3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4 Copyright (C) 2010-2013 blue42u, Jonathon Anderson <anderjon@umail.iu.edu>
5 Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU Lesser General Public License as published by
9 the Free Software Foundation; either version 2.1 of the License, or
10 (at your option) any later version.
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU Lesser General Public License for more details.
17 You should have received a copy of the GNU Lesser General Public License along
18 with this program; if not, write to the Free Software Foundation, Inc.,
19 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
22 #include <IGUIStaticText.h>
24 #include "guiFormSpecMenu.h"
26 #include "util/numeric.h"
32 Hud::Hud(video::IVideoDriver *driver, gui::IGUIEnvironment* guienv,
33 gui::IGUIFont *font, u32 text_height, IGameDef *gamedef,
34 LocalPlayer *player, Inventory *inventory) {
35 this->driver = driver;
36 this->guienv = guienv;
38 this->text_height = text_height;
39 this->gamedef = gamedef;
40 this->player = player;
41 this->inventory = inventory;
43 screensize = v2u32(0, 0);
44 displaycenter = v2s32(0, 0);
45 hotbar_imagesize = 48;
48 v3f crosshair_color = g_settings->getV3F("crosshair_color");
49 u32 cross_r = rangelim(myround(crosshair_color.X), 0, 255);
50 u32 cross_g = rangelim(myround(crosshair_color.Y), 0, 255);
51 u32 cross_b = rangelim(myround(crosshair_color.Z), 0, 255);
52 u32 cross_a = rangelim(g_settings->getS32("crosshair_alpha"), 0, 255);
53 crosshair_argb = video::SColor(cross_a, cross_r, cross_g, cross_b);
55 v3f selectionbox_color = g_settings->getV3F("selectionbox_color");
56 u32 sbox_r = rangelim(myround(selectionbox_color.X), 0, 255);
57 u32 sbox_g = rangelim(myround(selectionbox_color.Y), 0, 255);
58 u32 sbox_b = rangelim(myround(selectionbox_color.Z), 0, 255);
59 selectionbox_argb = video::SColor(255, sbox_r, sbox_g, sbox_b);
63 //NOTE: selectitem = 0 -> no selected; selectitem 1-based
64 void Hud::drawItem(v2s32 upperleftpos, s32 imgsize, s32 itemcount,
65 InventoryList *mainlist, u16 selectitem, u16 direction)
67 s32 padding = imgsize / 12;
68 s32 height = imgsize + padding * 2;
69 s32 width = itemcount * (imgsize + padding * 2);
70 if (direction == HUD_DIR_TOP_BOTTOM || direction == HUD_DIR_BOTTOM_TOP) {
71 width = imgsize + padding * 2;
72 height = itemcount * (imgsize + padding * 2);
74 s32 fullimglen = imgsize + padding * 2;
76 // Position of upper left corner of bar
77 v2s32 pos = upperleftpos;
79 // Draw background color
80 /*core::rect<s32> barrect(0,0,width,height);
82 video::SColor bgcolor(255,128,128,128);
83 driver->draw2DRectangle(bgcolor, barrect, NULL);*/
85 core::rect<s32> imgrect(0, 0, imgsize, imgsize);
87 for (s32 i = 0; i < itemcount; i++)
89 const ItemStack &item = mainlist->getItem(i);
93 case HUD_DIR_RIGHT_LEFT:
94 steppos = v2s32(-(padding + i * fullimglen), padding);
96 case HUD_DIR_TOP_BOTTOM:
97 steppos = v2s32(padding, padding + i * fullimglen);
99 case HUD_DIR_BOTTOM_TOP:
100 steppos = v2s32(padding, -(padding + i * fullimglen));
103 steppos = v2s32(padding + i * fullimglen, padding);
106 core::rect<s32> rect = imgrect + pos + steppos;
108 if (selectitem == i + 1)
110 video::SColor c_outside(255,255,0,0);
111 //video::SColor c_outside(255,0,0,0);
112 //video::SColor c_inside(255,192,192,192);
113 s32 x1 = rect.UpperLeftCorner.X;
114 s32 y1 = rect.UpperLeftCorner.Y;
115 s32 x2 = rect.LowerRightCorner.X;
116 s32 y2 = rect.LowerRightCorner.Y;
117 // Black base borders
118 driver->draw2DRectangle(c_outside,
120 v2s32(x1 - padding, y1 - padding),
121 v2s32(x2 + padding, y1)
123 driver->draw2DRectangle(c_outside,
125 v2s32(x1 - padding, y2),
126 v2s32(x2 + padding, y2 + padding)
128 driver->draw2DRectangle(c_outside,
130 v2s32(x1 - padding, y1),
133 driver->draw2DRectangle(c_outside,
136 v2s32(x2 + padding, y2)
138 /*// Light inside borders
139 driver->draw2DRectangle(c_inside,
141 v2s32(x1 - padding/2, y1 - padding/2),
142 v2s32(x2 + padding/2, y1)
