X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fhud.cpp;h=19feaef7b57dfa54b347550dba83f8ffd5fdaf4e;hb=d1df09841d0eac7a88f638676b80ec848522cca5;hp=375d65878c2a4ac95c09ee82e7200dd9067239fc;hpb=43a388ec533220fcdb84fb3680bcb87a38fd010d;p=dragonfireclient.git diff --git a/src/hud.cpp b/src/hud.cpp index 375d65878..19feaef7b 100644 --- a/src/hud.cpp +++ b/src/hud.cpp @@ -19,178 +19,299 @@ with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ -#include - -#include "guiFormSpecMenu.h" -#include "main.h" +#include "hud.h" +#include "settings.h" #include "util/numeric.h" +#include "util/string.h" #include "log.h" -#include "client.h" -#include "hud.h" +#include "gamedef.h" +#include "itemdef.h" +#include "inventory.h" +#include "client/tile.h" +#include "localplayer.h" +#include "camera.h" +#include "porting.h" +#include "fontengine.h" +#include "guiscalingfilter.h" +#include "mesh.h" +#include +#ifdef HAVE_TOUCHSCREENGUI +#include "touchscreengui.h" +#endif -Hud::Hud(video::IVideoDriver *driver, gui::IGUIEnvironment* guienv, - gui::IGUIFont *font, u32 text_height, IGameDef *gamedef, - LocalPlayer *player, Inventory *inventory) { +Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr, + gui::IGUIEnvironment* guienv, IGameDef *gamedef, LocalPlayer *player, + Inventory *inventory) +{ this->driver = driver; + this->smgr = smgr; this->guienv = guienv; - this->font = font; - this->text_height = text_height; this->gamedef = gamedef; this->player = player; this->inventory = inventory; - - screensize = v2u32(0, 0); - displaycenter = v2s32(0, 0); - hotbar_imagesize = 48; - hotbar_itemcount = 8; - + + m_hud_scaling = g_settings->getFloat("hud_scaling"); + m_screensize = v2u32(0, 0); + m_displaycenter = v2s32(0, 0); + m_hotbar_imagesize = floor(HOTBAR_IMAGE_SIZE * porting::getDisplayDensity() + 0.5); + m_hotbar_imagesize *= m_hud_scaling; + m_padding = m_hotbar_imagesize / 12; + + for (unsigned int i = 0; i < 4; i++) + hbar_colors[i] = video::SColor(255, 255, 255, 255); + + tsrc = gamedef->getTextureSource(); + v3f crosshair_color = g_settings->getV3F("crosshair_color"); u32 cross_r = rangelim(myround(crosshair_color.X), 0, 255); u32 cross_g = rangelim(myround(crosshair_color.Y), 0, 255); u32 cross_b = rangelim(myround(crosshair_color.Z), 0, 255); u32 cross_a = rangelim(g_settings->getS32("crosshair_alpha"), 0, 255); crosshair_argb = video::SColor(cross_a, cross_r, cross_g, cross_b); - + v3f selectionbox_color = g_settings->getV3F("selectionbox_color"); u32 sbox_r = rangelim(myround(selectionbox_color.X), 0, 255); u32 sbox_g = rangelim(myround(selectionbox_color.Y), 0, 255); u32 sbox_b = rangelim(myround(selectionbox_color.Z), 0, 255); selectionbox_argb = video::SColor(255, sbox_r, sbox_g, sbox_b); -} + use_crosshair_image = tsrc->isKnownSourceImage("crosshair.png"); -//NOTE: selectitem = 0 -> no selected; selectitem 1-based -void Hud::drawItem(v2s32 upperleftpos, s32 imgsize, s32 itemcount, - InventoryList *mainlist, u16 selectitem, u16 direction) -{ - s32 padding = imgsize / 12; - s32 height = imgsize + padding * 2; - s32 width = itemcount * (imgsize + padding * 2); - if (direction == HUD_DIR_TOP_BOTTOM || direction == HUD_DIR_BOTTOM_TOP) { - width = imgsize + padding * 2; - height = itemcount * (imgsize + padding * 2); - } - s32 fullimglen = imgsize + padding * 2; + hotbar_image = ""; + use_hotbar_image = false; + hotbar_selected_image = ""; + use_hotbar_selected_image = false; - // Position of upper left corner of bar - v2s32 pos = upperleftpos; + m_selection_mesh = NULL; + m_selection_boxes.clear(); + m_halo_boxes.clear(); - // Draw background color - /*core::rect barrect(0,0,width,height); - barrect += pos; - video::SColor bgcolor(255,128,128,128); - driver->draw2DRectangle(bgcolor, barrect, NULL);*/ + m_selection_pos = v3f(0.0, 0.0, 0.0); + std::string mode = g_settings->get("node_highlighting"); + m_selection_material.Lighting = false; - core::rect imgrect(0, 0, imgsize, imgsize); + if (g_settings->getBool("enable_shaders")) { + IShaderSource *shdrsrc = gamedef->getShaderSource(); + u16 shader_id = shdrsrc->getShader( + mode == "halo" ? "selection_shader" : "default_shader", 1, 1); + m_selection_material.MaterialType = shdrsrc->getShaderInfo(shader_id).material; + } else { + m_selection_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; + } - for (s32 i = 0; i < itemcount; i++) - { - const ItemStack &item = mainlist->getItem(i); + if (mode == "box") { + m_use_selection_mesh = false; + m_selection_material.Thickness = + rangelim(g_settings->getS16("selectionbox_width"), 1, 5); + } else if (mode == "halo") { + m_use_selection_mesh = true; + m_selection_material.setTexture(0, tsrc->getTextureForMesh("halo.png")); + m_selection_material.setFlag(video::EMF_BACK_FACE_CULLING, true); + } else { + m_selection_material.MaterialType = video::EMT_SOLID; + } +} - v2s32 steppos; - switch (direction) { - case HUD_DIR_RIGHT_LEFT: - steppos = v2s32(-(padding + i * fullimglen), padding); - break; - case HUD_DIR_TOP_BOTTOM: - steppos = v2s32(padding, padding + i * fullimglen); - break; - case HUD_DIR_BOTTOM_TOP: - steppos = v2s32(padding, -(padding + i * fullimglen)); - break; - default: - steppos = v2s32(padding + i * fullimglen, padding); - } - - core::rect rect = imgrect + pos + steppos; - - if (selectitem == i + 1) - { - video::SColor c_outside(255,255,0,0); - //video::SColor c_outside(255,0,0,0); - //video::SColor c_inside(255,192,192,192); - s32 x1 = rect.UpperLeftCorner.X; - s32 y1 = rect.UpperLeftCorner.Y; - s32 x2 = rect.LowerRightCorner.X; - s32 y2 = rect.LowerRightCorner.Y; - // Black base borders - driver->draw2DRectangle(c_outside, +Hud::~Hud() +{ + if (m_selection_mesh) + m_selection_mesh->drop(); +} + +void Hud::drawItem(const ItemStack &item, const core::rect& rect, + bool selected) +{ + if (selected) { + /* draw hihlighting around selected item */ + if (use_hotbar_selected_image) { + core::rect imgrect2 = rect; + imgrect2.UpperLeftCorner.X -= (m_padding*2); + imgrect2.UpperLeftCorner.Y -= (m_padding*2); + imgrect2.LowerRightCorner.X += (m_padding*2); + imgrect2.LowerRightCorner.Y += (m_padding*2); + video::ITexture *texture = tsrc->getTexture(hotbar_selected_image); + core::dimension2di imgsize(texture->getOriginalSize()); + draw2DImageFilterScaled(driver, texture, imgrect2, + core::rect(core::position2d(0,0), imgsize), + NULL, hbar_colors, true); + } else { + video::SColor c_outside(255,255,0,0); + //video::SColor c_outside(255,0,0,0); + //video::SColor c_inside(255,192,192,192); + s32 x1 = rect.UpperLeftCorner.X; + s32 y1 = rect.UpperLeftCorner.Y; + s32 