*/
#include "drawscene.h"
-#include "main.h" // for g_settings
#include "settings.h"
#include "clouds.h"
#include "clientmap.h"
#include "util/timetaker.h"
+#include "fontengine.h"
+#include "guiscalingfilter.h"
typedef enum {
LEFT = -1,
}
void init_texture(video::IVideoDriver* driver, const v2u32& screensize,
- video::ITexture** texture)
+ video::ITexture** texture, const char* name)
{
if (*texture != NULL)
{
driver->removeTexture(*texture);
}
*texture = driver->addRenderTargetTexture(
- core::dimension2d<u32>(screensize.X, screensize.Y));
+ core::dimension2d<u32>(screensize.X, screensize.Y), name,
+ irr::video::ECF_A8R8G8B8);
}
video::ITexture* draw_image(const v2u32& screensize,
video::ITexture* image = NULL;
if (screensize != last_screensize) {
- init_texture(driver, screensize, &images[1]);
- image = images[1];
- init_texture(driver, screensize, &images[0]);
- image = images[0];
+ init_texture(driver, screensize, &images[1], "mt_drawimage_img1");
+ init_texture(driver, screensize, &images[0], "mt_drawimage_img2");
last_screensize = screensize;
}
+ if (psign == RIGHT)
+ image = images[1];
+ else
+ image = images[0];
+
driver->setRenderTarget(image, true, true,
irr::video::SColor(255,
skycolor.getRed(), skycolor.getGreen(), skycolor.getBlue()));
video::SColor skycolor, gui::IGUIEnvironment* guienv, Camera& camera )
{
static video::ITexture* image = NULL;
- init_texture(driver, screensize, &image);
+ init_texture(driver, screensize, &image, "mt_drawimage_hud");
driver->setRenderTarget(image, true, true,
irr::video::SColor(255,0,0,0));
//makeColorKeyTexture mirrors texture so we do it twice to get it right again
driver->makeColorKeyTexture(hudtexture, irr::video::SColor(255, 0, 0, 0));
- driver->draw2DImage(left_image,
+ draw2DImageFilterScaled(driver, left_image,
irr::core::rect<s32>(0, 0, screensize.X/2, screensize.Y),
irr::core::rect<s32>(0, 0, screensize.X, screensize.Y), 0, 0, false);
- driver->draw2DImage(hudtexture,
+ draw2DImageFilterScaled(driver, hudtexture,
irr::core::rect<s32>(0, 0, screensize.X/2, screensize.Y),
irr::core::rect<s32>(0, 0, screensize.X, screensize.Y), 0, 0, true);
- driver->draw2DImage(right_image,
+ draw2DImageFilterScaled(driver, right_image,
irr::core::rect<s32>(screensize.X/2, 0, screensize.X, screensize.Y),
irr::core::rect<s32>(0, 0, screensize.X, screensize.Y), 0, 0, false);
- driver->draw2DImage(hudtexture,
+ draw2DImageFilterScaled(driver, hudtexture,
irr::core::rect<s32>(screensize.X/2, 0, screensize.X, screensize.Y),
irr::core::rect<s32>(0, 0, screensize.X, screensize.Y), 0, 0, true);
//makeColorKeyTexture mirrors texture so we do it twice to get it right again
driver->makeColorKeyTexture(hudtexture, irr::video::SColor(255, 0, 0, 0));
- driver->draw2DImage(left_image,
+ draw2DImageFilterScaled(driver, left_image,
irr::core::rect<s32>(0, 0, screensize.X, screensize.Y/2),
irr::core::rect<s32>(0, 0, screensize.X, screensize.Y), 0, 0, false);
- driver->draw2DImage(hudtexture,
+ draw2DImageFilterScaled(driver, hudtexture,
irr::core::rect<s32>(0, 0, screensize.X, screensize.Y/2),
irr::core::rect<s32>(0, 0, screensize.X, screensize.Y), 0, 0, true);
- driver->draw2DImage(right_image,
+ draw2DImageFilterScaled(driver, right_image,
irr::core::rect<s32>(0, screensize.Y/2, screensize.X, screensize.Y),
irr::core::rect<s32>(0, 0, screensize.X, screensize.Y), 0, 0, false);
- driver->draw2DImage(hudtexture,
+ draw2DImageFilterScaled(driver, hudtexture,
irr::core::rect<s32>(0, screensize.Y/2, screensize.X, screensize.Y),
irr::core::rect<s32>(0, 0, screensize.X, screensize.Y), 0, 0, true);
gui::IGUIEnvironment* guienv, std::vector<aabb3f> hilightboxes,
