#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;
+#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_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
enum HudElementType {
HUD_ELEM_IMAGE = 0,
};
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
};
struct HudElement {
u32 item;
u32 dir;
v2f align;
+ v2f offset;
};
-
-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 IGameDef;
+class ITextureSource;
+class Inventory;
+class InventoryList;
+class LocalPlayer;
+struct ItemStack;
class Hud {
public:
IGameDef *gamedef;
LocalPlayer *player;
Inventory *inventory;
-
+ ITextureSource *tsrc;
+
v2u32 screensize;
v2s32 displaycenter;
s32 hotbar_imagesize;
- s32 hotbar_itemcount;
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, gui::IGUIEnvironment* guienv,
gui::IGUIFont *font, u32 text_height, IGameDef *gamedef,
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 drawStatbar(v2s32 pos, u16 corner, u16 drawdir,
+ std::string texture, s32 count, v2s32 offset);
- void drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem);
+ void drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem, s32 breath);
void resizeHotbar();
void drawCrosshair();
void drawSelectionBoxes(std::vector<aabb3f> &hilightboxes);
};
+void drawItemStack(video::IVideoDriver *driver,
+ gui::IGUIFont *font,
+ const ItemStack &item,
+ const core::rect<s32> &rect,
+ const core::rect<s32> *clip,
+ IGameDef *gamedef);
+
+
#endif
#endif