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Add z-index management to HUD

This commit is contained in:
Pierre-Yves Rollo
2019-11-04 09:30:02 +01:00
committed by rubenwardy
parent f6de86ce4b
commit cf7fda0083
10 changed files with 57 additions and 7 deletions

View File

@@ -131,6 +131,7 @@ struct ClientEvent
v2f *offset;
v3f *world_pos;
v2s32 *size;
s16 z_index;
} hudadd;
struct
{

View File

@@ -2650,6 +2650,7 @@ void Game::handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam)
e->offset = *event->hudadd.offset;
e->world_pos = *event->hudadd.world_pos;
e->size = *event->hudadd.size;
e->z_index = event->hudadd.z_index;
hud_server_to_client[server_id] = player->addHud(e);
delete event->hudadd.pos;
@@ -2728,6 +2729,10 @@ void Game::handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *ca
case HUD_STAT_SIZE:
e->size = *event->hudchange.v2s32data;
break;
case HUD_STAT_Z_INDEX:
e->z_index = event->hudchange.data;
break;
}
delete event->hudchange.v3fdata;

View File

@@ -283,11 +283,25 @@ void Hud::drawLuaElements(const v3s16 &camera_offset)
{
u32 text_height = g_fontengine->getTextHeight();
irr::gui::IGUIFont* font = g_fontengine->getFont();
// Reorder elements by z_index
std::vector<size_t> ids;
for (size_t i = 0; i != player->maxHudId(); i++) {
HudElement *e = player->getHud(i);
if (!e)
continue;
auto it = ids.begin();
while (it != ids.end() && player->getHud(*it)->z_index <= e->z_index)
++it;
ids.insert(it, i);
}
for (size_t i : ids) {
HudElement *e = player->getHud(i);
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) {