const v2u32& screensize, video::SColor skycolor, bool show_hud)
{
- //TODO check if usefull
- u32 scenetime = 0;
- {
- TimeTaker timer("smgr");
+ TimeTaker timer("smgr");
- bool draw_wield_tool = (show_hud &&
- (player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE) &&
- camera.getCameraMode() < CAMERA_MODE_THIRD );
+ bool draw_wield_tool = (show_hud &&
+ (player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE) &&
+ camera.getCameraMode() < CAMERA_MODE_THIRD );
- bool draw_crosshair = ((player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) &&
- (camera.getCameraMode() != CAMERA_MODE_THIRD_FRONT));
+ bool draw_crosshair = ((player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) &&
+ (camera.getCameraMode() != CAMERA_MODE_THIRD_FRONT));
#ifdef HAVE_TOUCHSCREENGUI
- try {
- draw_crosshair = !g_settings->getBool("touchtarget");
- }
- catch(SettingNotFoundException) {}
+ try {
+ draw_crosshair = !g_settings->getBool("touchtarget");
+ }
+ catch(SettingNotFoundException) {}
#endif
- std::string draw_mode = g_settings->get("3d_mode");
-
- smgr->drawAll();
-
- if (draw_mode == "anaglyph")
- {
- draw_anaglyph_3d_mode(camera, show_hud, hud, hilightboxes, driver,
- smgr, draw_wield_tool, client, guienv);
- draw_crosshair = false;
- }
- else if (draw_mode == "interlaced")
- {
- draw_interlaced_3d_mode(camera, show_hud, hud, hilightboxes, driver,
- smgr, screensize, draw_wield_tool, client, guienv, skycolor);
- draw_crosshair = false;
- }
- else if (draw_mode == "sidebyside")
- {
- draw_sidebyside_3d_mode(camera, show_hud, hud, hilightboxes, driver,
- smgr, screensize, draw_wield_tool, client, guienv, skycolor);
- show_hud = false;
- }
- else if (draw_mode == "topbottom")
- {
- draw_top_bottom_3d_mode(camera, show_hud, hud, hilightboxes, driver,
- smgr, screensize, draw_wield_tool, client, guienv, skycolor);
- show_hud = false;
- }
- else {
- draw_plain(camera, show_hud, hud, hilightboxes, driver,
- draw_wield_tool, client, guienv);
- }
-
- /*
- Post effects
- */
- {
- client.getEnv().getClientMap().renderPostFx(camera.getCameraMode());
- }
-
- //TODO how to make those 3d too
- if (show_hud)
- {
- if (draw_crosshair)
- hud.drawCrosshair();
- hud.drawHotbar(client.getPlayerItem());
- hud.drawLuaElements(camera.getOffset());
- }
+ std::string draw_mode = g_settings->get("3d_mode");
- guienv->drawAll();
+ smgr->drawAll();
+
+ if (draw_mode == "anaglyph")
+ {
+ draw_anaglyph_3d_mode(camera, show_hud, hud, hilightboxes, driver,
+ smgr, draw_wield_tool, client, guienv);
+ draw_crosshair = false;
+ }
+ else if (draw_mode == "interlaced")
+ {
+ draw_interlaced_3d_mode(camera, show_hud, hud, hilightboxes, driver,
+ smgr, screensize, draw_wield_tool, client, guienv, skycolor);
+ draw_crosshair = false;
+ }
+ else if (draw_mode == "sidebyside")
+ {
+ draw_sidebyside_3d_mode(camera, show_hud, hud, hilightboxes, driver,
+ smgr, screensize, draw_wield_tool, client, guienv, skycolor);
+ show_hud = false;
+ }
+ else if (draw_mode == "topbottom")
+ {
+ draw_top_bottom_3d_mode(camera, show_hud, hud, hilightboxes, driver,
+ smgr, screensize, draw_wield_tool, client, guienv, skycolor);
+ show_hud = false;
+ }
+ else {
+ draw_plain(camera, show_hud, hud, hilightboxes, driver,
+ draw_wield_tool, client, guienv);
+ }
- scenetime = timer.stop(true);
+ /*
+ Post effects
+ */
+ {
+ client.getEnv().getClientMap().renderPostFx(camera.getCameraMode());
+ }
+
+ //TODO how to make those 3d too
+ if (show_hud)
+ {
+ if (draw_crosshair)
+ hud.drawCrosshair();
+ hud.drawHotbar(client.getPlayerItem());
+ hud.drawLuaElements(camera.getOffset());
}
+ guienv->drawAll();
+
+ timer.stop(true);
}
/*
Text will be removed when the screen is drawn the next time.
