]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/hud.cpp
Document zoom_fov in settingtypes.txt and minetest.conf.example
[dragonfireclient.git] / src / hud.cpp
index d210111768b0756c72db932d46aec72d5987ecbf..19feaef7b57dfa54b347550dba83f8ffd5fdaf4e 100644 (file)
@@ -20,147 +20,122 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 */
 
 #include "hud.h"
-#include "main.h"
 #include "settings.h"
 #include "util/numeric.h"
+#include "util/string.h"
 #include "log.h"
 #include "gamedef.h"
 #include "itemdef.h"
 #include "inventory.h"
-#include "tile.h"
+#include "client/tile.h"
 #include "localplayer.h"
 #include "camera.h"
-#include "game.h" // CameraModes
-
+#include "porting.h"
+#include "fontengine.h"
+#include "guiscalingfilter.h"
+#include "mesh.h"
 #include <IGUIStaticText.h>
 
+#ifdef HAVE_TOUCHSCREENGUI
+#include "touchscreengui.h"
+#endif
 
 Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr,
-               gui::IGUIEnvironment* guienv, gui::IGUIFont *font,
-               u32 text_height, IGameDef *gamedef,
-               LocalPlayer *player, Inventory *inventory) {
+               gui::IGUIEnvironment* guienv, IGameDef *gamedef, LocalPlayer *player,
+               Inventory *inventory)
+{
        this->driver      = driver;
        this->smgr        = smgr;
        this->guienv      = guienv;
-       this->font        = font;
-       this->text_height = text_height;
        this->gamedef     = gamedef;
        this->player      = player;
        this->inventory   = inventory;
-       
-       screensize       = v2u32(0, 0);
-       displaycenter    = v2s32(0, 0);
-       hotbar_imagesize = 48;
-       
+
+       m_hud_scaling      = g_settings->getFloat("hud_scaling");
+       m_screensize       = v2u32(0, 0);
+       m_displaycenter    = v2s32(0, 0);
+       m_hotbar_imagesize = floor(HOTBAR_IMAGE_SIZE * porting::getDisplayDensity() + 0.5);
+       m_hotbar_imagesize *= m_hud_scaling;
+       m_padding = m_hotbar_imagesize / 12;
+
+       for (unsigned int i = 0; i < 4; i++)
+               hbar_colors[i] = video::SColor(255, 255, 255, 255);
+
        tsrc = gamedef->getTextureSource();
-       
+
        v3f crosshair_color = g_settings->getV3F("crosshair_color");
        u32 cross_r = rangelim(myround(crosshair_color.X), 0, 255);
        u32 cross_g = rangelim(myround(crosshair_color.Y), 0, 255);
        u32 cross_b = rangelim(myround(crosshair_color.Z), 0, 255);
        u32 cross_a = rangelim(g_settings->getS32("crosshair_alpha"), 0, 255);
        crosshair_argb = video::SColor(cross_a, cross_r, cross_g, cross_b);
-       
+
        v3f selectionbox_color = g_settings->getV3F("selectionbox_color");
        u32 sbox_r = rangelim(myround(selectionbox_color.X), 0, 255);
        u32 sbox_g = rangelim(myround(selectionbox_color.Y), 0, 255);
        u32 sbox_b = rangelim(myround(selectionbox_color.Z), 0, 255);
        selectionbox_argb = video::SColor(255, sbox_r, sbox_g, sbox_b);
-       
+
        use_crosshair_image = tsrc->isKnownSourceImage("crosshair.png");
 
        hotbar_image = "";
        use_hotbar_image = false;
        hotbar_selected_image = "";
        use_hotbar_selected_image = false;
-}
-
 
-//NOTE: selectitem = 0 -> no selected; selectitem 1-based
-void Hud::drawItem(v2s32 upperleftpos, s32 imgsize, s32 itemcount,
-               InventoryList *mainlist, u16 selectitem, u16 direction)
-{
-       s32 padding = imgsize / 12;
-       s32 height  = imgsize + padding * 2;
-       s32 width   = itemcount * (imgsize + padding * 2);
-       if (direction == HUD_DIR_TOP_BOTTOM || direction == HUD_DIR_BOTTOM_TOP) {
-               width  = imgsize + padding * 2;
-               height = itemcount * (imgsize + padding * 2);
-       }
-       s32 fullimglen = imgsize + padding * 2;
-
-       // Position of upper left corner of bar
-       v2s32 pos = upperleftpos;
-
-       // Draw background color
-       /*core::rect<s32> barrect(0,0,width,height);
-       barrect += pos;
-       video::SColor bgcolor(255,128,128,128);
-       driver->draw2DRectangle(bgcolor, barrect, NULL);*/
+       m_selection_mesh = NULL;
+       m_selection_boxes.clear();
+       m_halo_boxes.clear();
 
