From: Mario Date: Fri, 22 Apr 2016 12:45:37 +0000 (+0000) Subject: Merge branch 'terencehill/weapons_panel_fix' into 'master' X-Git-Tag: xonotic-v0.8.2~949 X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=commitdiff_plain;h=51a0dae83fef18d5cecba2087f1b09ee1cc76b4d;hp=0dfab05543fdd478b6f420b96eceeaaac2feaef2 Merge branch 'terencehill/weapons_panel_fix' into 'master' Weapons panel fix Fix weapons panel showing lots of portos when onlyowned mode is off See merge request !313 --- diff --git a/qcsrc/client/hud/panel/weapons.qc b/qcsrc/client/hud/panel/weapons.qc index c465caf4fd..cfacd59b60 100644 --- a/qcsrc/client/hud/panel/weapons.qc +++ b/qcsrc/client/hud/panel/weapons.qc @@ -19,6 +19,19 @@ int weaponorder_cmp(int i, int j, entity pass) return aj - ai; // the string is in REVERSE order (higher prio at the right is what we want, but higher prio first is the string) } +#define HUD_WEAPONS_GET_FULL_LAYOUT() MACRO_BEGIN { \ + int nHidden = 0; \ + FOREACH(Weapons, it != WEP_Null, { \ + if (weapons_stat & WepSet_FromWeapon(it)) continue; \ + if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1; \ + }); \ + vector table_size = HUD_GetTableSize_BestItemAR((Weapons_COUNT - 1) - nHidden, 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; \ +} MACRO_END + void HUD_Weapons() { // declarations @@ -92,17 +105,35 @@ void HUD_Weapons() if(autocvar__hud_configure) { if(!weapons_stat) - for(i = WEP_FIRST; i <= WEP_LAST; i += floor((WEP_LAST-WEP_FIRST)/5)) - weapons_stat |= WepSet_FromWeapon(Weapons_from(i)); + { + int j = 0; + FOREACH(Weapons, it != WEP_Null && it.impulse >= 0 && (it.impulse % 3 != 0) && j < 6, { + if(!(it.spawnflags & WEP_FLAG_MUTATORBLOCKED)) + { + weapons_stat |= it.m_wepset; + ++j; + } + }); + } #if 0 /// debug code if(cvar("wep_add")) { + int j; + int nHidden = 0; + FOREACH(Weapons, it != WEP_Null, { + if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1; + }); weapons_stat = '0 0 0'; - float countw = 1 + floor((floor(time * cvar("wep_add"))) % (Weapons_COUNT - 1)); - for(i = WEP_FIRST; i <= countw; ++i) - weapons_stat |= WepSet_FromWeapon(Weapons_from(i)); + float countw = 1 + floor((floor(time * cvar("wep_add"))) % ((Weapons_COUNT - 1) - nHidden)); + for(i = 0, j = 0; i <= (Weapons_COUNT - 1) && j < countw; ++i) + { + if(weaponorder[i].spawnflags & WEP_FLAG_MUTATORBLOCKED) + continue; + weapons_stat |= weaponorder[i].m_wepset; + ++j; + } } #endif } @@ -128,40 +159,29 @@ void HUD_Weapons() return; vector old_panel_size = panel_size; - vector padded_panel_size = panel_size - '2 2 0' * panel_bg_padding; - - // get the all-weapons layout - int nHidden = 0; - WepSet weapons_stat = WepSet_GetFromStat(); - FOREACH(Weapons, it != WEP_Null, { - if (weapons_stat & it.m_wepset) continue; - if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED) nHidden += 1; - }); - vector table_size = HUD_GetTableSize_BestItemAR((Weapons_COUNT - 1) - nHidden, 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; + panel_size -= '2 2 0' * panel_bg_padding; + + HUD_WEAPONS_GET_FULL_LAYOUT(); // 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.x / padded_panel_size.y < aspect) + if(panel_size.x / panel_size.y < aspect) { // maximum number of rows that allows to display items with the desired aspect ratio - int max_rows = floor(padded_panel_size.y / (weapon_size.x / aspect)); + int max_rows = floor(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); + weapon_size.y = min(panel_size.y / rows, weapon_size.x / aspect); + weapon_size.x = min(panel_size.x / columns, aspect * weapon_size.y); vertical_order = false; } else { - int max_columns = floor(padded_panel_size.x / (weapon_size.y * aspect)); + int max_columns = floor(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); + weapon_size.x = min(panel_size.x / columns, aspect * weapon_size.y); + weapon_size.y = min(panel_size.y / rows, weapon_size.x / aspect); vertical_order = true; } @@ -285,7 +305,7 @@ void HUD_Weapons() HUD_Panel_DrawBg(1); if(center.x == -1) - return; + return; // panel has gone off screen if(panel_bg_padding) { @@ -297,11 +317,7 @@ void HUD_Weapons() if(!rows) // if rows is > 0 onlyowned code has already updated these vars { - vector table_size = HUD_GetTableSize_BestItemAR((Weapons_COUNT - 1), 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; + HUD_WEAPONS_GET_FULL_LAYOUT(); vertical_order = (panel_size.x / panel_size.y >= aspect); } @@ -340,15 +356,21 @@ void HUD_Weapons() // retrieve information about the current weapon to be drawn entity it = weaponorder[i]; weapon_id = it.impulse; - isCurrent = (it == switchweapon); // skip if this weapon doesn't exist if(!it || weapon_id < 0) { continue; } // skip this weapon if we don't own it (and onlyowned is enabled)-- or if weapons_complainbubble is showing for this weapon if(autocvar_hud_panel_weapons_onlyowned) - if (!((weapons_stat & WepSet_FromWeapon(it)) || (it.m_id == complain_weapon))) - continue; + { + if (!((weapons_stat & WepSet_FromWeapon(it)) || (it.m_id == complain_weapon))) + continue; + } + else + { + if (it.spawnflags & WEP_FLAG_MUTATORBLOCKED && !(weapons_stat & WepSet_FromWeapon(it))) + continue; + } // figure out the drawing position of weapon weapon_pos = (panel_pos + eX * column * weapon_size.x + eY * row * weapon_size.y); @@ -356,6 +378,7 @@ void HUD_Weapons() noncurrent_pos.y = weapon_pos.y + (weapon_size.y - noncurrent_size.y) / 2; // draw background behind currently selected weapon + isCurrent = (it == switchweapon); if(isCurrent) drawpic_aspect_skin(weapon_pos, "weapon_current_bg", weapon_size, '1 1 1', panel_fg_alpha, DRAWFLAG_NORMAL);