]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/hud.qc
Fix for #1465 "joining server while on map selection screen locks cursor"
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / hud.qc
index 8463117dfd4c7c6f58ed9c5745e343c04573b968..74a5df16627d45735fbbbbb876475ea428da3bf8 100644 (file)
@@ -592,30 +592,26 @@ void HUD_Weapons(void)
                weapon_size.x = padded_panel_size.x / columns;
                weapon_size.y = padded_panel_size.y / rows;
 
-               // reduce table trying to keep the original table proportions as much as possible
-               vertical_order = (columns >= rows);
-               if(vertical_order)
-               {
-                       rows = ceil(sqrt(weapon_count / (columns / rows)));
-                       columns = ceil(weapon_count / rows);
-               }
-               else
-               {
-                       columns = ceil(sqrt(weapon_count / (rows / columns)));
-                       rows = ceil(weapon_count / columns);
-               }
-
                // 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
-               if(padded_panel_size.y > padded_panel_size.x)
+               if(padded_panel_size.x / padded_panel_size.y < aspect)
                {
+                       // maximum number of rows that allows to display items with the desired aspect ratio
+                       float max_rows = floor(padded_panel_size.y / (weapon_size.x / aspect));
+                       columns = min(columns, ceil(weapon_count / max_rows));
+                       rows = ceil(weapon_count / columns);
                        weapon_size.y = min(padded_panel_size.y / rows, weapon_size.x / aspect);
                        weapon_size.x = min(padded_panel_size.x / columns, aspect * weapon_size.y);
+                       vertical_order = false;
                }
                else
                {
+                       float max_columns = floor(padded_panel_size.x / (weapon_size.y * aspect));
+                       rows = min(rows, ceil(weapon_count / max_columns));
+                       columns = ceil(weapon_count / rows);
                        weapon_size.x = min(padded_panel_size.x / columns, aspect * weapon_size.y);
                        weapon_size.y = min(padded_panel_size.y / rows, weapon_size.x / aspect);
+                       vertical_order = true;
                }
 
                // reduce size of the panel
@@ -758,7 +754,7 @@ void HUD_Weapons(void)
                rows = table_size.y;
                weapon_size.x = panel_size.x / columns;
                weapon_size.y = panel_size.y / rows;
-               vertical_order = (columns >= rows);
+               vertical_order = (panel_size.x / panel_size.y >= aspect);
        }
 
        // calculate position/size for visual bar displaying ammount of ammo status
@@ -4290,12 +4286,12 @@ void HUD_CenterPrint (void)
        {
                if(!autocvar_hud_panel_centerprint) return;
 
-               if (hud_configure_prev && hud_configure_prev != -1)
+               if(hud_configure_prev)
                        reset_centerprint_messages();
        }
        else
        {
-               if (!hud_configure_prev)
+               if(!hud_configure_prev)
                        reset_centerprint_messages();
                if (time > hud_configure_cp_generation_time)
                {