-       core::rect<s32> imgrect(0, 0, imgsize, imgsize);
-       const video::SColor hbar_color(255, 255, 255, 255);
-       const video::SColor hbar_colors[] = {hbar_color, hbar_color, hbar_color, hbar_color};
+       m_selection_pos = v3f(0.0, 0.0, 0.0);
+       std::string mode = g_settings->get("node_highlighting");
+       m_selection_material.Lighting = false;
 
-       if (hotbar_image != player->hotbar_image) {
-               hotbar_image = player->hotbar_image;
-               if (hotbar_image != "")
-                       use_hotbar_image = tsrc->isKnownSourceImage(hotbar_image);
-               else
-                       use_hotbar_image = false;
-       }
-
-       if (hotbar_selected_image != player->hotbar_selected_image) {
-               hotbar_selected_image = player->hotbar_selected_image;
-               if (hotbar_selected_image != "")
-                       use_hotbar_selected_image = tsrc->isKnownSourceImage(hotbar_selected_image);
-               else
-                       use_hotbar_selected_image = false;
+       if (g_settings->getBool("enable_shaders")) {
+               IShaderSource *shdrsrc = gamedef->getShaderSource();
+               u16 shader_id = shdrsrc->getShader(
+                       mode == "halo" ? "selection_shader" : "default_shader", 1, 1);
+               m_selection_material.MaterialType = shdrsrc->getShaderInfo(shader_id).material;
+       } else {
+               m_selection_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
        }
 
-       if (use_hotbar_image) {
-               core::rect<s32> imgrect2(-padding/2, -padding/2, width+padding/2, height+padding/2);
-               core::rect<s32> rect2 = imgrect2 + pos;
-               video::ITexture *texture = tsrc->getTexture(hotbar_image);
-               core::dimension2di imgsize(texture->getOriginalSize());
-               driver->draw2DImage(texture, rect2,
-                       core::rect<s32>(core::position2d<s32>(0,0), imgsize),
-                       NULL, hbar_colors, true);
+       if (mode == "box") {
+               m_use_selection_mesh = false;
+               m_selection_material.Thickness =
+                       rangelim(g_settings->getS16("selectionbox_width"), 1, 5);
+       } else if (mode == "halo") {
+               m_use_selection_mesh = true;
+               m_selection_material.setTexture(0, tsrc->getTextureForMesh("halo.png"));
+               m_selection_material.setFlag(video::EMF_BACK_FACE_CULLING, true);
+       } else {
+               m_selection_material.MaterialType = video::EMT_SOLID;
        }
+}
 
-       for (s32 i = 0; i < itemcount; i++)
-       {
-               const ItemStack &item = mainlist->getItem(i);
-
-               v2s32 steppos;
-               switch (direction) {
-                       case HUD_DIR_RIGHT_LEFT:
-                               steppos = v2s32(-(padding + i * fullimglen), padding);
-                               break;
-                       case HUD_DIR_TOP_BOTTOM:
-                               steppos = v2s32(padding, padding + i * fullimglen);
-                               break;
-                       case HUD_DIR_BOTTOM_TOP:
-                               steppos = v2s32(padding, -(padding + i * fullimglen));
-                               break;
-                       default:
-                               steppos = v2s32(padding + i * fullimglen, padding);
-               }
-                       
-               core::rect<s32> rect = imgrect + pos + steppos;
+Hud::~Hud()
+{
+       if (m_selection_mesh)
+               m_selection_mesh->drop();
+}
 
