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>
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@ -73,6 +73,9 @@ public:
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// Move the label itself around
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void move(int ax, int ay);
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// Move the label and center it
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void move_and_center(int ax, int ay);
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// This is somewhat pointless now as there's no "QMovie" object to resize, aka
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// no "combo" to speak of
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void combo_resize(int w, int h);
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@ -132,6 +135,8 @@ protected:
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// Set the movie's frame to provided pixmap
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void set_frame(QPixmap f_pixmap);
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// Center the QLabel in the viewport based on the dimensions of f_pixmap
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void center_pixmap(QPixmap f_pixmap);
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signals:
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void done();
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@ -89,6 +89,10 @@ QPixmap AOLayer::get_pixmap(QImage image)
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void AOLayer::set_frame(QPixmap f_pixmap)
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{
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this->setPixmap(f_pixmap);
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this->center_pixmap(f_pixmap);
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}
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void AOLayer::center_pixmap(QPixmap f_pixmap) {
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QLabel::move(
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x + (f_w - f_pixmap.width()) / 2,
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y + (f_h - f_pixmap.height())); // Always center horizontally, always put
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@ -118,6 +122,16 @@ void AOLayer::move(int ax, int ay)
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QLabel::move(x, y);
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}
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void AOLayer::move_and_center(int ax, int ay)
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{
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x = ax;
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y = ay;
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if (movie_frames.isEmpty()) // safeguard
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QLabel::move(x,y);
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else
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center_pixmap(movie_frames[0]); // just use the first frame since dimensions are all that matter
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}
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void BackgroundLayer::load_image(QString p_filename)
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{
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play_once = false;
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@ -532,21 +532,21 @@ void Courtroom::set_widgets()
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// them.
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ui_settings->show();
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ui_vp_background->move(0, 0);
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ui_vp_background->move_and_center(0, 0);
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ui_vp_background->combo_resize(ui_viewport->width(), ui_viewport->height());
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ui_vp_speedlines->move(0, 0);
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ui_vp_speedlines->move_and_center(0, 0);
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ui_vp_speedlines->combo_resize(ui_viewport->width(), ui_viewport->height());
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ui_vp_player_char->move(0, 0);
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ui_vp_player_char->move_and_center(0, 0);
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ui_vp_player_char->combo_resize(ui_viewport->width(), ui_viewport->height());
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ui_vp_sideplayer_char->move(0, 0);
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ui_vp_sideplayer_char->move_and_center(0, 0);
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ui_vp_sideplayer_char->combo_resize(ui_viewport->width(),
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ui_viewport->height());
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// the AO2 desk element
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ui_vp_desk->move(0, 0);
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ui_vp_desk->move_and_center(0, 0);
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ui_vp_desk->combo_resize(ui_viewport->width(), ui_viewport->height());
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ui_vp_evidence_display->move(0, 0);
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@ -570,16 +570,16 @@ void Courtroom::set_widgets()
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// thing, which is to parent these to ui_viewport. instead, AOLayer handles
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// masking so we don't overlap parts of the UI, and they become free floating
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// widgets.
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ui_vp_testimony->move(ui_viewport->x(), ui_viewport->y());
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ui_vp_testimony->move_and_center(ui_viewport->x(), ui_viewport->y());
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ui_vp_testimony->combo_resize(ui_viewport->width(), ui_viewport->height());
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ui_vp_effect->move(ui_viewport->x(), ui_viewport->y());
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ui_vp_effect->move_and_center(ui_viewport->x(), ui_viewport->y());
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ui_vp_effect->combo_resize(ui_viewport->width(), ui_viewport->height());
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ui_vp_wtce->move(ui_viewport->x(), ui_viewport->y());
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ui_vp_wtce->move_and_center(ui_viewport->x(), ui_viewport->y());
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ui_vp_wtce->combo_resize(ui_viewport->width(), ui_viewport->height());
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ui_vp_objection->move(ui_viewport->x(), ui_viewport->y());
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ui_vp_objection->move_and_center(ui_viewport->x(), ui_viewport->y());
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ui_vp_objection->combo_resize(ui_viewport->width(), ui_viewport->height());
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log_maximum_blocks = ao_app->get_max_log_size();
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@ -2277,24 +2277,7 @@ void Courtroom::display_character()
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// Hide the face sticker
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ui_vp_sticker->stop();
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// Initialize the correct pos (called SIDE here for some reason) with DESK_MOD to determine if we should hide the desk or not.
