/*
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_STYLE_BOLD 1
+#define HUD_STYLE_ITALIC 2
+#define HUD_STYLE_MONO 4
+
// 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_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 23
-
+#define HUD_HOTBAR_ITEMCOUNT_MAX 32
#define HOTBAR_IMAGE_SIZE 48
HUD_ELEM_STATBAR = 2,
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_ALIGN,
HUD_STAT_OFFSET,
HUD_STAT_WORLD_POS,
- HUD_STAT_SIZE
+ 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 {
v2f offset;
v3f world_pos;
v2s32 size;
+ s16 z_index = 0;
+ std::string text2;
+ u32 style;
};
-#ifndef SERVER
-
-#include <vector>
-#include <IGUIFont.h>
-#include "irr_aabb3d.h"
-
-class IGameDef;
-class ITextureSource;
-class Inventory;
-class InventoryList;
-class LocalPlayer;
-struct ItemStack;
-
-class Hud {
-public:
- video::IVideoDriver *driver;
- scene::ISceneManager* smgr;
- gui::IGUIEnvironment *guienv;
- IGameDef *gamedef;
- LocalPlayer *player;
- Inventory *inventory;
- ITextureSource *tsrc;
-
- video::SColor crosshair_argb;
- video::SColor selectionbox_argb;
- bool use_crosshair_image;
- 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, IGameDef *gamedef, LocalPlayer *player,
- Inventory *inventory);
- ~Hud();
-
- void drawHotbar(u16 playeritem);
- void resizeHotbar();
- void drawCrosshair();
- 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 &c)
- { m_selection_mesh_color = c; }
-
- 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;
- video::SMaterial m_selection_material;
- bool m_use_selection_mesh;
-};
-
-enum ItemRotationKind {
- IT_ROT_SELECTED,
- IT_ROT_HOVERED,
- IT_ROT_DRAGGED,
- IT_ROT_NONE, // Must be last, also serves as number
-};
+extern const EnumString es_HudElementType[];
+extern const EnumString es_HudElementStat[];
+extern const EnumString es_HudBuiltinElement[];
-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);
+// Minimap stuff
-#endif
+enum MinimapType {
+ MINIMAP_TYPE_OFF,
+ MINIMAP_TYPE_SURFACE,
+ MINIMAP_TYPE_RADAR,
+ MINIMAP_TYPE_TEXTURE,
+};
-#endif