]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/hud.cpp
Add ObjectRef.hud_set_hotbar_itemcount and add TOCLIENT_HUD_SET_PARAM
[dragonfireclient.git] / src / hud.cpp
index 77cf23173569d381e0ad47357c3ee390fc47ba3d..a3ae38bcb7a241b75832d9ced81ff8b3b85551ff 100644 (file)
@@ -43,7 +43,8 @@ Hud::Hud(video::IVideoDriver *driver, gui::IGUIEnvironment* guienv,
        screensize       = v2u32(0, 0);
        displaycenter    = v2s32(0, 0);
        hotbar_imagesize = 48;
-       hotbar_itemcount = 8;
+       
+       tsrc = gamedef->getTextureSource();
        
        v3f crosshair_color = g_settings->getV3F("crosshair_color");
        u32 cross_r = rangelim(myround(crosshair_color.X), 0, 255);
@@ -57,6 +58,8 @@ Hud::Hud(video::IVideoDriver *driver, gui::IGUIEnvironment* guienv,
        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");
 }
 
 
@@ -175,8 +178,7 @@ void Hud::drawLuaElements() {
                v2s32 pos(e->pos.X * screensize.X, e->pos.Y * screensize.Y);
                switch (e->type) {
                        case HUD_ELEM_IMAGE: {
-                               video::ITexture *texture =
-                                       gamedef->getTextureSource()->getTextureRaw(e->text);
+                               video::ITexture *texture = tsrc->getTextureRaw(e->text);
                                if (!texture)
                                        continue;
 
@@ -186,6 +188,10 @@ void Hud::drawLuaElements() {
                                core::rect<s32> rect(0, 0, imgsize.Width  * e->scale.X,
                                                                               imgsize.Height * e->scale.X);
                                rect += pos;
+                               v2s32 offset((e->align.X - 1.0) * ((imgsize.Width  * e->scale.X) / 2),
+                                            (e->align.Y - 1.0) * ((imgsize.Height * e->scale.X) / 2));
+                               rect += offset;
+                               rect += v2s32(e->offset.X, e->offset.Y);
                                driver->draw2DImage(texture, rect,
                                        core::rect<s32>(core::position2d<s32>(0,0), imgsize),
                                        NULL, colors, true);
@@ -195,11 +201,17 @@ 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);
-                               font->draw(narrow_to_wide(e->text).c_str(), size + pos, color);
+                               std::wstring text = narrow_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);
                                break; }
-                       case HUD_ELEM_STATBAR:
-                               drawStatbar(pos, HUD_CORNER_UPPER, e->dir, e->text, e->number);
-                               break;
                        case HUD_ELEM_INVENTORY: {
                                InventoryList *inv = inventory->getList(e->text);
                                drawItem(pos, hotbar_imagesize, e->number, inv, e->item, e->dir);
@@ -212,12 +224,11 @@ void Hud::drawLuaElements() {
 }
 
 
-void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture, s32 count) {
+void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture, s32 count, v2s32 offset) {
        const video::SColor color(255, 255, 255, 255);
        const video::SColor colors[] = {color, color, color, color};
        
-       video::ITexture *stat_texture =
-               gamedef->getTextureSource()->getTextureRaw(texture);
+       video::ITexture *stat_texture = tsrc->getTextureRaw(texture);
        if (!stat_texture)
                return;
                
@@ -227,6 +238,8 @@ void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture, s
        if (corner & HUD_CORNER_LOWER)
                p -= srcd.Height;
 
+       p += offset;
+
        v2s32 steppos;
        switch (drawdir) {
                case HUD_DIR_RIGHT_LEFT:
@@ -272,21 +285,37 @@ void Hud::drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem) {
                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 * 2);
        
-       drawItem(pos, hotbar_imagesize, hotbar_itemcount, mainlist, playeritem + 1, 0);
-       drawStatbar(pos - v2s32(0, 4), HUD_CORNER_LOWER, HUD_DIR_LEFT_RIGHT,
-                               "heart.png", halfheartcount);
+       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));
 }
 
 
 void Hud::drawCrosshair() {
-       driver->draw2DLine(displaycenter - v2s32(10, 0),
-                       displaycenter + v2s32(10, 0), crosshair_argb);
-       driver->draw2DLine(displaycenter - v2s32(0, 10),
-                       displaycenter + v2s32(0, 10), crosshair_argb);
+       if (!(player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE))
+               return;
+               
+       if (use_crosshair_image) {
+               video::ITexture *crosshair = tsrc->getTextureRaw("crosshair.png");
+               v2u32 size  = crosshair->getOriginalSize();
+               v2s32 lsize = v2s32(displaycenter.X - (size.X / 2),
+                                                       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);
+       }
 }