-               if (selectitem == i + 1) {
+void Hud::drawItem(const ItemStack &item, const core::rect<s32>& rect,
+               bool selected)
+{
+       if (selected) {
+                       /* draw hihlighting around selected item */
                        if (use_hotbar_selected_image) {
-                               core::rect<s32> imgrect2(-padding*2, -padding*2, height, height);
-                               rect = imgrect2 + pos + steppos;
-                               video::ITexture *texture = tsrc->getTexture(hotbar_selected_image);
-                               core::dimension2di imgsize(texture->getOriginalSize());
-                               driver->draw2DImage(texture, rect,
-                                       core::rect<s32>(core::position2d<s32>(0,0), imgsize),
-                                       NULL, hbar_colors, true);
-                               rect = imgrect + pos + steppos;
+                               core::rect<s32> imgrect2 = rect;
+                               imgrect2.UpperLeftCorner.X  -= (m_padding*2);
+                               imgrect2.UpperLeftCorner.Y  -= (m_padding*2);
+                               imgrect2.LowerRightCorner.X += (m_padding*2);
+                               imgrect2.LowerRightCorner.Y += (m_padding*2);
+                                       video::ITexture *texture = tsrc->getTexture(hotbar_selected_image);
+                                       core::dimension2di imgsize(texture->getOriginalSize());
+                               draw2DImageFilterScaled(driver, texture, imgrect2,
+                                               core::rect<s32>(core::position2d<s32>(0,0), imgsize),
+                                               NULL, hbar_colors, true);
                        } else {
-                               rect = imgrect + pos + steppos;
                                video::SColor c_outside(255,255,0,0);
                                //video::SColor c_outside(255,0,0,0);
                                //video::SColor c_inside(255,192,192,192);
@@ -171,23 +146,23 @@ void Hud::drawItem(v2s32 upperleftpos, s32 imgsize, s32 itemcount,
                                // Black base borders
                                driver->draw2DRectangle(c_outside,
                                        core::rect<s32>(
-                                               v2s32(x1 - padding, y1 - padding),
-                                               v2s32(x2 + padding, y1)
+                                       v2s32(x1 - m_padding, y1 - m_padding),
+                                       v2s32(x2 + m_padding, y1)
                                        ), NULL);
                                driver->draw2DRectangle(c_outside,
                                        core::rect<s32>(
-                                               v2s32(x1 - padding, y2),
-                                               v2s32(x2 + padding, y2 + padding)
+                                       v2s32(x1 - m_padding, y2),
+                                       v2s32(x2 + m_padding, y2 + m_padding)
                                        ), NULL);
                                driver->draw2DRectangle(c_outside,
                                        core::rect<s32>(
-                                               v2s32(x1 - padding, y1),
+                                       v2s32(x1 - m_padding, y1),
                                                v2s32(x1, y2)
                                        ), NULL);
                                driver->draw2DRectangle(c_outside,
                                        core::rect<s32>(
                                                v2s32(x2, y1),
-                                               v2s32(x2 + padding, y2)
+                                       v2s32(x2 + m_padding, y2)
                                        ), NULL);
                                /*// Light inside borders
                                driver->draw2DRectangle(c_inside,
@@ -217,18 +192,106 @@ void Hud::drawItem(v2s32 upperleftpos, s32 imgsize, s32 itemcount,
                video::SColor bgcolor2(128, 0, 0, 0);
                if (!use_hotbar_image)
                        driver->draw2DRectangle(bgcolor2, rect, NULL);
-               drawItemStack(driver, font, item, rect, NULL, gamedef);
+               drawItemStack(driver, g_fontengine->getFont(), item, rect, NULL,
+                       gamedef, selected ? IT_ROT_SELECTED : IT_ROT_NONE);
+       }
+
+//NOTE: selectitem = 0 -> no selected; selectitem 1-based
+void Hud::drawItems(v2s32 upperleftpos, v2s32 screen_offset, s32 itemcount,
+               s32 inv_offset, InventoryList *mainlist, u16 selectitem, u16 direction)
+{
+#ifdef HAVE_TOUCHSCREENGUI
+       if (g_touchscreengui && inv_offset == 0)
+               g_touchscreengui->resetHud();
+#endif
+
+       s32 height  = m_hotbar_imagesize + m_padding * 2;
+       s32 width   = (itemcount - inv_offset) * (m_hotbar_imagesize + m_padding * 2);
+
+       if (direction == HUD_DIR_TOP_BOTTOM || direction == HUD_DIR_BOTTOM_TOP) {
+               s32 tmp = height;
+               height = width;
+               width = tmp;
+       }
+
+       // Position of upper left corner of bar
+       v2s32 pos = screen_offset;
+       pos.X *= m_hud_scaling * porting::getDisplayDensity();
+       pos.Y *= m_hud_scaling * porting::getDisplayDensity();
+       pos += upperleftpos;
+
+       // Store hotbar_image in member variable, used by drawItem()
+       if (hotbar_image != player->hotbar_image) {
+               hotbar_image = player->hotbar_image;
+               if (hotbar_image != "")
+                       use_hotbar_image = tsrc->isKnownSourceImage(hotbar_image);
+               else
+                       use_hotbar_image = false;
+       }
+
+       // Store hotbar_selected_image in member variable, used by drawItem()
+       if (hotbar_selected_image != player->hotbar_selected_image) {
+               hotbar_selected_image = player->hotbar_selected_image;
+               if (hotbar_selected_image != "")
+                       use_hotbar_selected_image = tsrc->isKnownSourceImage(hotbar_selected_image);
+               else
+                       use_hotbar_selected_image = false;
+       }
+
+       // draw customized item background
+       if (use_hotbar_image) {
+               core::rect<s32> imgrect2(-m_padding/2, -m_padding/2,
+                       width+m_padding/2, height+m_padding/2);
+               core::rect<s32> rect2 = imgrect2 + pos;
+               video::ITexture *texture = tsrc->getTexture(hotbar_image);
+               core::dimension2di imgsize(texture->getOriginalSize());
+               draw2DImageFilterScaled(driver, texture, rect2,
+                       core::rect<s32>(core::position2d<s32>(0,0), imgsize),
+                       NULL, hbar_colors, true);
+       }
+
+       // Draw items
+       core::rect<s32> imgrect(0, 0, m_hotbar_imagesize, m_hotbar_imagesize);
+       for (s32 i = inv_offset; i < itemcount && (size_t)i < mainlist->getSize(); i++) {
+               s32 fullimglen = m_hotbar_imagesize + m_padding * 2;
+
+               v2s32 steppos;
+               switch (direction) {
+               case HUD_DIR_RIGHT_LEFT:
+                       steppos = v2s32(-(m_padding + (i - inv_offset) * fullimglen), m_padding);
+                       break;
+               case HUD_DIR_TOP_BOTTOM:
+                       steppos = v2s32(m_padding, m_padding + (i - inv_offset) * fullimglen);
+                       break;
+               case HUD_DIR_BOTTOM_TOP:
+                       steppos = v2s32(m_padding, -(m_padding + (i - inv_offset) * fullimglen));
+                       break;
+               default:
+                       steppos = v2s32(m_padding + (i - inv_offset) * fullimglen, m_padding);
+                       break;
+               }
+
+               drawItem(mainlist->getItem(i), (imgrect + pos + steppos), (i + 1) == selectitem);
+
+#ifdef HAVE_TOUCHSCREENGUI
+               if (g_touchscreengui)
+                       g_touchscreengui->registerHudItem(i, (imgrect + pos + steppos));
+#endif
        }
 }
 
