Fix expanded_desk_mods (2-5) being nonfunctional (#451)

Also fix backgrounds appearing off to the left if they are less wide than the viewport.
i am in agony

Co-authored-by: oldmud0 <oldmud0@users.noreply.github.com>
This commit is contained in:
in1tiate 2021-02-09 14:57:29 -06:00 committed by GitHub
parent 8162783e8b
commit e6ced65922
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 65 additions and 36 deletions

View File

@ -73,6 +73,9 @@ public:
// Move the label itself around
void move(int ax, int ay);
// Move the label and center it
void move_and_center(int ax, int ay);
// This is somewhat pointless now as there's no "QMovie" object to resize, aka
// no "combo" to speak of
void combo_resize(int w, int h);
@ -132,6 +135,8 @@ protected:
// Set the movie's frame to provided pixmap
void set_frame(QPixmap f_pixmap);
// Center the QLabel in the viewport based on the dimensions of f_pixmap
void center_pixmap(QPixmap f_pixmap);
signals:
void done();

View File

@ -89,6 +89,10 @@ QPixmap AOLayer::get_pixmap(QImage image)
void AOLayer::set_frame(QPixmap f_pixmap)
{
this->setPixmap(f_pixmap);
this->center_pixmap(f_pixmap);
}
void AOLayer::center_pixmap(QPixmap f_pixmap) {
QLabel::move(
x + (f_w - f_pixmap.width()) / 2,
y + (f_h - f_pixmap.height())); // Always center horizontally, always put
@ -118,6 +122,16 @@ void AOLayer::move(int ax, int ay)
QLabel::move(x, y);
}
void AOLayer::move_and_center(int ax, int ay)
{
x = ax;
y = ay;
if (movie_frames.isEmpty()) // safeguard
QLabel::move(x,y);
else
center_pixmap(movie_frames[0]); // just use the first frame since dimensions are all that matter
}
void BackgroundLayer::load_image(QString p_filename)
{
play_once = false;