144 driver->draw2DRectangle(c_inside,
146 v2s32(x1 - padding/2, y2),
147 v2s32(x2 + padding/2, y2 + padding/2)
149 driver->draw2DRectangle(c_inside,
151 v2s32(x1 - padding/2, y1),
154 driver->draw2DRectangle(c_inside,
157 v2s32(x2 + padding/2, y2)
162 video::SColor bgcolor2(128, 0, 0, 0);
163 driver->draw2DRectangle(bgcolor2, rect, NULL);
164 drawItemStack(driver, font, item, rect, NULL, gamedef);
169 void Hud::drawLuaElements() {
170 for (size_t i = 0; i != player->hud.size(); i++) {
171 HudElement *e = player->hud[i];
175 v2s32 pos(e->pos.X * screensize.X, e->pos.Y * screensize.Y);
177 case HUD_ELEM_IMAGE: {
178 video::ITexture *texture =
179 gamedef->getTextureSource()->getTextureRaw(e->text);
183 const video::SColor color(255, 255, 255, 255);
184 const video::SColor colors[] = {color, color, color, color};
185 core::dimension2di imgsize(texture->getOriginalSize());
186 core::rect<s32> rect(0, 0, imgsize.Width * e->scale.X,
187 imgsize.Height * e->scale.X);
189 driver->draw2DImage(texture, rect,
190 core::rect<s32>(core::position2d<s32>(0,0), imgsize),
193 case HUD_ELEM_TEXT: {
194 video::SColor color(255, (e->number >> 16) & 0xFF,
195 (e->number >> 8) & 0xFF,
196 (e->number >> 0) & 0xFF);
197 core::rect<s32> size(0, 0, e->scale.X, text_height * e->scale.Y);
198 font->draw(narrow_to_wide(e->text).c_str(), size + pos, color);
200 case HUD_ELEM_STATBAR:
201 drawStatbar(pos, HUD_CORNER_UPPER, e->dir, e->text, e->number);
203 case HUD_ELEM_INVENTORY: {
204 InventoryList *inv = inventory->getList(e->text);
205 drawItem(pos, hotbar_imagesize, e->number, inv, e->item, e->dir);
208 infostream << "Hud::drawLuaElements: ignoring drawform " << e->type <<
209 "of hud element ID " << i << " due to unrecognized type" << std::endl;
215 void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture, s32 count) {
216 const video::SColor color(255, 255, 255, 255);
217 const video::SColor colors[] = {color, color, color, color};
219 video::ITexture *stat_texture =
220 gamedef->getTextureSource()->getTextureRaw(texture);
224 core::dimension2di srcd(stat_texture->getOriginalSize());
227 if (corner & HUD_CORNER_LOWER)
232 case HUD_DIR_RIGHT_LEFT:
233 steppos = v2s32(-1, 0);
235 case HUD_DIR_TOP_BOTTOM:
236 steppos = v2s32(0, 1);
238 case HUD_DIR_BOTTOM_TOP:
239 steppos = v2s32(0, -1);
242 steppos = v2s32(1, 0);
244 steppos.X *= srcd.Width;
245 steppos.Y *= srcd.Height;
247 for (s32 i = 0; i < count / 2; i++)
249 core::rect<s32> srcrect(0, 0, srcd.Width, srcd.Height);
250 core::rect<s32> dstrect(srcrect);
253 driver->draw2DImage(stat_texture, dstrect, srcrect, NULL, colors, true);
259 core::rect<s32> srcrect(0, 0, srcd.Width / 2, srcd.Height);
260 core::rect<s32> dstrect(srcrect);
263 driver->draw2DImage(stat_texture, dstrect, srcrect, NULL, colors, true);
268 void Hud::drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem) {
269 InventoryList *mainlist = inventory->getList("main");
270 if (mainlist == NULL) {
271 errorstream << "draw_hotbar(): mainlist == NULL" << std::endl;
275 s32 padding = hotbar_imagesize / 12;
276 s32 width = hotbar_itemcount * (hotbar_imagesize + padding * 2);
277 v2s32 pos = centerlowerpos - v2s32(width / 2, hotbar_imagesize + padding * 2);
279 drawItem(pos, hotbar_imagesize, hotbar_itemcount, mainlist, playeritem + 1, 0);
280 drawStatbar(pos - v2s32(0, 4), HUD_CORNER_LOWER, HUD_DIR_LEFT_RIGHT,
281 "heart.png", halfheartcount);
285 void Hud::drawCrosshair() {
286 driver->draw2DLine(displaycenter - v2s32(10, 0),
287 displaycenter + v2s32(10, 0), crosshair_argb);
288 driver->draw2DLine(displaycenter - v2s32(0, 10),
289 displaycenter + v2s32(0, 10), crosshair_argb);
293 void Hud::drawSelectionBoxes(std::vector<aabb3f> &hilightboxes) {
294 for (std::vector<aabb3f>::const_iterator
295 i = hilightboxes.begin();
296 i != hilightboxes.end(); i++) {
297 driver->draw3DBox(*i, selectionbox_argb);
302 void Hud::resizeHotbar() {
303 if (screensize.Y <= 800)
304 hotbar_imagesize = 32;
305 else if (screensize.Y <= 1280)
306 hotbar_imagesize = 48;
308 hotbar_imagesize = 64;