 
-void Hud::drawLuaElements() {
-       for (size_t i = 0; i != player->hud.size(); i++) {
-               HudElement *e = player->hud[i];
+void Hud::drawLuaElements(const v3s16 &camera_offset)
+{
+       u32 text_height = g_fontengine->getTextHeight();
+       irr::gui::IGUIFont* font = g_fontengine->getFont();
+       for (size_t i = 0; i != player->maxHudId(); i++) {
+               HudElement *e = player->getHud(i);
                if (!e)
                        continue;
-               
-               v2s32 pos(e->pos.X * screensize.X, e->pos.Y * screensize.Y);
+
+               v2s32 pos(floor(e->pos.X * (float) m_screensize.X + 0.5),
+                               floor(e->pos.Y * (float) m_screensize.Y + 0.5));
                switch (e->type) {
                        case HUD_ELEM_IMAGE: {
                                video::ITexture *texture = tsrc->getTexture(e->text);
@@ -241,14 +304,14 @@ void Hud::drawLuaElements() {
                                v2s32 dstsize(imgsize.Width * e->scale.X,
                                              imgsize.Height * e->scale.Y);
                                if (e->scale.X < 0)
-                                       dstsize.X = screensize.X * (e->scale.X * -0.01);
+                                       dstsize.X = m_screensize.X * (e->scale.X * -0.01);
                                if (e->scale.Y < 0)
-                                       dstsize.Y = screensize.Y * (e->scale.Y * -0.01);
+                                       dstsize.Y = m_screensize.Y * (e->scale.Y * -0.01);
                                v2s32 offset((e->align.X - 1.0) * dstsize.X / 2,
                                             (e->align.Y - 1.0) * dstsize.Y / 2);
                                core::rect<s32> rect(0, 0, dstsize.X, dstsize.Y);
                                rect += pos + offset + v2s32(e->offset.X, e->offset.Y);
-                               driver->draw2DImage(texture, rect,
+                               draw2DImageFilterScaled(driver, texture, rect,
                                        core::rect<s32>(core::position2d<s32>(0,0), imgsize),
                                        NULL, colors, true);
                                break; }
@@ -257,7 +320,7 @@ void Hud::drawLuaElements() {
                                                                                 (e->number >> 8)  & 0xFF,
                                                                                 (e->number >> 0)  & 0xFF);
                                core::rect<s32> size(0, 0, e->scale.X, text_height * e->scale.Y);
-                               std::wstring text = narrow_to_wide(e->text);
+                               std::wstring text = unescape_enriched(utf8_to_wide(e->text));
                                core::dimension2d<u32> textsize = font->getDimension(text.c_str());
                                v2s32 offset((e->align.X - 1.0) * (textsize.Width / 2),
                                             (e->align.Y - 1.0) * (textsize.Height / 2));
@@ -266,17 +329,19 @@ void Hud::drawLuaElements() {
                                break; }
                        case HUD_ELEM_STATBAR: {
                                v2s32 offs(e->offset.X, e->offset.Y);
-                               drawStatbar(pos, HUD_CORNER_UPPER, e->dir, e->text, e->number, offs);
+                               drawStatbar(pos, HUD_CORNER_UPPER, e->dir, e->text, e->number, offs, e->size);
                                break; }
                        case HUD_ELEM_INVENTORY: {
                                InventoryList *inv = inventory->getList(e->text);
-                               drawItem(pos, hotbar_imagesize, e->number, inv, e->item, e->dir);
+                               drawItems(pos, v2s32(e->offset.X, e->offset.Y), e->number, 0,
+                                       inv, e->item, e->dir);
                                break; }
                        case HUD_ELEM_WAYPOINT: {
                                v3f p_pos = player->getPosition() / BS;
                                v3f w_pos = e->world_pos * BS;
                                float distance = floor(10 * p_pos.getDistanceFrom(e->world_pos)) / 10;
                                scene::ICameraSceneNode* camera = smgr->getActiveCamera();
+                               w_pos -= intToFloat(camera_offset, BS);
                                core::matrix4 trans = camera->getProjectionMatrix();
                                trans *= camera->getViewMatrix();
                                f32 transformed_pos[4] = { w_pos.X, w_pos.Y, w_pos.Z, 1.0f };
@@ -285,17 +350,17 @@ void Hud::drawLuaElements() {
                                        break;
                                f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
                                        core::reciprocal(transformed_pos[3]);
-                               pos.X = screensize.X * (0.5 * transformed_pos[0] * zDiv + 0.5);
-                               pos.Y = screensize.Y * (0.5 - transformed_pos[1] * zDiv * 0.5);
+                               pos.X = m_screensize.X * (0.5 * transformed_pos[0] * zDiv + 0.5);
+                               pos.Y = m_screensize.Y * (0.5 - transformed_pos[1] * zDiv * 0.5);
                                video::SColor color(255, (e->number >> 16) & 0xFF,
                                                                                 (e->number >> 8)  & 0xFF,
                                                                                 (e->number >> 0)  & 0xFF);
                                core::rect<s32> size(0, 0, 200, 2 * text_height);
-                               std::wstring text = narrow_to_wide(e->name);
+                               std::wstring text = unescape_enriched(utf8_to_wide(e->name));
                                font->draw(text.c_str(), size + pos, color);
                                std::ostringstream os;
-                               os<<distance<<e->text;
-                               text = narrow_to_wide(os.str());
+                               os << distance << e->text;
+                               text = unescape_enriched(utf8_to_wide(os.str()));
                                pos.Y += text_height;
                                font->draw(text.c_str(), size + pos, color);
                                break; }
@@ -307,19 +372,31 @@ void Hud::drawLuaElements() {
 }
 
