]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/hud.cpp
Biome API: Re-calculate biome at every surface in a mapchunk column
[dragonfireclient.git] / src / hud.cpp
index 59e8b8f2717625802b09acee093a7ac763f1c5e1..29ebb810309501e67d5c73a15793143f998fcec8 100644 (file)
@@ -51,29 +51,29 @@ Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr,
        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("gui_scaling");
+       m_hotbar_imagesize *= g_settings->getFloat("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;
        }
-       
+
        tsrc = gamedef->getTextureSource();
-       
+
        v3f crosshair_color = g_settings->getV3F("crosshair_color");
        u32 cross_r = rangelim(myround(crosshair_color.X), 0, 255);
        u32 cross_g = rangelim(myround(crosshair_color.Y), 0, 255);
        u32 cross_b = rangelim(myround(crosshair_color.Z), 0, 255);
        u32 cross_a = rangelim(g_settings->getS32("crosshair_alpha"), 0, 255);
        crosshair_argb = video::SColor(cross_a, cross_r, cross_g, cross_b);
-       
+
        v3f selectionbox_color = g_settings->getV3F("selectionbox_color");
        u32 sbox_r = rangelim(myround(selectionbox_color.X), 0, 255);
        u32 sbox_g = rangelim(myround(selectionbox_color.Y), 0, 255);
        u32 sbox_b = rangelim(myround(selectionbox_color.Z), 0, 255);
        selectionbox_argb = video::SColor(255, sbox_r, sbox_g, sbox_b);
-       
+
        use_crosshair_image = tsrc->isKnownSourceImage("crosshair.png");
 
        hotbar_image = "";
@@ -244,7 +244,7 @@ void Hud::drawLuaElements(v3s16 camera_offset) {
                HudElement *e = player->getHud(i);
                if (!e)
                        continue;
-               
+
                v2s32 pos(floor(e->pos.X * (float) m_screensize.X + 0.5),
                                floor(e->pos.Y * (float) m_screensize.Y + 0.5));
                switch (e->type) {
@@ -331,26 +331,22 @@ void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture,
 {
        const video::SColor color(255, 255, 255, 255);
        const video::SColor colors[] = {color, color, color, color};
-       
+
        video::ITexture *stat_texture = tsrc->getTexture(texture);
        if (!stat_texture)
                return;
-               
+
        core::dimension2di srcd(stat_texture->getOriginalSize());
        core::dimension2di dstd;
        if (size == v2s32()) {
                dstd = srcd;
        } else {
-               dstd.Height = size.Y * g_settings->getFloat("gui_scaling") *
-                               porting::getDisplayDensity();
-               dstd.Width  = size.X * g_settings->getFloat("gui_scaling") *
-                               porting::getDisplayDensity();
-
-               offset.X *= g_settings->getFloat("gui_scaling") *
-                               porting::getDisplayDensity();
-
-               offset.Y *= g_settings->getFloat("gui_scaling") *
+               double size_factor = g_settings->getFloat("hud_scaling") *
                                porting::getDisplayDensity();
+               dstd.Height = size.Y * size_factor;
+               dstd.Width  = size.X * size_factor;
+               offset.X *= size_factor;
+               offset.Y *= size_factor;
        }
 
        v2s32 p = pos;
@@ -375,7 +371,7 @@ void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture,
        }
        steppos.X *= dstd.Width;
        steppos.Y *= dstd.Height;
-       
+
        for (s32 i = 0; i < count / 2; i++)
        {
                core::rect<s32> srcrect(0, 0, srcd.Width, srcd.Height);
@@ -385,7 +381,7 @@ void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture,
                driver->draw2DImage(stat_texture, dstrect, srcrect, NULL, colors, true);
                p += steppos;
        }
-       
+
        if (count % 2 == 1)
        {
                core::rect<s32> srcrect(0, 0, srcd.Width / 2, srcd.Height);
@@ -406,7 +402,7 @@ void Hud::drawHotbar(u16 playeritem) {
                //silently ignore this we may not be initialized completely
                return;
        }
-       
+
        s32 hotbar_itemcount = player->hud_hotbar_itemcount;
        s32 width = hotbar_itemcount * (m_hotbar_imagesize + m_padding * 2);
        v2s32 pos = centerlowerpos - v2s32(width / 2, m_hotbar_imagesize + m_padding * 3);
@@ -432,24 +428,26 @@ void Hud::drawHotbar(u16 playeritem) {
        //////////////////////////// compatibility code to be removed //////////////
        // this is ugly as hell but there's no other way to keep compatibility to
        // old servers
-       if ( player->hud_flags & HUD_FLAG_HEALTHBAR_VISIBLE)
-               drawStatbar(v2s32(floor(0.5 * (float) m_screensize.X + 0.5),
-                               floor(1 * (float) m_screensize.Y + 0.5)),
-                               HUD_CORNER_UPPER, 0, "heart.png",
-                               player->hp, v2s32((-10*24)-25,-(48+24+10)), v2s32(24,24));
+       if ((player->hud_flags & HUD_FLAG_HEALTHBAR_VISIBLE)) {
+               drawStatbar(v2s32(floor(0.5 * (float)m_screensize.X + 0.5),
+                       floor(1 * (float) m_screensize.Y + 0.5)),
+                       HUD_CORNER_UPPER, 0, "heart.png",
+                       player->hp, v2s32((-10*24)-25,-(48+24+10)), v2s32(24,24));
+       }
 
        if ((player->hud_flags & HUD_FLAG_BREATHBAR_VISIBLE) &&
-                       (player->getBreath() < 11))
-               drawStatbar(v2s32(floor(0.5 * (float) m_screensize.X + 0.5),
-                               floor(1 * (float) m_screensize.Y + 0.5)),
-                               HUD_CORNER_UPPER, 0, "heart.png",
-                               player->getBreath(), v2s32(25,-(48+24+10)), v2s32(24,24));
+                       (player->getBreath() < 11)) {
+               drawStatbar(v2s32(floor(0.5 * (float)m_screensize.X + 0.5),
+                       floor(1 * (float) m_screensize.Y + 0.5)),
+                       HUD_CORNER_UPPER, 0, "bubble.png",
+                       player->getBreath(), v2s32(25,-(48+24+10)), v2s32(24,24));
+       }
        ////////////////////////////////////////////////////////////////////////////
 }
 
 
 void Hud::drawCrosshair() {
-               
+
        if (use_crosshair_image) {
                video::ITexture *crosshair = tsrc->getTexture("crosshair.png");
                v2u32 size  = crosshair->getOriginalSize();
@@ -479,7 +477,7 @@ void Hud::drawSelectionBoxes(std::vector<aabb3f> &hilightboxes) {
 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("gui_scaling");
+               m_hotbar_imagesize *= g_settings->getFloat("hud_scaling");
                m_padding = m_hotbar_imagesize / 12;
                m_screensize = porting::getWindowSize();
                m_displaycenter = v2s32(m_screensize.X/2,m_screensize.Y/2);
@@ -495,7 +493,7 @@ void drawItemStack(video::IVideoDriver *driver,
 {
        if(item.empty())
                return;
-       
+
        const ItemDefinition &def = item.getDefinition(gamedef->idef());
        video::ITexture *texture = gamedef->idef()->getInventoryTexture(def.name, gamedef);