x2 = rect.LowerRightCorner.X; + s32 y2 = rect.LowerRightCorner.Y; + // Black base borders + driver->draw2DRectangle(c_outside, core::rect( - v2s32(x1 - padding, y1 - padding), - v2s32(x2 + padding, y1) + v2s32(x1 - m_padding, y1 - m_padding), + v2s32(x2 + m_padding, y1) ), NULL); - driver->draw2DRectangle(c_outside, + driver->draw2DRectangle(c_outside, core::rect( - v2s32(x1 - padding, y2), - v2s32(x2 + padding, y2 + padding) + v2s32(x1 - m_padding, y2), + v2s32(x2 + m_padding, y2 + m_padding) ), NULL); - driver->draw2DRectangle(c_outside, + driver->draw2DRectangle(c_outside, core::rect( - v2s32(x1 - padding, y1), + v2s32(x1 - m_padding, y1), v2s32(x1, y2) ), NULL); - driver->draw2DRectangle(c_outside, + driver->draw2DRectangle(c_outside, core::rect( v2s32(x2, y1), - v2s32(x2 + padding, y2) + v2s32(x2 + m_padding, y2) ), NULL); - /*// Light inside borders - driver->draw2DRectangle(c_inside, + /*// Light inside borders + driver->draw2DRectangle(c_inside, core::rect( v2s32(x1 - padding/2, y1 - padding/2), v2s32(x2 + padding/2, y1) ), NULL); - driver->draw2DRectangle(c_inside, + driver->draw2DRectangle(c_inside, core::rect( v2s32(x1 - padding/2, y2), v2s32(x2 + padding/2, y2 + padding/2) ), NULL); - driver->draw2DRectangle(c_inside, + driver->draw2DRectangle(c_inside, core::rect( v2s32(x1 - padding/2, y1), v2s32(x1, y2) ), NULL); - driver->draw2DRectangle(c_inside, + driver->draw2DRectangle(c_inside, core::rect( v2s32(x2, y1), v2s32(x2 + padding/2, y2) ), NULL); - */ + */ + } } video::SColor bgcolor2(128, 0, 0, 0); - driver->draw2DRectangle(bgcolor2, rect, NULL); - drawItemStack(driver, font, item, rect, NULL, gamedef); + if (!use_hotbar_image) + driver->draw2DRectangle(bgcolor2, rect, NULL); + drawItemStack(driver, g_fontengine->getFont(), item, rect, NULL, + gamedef, selected ? IT_ROT_SELECTED : IT_ROT_NONE); + } + +//NOTE: selectitem = 0 -> no selected; selectitem 1-based +void Hud::drawItems(v2s32 upperleftpos, v2s32 screen_offset, s32 itemcount, + s32 inv_offset, InventoryList *mainlist, u16 selectitem, u16 direction) +{ +#ifdef HAVE_TOUCHSCREENGUI + if (g_touchscreengui && inv_offset == 0) + g_touchscreengui->resetHud(); +#endif + + s32 height = m_hotbar_imagesize + m_padding * 2; + s32 width = (itemcount - inv_offset) * (m_hotbar_imagesize + m_padding * 2); + + if (direction == HUD_DIR_TOP_BOTTOM || direction == HUD_DIR_BOTTOM_TOP) { + s32 tmp = height; + height = width; + width = tmp; + } + + // Position of upper left corner of bar + v2s32 pos = screen_offset; + pos.X *= m_hud_scaling * porting::getDisplayDensity(); + pos.Y *= m_hud_scaling * porting::getDisplayDensity(); + pos += upperleftpos; + + // Store hotbar_image in member variable, used by drawItem() + if (hotbar_image != player->hotbar_image) { + hotbar_image = player->hotbar_image; + if (hotbar_image != "") + use_hotbar_image = tsrc->isKnownSourceImage(hotbar_image); + else + use_hotbar_image = false; + } + + // Store hotbar_selected_image in member variable, used by drawItem() + if (hotbar_selected_image != player->hotbar_selected_image) { + hotbar_selected_image = player->hotbar_selected_image; + if (hotbar_selected_image != "") + use_hotbar_selected_image = tsrc->isKnownSourceImage(hotbar_selected_image); + else + use_hotbar_selected_image = false; + } + + // draw