 
-void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture, s32 count, v2s32 offset) {
+void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture,
+               s32 count, v2s32 offset, v2s32 size)
+{
        const video::SColor color(255, 255, 255, 255);
        const video::SColor colors[] = {color, color, color, color};
-       
+
        video::ITexture *stat_texture = tsrc->getTexture(texture);
        if (!stat_texture)
                return;
-               
+
        core::dimension2di srcd(stat_texture->getOriginalSize());
+       core::dimension2di dstd;
+       if (size == v2s32()) {
+               dstd = srcd;
+       } else {
+               float size_factor = m_hud_scaling * porting::getDisplayDensity();
+               dstd.Height = size.Y * size_factor;
+               dstd.Width  = size.X * size_factor;
+               offset.X *= size_factor;
+               offset.Y *= size_factor;
+       }
 
        v2s32 p = pos;
        if (corner & HUD_CORNER_LOWER)
-               p -= srcd.Height;
+               p -= dstd.Height;
 
        p += offset;
 
@@ -337,115 +414,275 @@ void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture, s
                default:
                        steppos = v2s32(1, 0);
        }
-       steppos.X *= srcd.Width;
-       steppos.Y *= srcd.Height;
-       
+       steppos.X *= dstd.Width;
+       steppos.Y *= dstd.Height;
+
        for (s32 i = 0; i < count / 2; i++)
        {
                core::rect<s32> srcrect(0, 0, srcd.Width, srcd.Height);
-               core::rect<s32> dstrect(srcrect);
+               core::rect<s32> dstrect(0,0, dstd.Width, dstd.Height);
 
                dstrect += p;
-               driver->draw2DImage(stat_texture, dstrect, srcrect, NULL, colors, true);
+               draw2DImageFilterScaled(driver, stat_texture, dstrect, srcrect, NULL, colors, true);
                p += steppos;
        }
-       
+
        if (count % 2 == 1)
        {
                core::rect<s32> srcrect(0, 0, srcd.Width / 2, srcd.Height);
-               core::rect<s32> dstrect(srcrect);
+               core::rect<s32> dstrect(0,0, dstd.Width / 2, dstd.Height);
 
                dstrect += p;
-               driver->draw2DImage(stat_texture, dstrect, srcrect, NULL, colors, true);
+               draw2DImageFilterScaled(driver, stat_texture, dstrect, srcrect, NULL, colors, true);
        }
 }
 
