Hud: Modify Y-positioning of health/breath starbars to prevent overlapping with Hotbar
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@ -7,7 +7,7 @@ local health_bar_definition =
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number = 20,
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direction = 0,
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size = { x=24, y=24 },
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offset = { x=(-10*24)-25, y=-(48+24+10)},
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offset = { x=(-10*24)-25, y=-(48+24+16)},
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}
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local breath_bar_definition =
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@ -18,7 +18,7 @@ local breath_bar_definition =
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number = 20,
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direction = 0,
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size = { x=24, y=24 },
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offset = {x=25,y=-(48+24+10)},
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offset = {x=25,y=-(48+24+16)},
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}
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local hud_ids = {}
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60
src/hud.cpp
60
src/hud.cpp
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@ -58,22 +58,22 @@ Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr,
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for (unsigned int i=0; i < 4; i++ ){
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hbar_colors[i] = hbar_color;
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}
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tsrc = gamedef->getTextureSource();
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v3f crosshair_color = g_settings->getV3F("crosshair_color");
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u32 cross_r = rangelim(myround(crosshair_color.X), 0, 255);
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u32 cross_g = rangelim(myround(crosshair_color.Y), 0, 255);
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u32 cross_b = rangelim(myround(crosshair_color.Z), 0, 255);
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u32 cross_a = rangelim(g_settings->getS32("crosshair_alpha"), 0, 255);
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crosshair_argb = video::SColor(cross_a, cross_r, cross_g, cross_b);
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v3f selectionbox_color = g_settings->getV3F("selectionbox_color");
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u32 sbox_r = rangelim(myround(selectionbox_color.X), 0, 255);
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u32 sbox_g = rangelim(myround(selectionbox_color.Y), 0, 255);
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u32 sbox_b = rangelim(myround(selectionbox_color.Z), 0, 255);
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selectionbox_argb = video::SColor(255, sbox_r, sbox_g, sbox_b);
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use_crosshair_image = tsrc->isKnownSourceImage("crosshair.png");
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hotbar_image = "";
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@ -244,7 +244,7 @@ void Hud::drawLuaElements(v3s16 camera_offset) {
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HudElement *e = player->getHud(i);
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if (!e)
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continue;
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v2s32 pos(floor(e->pos.X * (float) m_screensize.X + 0.5),
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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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@ -331,26 +331,22 @@ void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture,
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{
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const video::SColor color(255, 255, 255, 255);
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const video::SColor colors[] = {color, color, color, color};
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video::ITexture *stat_texture = tsrc->getTexture(texture);
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if (!stat_texture)
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return;
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core::dimension2di srcd(stat_texture->getOriginalSize());
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core::dimension2di dstd;
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if (size == v2s32()) {
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dstd = srcd;
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} else {
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dstd.Height = size.Y * g_settings->getFloat("hud_scaling") *
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porting::getDisplayDensity();
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dstd.Width = size.X * g_settings->getFloat("hud_scaling") *
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porting::getDisplayDensity();
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offset.X *= g_settings->getFloat("hud_scaling") *
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porting::getDisplayDensity();
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offset.Y *= g_settings->getFloat("hud_scaling") *
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double size_factor = g_settings->getFloat("hud_scaling") *
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porting::getDisplayDensity();
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dstd.Height = size.Y * size_factor;
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dstd.Width = size.X * size_factor;
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offset.X *= size_factor;
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offset.Y *= size_factor;
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}
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v2s32 p = pos;
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@ -375,7 +371,7 @@ void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture,
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}
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steppos.X *= dstd.Width;
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steppos.Y *= dstd.Height;
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for (s32 i = 0; i < count / 2; i++)
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{
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core::rect<s32> srcrect(0, 0, srcd.Width, srcd.Height);
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@ -385,7 +381,7 @@ void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture,
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driver->draw2DImage(stat_texture, dstrect, srcrect, NULL, colors, true);
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p += steppos;
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}
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if (count % 2 == 1)
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{
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core::rect<s32> srcrect(0, 0, srcd.Width / 2, srcd.Height);
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@ -406,7 +402,7 @@ void Hud::drawHotbar(u16 playeritem) {
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//silently ignore this we may not be initialized completely
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return;
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}
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s32 hotbar_itemcount = player->hud_hotbar_itemcount;
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s32 width = hotbar_itemcount * (m_hotbar_imagesize + m_padding * 2);
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v2s32 pos = centerlowerpos - v2s32(width / 2, m_hotbar_imagesize + m_padding * 3);
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@ -432,24 +428,26 @@ void Hud::drawHotbar(u16 playeritem) {
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//////////////////////////// compatibility code to be removed //////////////
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// this is ugly as hell but there's no other way to keep compatibility to
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// old servers
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if ( player->hud_flags & HUD_FLAG_HEALTHBAR_VISIBLE)
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drawStatbar(v2s32(floor(0.5 * (float) m_screensize.X + 0.5),
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floor(1 * (float) m_screensize.Y + 0.5)),
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HUD_CORNER_UPPER, 0, "heart.png",
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player->hp, v2s32((-10*24)-25,-(48+24+10)), v2s32(24,24));
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if ((player->hud_flags & HUD_FLAG_HEALTHBAR_VISIBLE)) {
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drawStatbar(v2s32(floor(0.5 * (float)m_screensize.X + 0.5),
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floor(1 * (float) m_screensize.Y + 0.5)),
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HUD_CORNER_UPPER, 0, "heart.png",
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player->hp, v2s32((-10*24)-25,-(48+24+10)), v2s32(24,24));
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}
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if ((player->hud_flags & HUD_FLAG_BREATHBAR_VISIBLE) &&
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(player->getBreath() < 11))
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drawStatbar(v2s32(floor(0.5 * (float) m_screensize.X + 0.5),
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floor(1 * (float) m_screensize.Y + 0.5)),
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HUD_CORNER_UPPER, 0, "heart.png",
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player->getBreath(), v2s32(25,-(48+24+10)), v2s32(24,24));
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(player->getBreath() < 11)) {
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drawStatbar(v2s32(floor(0.5 * (float)m_screensize.X + 0.5),
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floor(1 * (float) m_screensize.Y + 0.5)),
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HUD_CORNER_UPPER, 0, "bubble.png",
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player->getBreath(), v2s32(25,-(48+24+10)), v2s32(24,24));
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}
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////////////////////////////////////////////////////////////////////////////
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}
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void Hud::drawCrosshair() {
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if (use_crosshair_image) {
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video::ITexture *crosshair = tsrc->getTexture("crosshair.png");
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v2u32 size = crosshair->getOriginalSize();
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@ -495,7 +493,7 @@ void drawItemStack(video::IVideoDriver *driver,
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{
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if(item.empty())
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return;
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const ItemDefinition &def = item.getDefinition(gamedef->idef());
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video::ITexture *texture = gamedef->idef()->getInventoryTexture(def.name, gamedef);
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