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 v2s32 offset((e->align.X - 1.0) * ((imgsize.Width * e->scale.X) / 2),
190 (e->align.Y - 1.0) * ((imgsize.Height * e->scale.X) / 2));
192 rect += v2s32(e->offset.X, e->offset.Y);
193 driver->draw2DImage(texture, rect,
194 core::rect<s32>(core::position2d<s32>(0,0), imgsize),
197 case HUD_ELEM_TEXT: {
198 video::SColor color(255, (e->number >> 16) & 0xFF,
199 (e->number >> 8) & 0xFF,
200 (e->number >> 0) & 0xFF);
201 core::rect<s32> size(0, 0, e->scale.X, text_height * e->scale.Y);
202 std::wstring text = narrow_to_wide(e->text);
203 core::dimension2d<u32> textsize = font->getDimension(text.c_str());
204 v2s32 offset((e->align.X - 1.0) * (textsize.Width / 2),
205 (e->align.Y - 1.0) * (textsize.Height / 2));
206 v2s32 offs(e->offset.X, e->offset.Y);
207 font->draw(text.c_str(), size + pos + offset + offs, color);
209 case HUD_ELEM_STATBAR: {
210 v2s32 offs(e->offset.X, e->offset.Y);
211 drawStatbar(pos, HUD_CORNER_UPPER, e->dir, e->text, e->number, offs);
213 case HUD_ELEM_INVENTORY: {
214 InventoryList *inv = inventory->getList(e->text);
215 drawItem(pos, hotbar_imagesize, e->number, inv, e->item, e->dir);
218 infostream << "Hud::drawLuaElements: ignoring drawform " << e->type <<
219 "of hud element ID " << i << " due to unrecognized type" << std::endl;
225 void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture, s32 count, v2s32 offset) {
226 const video::SColor color(255, 255, 255, 255);
227 const video::SColor colors[] = {color, color, color, color};
229 video::ITexture *stat_texture =
230 gamedef->getTextureSource()->getTextureRaw(texture);
234 core::dimension2di srcd(stat_texture->getOriginalSize());
237 if (corner & HUD_CORNER_LOWER)
244 case HUD_DIR_RIGHT_LEFT:
245 steppos = v2s32(-1, 0);
247 case HUD_DIR_TOP_BOTTOM:
248 steppos = v2s32(0, 1);
250 case HUD_DIR_BOTTOM_TOP:
251 steppos = v2s32(0, -1);
254 steppos = v2s32(1, 0);
256 steppos.X *= srcd.Width;
257 steppos.Y *= srcd.Height;
259 for (s32 i = 0; i < count / 2; i++)
261 core::rect<s32> srcrect(0, 0, srcd.Width, srcd.Height);
262 core::rect<s32> dstrect(srcrect);
265 driver->draw2DImage(stat_texture, dstrect, srcrect, NULL, colors, true);
271 core::rect<s32> srcrect(0, 0, srcd.Width / 2, srcd.Height);
272 core::rect<s32> dstrect(srcrect);
275 driver->draw2DImage(stat_texture, dstrect, srcrect, NULL, colors, true);
280 void Hud::drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem) {
281 InventoryList *mainlist = inventory->getList("main");
282 if (mainlist == NULL) {
283 errorstream << "draw_hotbar(): mainlist == NULL" << std::endl;
287 s32 padding = hotbar_imagesize / 12;
288 s32 width = hotbar_itemcount * (hotbar_imagesize + padding * 2);
289 v2s32 pos = centerlowerpos - v2s32(width / 2, hotbar_imagesize + padding * 2);
291 if (player->hud_flags & HUD_FLAG_HOTBAR_VISIBLE)
292 drawItem(pos, hotbar_imagesize, hotbar_itemcount, mainlist, playeritem + 1, 0);
293 if (player->hud_flags & HUD_FLAG_HEALTHBAR_VISIBLE)
294 drawStatbar(pos - v2s32(0, 4), HUD_CORNER_LOWER, HUD_DIR_LEFT_RIGHT,
295 "heart.png", halfheartcount, v2s32(0, 0));
299 void Hud::drawCrosshair() {
300 if (player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) {
301 driver->draw2DLine(displaycenter - v2s32(10, 0),
302 displaycenter + v2s32(10, 0), crosshair_argb);
303 driver->draw2DLine(displaycenter - v2s32(0, 10),
304 displaycenter + v2s32(0, 10), crosshair_argb);
309 void Hud::drawSelectionBoxes(std::vector<aabb3f> &hilightboxes) {
310 for (std::vector<aabb3f>::const_iterator
311 i = hilightboxes.begin();
312 i != hilightboxes.end(); i++) {
313 driver->draw3DBox(*i, selectionbox_argb);
318 void Hud::resizeHotbar() {
319 if (screensize.Y <= 800)
320 hotbar_imagesize = 32;
321 else if (screensize.Y <= 1280)
322 hotbar_imagesize = 48;
324 hotbar_imagesize = 64;