]> git.lizzy.rs Git - minetest.git/blobdiff - src/hud.h
Mgvalleys: use standard caves
[minetest.git] / src / hud.h
index 2e6838eb108288e4b67289c3ff9bcb7e5808adfe..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
@@ -116,11 +120,11 @@ class Hud {
        std::string hotbar_selected_image;
        bool use_hotbar_selected_image;
        v3s16 camera_offset;
-       
+
        Hud(video::IVideoDriver *driver,scene::ISceneManager* smgr,
                gui::IGUIEnvironment* guienv, IGameDef *gamedef, LocalPlayer *player,
                Inventory *inventory);
-       
+
        void drawHotbar(u16 playeritem);
        void resizeHotbar();
        void drawCrosshair();
@@ -129,12 +133,12 @@ class Hud {
 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;