customized item background + if (use_hotbar_image) { + core::rect imgrect2(-m_padding/2, -m_padding/2, + width+m_padding/2, height+m_padding/2); + core::rect rect2 = imgrect2 + pos; + video::ITexture *texture = tsrc->getTexture(hotbar_image); + core::dimension2di imgsize(texture->getOriginalSize()); + draw2DImageFilterScaled(driver, texture, rect2, + core::rect(core::position2d(0,0), imgsize), + NULL, hbar_colors, true); + } + + // Draw items + core::rect imgrect(0, 0, m_hotbar_imagesize, m_hotbar_imagesize); + for (s32 i = inv_offset; i < itemcount && (size_t)i < mainlist->getSize(); i++) { + s32 fullimglen = m_hotbar_imagesize + m_padding * 2; + + v2s32 steppos; + switch (direction) { + case HUD_DIR_RIGHT_LEFT: + steppos = v2s32(-(m_padding + (i - inv_offset) * fullimglen), m_padding); + break; + case HUD_DIR_TOP_BOTTOM: + steppos = v2s32(m_padding, m_padding + (i - inv_offset) * fullimglen); + break; + case HUD_DIR_BOTTOM_TOP: + steppos = v2s32(m_padding, -(m_padding + (i - inv_offset) * fullimglen)); + break; + default: + steppos = v2s32(m_padding + (i - inv_offset) * fullimglen, m_padding); + break; + } + + drawItem(mainlist->getItem(i), (imgrect + pos + steppos), (i + 1) == selectitem); + +#ifdef HAVE_TOUCHSCREENGUI + if (g_touchscreengui) + g_touchscreengui->registerHudItem(i, (imgrect + pos + steppos)); +#endif } } -void Hud::drawLuaElements() { - for (size_t i = 0; i != player->hud.size(); i++) { - HudElement *e = player->hud[i]; +void Hud::drawLuaElements(const v3s16 &camera_offset) +{ + u32 text_height = g_fontengine->getTextHeight(); + irr::gui::IGUIFont* font = g_fontengine->getFont(); + for (size_t i = 0; i != player->maxHudId(); i++) { + HudElement *e = player->getHud(i); if (!e) continue; - - v2s32 pos(e->pos.X * screensize.X, e->pos.Y * screensize.Y); + + v2s32 pos(floor(e->pos.X * (float) m_screensize.X + 0.5), + floor(e->pos.Y * (float) m_screensize.Y + 0.5)); switch (e->type) { case HUD_ELEM_IMAGE: { - video::ITexture *texture = - gamedef->getTextureSource()->getTextureRaw(e->text); + video::ITexture *texture = tsrc->getTexture(e->text); if (!texture) continue; const video::SColor color(255, 255, 255, 255); const video::SColor colors[] = {color, color, color, color}; core::dimension2di imgsize(texture->getOriginalSize()); - core::rect rect(0, 0, imgsize.Width * e->scale.X, - imgsize.Height * e->scale.X); - rect += pos; - v2s32 offset((e->align.X - 1.0) * ((imgsize.Width * e->scale.X) / 2), - (e->align.Y - 1.0) * ((imgsize.Height * e->scale.X) / 2)); - rect += offset; - rect += v2s32(e->offset.X, e->offset.Y); - driver->draw2DImage(texture, rect, + v2s32 dstsize(imgsize.Width * e->scale.X, + imgsize.Height * e->scale.Y); + if (e->scale.X < 0) + dstsize.X = m_screensize.X * (e->scale.X * -0.01); + if (e->scale.Y < 0) + dstsize.Y = m_screensize.Y * (e->scale.Y * -0.01); + v2s32 offset((e->align.X - 1.0) * dstsize.X / 2, + (e->align.Y - 1.0) * dstsize.Y / 2); + core::rect rect(0, 0, dstsize.X, dstsize.Y); + rect += pos + offset + v2s32(e->offset.X, e->offset.Y); + draw2DImageFilterScaled(driver, texture, rect, core::rect(core::position2d(0,0), imgsize), NULL, colors, true); break; } @@ -199,7 +320,7 @@ void Hud::drawLuaElements() { (e->number >> 8) & 0xFF, (e->number >> 0) & 0xFF); core::rect size(0, 