Additionally, a progressbar can be drawn when percent is set between 0 and 100.
*/
-/*gui::IGUIStaticText **/
void draw_load_screen(const std::wstring &text, IrrlichtDevice* device,
- gui::IGUIEnvironment* guienv, gui::IGUIFont* font, float dtime,
- int percent, bool clouds )
+ gui::IGUIEnvironment* guienv, float dtime, int percent, bool clouds )
{
- video::IVideoDriver* driver = device->getVideoDriver();
- v2u32 screensize = driver->getScreenSize();
- const wchar_t *loadingtext = text.c_str();
- core::vector2d<u32> textsize_u = font->getDimension(loadingtext);
- core::vector2d<s32> textsize(textsize_u.X,textsize_u.Y);
- core::vector2d<s32> center(screensize.X/2, screensize.Y/2);
- core::rect<s32> textrect(center - textsize/2, center + textsize/2);
+ video::IVideoDriver* driver = device->getVideoDriver();
+ v2u32 screensize = porting::getWindowSize();
+
+ v2s32 textsize(g_fontengine->getTextWidth(text), g_fontengine->getLineHeight());
+ v2s32 center(screensize.X / 2, screensize.Y / 2);
+ core::rect<s32> textrect(center - textsize / 2, center + textsize / 2);
gui::IGUIStaticText *guitext = guienv->addStaticText(
- loadingtext, textrect, false, false);
+ text.c_str(), textrect, false, false);
guitext->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_UPPERLEFT);
bool cloud_menu_background = clouds && g_settings->getBool("menu_clouds");
{
g_menuclouds->step(dtime*3);
g_menuclouds->render();
- driver->beginScene(true, true, video::SColor(255,140,186,250));
+ driver->beginScene(true, true, video::SColor(255, 140, 186, 250));
g_menucloudsmgr->drawAll();
}
else
- driver->beginScene(true, true, video::SColor(255,0,0,0));
+ driver->beginScene(true, true, video::SColor(255, 0, 0, 0));
- if (percent >= 0 && percent <= 100) // draw progress bar
+ // draw progress bar
+ if ((percent >= 0) && (percent <= 100))
{
- core::vector2d<s32> barsize(256,32);
- core::rect<s32> barrect(center-barsize/2, center+barsize/2);
- driver->draw2DRectangle(video::SColor(255,255,255,255),barrect, NULL); // border
- driver->draw2DRectangle(video::SColor(255,64,64,64), core::rect<s32> (
- barrect.UpperLeftCorner+1,
+ v2s32 barsize(
+ // 342 is (approximately) 256/0.75 to keep bar on same size as
+ // before with default settings
+ 342 * porting::getDisplayDensity() *
+ g_settings->getFloat("gui_scaling"),
+ g_fontengine->getTextHeight() * 2);
+
+ core::rect<s32> barrect(center - barsize / 2, center + barsize / 2);
+ driver->draw2DRectangle(video::SColor(255, 255, 255, 255),barrect, NULL); // border
+ driver->draw2DRectangle(video::SColor(255, 64, 64, 64), core::rect<s32> (
+ barrect.UpperLeftCorner + 1,
barrect.LowerRightCorner-1), NULL); // black inside the bar
- driver->draw2DRectangle(video::SColor(255,128,128,128), core::rect<s32> (
- barrect.UpperLeftCorner+1,
+ driver->draw2DRectangle(video::SColor(255, 128, 128, 128), core::rect<s32> (
+ barrect.UpperLeftCorner + 1,
core::vector2d<s32>(
- barrect.LowerRightCorner.X-(barsize.X-1)+percent*(barsize.X-2)/100,
- barrect.LowerRightCorner.Y-1)), NULL); // the actual progress
+ barrect.LowerRightCorner.X -
+ (barsize.X - 1) + percent * (barsize.X - 2) / 100,
+ barrect.LowerRightCorner.Y - 1)), NULL); // the actual progress
}
guienv->drawAll();
driver->endScene();