/*
Minetest
-Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
-Copyright (C) 2010-2013 blue42u, Jonathon Anderson <anderjon@umail.iu.edu>
-Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+Copyright (C) 2010-2018 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
*/
#include "hud.h"
-#include "settings.h"
-#include "util/numeric.h"
-#include "log.h"
-#include "gamedef.h"
-#include "itemdef.h"
-#include "inventory.h"
-#include "client/tile.h"
-#include "localplayer.h"
-#include "camera.h"
-#include "porting.h"
-#include "fontengine.h"
-#include "guiscalingfilter.h"
-#include "mesh.h"
-#include <IGUIStaticText.h>
+#include <cmath>
-#ifdef HAVE_TOUCHSCREENGUI
-#include "touchscreengui.h"
-#endif
-
-Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr,
- gui::IGUIEnvironment* guienv, IGameDef *gamedef, LocalPlayer *player,
- Inventory *inventory)
-{
- this->driver = driver;
- this->smgr = smgr;
- this->guienv = guienv;
- this->gamedef = gamedef;
- this->player = player;
- this->inventory = inventory;
-
- 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;
-
- m_selection_mesh = NULL;
- m_selection_boxes.clear();
- m_halo_boxes.clear();
-
- m_selection_pos = v3f(0.0, 0.0, 0.0);
- std::string mode = g_settings->get("node_highlighting");
- m_selection_material.Lighting = 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 (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;
- }
-}
-
-Hud::~Hud()
-{
- if (m_selection_mesh)
- m_selection_mesh->drop();
-}
-
-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*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 {
- video::SColor c_outside(255,255,0,0);
- //video::SColor c_outside(255,0,0,0);
- //video::SColor c_inside(255,192,192,192);
- s32 x1 = rect.UpperLeftCorner.X;
- s32 y1 = rect.UpperLeftCorner.Y;
- s32 x2 = rect.LowerRightCorner.X;
- s32 y2 = rect.LowerRightCorner.Y;
- // Black base borders
- driver->draw2DRectangle(c_outside,
- core::rect<s32>(
- v2s32(x1 - m_padding, y1 - m_padding),
- v2s32(x2 + m_padding, y1)
- ), NULL);
- driver->draw2DRectangle(c_outside,
- core::rect<s32>(
- v2s32(x1 - m_padding, y2),
- v2s32(x2 + m_padding, y2 + m_padding)
- ), NULL);
- driver->draw2DRectangle(c_outside,
- core::rect<s32>(
- v2s32(x1 - m_padding, y1),
- v2s32(x1, y2)
- ), NULL);
- driver->draw2DRectangle(c_outside,
- core::rect<s32>(
- v2s32(x2, y1),
- v2s32(x2 + m_padding, y2)
- ), NULL);
- /*// Light inside borders
- driver->draw2DRectangle(c_inside,
- core::rect<s32>(
- v2s32(x1 - padding/2, y1 - padding/2),
- v2s32(x2 + padding/2, y1)
- ), NULL);
- driver->draw2DRectangle(c_inside,
- core::rect<s32>(
- v2s32(x1 - padding/2, y2),
- v2s32(x2 + padding/2, y2 + padding/2)
- ), NULL);
- driver->draw2DRectangle(c_inside,
- core::rect<s32>(
- v2s32(x1 - padding/2, y1),
- v2s32(x1, y2)
- ), NULL);
- driver->draw2DRectangle(c_inside,
- core::rect<s32>(
- v2s32(x2, y1),
- v2s32(x2 + padding/2, y2)
- ), NULL);
- */
- }
- }
-
- video::SColor bgcolor2(128, 0, 0, 0);
- if (!use_hotbar_image)
- driver->draw2DRectangle(bgcolor2, rect, NULL);
- 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) {
- width = m_hotbar_imagesize + m_padding * 2;
- height = (itemcount - inv_offset) * (m_hotbar_imagesize + m_padding * 2);
- }
-
- // Position of upper left corner of bar
- v2s32 pos = upperleftpos + screen_offset;
- pos.X *= m_hud_scaling * porting::getDisplayDensity();
