]> git.lizzy.rs Git - minetest.git/blobdiff - src/hud.h
Snake case for screen options in minetest.conf (#5792)
[minetest.git] / src / hud.h
index 27e23929715910a5e32bca78efe9d94c0a12187b..15c115d89e9b0046cc018dcc842eff79ee0d1c07 100644 (file)
--- a/src/hud.h
+++ b/src/hud.h
@@ -32,22 +32,32 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #define HUD_CORNER_LOWER  1
 #define HUD_CORNER_CENTER 2
 
+// Note that these visibility flags do not determine if the hud items are
+// actually drawn, but rather, whether to draw the item should the rest
+// of the game state permit it.
 #define HUD_FLAG_HOTBAR_VISIBLE    (1 << 0)
 #define HUD_FLAG_HEALTHBAR_VISIBLE (1 << 1)
 #define HUD_FLAG_CROSSHAIR_VISIBLE (1 << 2)
 #define HUD_FLAG_WIELDITEM_VISIBLE (1 << 3)
 #define HUD_FLAG_BREATHBAR_VISIBLE (1 << 4)
+#define HUD_FLAG_MINIMAP_VISIBLE   (1 << 5)
 
 #define HUD_PARAM_HOTBAR_ITEMCOUNT 1
+#define HUD_PARAM_HOTBAR_IMAGE 2
+#define HUD_PARAM_HOTBAR_SELECTED_IMAGE 3
 
 #define HUD_HOTBAR_ITEMCOUNT_DEFAULT 8
 #define HUD_HOTBAR_ITEMCOUNT_MAX     23
 
+
+#define HOTBAR_IMAGE_SIZE 48
+
 enum HudElementType {
        HUD_ELEM_IMAGE     = 0,
        HUD_ELEM_TEXT      = 1,
        HUD_ELEM_STATBAR   = 2,
-       HUD_ELEM_INVENTORY = 3
+       HUD_ELEM_INVENTORY = 3,
+       HUD_ELEM_WAYPOINT  = 4,
 };
 
 enum HudElementStat {
@@ -59,7 +69,9 @@ enum HudElementStat {
        HUD_STAT_ITEM,
        HUD_STAT_DIR,
        HUD_STAT_ALIGN,
-       HUD_STAT_OFFSET
+       HUD_STAT_OFFSET,
+       HUD_STAT_WORLD_POS,
+       HUD_STAT_SIZE
 };
 
 struct HudElement {
@@ -73,6 +85,8 @@ struct HudElement {
        u32 dir;
        v2f align;
        v2f offset;
+       v3f world_pos;
+       v2s32 size;
 };
 
 #ifndef SERVER
@@ -81,7 +95,7 @@ struct HudElement {
 #include <IGUIFont.h>
 #include "irr_aabb3d.h"
 
-class IGameDef;
+class Client;
 class ITextureSource;
 class Inventory;
 class InventoryList;
@@ -91,37 +105,88 @@ struct ItemStack;
 class Hud {
 public:
        video::IVideoDriver *driver;
+       scene::ISceneManager* smgr;
        gui::IGUIEnvironment *guienv;
-       gui::IGUIFont *font;
-       u32 text_height;
-       IGameDef *gamedef;
+       Client *client;
        LocalPlayer *player;
        Inventory *inventory;
        ITextureSource *tsrc;
 
-       v2u32 screensize;
-       v2s32 displaycenter;
-       s32 hotbar_imagesize;
-       
        video::SColor crosshair_argb;
        video::SColor selectionbox_argb;
        bool use_crosshair_image;
-       
-       Hud(video::IVideoDriver *driver, gui::IGUIEnvironment* guienv,
-               gui::IGUIFont *font, u32 text_height, IGameDef *gamedef,
-               LocalPlayer *player, Inventory *inventory);
-       
-       void drawItem(v2s32 upperleftpos, s32 imgsize, s32 itemcount,
-               InventoryList *mainlist, u16 selectitem, u16 direction);
-       void drawLuaElements();
-       void drawStatbar(v2s32 pos, u16 corner, u16 drawdir,
-                                        std::string texture, s32 count, v2s32 offset);
-       
-       void drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem, s32 breath);
+       std::string hotbar_image;
+       bool use_hotbar_image;
+       std::string hotbar_selected_image;
+       bool use_hotbar_selected_image;
+
+       Hud(video::IVideoDriver *driver,scene::ISceneManager* smgr,
+               gui::IGUIEnvironment* guienv, Client *client, LocalPlayer *player,
+               Inventory *inventory);
+       ~Hud();
+
+       void drawHotbar(u16 playeritem);
        void resizeHotbar();
-       
        void drawCrosshair();
-       void drawSelectionBoxes(std::vector<aabb3f> &hilightboxes);
+       void drawSelectionMesh();
+       void updateSelectionMesh(const v3s16 &camera_offset);
+
+       std::vector<aabb3f> *getSelectionBoxes()
+       { return &m_selection_boxes; }
+
+       void setSelectionPos(const v3f &pos, const v3s16 &camera_offset);
+
+       v3f getSelectionPos() const
+       { return m_selection_pos; }
+
+       void setSelectionMeshColor(const video::SColor &color)
+       { m_selection_mesh_color = color; }
+
+       void setSelectedFaceNormal(const v3f &face_normal)
+       { m_selected_face_normal = face_normal; }
+
+       void drawLuaElements(const v3s16 &camera_offset);
+
+private:
+       void drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture,
+                       s32 count, v2s32 offset, v2s32 size=v2s32());
+
+       void drawItems(v2s32 upperleftpos, v2s32 screen_offset, s32 itemcount,
+               s32 inv_offset, InventoryList *mainlist, u16 selectitem, u16 direction);
+
+       void drawItem(const ItemStack &item, const core::rect<s32>& rect,
+               bool selected);
+
+       float m_hud_scaling; // cached minetest setting
+       v3s16 m_camera_offset;
+       v2u32 m_screensize;
+       v2s32 m_displaycenter;
+       s32 m_hotbar_imagesize; // Takes hud_scaling into account, updated by resizeHotbar()
+       s32 m_padding;  // Takes hud_scaling into account, updated by resizeHotbar()
+       video::SColor hbar_colors[4];
+
+       std::vector<aabb3f> m_selection_boxes;
+       std::vector<aabb3f> m_halo_boxes;
+       v3f m_selection_pos;
+       v3f m_selection_pos_with_offset;
+
+       scene::IMesh* m_selection_mesh;
+       video::SColor m_selection_mesh_color;
+       v3f m_selected_face_normal;
+
+       video::SMaterial m_selection_material;
+
+       enum {
+               HIGHLIGHT_BOX,
+               HIGHLIGHT_HALO,
+               HIGHLIGHT_NONE } m_mode;
+};
+
+enum ItemRotationKind {
+       IT_ROT_SELECTED,
+       IT_ROT_HOVERED,
+       IT_ROT_DRAGGED,
+       IT_ROT_NONE, // Must be last, also serves as number
 };
 
 void drawItemStack(video::IVideoDriver *driver,
@@ -129,8 +194,8 @@ void drawItemStack(video::IVideoDriver *driver,
                const ItemStack &item,
                const core::rect<s32> &rect,
                const core::rect<s32> *clip,
-               IGameDef *gamedef);
-
+               Client *client,
+               ItemRotationKind rotation_kind);
 
 #endif