/*
Minetest
Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+Copyright (C) 2017 red-001 <red-001@outlook.ie>
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
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
-#ifndef HUD_HEADER
-#define HUD_HEADER
+#pragma once
#include "irrlichttypes_extrabloated.h"
+#include <string>
+#include "common/c_types.h"
#define HUD_DIR_LEFT_RIGHT 0
#define HUD_DIR_RIGHT_LEFT 1
#define HUD_CORNER_LOWER 1
#define HUD_CORNER_CENTER 2
-#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_STYLE_BOLD 1
+#define HUD_STYLE_ITALIC 2
+#define HUD_STYLE_MONO 4
-class Player;
+// 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_FLAG_MINIMAP_RADAR_VISIBLE (1 << 6)
+#define HUD_FLAG_BASIC_DEBUG (1 << 7)
+
+#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 32
+
+#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,
+ HUD_ELEM_IMAGE_WAYPOINT = 5,
+ HUD_ELEM_COMPASS = 6,
+ HUD_ELEM_MINIMAP = 7
};
enum HudElementStat {
HUD_STAT_ITEM,
HUD_STAT_DIR,
HUD_STAT_ALIGN,
- HUD_STAT_OFFSET
+ HUD_STAT_OFFSET,
+ HUD_STAT_WORLD_POS,
+ HUD_STAT_SIZE,
+ HUD_STAT_Z_INDEX,
+ HUD_STAT_TEXT2,
+ HUD_STAT_STYLE,
+};
+
+enum HudCompassDir {
+ HUD_COMPASS_ROTATE = 0,
+ HUD_COMPASS_ROTATE_REVERSE,
+ HUD_COMPASS_TRANSLATE,
+ HUD_COMPASS_TRANSLATE_REVERSE,
};
struct HudElement {
u32 dir;
v2f align;
v2f offset;
+ v3f world_pos;
+ v2s32 size;
+ s16 z_index = 0;
+ std::string text2;
+ u32 style;
};
+extern const EnumString es_HudElementType[];
+extern const EnumString es_HudElementStat[];
+extern const EnumString es_HudBuiltinElement[];
-inline u32 hud_get_free_id(Player *player) {
- size_t size = player->hud.size();
- for (size_t i = 0; i != size; i++) {
- if (!player->hud[i])
- return i;
- }
- return size;
-}
-
-#ifndef SERVER
-
-#include <IGUIFont.h>
-
-#include "gamedef.h"
-#include "inventory.h"
-#include "localplayer.h"
-
-class Hud {
-public:
- video::IVideoDriver *driver;
- gui::IGUIEnvironment *guienv;
- gui::IGUIFont *font;
- u32 text_height;
- IGameDef *gamedef;
- LocalPlayer *player;
- Inventory *inventory;
- ITextureSource *tsrc;
-
- v2u32 screensize;
- v2s32 displaycenter;
- s32 hotbar_imagesize;
- s32 hotbar_itemcount;
-
- 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);
- void resizeHotbar();
-
- void drawCrosshair();
- void drawSelectionBoxes(std::vector<aabb3f> &hilightboxes);
-};
+// Minimap stuff
-#endif
+enum MinimapType {
+ MINIMAP_TYPE_OFF,
+ MINIMAP_TYPE_SURFACE,
+ MINIMAP_TYPE_RADAR,
+ MINIMAP_TYPE_TEXTURE,
+};
-#endif