 
-void Hud::drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem, s32 breath) {
+void Hud::drawHotbar(u16 playeritem) {
+
+       v2s32 centerlowerpos(m_displaycenter.X, m_screensize.Y);
+
        InventoryList *mainlist = inventory->getList("main");
        if (mainlist == NULL) {
                //silently ignore this we may not be initialized completely
                return;
        }
-       
+
        s32 hotbar_itemcount = player->hud_hotbar_itemcount;
-       s32 padding = hotbar_imagesize / 12;
-       s32 width = hotbar_itemcount * (hotbar_imagesize + padding * 2);
-       v2s32 pos = centerlowerpos - v2s32(width / 2, hotbar_imagesize + padding * 3);
-       
-       if (player->hud_flags & HUD_FLAG_HOTBAR_VISIBLE)
-               drawItem(pos, hotbar_imagesize, hotbar_itemcount, mainlist, playeritem + 1, 0);
-       if (player->hud_flags & HUD_FLAG_HEALTHBAR_VISIBLE)
-               drawStatbar(pos - v2s32(0, 4), HUD_CORNER_LOWER, HUD_DIR_LEFT_RIGHT,
-                               "heart.png", halfheartcount, v2s32(0, 0));
-       if (player->hud_flags & HUD_FLAG_BREATHBAR_VISIBLE && breath <= 10)
-               drawStatbar(pos - v2s32(-180, 4), HUD_CORNER_LOWER, HUD_DIR_LEFT_RIGHT,
-                               "bubble.png", breath*2, v2s32(0, 0));
+       s32 width = hotbar_itemcount * (m_hotbar_imagesize + m_padding * 2);
+       v2s32 pos = centerlowerpos - v2s32(width / 2, m_hotbar_imagesize + m_padding * 3);
+
+       if ( (float) width / (float) porting::getWindowSize().X <=
+                       g_settings->getFloat("hud_hotbar_max_width")) {
+               if (player->hud_flags & HUD_FLAG_HOTBAR_VISIBLE) {
+                       drawItems(pos, v2s32(0, 0), hotbar_itemcount, 0, mainlist, playeritem + 1, 0);
+               }
+       } else {
+               pos.X += width/4;
+
+               v2s32 secondpos = pos;
+               pos = pos - v2s32(0, m_hotbar_imagesize + m_padding);
+
+               if (player->hud_flags & HUD_FLAG_HOTBAR_VISIBLE) {
+                       drawItems(pos, v2s32(0, 0), hotbar_itemcount / 2, 0,
+                               mainlist, playeritem + 1, 0);
+                       drawItems(secondpos, v2s32(0, 0), hotbar_itemcount,
+                               hotbar_itemcount / 2, mainlist, playeritem + 1, 0);
+               }
+       }
+
+       //////////////////////////// compatibility code to be removed //////////////
+       // this is ugly as hell but there's no other way to keep compatibility to
+       // old servers
+       if ((player->hud_flags & HUD_FLAG_HEALTHBAR_VISIBLE)) {
+               drawStatbar(v2s32(floor(0.5 * (float)m_screensize.X + 0.5),
+                       floor(1 * (float) m_screensize.Y + 0.5)),
+                       HUD_CORNER_UPPER, 0, "heart.png",
+                       player->hp, v2s32((-10*24)-25,-(48+24+10)), v2s32(24,24));
+       }
+
+       if ((player->hud_flags & HUD_FLAG_BREATHBAR_VISIBLE) &&
+                       (player->getBreath() < 11)) {
+               drawStatbar(v2s32(floor(0.5 * (float)m_screensize.X + 0.5),
+                       floor(1 * (float) m_screensize.Y + 0.5)),
+                       HUD_CORNER_UPPER, 0, "bubble.png",
+                       player->getBreath(), v2s32(25,-(48+24+10)), v2s32(24,24));
+       }
+       ////////////////////////////////////////////////////////////////////////////
 }
 