- pos.Y *= m_hud_scaling * porting::getDisplayDensity();
-
- 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;
- }
-
- /* 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);
- }
-
- for (s32 i = inv_offset; i < itemcount && (size_t)i < mainlist->getSize(); i++) {
- v2s32 steppos;
- s32 fullimglen = m_hotbar_imagesize + m_padding * 2;
-
- core::rect<s32> imgrect(0, 0, m_hotbar_imagesize, m_hotbar_imagesize);
-
- 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(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(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);
- if (!texture)
- continue;
-
- const video::SColor color(255, 255, 255, 255);
- const video::SColor colors[] = {color, color, color, color};
- core::dimension2di imgsize(texture->getOriginalSize());
- v2s32 dstsize(imgsize.Width * e->scale.X,
- imgsize.Height * e->scale.Y);
- if (e->scale.X < 0)
- dstsize.X = m_screensize.X * (e->scale.X * -0.01);
- if (e->scale.Y < 0)
- 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);
- draw2DImageFilterScaled(driver, texture, rect,
- core::rect<s32>(core::position2d<s32>(0,0), imgsize),
- NULL, colors, true);
- break; }
- case HUD_ELEM_TEXT: {
- video::SColor color(255, (e->number >> 16) & 0xFF,
- (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 = 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));
- v2s32 offs(e->offset.X, e->offset.Y);
- font->draw(text.c_str(), size + pos + offset + offs, color);
- 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, e->size);
- break; }
- case HUD_ELEM_INVENTORY: {
- InventoryList *inv = inventory->getList(e->text);
- 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 };
- trans.multiplyWith1x4Matrix(transformed_pos);
- if (transformed_pos[3] < 0)
- break;
- f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
- core::reciprocal(transformed_pos[3]);
- 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 = utf8_to_wide(e->name);
- font->draw(text.c_str(), size + pos, color);
- std::ostringstream os;
- os << distance << e->text;
- text = utf8_to_wide(os.str());
- pos.Y += text_height;
- font->draw(text.c_str(), size + pos, color);
- break; }
- default:
- infostream << "Hud::drawLuaElements: ignoring drawform " << e->type <<
- " of hud element ID " << i << " due to unrecognized type" << std::endl;
- }
- }
-}
-
-
-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 -= dstd.Height;
-
- p += offset;
-
- v2s32 steppos;
- switch (drawdir) {
- case HUD_DIR_RIGHT_LEFT:
- steppos = v2s32(-1, 0);
- break;
- case HUD_DIR_TOP_BOTTOM:
- steppos = v2s32(0, 1);
- break;
- case HUD_DIR_BOTTOM_TOP:
- steppos = v2s32(0, -1);
- break;
- default:
- steppos = v2s32(1, 0);
- }
- 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(0,0, dstd.Width, dstd.Height);
-
- dstrect += p;
- 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(0,0, dstd.Width / 2, dstd.Height);
-
- dstrect += p;
- draw2DImageFilterScaled(driver, stat_texture, dstrect, srcrect, NULL, colors, true);
- }
-}
-
-
-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 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 (use_crosshair_image) {
- video::ITexture *crosshair = tsrc->getTexture("crosshair.png");
- v2u32 size = crosshair->getOriginalSize();
- 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(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::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)
+const struct EnumString es_HudElementType[] =
