GUI: Allow texture packs to customize the progress bar

This commit is contained in:
JPG 2017-03-11 03:45:34 +01:00
parent d34f149bdc
commit cd6df39a2b
2 changed files with 45 additions and 21 deletions

View File

@ -76,6 +76,9 @@ by texture packs. All existing fallback textures can be found in the directory
* `player.png`: front texture of the 2D upright sprite player * `player.png`: front texture of the 2D upright sprite player
* `player_back.png`: back texture of the 2D upright sprite player * `player_back.png`: back texture of the 2D upright sprite player
* `progress_bar.png`: foreground texture of the loading screen's progress bar
* `progress_bar_bg.png`: background texture of the loading screen's progress bar
* `moon.png`: texture of the moon. Default texture is generated by Minetest * `moon.png`: texture of the moon. Default texture is generated by Minetest
* `moon_tonemap.png`: tonemap to be used when `moon.png` was found * `moon_tonemap.png`: tonemap to be used when `moon.png` was found
* `sun.png`: texture of the sun. Default texture is generated by Minetest * `sun.png`: texture of the sun. Default texture is generated by Minetest

View File

@ -592,30 +592,51 @@ void draw_load_screen(const std::wstring &text, IrrlichtDevice* device,
// draw progress bar // draw progress bar
if ((percent >= 0) && (percent <= 100)) { if ((percent >= 0) && (percent <= 100)) {
std::string gamepath = fs::RemoveRelativePathComponents( const std::string &texture_path = g_settings->get("texture_path");
porting::path_share + DIR_DELIM + "textures"); std::string tp_progress_bar = texture_path + "/progress_bar.png";
video::ITexture *progress_img = driver->getTexture( std::string tp_progress_bar_bg = texture_path + "/progress_bar_bg.png";
(gamepath + "/base/pack/progress_bar.png").c_str());
video::ITexture *progress_img_bg = driver->getTexture(
(gamepath + "/base/pack/progress_bar_bg.png").c_str());
const core::dimension2d<u32> &img_size = progress_img_bg->getSize(); if (!(fs::PathExists(tp_progress_bar) &&
u32 imgW = MYMAX(208, img_size.Width); fs::PathExists(tp_progress_bar_bg))) {
u32 imgH = MYMAX(24, img_size.Height); std::string gamepath = fs::RemoveRelativePathComponents(
v2s32 img_pos((screensize.X - imgW) / 2, (screensize.Y - imgH) / 2); porting::path_share + DIR_DELIM + "textures");
tp_progress_bar = gamepath + "/base/pack/progress_bar.png";
tp_progress_bar_bg = gamepath + "/base/pack/progress_bar_bg.png";
}
draw2DImageFilterScaled( video::ITexture *progress_img =
driver, progress_img_bg, driver->getTexture(tp_progress_bar.c_str());
core::rect<s32>(img_pos.X, img_pos.Y, img_pos.X + imgW, img_pos.Y + imgH), video::ITexture *progress_img_bg =
core::rect<s32>(0, 0, img_size.Width, img_size.Height), driver->getTexture(tp_progress_bar_bg.c_str());
0, 0, true);
draw2DImageFilterScaled( if (progress_img && progress_img_bg) {
driver, progress_img, const core::dimension2d<u32> &img_size = progress_img_bg->getSize();
core::rect<s32>(img_pos.X, img_pos.Y, u32 imgW = rangelim(img_size.Width, 200, 600);
img_pos.X + (percent * imgW) / 100, img_pos.Y + imgH), u32 imgH = rangelim(img_size.Height, 24, 72);
core::rect<s32>(0, 0, ((percent * img_size.Width) / 100), img_size.Height), v2s32 img_pos((screensize.X - imgW) / 2, (screensize.Y - imgH) / 2);
0, 0, true);
draw2DImageFilterScaled(
driver, progress_img_bg,
core::rect<s32>(img_pos.X,
img_pos.Y,
img_pos.X + imgW,
img_pos.Y + imgH),
core::rect<s32>(0, 0,
img_size.Width,
img_size.Height),
0, 0, true);
draw2DImageFilterScaled(
driver, progress_img,
core::rect<s32>(img_pos.X,
img_pos.Y,
img_pos.X + (percent * imgW) / 100,
img_pos.Y + imgH),
core::rect<s32>(0, 0,
(percent * img_size.Width) / 100,
img_size.Height),
0, 0, true);
}
} }
guienv->drawAll(); guienv->drawAll();