0, e->scale.X, text_height * e->scale.Y); - std::wstring text = narrow_to_wide(e->text); + std::wstring text = unescape_enriched(utf8_to_wide(e->text)); core::dimension2d textsize = font->getDimension(text.c_str()); v2s32 offset((e->align.X - 1.0) * (textsize.Width / 2), (e->align.Y - 1.0) * (textsize.Height / 2)); @@ -208,34 +329,74 @@ void Hud::drawLuaElements() { break; } case HUD_ELEM_STATBAR: { v2s32 offs(e->offset.X, e->offset.Y); - drawStatbar(pos, HUD_CORNER_UPPER, e->dir, e->text, e->number, offs); + drawStatbar(pos, HUD_CORNER_UPPER, e->dir, e->text, e->number, offs, e->size); break; } case HUD_ELEM_INVENTORY: { InventoryList *inv = inventory->getList(e->text); - drawItem(pos, hotbar_imagesize, e->number, inv, e->item, e->dir); + drawItems(pos, v2s32(e->offset.X, e->offset.Y), e->number, 0, + inv, e->item, e->dir); + break; } + case HUD_ELEM_WAYPOINT: { + v3f p_pos = player->getPosition() / BS; + v3f w_pos = e->world_pos * BS; + float distance = floor(10 * p_pos.getDistanceFrom(e->world_pos)) / 10; + scene::ICameraSceneNode* camera = smgr->getActiveCamera(); + w_pos -= intToFloat(camera_offset, BS); + core::matrix4 trans = camera->getProjectionMatrix(); + trans *= camera->getViewMatrix(); + f32 transformed_pos[4] = { w_pos.X, w_pos.Y, w_pos.Z, 1.0f }; + trans.multiplyWith1x4Matrix(transformed_pos); + if (transformed_pos[3] < 0) + break; + f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f : + core::reciprocal(transformed_pos[3]); + pos.X = m_screensize.X * (0.5 * transformed_pos[0] * zDiv + 0.5); + pos.Y = m_screensize.Y * (0.5 - transformed_pos[1] * zDiv * 0.5); + video::SColor color(255, (e->number >> 16) & 0xFF, + (e->number >> 8) & 0xFF, + (e->number >> 0) & 0xFF); + core::rect size(0, 0, 200, 2 * text_height); + std::wstring text = unescape_enriched(utf8_to_wide(e->name)); + font->draw(text.c_str(), size + pos, color); + std::ostringstream os; + os << distance << e->text; + text = unescape_enriched(utf8_to_wide(os.str())); + pos.Y += text_height; + font->draw(text.c_str(), size + pos, color); break; } default: infostream << "Hud::drawLuaElements: ignoring drawform " << e->type << - "of hud element ID " << i << " due to unrecognized type" << std::endl; + " of hud element ID " << i << " due to unrecognized type" << std::endl; } } } -void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture, s32 count, v2s32 offset) { +void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture, + s32 count, v2s32 offset, v2s32 size) +{ const video::SColor color(255, 255, 255, 255); const video::SColor colors[] = {color, color, color, color}; - - video::ITexture *stat_texture = - gamedef->getTextureSource()->getTextureRaw(texture); + + video::ITexture *stat_texture = tsrc->getTexture(texture); if (!stat_texture) return; - + core::dimension2di srcd(stat_texture->getOriginalSize()); + core::dimension2di dstd; + if (size == v2s32()) { + dstd = srcd; + } else { + float size_factor = m_hud_scaling * porting::getDisplayDensity(); + dstd.Height = size.Y * size_factor; + dstd.Width = size.X * size_factor; + offset.X *= size_factor; + offset.Y *= size_factor; + } v2s32 p = pos; if (corner & HUD_CORNER_LOWER) - p -= srcd.Height; + p -= dstd.Height; p += offset; @@ -251,87 +412,337 @@ void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture, s