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switch(m_chatmessage[DESK_MOD].toInt()) {
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case 4:
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set_self_offset(m_chatmessage[SELF_OFFSET]);
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[[fallthrough]];
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case 2:
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set_scene("1", m_chatmessage[SIDE]);
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break;
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case 5:
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ui_vp_sideplayer_char->hide();
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ui_vp_player_char->move(0, 0);
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[[fallthrough]];
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case 3:
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set_scene("0", m_chatmessage[SIDE]);
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break;
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default:
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set_scene(m_chatmessage[DESK_MOD], m_chatmessage[SIDE]);
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break;
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}
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set_scene(m_chatmessage[DESK_MOD], m_chatmessage[SIDE]);
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// Arrange the netstrings of the frame SFX for the character to know about
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if (!m_chatmessage[FRAME_SFX].isEmpty() &&
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@ -2313,16 +2296,8 @@ void Courtroom::display_character()
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ui_vp_player_char->set_flipped(true);
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else
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ui_vp_player_char->set_flipped(false);
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// Parse the character X offset
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QStringList offsets = m_chatmessage[SELF_OFFSET].split("&");
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int offset_x = offsets[0].toInt();
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// Y offset is 0 by default unless we find that the server sent us the Y position as well
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int offset_y = 0;
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if (offsets.length() > 1)
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offset_y = offsets[1].toInt();
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// Move the character on the viewport according to the offsets
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ui_vp_player_char->move(ui_viewport->width() * offset_x / 100, ui_viewport->height() * offset_y / 100);
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set_self_offset(m_chatmessage[SELF_OFFSET]);
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}
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void Courtroom::display_pair_character(QString other_charid, QString other_offset)
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@ -3189,6 +3164,23 @@ void Courtroom::play_preanim(bool immediate)
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ui_vp_player_char->set_play_once(true);
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ui_vp_player_char->load_image(f_preanim, f_char, preanim_duration, true);
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switch(m_chatmessage[DESK_MOD].toInt()) {
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case 4:
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ui_vp_sideplayer_char->hide();
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ui_vp_player_char->move_and_center(0, 0);
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[[fallthrough]];
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case 2:
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set_scene("0", m_chatmessage[SIDE]);
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break;
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case 5:
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case 3:
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set_scene("1", m_chatmessage[SIDE]);
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break;
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default:
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set_scene(m_chatmessage[DESK_MOD], m_chatmessage[SIDE]);
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break;
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}
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if (immediate)
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anim_state = 4;
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else
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@ -3204,6 +3196,24 @@ void Courtroom::play_preanim(bool immediate)
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void Courtroom::preanim_done()
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{
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anim_state = 1;
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switch(m_chatmessage[DESK_MOD].toInt()) {
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case 4:
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set_self_offset(m_chatmessage[SELF_OFFSET]);
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[[fallthrough]];
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case 2:
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set_scene("1", m_chatmessage[SIDE]);
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break;
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case 5:
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ui_vp_sideplayer_char->hide();
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ui_vp_player_char->move_and_center(0, 0);
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[[fallthrough]];
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case 3:
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set_scene("0", m_chatmessage[SIDE]);
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break;
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default:
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set_scene(m_chatmessage[DESK_MOD], m_chatmessage[SIDE]);
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break;
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}
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qDebug() << "preanim over, anim_state set to 1";
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handle_ic_speaking();
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}
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