diff --git a/builtin/game/statbars.lua b/builtin/game/statbars.lua index c0d49332f..61a8b9077 100644 --- a/builtin/game/statbars.lua +++ b/builtin/game/statbars.lua @@ -7,7 +7,7 @@ local health_bar_definition = number = 20, direction = 0, size = { x=24, y=24 }, - offset = { x=(-10*24)-25, y=-(48+24+10)}, + offset = { x=(-10*24)-25, y=-(48+24+16)}, } local breath_bar_definition = @@ -18,7 +18,7 @@ local breath_bar_definition = number = 20, direction = 0, size = { x=24, y=24 }, - offset = {x=25,y=-(48+24+10)}, + offset = {x=25,y=-(48+24+16)}, } local hud_ids = {} diff --git a/src/hud.cpp b/src/hud.cpp index a74d926d7..29ebb8103 100644 --- a/src/hud.cpp +++ b/src/hud.cpp @@ -58,22 +58,22 @@ Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr, 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("hud_scaling") * - porting::getDisplayDensity(); - dstd.Width = size.X * g_settings->getFloat("hud_scaling") * - porting::getDisplayDensity(); - - offset.X *= g_settings->getFloat("hud_scaling") * - porting::getDisplayDensity(); - - offset.Y *= g_settings->getFloat("hud_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 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 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(); @@ -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);