From: Severin Meyer Date: Wed, 4 Feb 2015 20:05:58 +0000 (+0100) Subject: Distribute the icons on the weapons panel more symmetrically and snap the panel to... X-Git-Tag: xonotic-v0.8.1~106^2~12 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=586620c1d93a44e3b29ef45fd8633910583fccbf;p=xonotic%2Fxonotic-data.pk3dir.git Distribute the icons on the weapons panel more symmetrically and snap the panel to the screen edge --- diff --git a/qcsrc/client/hud.qc b/qcsrc/client/hud.qc index 024a0761e..9a54ceb92 100644 --- a/qcsrc/client/hud.qc +++ b/qcsrc/client/hud.qc @@ -529,12 +529,7 @@ void HUD_Weapons(void) return; } - vector old_panel_size = panel_size; - if(panel_bg_padding) - old_panel_size -= '2 2 0' * panel_bg_padding; - - // 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 + vector old_panel_size = panel_size - '2 2 0' * panel_bg_padding; // get the all-weapons layout rows = HUD_GetRowCount(WEP_COUNT, old_panel_size, aspect); @@ -543,22 +538,41 @@ void HUD_Weapons(void) weapon_size.y = old_panel_size.y / rows; // 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, + // NOTE: although weapons should aways look the same even if onlyowned is enabled, // 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); + if(rows > columns) + { + columns = ceil(weapon_count / rows); + rows = ceil(weapon_count / columns); + 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); + } + else + { + rows = ceil(weapon_count / columns); + columns = ceil(weapon_count / rows); + 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; - if(panel_bg_padding) - panel_size += '2 2 0' * panel_bg_padding; + + // center the resized panel, or snap it to the screen edge when close enough + if(panel_pos.x) + if(panel_pos.x + old_panel_size.x > vid_conwidth * 0.999) + panel_pos.x += old_panel_size.x - panel_size.x; + else + panel_pos.x += (old_panel_size.x - panel_size.x) / 2; + + if(panel_pos.y) + if(panel_pos.y + old_panel_size.y > vid_conheight * 0.999) + panel_pos.y += old_panel_size.y - panel_size.y; + else + panel_pos.y += (old_panel_size.y - panel_size.y) / 2; + + panel_size += '2 2 0' * panel_bg_padding; } else weapon_count = WEP_COUNT;