Optimize formspec form size (#10144)

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v-rob 2020-08-19 16:13:29 -07:00 committed by GitHub
parent 5bda36143f
commit 471497fa91
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1 changed files with 33 additions and 33 deletions

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@ -3112,42 +3112,42 @@ void GUIFormSpecMenu::regenerateGui(v2u32 screensize)
// and default scaling (1.00).
use_imgsize = 0.5555 * screen_dpi * gui_scaling;
} else {
// In variable-size mode, we prefer to make the
// inventory image size 1/15 of screen height,
// multiplied by the gui_scaling config parameter.
// If the preferred size won't fit the whole
// form on the screen, either horizontally or
// vertically, then we scale it down to fit.
// (The magic numbers in the computation of what
// fits arise from the scaling factors in the
// following stanza, including the form border,
// help text space, and 0.1 inventory slot spare.)
// However, a minimum size is also set, that
// the image size can't be less than 0.3 inch
// multiplied by gui_scaling, even if this means
// the form doesn't fit the screen.
// Variables for the maximum imgsize that can fit in the screen.
double fitx_imgsize;
double fity_imgsize;
// Pad the screensize with 5% of the screensize on all sides to ensure
// that even the largest formspecs don't touch the screen borders.
v2f padded_screensize(
mydata.screensize.X * 0.9f,
mydata.screensize.Y * 0.9f
);
if (mydata.real_coordinates) {
fitx_imgsize = padded_screensize.X / mydata.invsize.X;
fity_imgsize = padded_screensize.Y / mydata.invsize.Y;
} else {
// The maximum imgsize in the old coordinate system also needs to
// factor in padding and spacing along with 0.1 inventory slot spare
// and help text space, hence the magic numbers.
fitx_imgsize = padded_screensize.X /
((5.0 / 4.0) * (0.5 + mydata.invsize.X));
fity_imgsize = padded_screensize.Y /
((15.0 / 13.0) * (0.85 + mydata.invsize.Y));
}
#ifdef __ANDROID__
// For mobile devices these magic numbers are
// different and forms should always use the
// maximum screen space available.
double prefer_imgsize = mydata.screensize.Y / 10 * gui_scaling;
double fitx_imgsize = mydata.screensize.X /
((12.0 / 8.0) * (0.5 + mydata.invsize.X));
double fity_imgsize = mydata.screensize.Y /
((15.0 / 11.0) * (0.85 + mydata.invsize.Y));
use_imgsize = MYMIN(prefer_imgsize,
MYMIN(fitx_imgsize, fity_imgsize));
// In Android, the preferred imgsize should be larger to accommodate the
// smaller screensize.
double prefer_imgsize = padded_screensize.Y / 10 * gui_scaling;
#else
double prefer_imgsize = mydata.screensize.Y / 15 * gui_scaling;
double fitx_imgsize = mydata.screensize.X /
((5.0 / 4.0) * (0.5 + mydata.invsize.X));
double fity_imgsize = mydata.screensize.Y /
((15.0 / 13.0) * (0.85 * mydata.invsize.Y));
double screen_dpi = RenderingEngine::getDisplayDensity() * 96;
double min_imgsize = 0.3 * screen_dpi * gui_scaling;
use_imgsize = MYMAX(min_imgsize, MYMIN(prefer_imgsize,
MYMIN(fitx_imgsize, fity_imgsize)));
// Desktop computers have more space, so try to fit 15 coordinates.
double prefer_imgsize = padded_screensize.Y / 15 * gui_scaling;
#endif
// Try to use the preferred imgsize, but if that's bigger than the maximum
// size, use the maximum size.
use_imgsize = std::min(prefer_imgsize,
std::min(fitx_imgsize, fity_imgsize));
}
// Everything else is scaled in proportion to the