]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/hud.h
Various style cleanups + unused code removal
[dragonfireclient.git] / src / hud.h
index 1a24d094572bd0293cfa25cf76f0ec5deaa51543..65453aec1ae7288cbdd127226bf1f0bc57bfd758 100644 (file)
--- a/src/hud.h
+++ b/src/hud.h
@@ -32,11 +32,15 @@ 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
@@ -45,6 +49,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #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,
@@ -63,7 +70,8 @@ enum HudElementStat {
        HUD_STAT_DIR,
        HUD_STAT_ALIGN,
        HUD_STAT_OFFSET,
-       HUD_STAT_WORLD_POS
+       HUD_STAT_WORLD_POS,
+       HUD_STAT_SIZE
 };
 
 struct HudElement {
@@ -78,6 +86,7 @@ struct HudElement {
        v2f align;
        v2f offset;
        v3f world_pos;
+       v2s32 size;
 };
 
 #ifndef SERVER
@@ -98,17 +107,11 @@ class Hud {
        video::IVideoDriver *driver;
        scene::ISceneManager* smgr;
        gui::IGUIEnvironment *guienv;
-       gui::IGUIFont *font;
-       u32 text_height;
        IGameDef *gamedef;
        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;
@@ -116,23 +119,31 @@ class Hud {
        bool use_hotbar_image;
        std::string hotbar_selected_image;
        bool use_hotbar_selected_image;
-       
+       v3s16 camera_offset;
+
        Hud(video::IVideoDriver *driver,scene::ISceneManager* smgr,
-               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);
+               gui::IGUIEnvironment* guienv, IGameDef *gamedef, LocalPlayer *player,
+               Inventory *inventory);
+
+       void drawHotbar(u16 playeritem);
        void resizeHotbar();
-       
        void drawCrosshair();
        void drawSelectionBoxes(std::vector<aabb3f> &hilightboxes);
+       void drawLuaElements(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, s32 itemcount, s32 offset,
+               InventoryList *mainlist, u16 selectitem, u16 direction);
+
+       void drawItem(const ItemStack &item, const core::rect<s32>& rect, bool selected);
+
+       v2u32 m_screensize;
+       v2s32 m_displaycenter;
+       s32 m_hotbar_imagesize;
+       s32 m_padding;
+       video::SColor hbar_colors[4];
 };
 
 void drawItemStack(video::IVideoDriver *driver,