View File

@ -532,21 +532,21 @@ void Courtroom::set_widgets()
// them.
ui_settings->show();
ui_vp_background->move(0, 0);
ui_vp_background->move_and_center(0, 0);
ui_vp_background->combo_resize(ui_viewport->width(), ui_viewport->height());
ui_vp_speedlines->move(0, 0);
ui_vp_speedlines->move_and_center(0, 0);
ui_vp_speedlines->combo_resize(ui_viewport->width(), ui_viewport->height());
ui_vp_player_char->move(0, 0);
ui_vp_player_char->move_and_center(0, 0);
ui_vp_player_char->combo_resize(ui_viewport->width(), ui_viewport->height());
ui_vp_sideplayer_char->move(0, 0);
ui_vp_sideplayer_char->move_and_center(0, 0);
ui_vp_sideplayer_char->combo_resize(ui_viewport->width(),
ui_viewport->height());
// the AO2 desk element
ui_vp_desk->move(0, 0);
ui_vp_desk->move_and_center(0, 0);
ui_vp_desk->combo_resize(ui_viewport->width(), ui_viewport->height());
ui_vp_evidence_display->move(0, 0);
@ -570,16 +570,16 @@ void Courtroom::set_widgets()
// thing, which is to parent these to ui_viewport. instead, AOLayer handles
// masking so we don't overlap parts of the UI, and they become free floating
// widgets.
ui_vp_testimony->move(ui_viewport->x(), ui_viewport->y());
ui_vp_testimony->move_and_center(ui_viewport->x(), ui_viewport->y());
ui_vp_testimony->combo_resize(ui_viewport->width(), ui_viewport->height());
ui_vp_effect->move(ui_viewport->x(), ui_viewport->y());
ui_vp_effect->move_and_center(ui_viewport->x(), ui_viewport->y());
ui_vp_effect->combo_resize(ui_viewport->width(), ui_viewport->height());
ui_vp_wtce->move(ui_viewport->x(), ui_viewport->y());
ui_vp_wtce->move_and_center(ui_viewport->x(), ui_viewport->y());
ui_vp_wtce->combo_resize(ui_viewport->width(), ui_viewport->height());
ui_vp_objection->move(ui_viewport->x(), ui_viewport->y());
ui_vp_objection->move_and_center(ui_viewport->x(), ui_viewport->y());
ui_vp_objection->combo_resize(ui_viewport->width(), ui_viewport->height());
log_maximum_blocks = ao_app->get_max_log_size();
@ -2277,24 +2277,7 @@ void Courtroom::display_character()
// Hide the face sticker
ui_vp_sticker->stop();
// Initialize the correct pos (called SIDE here for some reason) with DESK_MOD to determine if we should hide the desk or not.
switch(m_chatmessage[DESK_MOD].toInt()) {
case 4:
set_self_offset(m_chatmessage[SELF_OFFSET]);
[[fallthrough]];
case 2:
set_scene("1", m_chatmessage[SIDE]);
break;
case 5:
ui_vp_sideplayer_char->hide();
ui_vp_player_char->move(0, 0);
[[fallthrough]];
case 3:
set_scene("0", m_chatmessage[SIDE]);
break;
default:
set_scene(m_chatmessage[DESK_MOD], m_chatmessage[SIDE]);
break;
}
set_scene(m_chatmessage[DESK_MOD], m_chatmessage[SIDE]);
// Arrange the netstrings of the frame SFX for the character to know about
if (!m_chatmessage[FRAME_SFX].isEmpty() &&
@ -2313,16 +2296,8 @@ void Courtroom::display_character()
ui_vp_player_char->set_flipped(true);
else
ui_vp_player_char->set_flipped(false);
// Parse the character X offset
QStringList offsets = m_chatmessage[SELF_OFFSET].split("&");
int offset_x = offsets[0].toInt();
// Y offset is 0 by default unless we find that the server sent us the Y position as well
int offset_y = 0;
if (offsets.length() > 1)
offset_y = offsets[1].toInt();
// Move the character on the viewport according to the offsets
ui_vp_player_char->move(ui_viewport->width() * offset_x / 100, ui_viewport->height() * offset_y / 100);
set_self_offset(m_chatmessage[SELF_OFFSET]);
}
void Courtroom::display_pair_character(QString other_charid, QString other_offset)
@ -3189,6 +3164,23 @@ void Courtroom::play_preanim(bool immediate)
ui_vp_player_char->set_play_once(true);
ui_vp_player_char->load_image(f_preanim, f_char, preanim_duration, true);
switch(m_chatmessage[DESK_MOD].toInt()) {
case 4:
ui_vp_sideplayer_char->hide();
ui_vp_player_char->move_and_center(0, 0);
[[fallthrough]];
case 2:
set_scene("0", m_chatmessage[SIDE]);
break;
case 5:
case 3:
set_scene("1", m_chatmessage[SIDE]);
break;
default:
set_scene(m_chatmessage[DESK_MOD], m_chatmessage[SIDE]);
break;
}
if (immediate)
anim_state = 4;
else
@ -3204,6 +3196,24 @@ void Courtroom::play_preanim(bool immediate)
void Courtroom::preanim_done()
{
anim_state = 1;
switch(m_chatmessage[DESK_MOD].toInt()) {
case 4:
set_self_offset(m_chatmessage[SELF_OFFSET]);
[[fallthrough]];
case 2:
set_scene("1", m_chatmessage[SIDE]);
break;
case 5:
ui_vp_sideplayer_char->hide();
ui_vp_player_char->move_and_center(0, 0);
[[fallthrough]];
case 3:
set_scene("0", m_chatmessage[SIDE]);
break;
default:
set_scene(m_chatmessage[DESK_MOD], m_chatmessage[SIDE]);
break;
}
qDebug() << "preanim over, anim_state set to 1";
handle_ic_speaking();
}