{
- 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 (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);
- }
-}
+ {HUD_ELEM_IMAGE, "image"},
+ {HUD_ELEM_TEXT, "text"},
+ {HUD_ELEM_STATBAR, "statbar"},
+ {HUD_ELEM_INVENTORY, "inventory"},
+ {HUD_ELEM_WAYPOINT, "waypoint"},
+ {0, NULL},
+};
-struct MeshTimeInfo {
- s32 time;
- scene::IMesh *mesh;
+const struct EnumString es_HudElementStat[] =
+{
+ {HUD_STAT_POS, "position"},
+ {HUD_STAT_POS, "pos"}, /* Deprecated, only for compatibility's sake */
+ {HUD_STAT_NAME, "name"},
+ {HUD_STAT_SCALE, "scale"},
+ {HUD_STAT_TEXT, "text"},
+ {HUD_STAT_NUMBER, "number"},
+ {HUD_STAT_ITEM, "item"},
+ {HUD_STAT_DIR, "direction"},
+ {HUD_STAT_ALIGN, "alignment"},
+ {HUD_STAT_OFFSET, "offset"},
+ {HUD_STAT_WORLD_POS, "world_pos"},
+ {HUD_STAT_SIZE, "size"},
+ {HUD_STAT_Z_INDEX, "z_index"},
+ {0, NULL},
};
-void drawItemStack(video::IVideoDriver *driver,
- gui::IGUIFont *font,
- const ItemStack &item,
- const core::rect<s32> &rect,
- const core::rect<s32> *clip,
- IGameDef *gamedef,
- ItemRotationKind rotation_kind)
+const struct EnumString es_HudBuiltinElement[] =
{
- 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());
- 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));
- }
-
- 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)
- {
- // Draw a progressbar
- float barheight = rect.getHeight()/16;
- float barpad_x = rect.getWidth()/16;
- float barpad_y = rect.getHeight()/16;
- core::rect<s32> progressrect(
- rect.UpperLeftCorner.X + barpad_x,
- rect.LowerRightCorner.Y - barpad_y - barheight,
- rect.LowerRightCorner.X - barpad_x,
- rect.LowerRightCorner.Y - barpad_y);
-
- // Shrink progressrect by amount of tool damage
- float wear = item.wear / 65535.0;
- int progressmid =
- wear * progressrect.UpperLeftCorner.X +
- (1-wear) * progressrect.LowerRightCorner.X;
-
- // Compute progressbar color
- // wear = 0.0: green
- // wear = 0.5: yellow
- // wear = 1.0: red
- video::SColor color(255,255,255,255);
- int wear_i = MYMIN(floor(wear * 600), 511);
- wear_i = MYMIN(wear_i + 10, 511);
- if(wear_i <= 255)
- color.set(255, wear_i, 255, 0);
- else
- color.set(255, 255, 511-wear_i, 0);
-
- core::rect<s32> progressrect2 = progressrect;
- progressrect2.LowerRightCorner.X = progressmid;
- driver->draw2DRectangle(color, progressrect2, clip);
-
- color = video::SColor(255,0,0,0);
- progressrect2 = progressrect;
- progressrect2.UpperLeftCorner.X = progressmid;
- driver->draw2DRectangle(color, progressrect2, clip);
- }
-
- if(font != NULL && item.count >= 2)
- {
- // Get the item count as a string
- std::string text = itos(item.count);
- v2u32 dim = font->getDimension(utf8_to_wide(text).c_str());
- v2s32 sdim(dim.X,dim.Y);
-
- core::rect<s32> rect2(
- /*rect.UpperLeftCorner,
- core::dimension2d<u32>(rect.getWidth(), 15)*/
- rect.LowerRightCorner - sdim,
- sdim
- );
-
- video::SColor bgcolor(128,0,0,0);
- driver->draw2DRectangle(bgcolor, rect2, clip);
-
- video::SColor color(255,255,255,255);
- font->draw(text.c_str(), rect2, color, false, false, clip);
- }
-}
+ {HUD_FLAG_HOTBAR_VISIBLE, "hotbar"},
+ {HUD_FLAG_HEALTHBAR_VISIBLE, "healthbar"},
+ {HUD_FLAG_CROSSHAIR_VISIBLE, "crosshair"},
+ {HUD_FLAG_WIELDITEM_VISIBLE, "wielditem"},
+ {HUD_FLAG_BREATHBAR_VISIBLE, "breathbar"},
+ {HUD_FLAG_MINIMAP_VISIBLE, "minimap"},
+ {HUD_FLAG_MINIMAP_RADAR_VISIBLE, "minimap_radar"},
+ {0, NULL},
+};