]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Merge branch 'master' into terencehill/weapon_panel_fix
authorterencehill <piuntn@gmail.com>
Mon, 2 Feb 2015 23:37:19 +0000 (00:37 +0100)
committerterencehill <piuntn@gmail.com>
Mon, 2 Feb 2015 23:37:19 +0000 (00:37 +0100)
Conflicts:
qcsrc/client/hud.qc

1  2 
qcsrc/client/hud.qc

index 89519d627c65b97ef56080b55c71836a9923b9ef,e33b9b0203705e87c0895d687e609dec265492ba..024a0761e4b51ed5ae5fecb8ae6b80f5b818f829
@@@ -132,15 -140,9 +140,15 @@@ vector HUD_Get_Num_Color (float x, floa
        return color;
  }
  
-       float aspect = size_y/size_x;
 +float HUD_GetRowCount(float item_count, vector size, float item_aspect)
 +{
++      float aspect = size_y / size_x;
 +      return bound(1, floor((sqrt(4 * item_aspect * aspect * item_count + aspect * aspect) + aspect + 0.5) / 2), item_count);
 +}
 +
  float stringwidth_colors(string s, vector theSize)
  {
-       return stringwidth(s, TRUE, theSize);
+       return stringwidth(s, true, theSize);
  }
  
  float stringwidth_nocolors(string s, vector theSize)
@@@ -419,16 -421,20 +427,17 @@@ void HUD_Weapons(void
        // declarations
        WepSet weapons_stat = WepSet_GetFromStat();
        float i, f, a;
-       float screen_ar, center_x = 0, center_y;
+       float screen_ar;
+       vector center = '0 0 0';
        float weapon_count, weapon_id;
 -      float row, column, rows = 0, columns = 0;
 +      float row, column, rows = 0, columns;
        float aspect = autocvar_hud_panel_weapons_aspect;
  
 -      float panel_weapon_accuracy;
 -
        float timeout = autocvar_hud_panel_weapons_timeout;
        float timein_effect_length = autocvar_hud_panel_weapons_timeout_speed_in; //? 0.375 : 0);
        float timeout_effect_length = autocvar_hud_panel_weapons_timeout_speed_out; //? 0.75 : 0);
  
-       float barsize_x = 0, barsize_y = 0, baroffset_x = 0, baroffset_y = 0;
 -      float ammo_full;
+       vector barsize = '0 0 0', baroffset = '0 0 0';
        vector ammo_color = '1 0 1';
        float ammo_alpha = 1;
  
                        return;
                }
  
 -              vector max_panel_size = panel_size - '2 2 0' * panel_bg_padding;
 +              vector old_panel_size = panel_size;
 +              if(panel_bg_padding)
 +                      old_panel_size -= '2 2 0' * panel_bg_padding;
  
 -              // calculate distribution and size of table cells
 -              if(max_panel_size.x > max_panel_size.y)
 -              {
 -                      while(weapon_count > columns * rows)
 -                      {
 -                              ++rows;
 -                              columns = ceil(max_panel_size.x / (max_panel_size.y / rows * aspect));
 -                      }
 +              // NOTE: the goal is to use the all-weapons layout and remove unneeded cells
 +              // this way weapon icons always have the same size regardless of owned weapon count
  
 -                      weapon_size.x = max_panel_size.x / columns;
 -                      weapon_size.y = max_panel_size.y / rows;
 -                      columns = ceil(weapon_count / rows);
 -              }
 -              else
 -              {
 -                      while(weapon_count > columns * rows)
 -                      {
 -                              ++columns;
 -                              rows = ceil(max_panel_size.y / (max_panel_size.x / columns / aspect));
 -                      }
 +              // get the all-weapons layout
 +              rows = HUD_GetRowCount(WEP_COUNT, old_panel_size, aspect);
 +              columns = ceil(WEP_COUNT/rows);
-               weapon_size_x = old_panel_size_x / columns;
-               weapon_size_y = old_panel_size_y / rows;
++              weapon_size.x = old_panel_size.x / columns;
++              weapon_size.y = old_panel_size.y / rows;
  
 -                      weapon_size.x = max_panel_size.x / columns;
 -                      weapon_size.y = max_panel_size.y / rows;
 -                      rows = ceil(weapon_count / columns);
 -              }
 +              // reduce rows and columns as needed
 +              columns = ceil(weapon_count / rows);
 +              rows = ceil(weapon_count / columns);
 +
 +              // NOTE: although weapons should aways look the same even if onlyowned is disabled,
 +              // we enlarge them a bit when possible to better match the desired aspect ratio
 +              // as they look much better
-               weapon_size_x = min(old_panel_size_x / columns, aspect * weapon_size_y);
-               weapon_size_y = min(old_panel_size_y / rows, weapon_size_x / aspect);
++              weapon_size.x = min(old_panel_size.x / columns, aspect * weapon_size.y);
++              weapon_size.y = min(old_panel_size.y / rows, weapon_size.x / aspect);
  
