int eventType, const EmscriptenMouseEv
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}
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#endif
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bool CIrrDeviceSDL::keyIsKnownSpecial(EKEY_CODE key)
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bool CIrrDeviceSDL::keyIsKnownSpecial(EKEY_CODE irrlichtKey)
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{
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switch (key) {
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switch (irrlichtKey) {
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// keys which are known to have safe special character interpretation
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// could need changes over time (removals and additions!)
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case KEY_RETURN:
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@ -189,24 +189,68 @@ bool CIrrDeviceSDL::keyIsKnownSpecial(EKEY_CODE key)
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}
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}
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int CIrrDeviceSDL::findCharToPassToIrrlicht(int assumedChar, EKEY_CODE key)
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int CIrrDeviceSDL::findCharToPassToIrrlicht(uint32_t sdlKey, EKEY_CODE irrlichtKey, bool numlock)
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{
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switch (irrlichtKey) {
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// special cases that always return a char regardless of how the SDL keycode
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// looks
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switch (key) {
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case KEY_RETURN:
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case KEY_ESCAPE:
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return (int)key;
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return (int)irrlichtKey;
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// This is necessary for keys on the numpad because they don't use the same
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// keycodes as their non-numpad versions (whose keycodes correspond to chars),
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// but have their own SDL keycodes and their own Irrlicht keycodes (which
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// don't correspond to chars).
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case KEY_MULTIPLY:
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return '*';
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case KEY_ADD:
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return '+';
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case KEY_SUBTRACT:
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return '-';
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case KEY_DIVIDE:
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return '/';
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default:
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break;
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}
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if (numlock) {
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// Number keys on the numpad are also affected, but we only want them
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// to produce number chars when numlock is enabled.
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switch (irrlichtKey) {
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case KEY_NUMPAD0:
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return '0';
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case KEY_NUMPAD1:
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return '1';
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case KEY_NUMPAD2:
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return '2';
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case KEY_NUMPAD3:
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return '3';
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case KEY_NUMPAD4:
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return '4';
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case KEY_NUMPAD5:
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return '5';
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case KEY_NUMPAD6:
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return '6';
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case KEY_NUMPAD7:
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return '7';
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case KEY_NUMPAD8:
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return '8';
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case KEY_NUMPAD9:
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return '9';
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default:
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break;
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}
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}
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// SDL in-place ORs values with no character representation with 1<<30
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// https://wiki.libsdl.org/SDL2/SDLKeycodeLookup
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if (assumedChar & (1 << 30))
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// This also affects the numpad keys btw.
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if (sdlKey & (1 << 30))
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return 0;
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switch (key) {
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switch (irrlichtKey) {
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case KEY_PRIOR:
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case KEY_NEXT:
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case KEY_HOME:
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@ -218,7 +262,7 @@ int CIrrDeviceSDL::findCharToPassToIrrlicht(int assumedChar, EKEY_CODE key)
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case KEY_NUMLOCK:
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return 0;
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default:
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return assumedChar;
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return sdlKey;
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}
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}
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@ -825,7 +869,8 @@ bool CIrrDeviceSDL::run()
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irrevent.KeyInput.PressedDown = (SDL_event.type == SDL_KEYDOWN);
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irrevent.KeyInput.Shift = (SDL_event.key.keysym.mod & KMOD_SHIFT) != 0;
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irrevent.KeyInput.Control = (SDL_event.key.keysym.mod & KMOD_CTRL) != 0;
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irrevent.KeyInput.Char = findCharToPassToIrrlicht(mp.SDLKey, key);
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irrevent.KeyInput.Char = findCharToPassToIrrlicht(mp.SDLKey, key,
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(SDL_event.key.keysym.mod & KMOD_NUM) != 0);
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postEventFromUser(irrevent);
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} break;
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@ -273,10 +273,10 @@ private:
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#endif
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// Check if a key is a known special character with no side effects on text boxes.
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static bool keyIsKnownSpecial(EKEY_CODE key);
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static bool keyIsKnownSpecial(EKEY_CODE irrlichtKey);
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// Return the Char that should be sent to Irrlicht for the given key (either the one passed in or 0).
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static int findCharToPassToIrrlicht(int assumedChar, EKEY_CODE key);
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static int findCharToPassToIrrlicht(uint32_t sdlKey, EKEY_CODE irrlichtKey, bool numlock);
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// Check if a text box is in focus. Enable or disable SDL_TEXTINPUT events only if in focus.
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void resetReceiveTextInputEvents();
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@ -353,6 +353,7 @@ 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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|
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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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|
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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,
|
||||
//! the user can change the state of the button.
|
||||
@ -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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|
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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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|
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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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|
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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
|
||||
virtual void setScale(float scale) { Scale = scale; }
|
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|
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//! returns default color
|
||||
virtual video::SColor getColor(EGUI_DEFAULT_COLOR color) const;
|
||||
|
||||
@ -292,6 +298,7 @@ namespace gui
|
||||
|
||||
private:
|
||||
|
||||
float Scale = 1.0f;
|
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video::SColor Colors[EGDC_COUNT];
|
||||
s32 Sizes[EGDS_COUNT];
|
||||
u32 Icons[EGDI_COUNT];
|
||||
|
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Reference in New Issue
Block a user