]> git.lizzy.rs Git - minetest.git/blobdiff - src/hud.h
Fix inverted conditions in shader.cpp
[minetest.git] / src / hud.h
index 2e6838eb108288e4b67289c3ff9bcb7e5808adfe..d0158b2f85790e370bcc0400a325d1e7bf36b0dd 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
@@ -115,31 +119,63 @@ 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, IGameDef *gamedef, LocalPlayer *player,
                Inventory *inventory);
-       
+       ~Hud();
+
        void drawHotbar(u16 playeritem);
        void resizeHotbar();
        void drawCrosshair();
-       void drawSelectionBoxes(std::vector<aabb3f> &hilightboxes);
-       void drawLuaElements(v3s16 camera_offset);
+       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 &c)
+       { m_selection_mesh_color = c; }
+
+       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, s32 itemcount, s32 offset,
                InventoryList *mainlist, u16 selectitem, u16 direction);
 
-       void drawItem(const ItemStack &item, const core::rect<s32>& rect, bool selected);
-       
+       void drawItem(const ItemStack &item, const core::rect<s32>& rect,
+               bool selected);
+
+       v3s16 m_camera_offset;
        v2u32 m_screensize;
        v2s32 m_displaycenter;
        s32 m_hotbar_imagesize;
        s32 m_padding;
        video::SColor hbar_colors[4];
+
+       std::vector<aabb3f> m_selection_boxes;
+       v3f m_selection_pos;
+       v3f m_selection_pos_with_offset;
+
+       scene::IMesh* m_selection_mesh;
+       video::SColor m_selection_mesh_color;
+       video::SMaterial m_selection_material;
+       bool m_use_selection_mesh;
+};
+
+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,
@@ -147,8 +183,8 @@ void drawItemStack(video::IVideoDriver *driver,
                const ItemStack &item,
                const core::rect<s32> &rect,
                const core::rect<s32> *clip,
-               IGameDef *gamedef);
-
+               IGameDef *gamedef,
+               ItemRotationKind rotation_kind);
 
 #endif