#define HUD_HEADER
#include "irrlichttypes_extrabloated.h"
+#include <string>
#define HUD_DIR_LEFT_RIGHT 0
#define HUD_DIR_RIGHT_LEFT 1
#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_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_ALIGN
+ HUD_STAT_ALIGN,
+ HUD_STAT_OFFSET,
+ HUD_STAT_WORLD_POS,
+ HUD_STAT_SIZE
};
struct HudElement {
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;
};
+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
#endif