X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fclient%2Fhud.qc;h=74a5df16627d45735fbbbbb876475ea428da3bf8;hp=86dfadbaf20b6c6c3d53e782bee9544f65d75040;hb=c02f903b59fd0ddf8190bd28ccf2586d0bf20776;hpb=d62d32324970e68003be551968426a06e6c85084 diff --git a/qcsrc/client/hud.qc b/qcsrc/client/hud.qc index 86dfadbaf..74a5df166 100644 --- a/qcsrc/client/hud.qc +++ b/qcsrc/client/hud.qc @@ -146,6 +146,46 @@ float HUD_GetRowCount(float item_count, vector size, float item_aspect) return bound(1, floor((sqrt(4 * item_aspect * aspect * item_count + aspect * aspect) + aspect + 0.5) / 2), item_count); } +vector HUD_GetTableSize(float item_count, vector psize, float item_aspect) +{ + 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) { return stringwidth(s, true, theSize); @@ -430,7 +470,8 @@ void HUD_Weapons(void) float screen_ar; vector center = '0 0 0'; float weapon_count, weapon_id; - float row, column, rows = 0, columns; + float row, column, rows = 0, columns = 0; + bool vertical_order = true; float aspect = autocvar_hud_panel_weapons_aspect; float timeout = autocvar_hud_panel_weapons_timeout; @@ -505,6 +546,17 @@ void HUD_Weapons(void) 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 @@ -522,6 +574,7 @@ void HUD_Weapons(void) 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) { @@ -533,27 +586,32 @@ void HUD_Weapons(void) vector padded_panel_size = panel_size - '2 2 0' * panel_bg_padding; // get the all-weapons layout - 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 rows and columns as needed // 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) { - columns = ceil(weapon_count / rows); + // 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 { - rows = ceil(weapon_count / columns); + 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 @@ -563,16 +621,24 @@ void HUD_Weapons(void) // center the resized panel, or snap it to the screen edge when close enough if(panel_pos.x > vid_conwidth * 0.001) + { 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; + } + else if(old_panel_size.x > vid_conwidth * 0.999) + panel_pos.x += (old_panel_size.x - panel_size.x) / 2; if(panel_pos.y > vid_conheight * 0.001) + { 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; + } + else if(old_panel_size.y > vid_conheight * 0.999) + panel_pos.y += (old_panel_size.y - panel_size.y) / 2; } else weapon_count = WEP_COUNT; @@ -683,9 +749,12 @@ void HUD_Weapons(void) if(!rows) // if rows is > 0 onlyowned code has already updated these vars { - 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); + 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 @@ -842,12 +911,33 @@ void HUD_Weapons(void) drawstring_aspect(weapon_pos + '1 1 0' * padding, s, weapon_size - '2 2 0' * padding, '1 1 1', panel_fg_alpha * a, 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 - ++row; - if(row >= rows) + if(vertical_order) { - row = 0; ++column; + if(column >= columns) + { + column = 0; + ++row; + } + } + else + { + ++row; + if(row >= rows) + { + row = 0; + ++column; + } } } @@ -4196,12 +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) {