return bound(1, floor((sqrt(4 * item_aspect * aspect * item_count + aspect * aspect) + aspect + 0.5) / 2), item_count);
}
-float HUD_GetColumnCount(float item_count, vector size, float item_aspect)
+vector HUD_GetTableSize(float item_count, vector psize, float item_aspect)
{
- float aspect = size_x / size_y;
- return bound(1, floor((sqrt(4 * item_aspect * aspect * item_count + aspect * aspect) + aspect + 0.5) / 2), item_count);
+ float columns, rows;
+ float ratio, best_ratio = 0;
+ float best_columns = 1, best_rows = 1;
+ bool vertical = (psize.x / psize.y >= item_aspect);
+ if(vertical)
+ {
+ psize = eX * psize.y + eY * psize.x;
+ item_aspect = 1 / item_aspect;
+ }
+
+ rows = ceil(sqrt(item_count));
+ columns = ceil(item_count/rows);
+ while(columns >= 1)
+ {
+ ratio = (psize.x/columns) / (psize.y/rows);
+ if(ratio > item_aspect)
+ ratio = item_aspect * item_aspect / ratio;
+
+ if(ratio <= best_ratio)
+ break; // ratio starts decreasing by now, skip next configurations
+
+ best_columns = columns;
+ best_rows = rows;
+ best_ratio = ratio;
+
+ if(columns == 1)
+ break;
+
+ --columns;
+ rows = ceil(item_count/columns);
+ }
+
+ if(vertical)
+ return eX * best_rows + eY * best_columns;
+ else
+ return eX * best_columns + eY * best_rows;
}
float stringwidth_colors(string s, vector theSize)
if(!weapons_stat)
for(i = WEP_FIRST; i <= WEP_LAST; i += floor((WEP_LAST-WEP_FIRST)/5))
weapons_stat |= WepSet_FromWeapon(i);
+
+ #if 0
+ /// debug code
+ if(cvar("wep_add"))
+ {
+ weapons_stat = '0 0 0';
+ float countw = 1 + floor((floor(time * cvar("wep_add"))) % WEP_COUNT);
+ for(i = WEP_FIRST; i <= countw; ++i)
+ weapons_stat |= WepSet_FromWeapon(i);
+ }
+ #endif
}
// determine which weapons are going to be shown
if((weapons_stat & WepSet_FromWeapon(weaponorder[i].weapon)) || (weaponorder[i].weapon == complain_weapon))
++weapon_count;
+
// might as well commit suicide now, no reason to live ;)
if (weapon_count == 0)
{
vector padded_panel_size = panel_size - '2 2 0' * panel_bg_padding;
// get the all-weapons layout
- if(padded_panel_size.x / padded_panel_size.y < aspect)
- {
- columns = HUD_GetColumnCount(WEP_COUNT, padded_panel_size, aspect);
- rows = ceil(WEP_COUNT/columns);
- }
- else
- {
- rows = HUD_GetRowCount(WEP_COUNT, padded_panel_size, aspect);
- columns = ceil(WEP_COUNT/rows);
- }
+ vector table_size = HUD_GetTableSize(WEP_COUNT, padded_panel_size, aspect);
+ columns = table_size.x;
+ rows = table_size.y;
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
if(!rows) // if rows is > 0 onlyowned code has already updated these vars
{
- if(panel_size.x / panel_size.y < aspect)
- {
- columns = HUD_GetColumnCount(WEP_COUNT, panel_size, aspect);
- rows = ceil(WEP_COUNT/columns);
- }
- else
- {
- rows = HUD_GetRowCount(WEP_COUNT, panel_size, aspect);
- columns = ceil(WEP_COUNT/rows);
- }
- weapon_size = eX * panel_size.x*(1/columns) + eY * panel_size.y*(1/rows);
- vertical_order = (columns >= rows);
+ vector table_size = HUD_GetTableSize(WEP_COUNT, panel_size, aspect);
+ columns = table_size.x;
+ rows = table_size.y;
+ weapon_size.x = panel_size.x / columns;
+ weapon_size.y = panel_size.y / rows;
+ vertical_order = (panel_size.x / panel_size.y >= aspect);
}
// calculate position/size for visual bar displaying ammount of ammo status
drawstring_aspect(weapon_pos + '1 1 0' * padding, s, weapon_size - '2 2 0' * padding, '1 1 1', panel_fg_alpha * a, DRAWFLAG_NORMAL);
}
- /// debug
- //drawfill(weapon_pos + '1 1 0', weapon_size - '2 2 0', '1 1 1', panel_fg_alpha * 0.2, DRAWFLAG_NORMAL);
- //drawstring(weapon_pos, ftos(i + 1), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+ #if 0
+ /// debug code
+ if(!autocvar_hud_panel_weapons_onlyowned)
+ {
+ drawfill(weapon_pos + '1 1 0', weapon_size - '2 2 0', '1 1 1', panel_fg_alpha * 0.2, DRAWFLAG_NORMAL);
+ drawstring(weapon_pos, ftos(i + 1), label_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);
+ }
+ #endif
// continue with new position for the next weapon
if(vertical_order)
{
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)
{