steppos = v2s32(0, -1); break; default: - steppos = v2s32(1, 0); + steppos = v2s32(1, 0); } - steppos.X *= srcd.Width; - steppos.Y *= srcd.Height; - + steppos.X *= dstd.Width; + steppos.Y *= dstd.Height; + for (s32 i = 0; i < count / 2; i++) { core::rect srcrect(0, 0, srcd.Width, srcd.Height); - core::rect dstrect(srcrect); + core::rect dstrect(0,0, dstd.Width, dstd.Height); dstrect += p; - driver->draw2DImage(stat_texture, dstrect, srcrect, NULL, colors, true); + draw2DImageFilterScaled(driver, stat_texture, dstrect, srcrect, NULL, colors, true); p += steppos; } - + if (count % 2 == 1) { core::rect srcrect(0, 0, srcd.Width / 2, srcd.Height); - core::rect dstrect(srcrect); + core::rect dstrect(0,0, dstd.Width / 2, dstd.Height); dstrect += p; - driver->draw2DImage(stat_texture, dstrect, srcrect, NULL, colors, true); + draw2DImageFilterScaled(driver, stat_texture, dstrect, srcrect, NULL, colors, true); } } -void Hud::drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem) { +void Hud::drawHotbar(u16 playeritem) { + + v2s32 centerlowerpos(m_displaycenter.X, m_screensize.Y); + InventoryList *mainlist = inventory->getList("main"); if (mainlist == NULL) { - errorstream << "draw_hotbar(): mainlist == NULL" << std::endl; + //silently ignore this we may not be initialized completely return; } - - s32 padding = hotbar_imagesize / 12; - s32 width = hotbar_itemcount * (hotbar_imagesize + padding * 2); - v2s32 pos = centerlowerpos - v2s32(width / 2, hotbar_imagesize + padding * 2); - - if (player->hud_flags & HUD_FLAG_HOTBAR_VISIBLE) - drawItem(pos, hotbar_imagesize, hotbar_itemcount, mainlist, playeritem + 1, 0); - if (player->hud_flags & HUD_FLAG_HEALTHBAR_VISIBLE) - drawStatbar(pos - v2s32(0, 4), HUD_CORNER_LOWER, HUD_DIR_LEFT_RIGHT, - "heart.png", halfheartcount, v2s32(0, 0)); + + s32 hotbar_itemcount = player->hud_hotbar_itemcount; + s32 width = hotbar_itemcount * (m_hotbar_imagesize + m_padding * 2); + v2s32 pos = centerlowerpos - v2s32(width / 2, m_hotbar_imagesize + m_padding * 3); + + if ( (float) width / (float) porting::getWindowSize().X <= + g_settings->getFloat("hud_hotbar_max_width")) { + if (player->hud_flags & HUD_FLAG_HOTBAR_VISIBLE) { + drawItems(pos, v2s32(0, 0), hotbar_itemcount, 0, mainlist, playeritem + 1, 0); + } + } else { + pos.X += width/4; + + v2s32 secondpos = pos; + pos = pos - v2s32(0, m_hotbar_imagesize + m_padding); + + if (player->hud_flags & HUD_FLAG_HOTBAR_VISIBLE) { + drawItems(pos, v2s32(0, 0), hotbar_itemcount / 2, 0, + mainlist, playeritem + 1, 0); + drawItems(secondpos, v2s32(0, 0), hotbar_itemcount, + hotbar_itemcount / 2, mainlist, playeritem + 1, 0); + } + } + + //////////////////////////// compatibility code to be removed ////////////// + // this is ugly as hell but there's no other way to keep compatibility to + // old servers + if ((player->hud_flags & HUD_FLAG_HEALTHBAR_VISIBLE)) { + drawStatbar(v2s32(floor(0.5 * (float)m_screensize.X + 0.5), + floor(1 * (float) m_screensize.Y + 0.5)), + HUD_CORNER_UPPER, 0, "heart.png", + player->hp, v2s32((-10*24)-25,-(48+24+10)), v2s32(24,24)); + } + + if ((player->hud_flags & HUD_FLAG_BREATHBAR_VISIBLE) && + (player->getBreath() < 11)) { + drawStatbar(v2s32(floor(0.5 * (float)m_screensize.X + 0.5), + floor(1 * (float) m_screensize.Y + 0.5)), + HUD_CORNER_UPPER, 0, "bubble.png", + player->getBreath(), v2s32(25,-(48+24+10)), v2s32(24,24)); + } + //////////////////////////////////////////////////////////////////////////// } -void Hud::drawCrosshair() { - if (!