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-rw-r--r--src/client.cpp2
-rw-r--r--src/hud.cpp48
-rw-r--r--src/hud.h6
3 files changed, 28 insertions, 28 deletions
diff --git a/src/client.cpp b/src/client.cpp
index 2a8e02d6e..4ffcec6ba 100644
--- a/src/client.cpp
+++ b/src/client.cpp
@@ -265,7 +265,7 @@ Client::Client(
m_cache_smooth_lighting = g_settings->getBool("smooth_lighting");
m_cache_enable_shaders = g_settings->getBool("enable_shaders");
m_cache_use_tangent_vertices = m_cache_enable_shaders && (
- g_settings->getBool("enable_bumpmapping") ||
+ g_settings->getBool("enable_bumpmapping") ||
g_settings->getBool("enable_parallax_occlusion"));
}
diff --git a/src/hud.cpp b/src/hud.cpp
index 862365652..d72141899 100644
--- a/src/hud.cpp
+++ b/src/hud.cpp
@@ -41,7 +41,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr,
gui::IGUIEnvironment* guienv, IGameDef *gamedef, LocalPlayer *player,
- Inventory *inventory) {
+ Inventory *inventory)
+{
this->driver = driver;
this->smgr = smgr;
this->guienv = guienv;
@@ -49,16 +50,15 @@ Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr,
this->player = player;
this->inventory = inventory;
+ m_hud_scaling = g_settings->getFloat("hud_scaling");
m_screensize = v2u32(0, 0);
m_displaycenter = v2s32(0, 0);
m_hotbar_imagesize = floor(HOTBAR_IMAGE_SIZE * porting::getDisplayDensity() + 0.5);
- m_hotbar_imagesize *= g_settings->getFloat("hud_scaling");
+ m_hotbar_imagesize *= m_hud_scaling;
m_padding = m_hotbar_imagesize / 12;
- const video::SColor hbar_color(255, 255, 255, 255);
- for (unsigned int i=0; i < 4; i++ ){
- hbar_colors[i] = hbar_color;
- }
+ for (unsigned int i = 0; i < 4; i++)
+ hbar_colors[i] = video::SColor(255, 255, 255, 255);
tsrc = gamedef->getTextureSource();
@@ -196,8 +196,8 @@ void Hud::drawItem(const ItemStack &item, const core::rect<s32>& rect,
}
//NOTE: selectitem = 0 -> no selected; selectitem 1-based
-void Hud::drawItems(v2s32 upperleftpos, s32 itemcount, s32 inv_offset,
- InventoryList *mainlist, u16 selectitem, u16 direction, const v2s32 &offset)
+void Hud::drawItems(v2s32 upperleftpos, v2s32 screen_offset, s32 itemcount,
+ s32 inv_offset, InventoryList *mainlist, u16 selectitem, u16 direction)
{
#ifdef HAVE_TOUCHSCREENGUI
if (g_touchscreengui && inv_offset == 0)
@@ -213,8 +213,8 @@ void Hud::drawItems(v2s32 upperleftpos, s32 itemcount, s32 inv_offset,
}
// Position of upper left corner of bar
- v2s32 pos = upperleftpos + offset;
- pos *= g_settings->getFloat("hud_scaling") * porting::getDisplayDensity();
+ v2s32 pos = upperleftpos + screen_offset;
+ pos *= m_hud_scaling * porting::getDisplayDensity();
if (hotbar_image != player->hotbar_image) {
hotbar_image = player->hotbar_image;
@@ -235,7 +235,7 @@ void Hud::drawItems(v2s32 upperleftpos, s32 itemcount, s32 inv_offset,
/* draw customized item background */
if (use_hotbar_image) {
core::rect<s32> imgrect2(-m_padding/2, -m_padding/2,
- width+m_padding/2, height+m_padding/2);
+ width+m_padding/2, height+m_padding/2);
core::rect<s32> rect2 = imgrect2 + pos;
video::ITexture *texture = tsrc->getTexture(hotbar_image);
core::dimension2di imgsize(texture->getOriginalSize());
@@ -265,7 +265,7 @@ void Hud::drawItems(v2s32 upperleftpos, s32 itemcount, s32 inv_offset,
break;
}
- drawItem(mainlist->getItem(i), (imgrect + pos + steppos), (i +1) == selectitem );