 
-void Hud::drawCrosshair() {
-       if (!(player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) ||
-               player->camera_mode == CAMERA_MODE_THIRD_FRONT)
-               return;
-               
+void Hud::drawCrosshair()
+{
        if (use_crosshair_image) {
                video::ITexture *crosshair = tsrc->getTexture("crosshair.png");
                v2u32 size  = crosshair->getOriginalSize();
-               v2s32 lsize = v2s32(displaycenter.X - (size.X / 2),
-                                                       displaycenter.Y - (size.Y / 2));
+               v2s32 lsize = v2s32(m_displaycenter.X - (size.X / 2),
+                               m_displaycenter.Y - (size.Y / 2));
                driver->draw2DImage(crosshair, lsize,
                                core::rect<s32>(0, 0, size.X, size.Y),
                                0, crosshair_argb, true);
        } else {
-               driver->draw2DLine(displaycenter - v2s32(10, 0),
-                               displaycenter + v2s32(10, 0), crosshair_argb);
-               driver->draw2DLine(displaycenter - v2s32(0, 10),
-                               displaycenter + v2s32(0, 10), crosshair_argb);
+               driver->draw2DLine(m_displaycenter - v2s32(10, 0),
+                               m_displaycenter + v2s32(10, 0), crosshair_argb);
+               driver->draw2DLine(m_displaycenter - v2s32(0, 10),
+                               m_displaycenter + v2s32(0, 10), crosshair_argb);
        }
 }
 
+void Hud::setSelectionPos(const v3f &pos, const v3s16 &camera_offset)
+{
+       m_camera_offset = camera_offset;
+       m_selection_pos = pos;
+       m_selection_pos_with_offset = pos - intToFloat(camera_offset, BS);
+}
 
-void Hud::drawSelectionBoxes(std::vector<aabb3f> &hilightboxes) {
-       for (std::vector<aabb3f>::const_iterator
-                       i = hilightboxes.begin();
-                       i != hilightboxes.end(); i++) {
-               driver->draw3DBox(*i, selectionbox_argb);
+void Hud::drawSelectionMesh()
+{
+       if (!m_use_selection_mesh) {
+               // Draw 3D selection boxes
+               video::SMaterial oldmaterial = driver->getMaterial2D();
+               driver->setMaterial(m_selection_material);
+               for (std::vector<aabb3f>::const_iterator
+                               i = m_selection_boxes.begin();
+                               i != m_selection_boxes.end(); ++i) {
+                       aabb3f box = aabb3f(
+                               i->MinEdge + m_selection_pos_with_offset,
+                               i->MaxEdge + m_selection_pos_with_offset);
+
+                       u32 r = (selectionbox_argb.getRed() *
+                                       m_selection_mesh_color.getRed() / 255);
+                       u32 g = (selectionbox_argb.getGreen() *
+                                       m_selection_mesh_color.getGreen() / 255);
+                       u32 b = (selectionbox_argb.getBlue() *
+                                       m_selection_mesh_color.getBlue() / 255);
+                       driver->draw3DBox(box, video::SColor(255, r, g, b));
+               }
+               driver->setMaterial(oldmaterial);
+       } else if (m_selection_mesh) {
+               // Draw selection mesh
+               video::SMaterial oldmaterial = driver->getMaterial2D();
+               driver->setMaterial(m_selection_material);
+               setMeshColor(m_selection_mesh, m_selection_mesh_color);
+               scene::IMesh* mesh = cloneMesh(m_selection_mesh);
+               translateMesh(mesh, m_selection_pos_with_offset);
+               u32 mc = m_selection_mesh->getMeshBufferCount();
+               for (u32 i = 0; i < mc; i++) {
+                       scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
+                       driver->drawMeshBuffer(buf);
+               }
+               mesh->drop();
+               driver->setMaterial(oldmaterial);
        }
 }
 
+void Hud::updateSelectionMesh(const v3s16 &camera_offset)
+{
+       m_camera_offset = camera_offset;
+       if (!m_use_selection_mesh)
+               return;
+
+       if (m_selection_mesh) {
+               m_selection_mesh->drop();
+               m_selection_mesh = NULL;
+       }
+
+       if (!m_selection_boxes.size()) {
+               // No pointed object
+               return;
+       }
+
+       // New pointed object, create new mesh.
+
+       // Texture UV coordinates for selection boxes
+       static f32 texture_uv[24] = {
+               0,0,1,1,
+               0,0,1,1,
+               0,0,1,1,
+               0,0,1,1,
+               0,0,1,1,
+               0,0,1,1
+       };
+
+       // Use single halo box instead of multiple overlapping boxes.
+       // Temporary solution - problem can be solved with multiple
+       // rendering targets, or some method to remove inner surfaces.
+       // Thats because of halo transparency.
+
+       aabb3f halo_box(100.0, 100.0, 100.0, -100.0, -100.0, -100.0);
+       m_halo_boxes.clear();
+
+       for (std::vector<aabb3f>::iterator
+                       i = m_selection_boxes.begin();
+                       i != m_selection_boxes.end(); ++i) {
+               halo_box.addInternalBox(*i);
+       }
+
+       m_halo_boxes.push_back(halo_box);
+       m_selection_mesh = convertNodeboxesToMesh(
+               m_halo_boxes, texture_uv, 0.5);
+}
 
