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Hud: Fix offset being ignored by inventory bar
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9a04dfd0f5
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@ -945,6 +945,7 @@ Displays a horizontal bar made up of half-images.
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* `number`: Number of items in the inventory to be displayed.
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* `item`: Position of item that is selected.
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* `direction`
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* `offset`: offset in pixels from position.
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### `waypoint`
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Displays distance to selected world position.
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30
src/hud.cpp
30
src/hud.cpp
@ -196,24 +196,25 @@ void Hud::drawItem(const ItemStack &item, const core::rect<s32>& rect,
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}
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//NOTE: selectitem = 0 -> no selected; selectitem 1-based
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void Hud::drawItems(v2s32 upperleftpos, s32 itemcount, s32 offset,
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InventoryList *mainlist, u16 selectitem, u16 direction)
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void Hud::drawItems(v2s32 upperleftpos, s32 itemcount, s32 inv_offset,
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InventoryList *mainlist, u16 selectitem, u16 direction, const v2s32 &offset)
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{
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#ifdef HAVE_TOUCHSCREENGUI
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if ( (g_touchscreengui) && (offset == 0))
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if (g_touchscreengui && inv_offset == 0)
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g_touchscreengui->resetHud();
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#endif
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s32 height = m_hotbar_imagesize + m_padding * 2;
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s32 width = (itemcount - offset) * (m_hotbar_imagesize + m_padding * 2);
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s32 width = (itemcount - inv_offset) * (m_hotbar_imagesize + m_padding * 2);
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if (direction == HUD_DIR_TOP_BOTTOM || direction == HUD_DIR_BOTTOM_TOP) {
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width = m_hotbar_imagesize + m_padding * 2;
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height = (itemcount - offset) * (m_hotbar_imagesize + m_padding * 2);
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height = (itemcount - inv_offset) * (m_hotbar_imagesize + m_padding * 2);
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}
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// Position of upper left corner of bar
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v2s32 pos = upperleftpos;
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v2s32 pos = upperleftpos + offset;
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pos *= g_settings->getFloat("hud_scaling") * porting::getDisplayDensity();
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if (hotbar_image != player->hotbar_image) {
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hotbar_image = player->hotbar_image;
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@ -243,8 +244,7 @@ void Hud::drawItems(v2s32 upperleftpos, s32 itemcount, s32 offset,
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NULL, hbar_colors, true);
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}
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for (s32 i = offset; i < itemcount && (size_t)i < mainlist->getSize(); i++)
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{
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for (s32 i = inv_offset; i < itemcount && (size_t)i < mainlist->getSize(); i++) {
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v2s32 steppos;
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s32 fullimglen = m_hotbar_imagesize + m_padding * 2;
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@ -252,16 +252,16 @@ void Hud::drawItems(v2s32 upperleftpos, s32 itemcount, s32 offset,
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switch (direction) {
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case HUD_DIR_RIGHT_LEFT:
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steppos = v2s32(-(m_padding + (i - offset) * fullimglen), m_padding);
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steppos = v2s32(-(m_padding + (i - inv_offset) * fullimglen), m_padding);
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break;
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case HUD_DIR_TOP_BOTTOM:
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steppos = v2s32(m_padding, m_padding + (i - offset) * fullimglen);
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steppos = v2s32(m_padding, m_padding + (i - inv_offset) * fullimglen);
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break;
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case HUD_DIR_BOTTOM_TOP:
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steppos = v2s32(m_padding, -(m_padding + (i - offset) * fullimglen));
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steppos = v2s32(m_padding, -(m_padding + (i - inv_offset) * fullimglen));
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break;
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default:
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steppos = v2s32(m_padding + (i - offset) * fullimglen, m_padding);
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steppos = v2s32(m_padding + (i - inv_offset) * fullimglen, m_padding);
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break;
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}
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@ -275,7 +275,8 @@ void Hud::drawItems(v2s32 upperleftpos, s32 itemcount, s32 offset,
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}
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void Hud::drawLuaElements(const v3s16 &camera_offset) {
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void Hud::drawLuaElements(const v3s16 &camera_offset)
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{
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u32 text_height = g_fontengine->getTextHeight();
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irr::gui::IGUIFont* font = g_fontengine->getFont();
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for (size_t i = 0; i != player->maxHudId(); i++) {
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@ -326,7 +327,8 @@ void Hud::drawLuaElements(const v3s16 &camera_offset) {
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break; }
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case HUD_ELEM_INVENTORY: {
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InventoryList *inv = inventory->getList(e->text);
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drawItems(pos, e->number, 0, inv, e->item, e->dir);
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v2s32 offs(e->offset.X, e->offset.Y);
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drawItems(pos, e->number, 0, inv, e->item, e->dir, offs);
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break; }
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case HUD_ELEM_WAYPOINT: {
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v3f p_pos = player->getPosition() / BS;
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@ -148,8 +148,9 @@ private:
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void drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture,
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s32 count, v2s32 offset, v2s32 size=v2s32());
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void drawItems(v2s32 upperleftpos, s32 itemcount, s32 offset,
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InventoryList *mainlist, u16 selectitem, u16 direction);
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void drawItems(v2s32 upperleftpos, s32 itemcount, s32 inv_offset,
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InventoryList *mainlist, u16 selectitem, u16 direction,
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const v2s32 &offset = v2s32(0, 0));
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void drawItem(const ItemStack &item, const core::rect<s32>& rect,
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bool selected);
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