                // reduce size of the panel
-               panel_size_x = columns * weapon_size_x;
-               panel_size_y = rows * weapon_size_y;
-               panel_pos_x += (old_panel_size_x - panel_size_x) / 2;
-               panel_pos_y += (old_panel_size_y - panel_size_y) / 2;
+               panel_size.x = columns * weapon_size.x;
+               panel_size.y = rows * weapon_size.y;
 -              panel_pos.x += (max_panel_size.x - panel_size.x) / 2;
 -              panel_pos.y += (max_panel_size.y - panel_size.y) / 2;
 -
 -              panel_size += '2 2 0' * panel_bg_padding;
++              panel_pos.x += (old_panel_size.x - panel_size.x) / 2;
++              panel_pos.y += (old_panel_size.y - panel_size.y) / 2;
 +              if(panel_bg_padding)
 +                      panel_size += '2 2 0' * panel_bg_padding;
        }
        else
                weapon_count = WEP_COUNT;
  
        if(!rows) // if rows is > 0 onlyowned code has already updated these vars
        {
 -              rows = panel_size.y/panel_size.x;
 -              rows = bound(1, floor((sqrt(4 * aspect * rows * weapon_count + rows * rows) + rows + 0.5) / 2), weapon_count);
 +              rows = HUD_GetRowCount(weapon_count, panel_size, aspect);
                columns = ceil(weapon_count/rows);
-               weapon_size = eX * panel_size_x*(1/columns) + eY * panel_size_y*(1/rows);
+               weapon_size = eX * panel_size.x*(1/columns) + eY * panel_size.y*(1/rows);
        }
  
        // calculate position/size for visual bar displaying ammount of ammo status
@@@ -1003,18 -1015,23 +1012,18 @@@ void HUD_Ammo(void
        else
                nade_prevstatus = nade_prevframe = nade_statuschange_time = 0;
  
 -      rows = mySize.y/mySize.x;
 -      rows = bound(1, floor((sqrt(4 * (3/1) * rows * (total_ammo_count) + rows * rows) + rows + 0.5) / 2), (total_ammo_count));
 -      //                               ^^^ ammo item aspect goes here
 -
 +      rows = HUD_GetRowCount(total_ammo_count, mySize, 3);
        columns = ceil((total_ammo_count)/rows);
-       ammo_size = eX * mySize_x*(1/columns) + eY * mySize_y*(1/rows);
 -
+       ammo_size = eX * mySize.x*(1/columns) + eY * mySize.y*(1/rows);
  
-       local vector offset = '0 0 0'; // fteqcc sucks
 -
+       vector offset = '0 0 0'; // fteqcc sucks
        float newSize;
-       if(ammo_size_x/ammo_size_y > 3)
+       if(ammo_size.x/ammo_size.y > 3)
        {
-               newSize = 3 * ammo_size_y;
-               offset_x = ammo_size_x - newSize;
-               pos_x += offset_x/2;
-               ammo_size_x = newSize;
+               newSize = 3 * ammo_size.y;
+               offset.x = ammo_size.x - newSize;
+               pos.x += offset.x/2;
+               ammo_size.x = newSize;
        }
        else
        {
@@@ -2292,17 -2309,21 +2301,17 @@@ void HUD_Score(void
                }
                if(spectatee_status == -1)
                {
 -                      rows = mySize.y/mySize.x;
 -                      rows = bound(1, floor((sqrt(4 * (3/1) * rows * team_count + rows * rows) + rows + 0.5) / 2), team_count);
 -                      //                               ^^^ ammo item aspect goes here
 -
 +                      rows = HUD_GetRowCount(team_count, mySize, 3);
                        columns = ceil(team_count/rows);
-                       score_size = eX * mySize_x*(1/columns) + eY * mySize_y*(1/rows);
 -
+                       score_size = eX * mySize.x*(1/columns) + eY * mySize.y*(1/rows);
  
                        float newSize;
-                       if(score_size_x/score_size_y > 3)
+                       if(score_size.x/score_size.y > 3)
                        {
-                               newSize = 3 * score_size_y;
-                               offset_x = score_size_x - newSize;
-                               pos_x += offset_x/2;
-                               score_size_x = newSize;
+                               newSize = 3 * score_size.y;
+                               offset.x = score_size.x - newSize;
+                               pos.x += offset.x/2;
+                               score_size.x = newSize;
                        }
                        else
                        {
@@@ -3324,10 -3336,11 +3323,10 @@@ void HUD_Mod_Dom(vector myPos, vector m
  {
        mod_active = 1; // required in each mod function that always shows something
  
-       float layout = autocvar_hud_panel_modicons_dom_layout;
+       int layout = autocvar_hud_panel_modicons_dom_layout;
        float rows, columns, aspect_ratio;
 -      rows = mySize.y/mySize.x;
        aspect_ratio = (layout) ? 3 : 1;
 -      rows = bound(1, floor((sqrt((4 * aspect_ratio * team_count + rows) * rows) + rows + 0.5) / 2), team_count);
 +      rows = HUD_GetRowCount(team_count, mySize, aspect_ratio);
        columns = ceil(team_count/rows);
  
        int i;