]> git.lizzy.rs Git - minetest.git/blobdiff - src/hud.h
Isolate irrlicht references and use a singleton (#6041)
[minetest.git] / src / hud.h
index 614e7c92dde80efa55c0c001cce4f1efb7e30f40..dcbedf6423ff5c21a2c1cebe7bb78a68fb79ef7b 100644 (file)
--- a/src/hud.h
+++ b/src/hud.h
@@ -33,8 +33,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #define HUD_CORNER_CENTER 2
 
 // Note that these visibility flags do not determine if the hud items are
-// actually drawn, but rather, allows the item to be drawn should the rest of
-// the game state permit it.
+// 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)
@@ -95,7 +95,7 @@ struct HudElement {
 #include <IGUIFont.h>
 #include "irr_aabb3d.h"
 
-class IGameDef;
+class Client;
 class ITextureSource;
 class Inventory;
 class InventoryList;
@@ -107,43 +107,86 @@ class Hud {
        video::IVideoDriver *driver;
        scene::ISceneManager* smgr;
        gui::IGUIEnvironment *guienv;
-       IGameDef *gamedef;
+       Client *client;
        LocalPlayer *player;
        Inventory *inventory;
        ITextureSource *tsrc;
 
        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;
-       v3s16 camera_offset;
+       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(video::IVideoDriver *driver,scene::ISceneManager* smgr,
-               gui::IGUIEnvironment* guienv, IGameDef *gamedef, LocalPlayer *player,
+               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 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 &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, s32 itemcount, s32 offset,
-               InventoryList *mainlist, u16 selectitem, u16 direction);
+       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);
+       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;
-       s32 m_padding;
+       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,
@@ -151,8 +194,8 @@ void drawItemStack(video::IVideoDriver *driver,
                const ItemStack &item,
                const core::rect<s32> &rect,
                const core::rect<s32> *clip,
-               IGameDef *gamedef);
-
+               Client *client,
+               ItemRotationKind rotation_kind);
 
 #endif