]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/hud.h
Minimap: Add new HUD flag for minimap radar mode
[dragonfireclient.git] / src / hud.h
index 274a669c49e4c432a99e5446bfa39b6d857b7b19..3084478b1f8e8b8ef414a902a0444eded78e1b7d 100644 (file)
--- a/src/hud.h
+++ b/src/hud.h
@@ -17,10 +17,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
 
-#ifndef HUD_HEADER
-#define HUD_HEADER
+#pragma once
 
 #include "irrlichttypes_extrabloated.h"
+#include <string>
 
 #define HUD_DIR_LEFT_RIGHT 0
 #define HUD_DIR_RIGHT_LEFT 1
@@ -31,23 +31,47 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #define HUD_CORNER_LOWER  1
 #define HUD_CORNER_CENTER 2
 
-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_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 {
-       HUD_STAT_POS,
+       HUD_STAT_POS = 0,
        HUD_STAT_NAME,
        HUD_STAT_SCALE,
        HUD_STAT_TEXT,
        HUD_STAT_NUMBER,
        HUD_STAT_ITEM,
-       HUD_STAT_DIR
+       HUD_STAT_DIR,
+       HUD_STAT_ALIGN,
+       HUD_STAT_OFFSET,
+       HUD_STAT_WORLD_POS,
+       HUD_STAT_SIZE
 };
 
 struct HudElement {
@@ -59,62 +83,117 @@ struct HudElement {
        u32 number;
        u32 item;
        u32 dir;
+       v2f align;
+       v2f offset;
+       v3f world_pos;
+       v2s32 size;
 };
 
-
-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 <deque>
-
+#include <vector>
 #include <IGUIFont.h>
+#include "irr_aabb3d.h"
 
-#include "gamedef.h"
-#include "inventory.h"
-#include "localplayer.h"
+class Client;
+class ITextureSource;
+class Inventory;
+class InventoryList;
+class LocalPlayer;
+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;
-       
-       v2u32 screensize;
-       v2s32 displaycenter;
-       s32 hotbar_imagesize;
-       s32 hotbar_itemcount;
-       
+       ITextureSource *tsrc;
+
        video::SColor crosshair_argb;
        video::SColor selectionbox_argb;
-       
-       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);
-       
-       void drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem);
+       bool use_crosshair_image = false;
+       std::string hotbar_image = "";
+       bool use_hotbar_image = false;
+       std::string hotbar_selected_image = "";
+       bool use_hotbar_selected_image = false;
+
+       Hud(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 = nullptr;
+       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;
 };
 
-#endif
+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,
+               gui::IGUIFont *font,
+               const ItemStack &item,
+               const core::rect<s32> &rect,
+               const core::rect<s32> *clip,
+               Client *client,
+               ItemRotationKind rotation_kind);
 
 #endif