+ drawItem(mainlist->getItem(i), (imgrect + pos + steppos), (i + 1) == selectitem);
#ifdef HAVE_TOUCHSCREENGUI
if (g_touchscreengui)
@@ -327,8 +327,8 @@ void Hud::drawLuaElements(const v3s16 &camera_offset)
break; }
case HUD_ELEM_INVENTORY: {
InventoryList *inv = inventory->getList(e->text);
- v2s32 offs(e->offset.X, e->offset.Y);
- drawItems(pos, e->number, 0, inv, e->item, e->dir, offs);
+ drawItems(pos, v2s32(e->offset.X, e->offset.Y), e->number, 0,
+ inv, e->item, e->dir);
break; }
case HUD_ELEM_WAYPOINT: {
v3f p_pos = player->getPosition() / BS;
@@ -381,8 +381,7 @@ void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture,
if (size == v2s32()) {
dstd = srcd;
} else {
- double size_factor = g_settings->getFloat("hud_scaling") *
- porting::getDisplayDensity();
+ float size_factor = m_hud_scaling * porting::getDisplayDensity();
dstd.Height = size.Y * size_factor;
dstd.Width = size.X * size_factor;
offset.X *= size_factor;
@@ -450,18 +449,19 @@ void Hud::drawHotbar(u16 playeritem) {
if ( (float) width / (float) porting::getWindowSize().X <=
g_settings->getFloat("hud_hotbar_max_width")) {
if (player->hud_flags & HUD_FLAG_HOTBAR_VISIBLE) {
- drawItems(pos, hotbar_itemcount, 0, mainlist, playeritem + 1, 0);
+ drawItems(pos, v2s32(0, 0), hotbar_itemcount, 0, mainlist, playeritem + 1, 0);
}
- }
- else {
+ } else {
pos.X += width/4;
v2s32 secondpos = pos;
pos = pos - v2s32(0, m_hotbar_imagesize + m_padding);
if (player->hud_flags & HUD_FLAG_HOTBAR_VISIBLE) {
- drawItems(pos, hotbar_itemcount/2, 0, mainlist, playeritem + 1, 0);
- drawItems(secondpos, hotbar_itemcount, hotbar_itemcount/2, mainlist, playeritem + 1, 0);
+ drawItems(pos, v2s32(0, 0), hotbar_itemcount / 2, 0,
+ mainlist, playeritem + 1, 0);
+ drawItems(secondpos, v2s32(0, 0), hotbar_itemcount,
+ hotbar_itemcount / 2, mainlist, playeritem + 1, 0);
}
}
@@ -486,8 +486,8 @@ void Hud::drawHotbar(u16 playeritem) {
}
-void Hud::drawCrosshair() {
-
+void Hud::drawCrosshair()
+{
if (use_crosshair_image) {
video::ITexture *crosshair = tsrc->getTexture("crosshair.png");
v2u32 size = crosshair->getOriginalSize();
@@ -600,7 +600,7 @@ void Hud::updateSelectionMesh(const v3s16 &camera_offset)
void Hud::resizeHotbar() {
if (m_screensize != porting::getWindowSize()) {
m_hotbar_imagesize = floor(HOTBAR_IMAGE_SIZE * porting::getDisplayDensity() + 0.5);
- m_hotbar_imagesize *= g_settings->getFloat("hud_scaling");
+ m_hotbar_imagesize *= m_hud_scaling;
m_padding = m_hotbar_imagesize / 12;
m_screensize = porting::getWindowSize();
m_displaycenter = v2s32(m_screensize.X/2,m_screensize.Y/2);
diff --git a/src/hud.h b/src/hud.h
index a28416a3c..0b69c58da 100644
--- a/src/hud.h
+++ b/src/hud.h
@@ -148,13 +148,13 @@ private:
void drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture,
s32 count, v2s32 offset, v2s32 size=v2s32());
- void drawItems(v2s32 upperleftpos, s32 itemcount, s32 inv_offset,
- InventoryList *mainlist, u16 selectitem, u16 direction,
- const v2s32 &offset = v2s32(0, 0));
+ void drawItems(v2s32 upperleftpos, v2s32 screen_offset, s32 itemcount,
+ s32 inv_offset, InventoryList *mainlist, u16 selectitem, u16 direction);
void drawItem(const ItemStack &item, const core::rect<s32>& rect,
bool selected);
+ float m_hud_scaling;
v3s16 m_camera_offset;
v2u32 m_screensize;
v2s32 m_displaycenter;