#include "localplayer.h"
#include "camera.h"
#include "porting.h"
+#include "fontengine.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;
m_screensize = v2u32(0, 0);
m_displaycenter = v2s32(0, 0);
m_hotbar_imagesize = floor(HOTBAR_IMAGE_SIZE * porting::getDisplayDensity() + 0.5);
+ m_hotbar_imagesize *= g_settings->getFloat("hud_scaling");
m_padding = m_hotbar_imagesize / 12;
const video::SColor hbar_color(255, 255, 255, 255);
for (unsigned int i=0; i < 4; i++ ){
hbar_colors[i] = hbar_color;
}
-
+
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 = "";
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 = rect;
- imgrect2.UpperLeftCorner.X -= m_padding;
- imgrect2.UpperLeftCorner.Y -= m_padding;
- imgrect2.LowerRightCorner.X += m_padding;
- imgrect2.LowerRightCorner.Y += m_padding;
- video::ITexture *texture = tsrc->getTexture(hotbar_selected_image);
- core::dimension2di imgsize(texture->getOriginalSize());
- driver->draw2DImage(texture, imgrect2,
- core::rect<s32>(core::position2d<s32>(0,0), imgsize),
- NULL, hbar_colors, true);
+ 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());
+ driver->draw2DImage(texture, imgrect2,
+ core::rect<s32>(core::position2d<s32>(0,0), imgsize),
+ NULL, hbar_colors, true);
} else {
video::SColor c_outside(255,255,0,0);
//video::SColor c_outside(255,0,0,0);
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);
}
//NOTE: selectitem = 0 -> no selected; selectitem 1-based
void Hud::drawItems(v2s32 upperleftpos, s32 itemcount, s32 offset,
InventoryList *mainlist, u16 selectitem, u16 direction)
{
+#ifdef HAVE_TOUCHSCREENGUI
+ if ( (g_touchscreengui) && (offset == 0))
+ g_touchscreengui->resetHud();
+#endif
+
s32 height = m_hotbar_imagesize + m_padding * 2;
s32 width = (itemcount - offset) * (m_hotbar_imagesize + m_padding * 2);
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> 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());
}
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(v3s16 camera_offset) {
- for (size_t i = 0; i != player->hud.size(); i++) {
- HudElement *e = player->hud[i];
+ 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(floor(e->pos.X * (float) m_screensize.X + 0.5),
floor(e->pos.Y * (float) m_screensize.Y + 0.5));
switch (e->type) {
{
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 {
- dstd.Height = size.Y * g_settings->getFloat("gui_scaling") *
- porting::getDisplayDensity();
- dstd.Width = size.X * g_settings->getFloat("gui_scaling") *
- porting::getDisplayDensity();
-
- offset.X *= g_settings->getFloat("gui_scaling") *
- porting::getDisplayDensity();
-
- offset.Y *= g_settings->getFloat("gui_scaling") *
+ double size_factor = g_settings->getFloat("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;
}
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);
driver->draw2DImage(stat_texture, dstrect, srcrect, NULL, colors, true);
p += steppos;
}
-
+
if (count % 2 == 1)
{
core::rect<s32> srcrect(0, 0, srcd.Width / 2, srcd.Height);
//silently ignore this we may not be initialized completely
return;
}
-
+
s32 hotbar_itemcount = player->hud_hotbar_itemcount;
s32 width = hotbar_itemcount * (m_hotbar_imagesize + m_padding * 2);
v2s32 pos = centerlowerpos - v2s32(width / 2, m_hotbar_imagesize + m_padding * 3);
drawItems(secondpos, 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;
- }
-
+
if (use_crosshair_image) {
video::ITexture *crosshair = tsrc->getTexture("crosshair.png");
v2u32 size = crosshair->getOriginalSize();
void Hud::resizeHotbar() {
if (m_screensize != porting::getWindowSize()) {
m_hotbar_imagesize = floor(HOTBAR_IMAGE_SIZE * porting::getDisplayDensity() + 0.5);
+ m_hotbar_imagesize *= g_settings->getFloat("hud_scaling");
m_padding = m_hotbar_imagesize / 12;
m_screensize = porting::getWindowSize();
m_displaycenter = v2s32(m_screensize.X/2,m_screensize.Y/2);
{
if(item.empty())
return;
-
+
const ItemDefinition &def = item.getDefinition(gamedef->idef());
video::ITexture *texture = gamedef->idef()->getInventoryTexture(def.name, gamedef);