 void Hud::resizeHotbar() {
-       if (screensize.Y <= 800)
-               hotbar_imagesize = 32;
-       else if (screensize.Y <= 1280)
-               hotbar_imagesize = 48;
-       else
-               hotbar_imagesize = 64;
+       if (m_screensize != porting::getWindowSize()) {
+               m_hotbar_imagesize = floor(HOTBAR_IMAGE_SIZE * porting::getDisplayDensity() + 0.5);
+               m_hotbar_imagesize *= m_hud_scaling;
+               m_padding = m_hotbar_imagesize / 12;
+               m_screensize = porting::getWindowSize();
+               m_displaycenter = v2s32(m_screensize.X/2,m_screensize.Y/2);
+       }
 }
 
+struct MeshTimeInfo {
+       s32 time;
+       scene::IMesh *mesh;
+};
+
 void drawItemStack(video::IVideoDriver *driver,
                gui::IGUIFont *font,
                const ItemStack &item,
                const core::rect<s32> &rect,
                const core::rect<s32> *clip,
-               IGameDef *gamedef)
+               IGameDef *gamedef,
+               ItemRotationKind rotation_kind)
 {
-       if(item.empty())
+       static MeshTimeInfo rotation_time_infos[IT_ROT_NONE];
+       static bool enable_animations =
+               g_settings->getBool("inventory_items_animations");
+
+       if (item.empty()) {
+               if (rotation_kind < IT_ROT_NONE) {
+                       rotation_time_infos[rotation_kind].mesh = NULL;
+               }
                return;
-       
+       }
+
        const ItemDefinition &def = item.getDefinition(gamedef->idef());
-       video::ITexture *texture = gamedef->idef()->getInventoryTexture(def.name, gamedef);
+       scene::IMesh* mesh = gamedef->idef()->getWieldMesh(def.name, gamedef);
+
+       if (mesh) {
+               driver->clearZBuffer();
+               s32 delta = 0;
+               if (rotation_kind < IT_ROT_NONE) {
+                       MeshTimeInfo &ti = rotation_time_infos[rotation_kind];
+                       if (mesh != ti.mesh) {
+                               ti.mesh = mesh;
+                               ti.time = getTimeMs();
+                       } else {
+                               delta = porting::getDeltaMs(ti.time, getTimeMs()) % 100000;
+                       }
+               }
+               core::rect<s32> oldViewPort = driver->getViewPort();
+               core::matrix4 oldProjMat = driver->getTransform(video::ETS_PROJECTION);
+               core::matrix4 oldViewMat = driver->getTransform(video::ETS_VIEW);
+               core::matrix4 ProjMatrix;
+               ProjMatrix.buildProjectionMatrixOrthoLH(2, 2, -1, 100);
+               driver->setTransform(video::ETS_PROJECTION, ProjMatrix);
+               driver->setTransform(video::ETS_VIEW, ProjMatrix);
+               core::matrix4 matrix;
+               matrix.makeIdentity();
+
+               if (enable_animations) {
+                       float timer_f = (float)delta / 5000.0;
+                       matrix.setRotationDegrees(core::vector3df(0, 360 * timer_f, 0));
+               }
 
-       // Draw the inventory texture
-       if(texture != NULL)
-       {
-               const video::SColor color(255,255,255,255);
-               const video::SColor colors[] = {color,color,color,color};
-               driver->draw2DImage(texture, rect,
-                       core::rect<s32>(core::position2d<s32>(0,0),
-                       core::dimension2di(texture->getOriginalSize())),
-                       clip, colors, true);
+               driver->setTransform(video::ETS_WORLD, matrix);
+               driver->setViewPort(rect);
+
+               u32 mc = mesh->getMeshBufferCount();
+               for (u32 j = 0; j < mc; ++j) {
+                       scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
+                       video::SMaterial &material = buf->getMaterial();
+                       material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+                       material.Lighting = false;
+                       driver->setMaterial(material);
+                       driver->drawMeshBuffer(buf);
+               }
+
+               driver->setTransform(video::ETS_VIEW, oldViewMat);
+               driver->setTransform(video::ETS_PROJECTION, oldProjMat);
+               driver->setViewPort(oldViewPort);
        }
 
        if(def.type == ITEM_TOOL && item.wear != 0)
@@ -492,7 +729,7 @@ void drawItemStack(video::IVideoDriver *driver,
        {
                // Get the item count as a string
                std::string text = itos(item.count);
-               v2u32 dim = font->getDimension(narrow_to_wide(text).c_str());
+               v2u32 dim = font->getDimension(utf8_to_wide(text).c_str());
                v2s32 sdim(dim.X,dim.Y);
 
                core::rect<s32> rect2(