(player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE)) - return; - - ITextureSource *tsrc = gamedef->getTextureSource(); - if (tsrc->isKnownSourceImage("crosshair.png")) { - video::ITexture *crosshair = tsrc->getTextureRaw("crosshair.png"); +void Hud::drawCrosshair() +{ + if (use_crosshair_image) { + video::ITexture *crosshair = tsrc->getTexture("crosshair.png"); v2u32 size = crosshair->getOriginalSize(); - v2s32 lsize = v2s32(displaycenter.X - (size.X / 2), - displaycenter.Y - (size.Y / 2)); + v2s32 lsize = v2s32(m_displaycenter.X - (size.X / 2), + m_displaycenter.Y - (size.Y / 2)); driver->draw2DImage(crosshair, lsize, core::rect(0, 0, size.X, size.Y), 0, crosshair_argb, true); } else { - driver->draw2DLine(displaycenter - v2s32(10, 0), - displaycenter + v2s32(10, 0), crosshair_argb); - driver->draw2DLine(displaycenter - v2s32(0, 10), - displaycenter + v2s32(0, 10), crosshair_argb); + driver->draw2DLine(m_displaycenter - v2s32(10, 0), + m_displaycenter + v2s32(10, 0), crosshair_argb); + driver->draw2DLine(m_displaycenter - v2s32(0, 10), + m_displaycenter + v2s32(0, 10), crosshair_argb); } } +void Hud::setSelectionPos(const v3f &pos, const v3s16 &camera_offset) +{ + m_camera_offset = camera_offset; + m_selection_pos = pos; + m_selection_pos_with_offset = pos - intToFloat(camera_offset, BS); +} -void Hud::drawSelectionBoxes(std::vector &hilightboxes) { - for (std::vector::const_iterator - i = hilightboxes.begin(); - i != hilightboxes.end(); i++) { - driver->draw3DBox(*i, selectionbox_argb); +void Hud::drawSelectionMesh() +{ + if (!m_use_selection_mesh) { + // Draw 3D selection boxes + video::SMaterial oldmaterial = driver->getMaterial2D(); + driver->setMaterial(m_selection_material); + for (std::vector::const_iterator + i = m_selection_boxes.begin(); + i != m_selection_boxes.end(); ++i) { + aabb3f box = aabb3f( + i->MinEdge + m_selection_pos_with_offset, + i->MaxEdge + m_selection_pos_with_offset); + + u32 r = (selectionbox_argb.getRed() * + m_selection_mesh_color.getRed() / 255); + u32 g = (selectionbox_argb.getGreen() * + m_selection_mesh_color.getGreen() / 255); + u32 b = (selectionbox_argb.getBlue() * + m_selection_mesh_color.getBlue() / 255); + driver->draw3DBox(box, video::SColor(255, r, g, b)); + } + driver->setMaterial(oldmaterial); + } else if (m_selection_mesh) { + // Draw selection mesh + video::SMaterial oldmaterial = driver->getMaterial2D(); + driver->setMaterial(m_selection_material); + setMeshColor(m_selection_mesh, m_selection_mesh_color); + scene::IMesh* mesh = cloneMesh(m_selection_mesh); + translateMesh(mesh, m_selection_pos_with_offset); + u32 mc = m_selection_mesh->getMeshBufferCount(); + for (u32 i = 0; i < mc; i++) { + scene::IMeshBuffer *buf = mesh->getMeshBuffer(i); + driver->drawMeshBuffer(buf); + } + mesh->drop(); + driver->setMaterial(oldmaterial); } } +void Hud::updateSelectionMesh(const v3s16 &camera_offset) +{ + m_camera_offset = camera_offset; + if (!m_use_selection_mesh) + return; + + if (m_selection_mesh) { + m_selection_mesh->drop(); + m_selection_mesh = NULL; + } + + if (!m_selection_boxes.size()) { + // No pointed object + return; + } + + // New pointed object, create new mesh. + + // Texture UV coordinates for selection boxes + static f32 texture_uv[24] = { + 0,0,1,1, + 0,0,1,1, + 0,0,1,1, + 0,0,1,1, + 0,0,1,1, + 0,0,1,1 + }; + + // Use single halo box instead of multiple overlapping boxes. + // Temporary solution - problem can be solved with multiple + // rendering targets, or some method to remove inner surfaces. + // Thats because of halo transparency. + + aabb3f halo_box(100.0, 100.0, 100.0, -100.0, -100.0, -100.0); + m_halo_boxes.clear(); + + for (std::vector::iterator + i = m_selection_boxes.begin(); + i != m_selection_boxes.end(); ++i) { + halo_box.addInternalBox(*i); + } + + m_halo_boxes.push_back(halo_box); + m_selection_mesh = convertNodeboxesToMesh( + m_halo_boxes, texture_uv, 0.5); +} void Hud::resizeHotbar() { - if (screensize.Y <= 800) - hotbar_imagesize = 32; - else if (screensize.Y <= 1280) - hotbar_imagesize = 48; - else - hotbar_imagesize = 64; + if (m_screensize != porting::getWindowSize()) { + m_hotbar_imagesize = floor(HOTBAR_IMAGE_SIZE * porting::getDisplayDensity() + 0.5); + m_hotbar_imagesize *= m_hud_scaling; + m_padding = m_hotbar_imagesize / 12; + m_screensize = porting::getWindowSize(); + m_displaycenter = v2s32(m_screensize.X/2,m_screensize.Y/2); + } +} + +struct MeshTimeInfo { + s32 time; + scene::IMesh *mesh; +}; + +void drawItemStack(video::IVideoDriver *driver, + gui::IGUIFont *font, + const ItemStack &item, + const core::rect &rect, + const core::rect *clip, + IGameDef *gamedef, + ItemRotationKind rotation_kind) +{ + static MeshTimeInfo rotation_time_infos[IT_ROT_NONE]; + static bool enable_animations = + g_settings->getBool("inventory_items_animations"); + + if (item.empty()) { + if (rotation_kind < IT_ROT_NONE) { + rotation_time_infos[rotation_kind].mesh = NULL; + } + return; + } + + const ItemDefinition &def = item.getDefinition(gamedef->idef()); + scene::IMesh* mesh = gamedef->idef()->getWieldMesh(def.name, gamedef); + + if (mesh) { + driver->clearZBuffer(); + s32 delta = 0; + if (rotation_kind < IT_ROT_NONE) { + MeshTimeInfo &ti = rotation_time_infos[rotation_kind]; + if (mesh != ti.mesh) { + ti.mesh = mesh; + ti.time = getTimeMs(); + } else { + delta = porting::getDeltaMs(ti.time, getTimeMs()) % 100000; + } + } + core::rect oldViewPort = driver->getViewPort(); + core::matrix4 oldProjMat = driver->getTransform(video::ETS_PROJECTION); + core::matrix4 oldViewMat = driver->getTransform(video::ETS_VIEW); + core::matrix4 ProjMatrix; + ProjMatrix.buildProjectionMatrixOrthoLH(2, 2, -1, 100); + driver->setTransform(video::ETS_PROJECTION, ProjMatrix); + driver->setTransform(video::ETS_VIEW, ProjMatrix); + core::matrix4 matrix; + matrix.makeIdentity(); + + if (enable_animations) { + float timer_f = (float)delta / 5000.0; + matrix.setRotationDegrees(core::vector3df(0, 360 * timer_f, 0)); + } + + driver->setTransform(video::ETS_WORLD, matrix); + driver->setViewPort(rect); + + u32 mc = mesh->getMeshBufferCount(); + for (u32 j = 0; j < mc; ++j) { + scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); + video::SMaterial &material = buf->getMaterial(); + material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; + material.Lighting = false; + driver->setMaterial(material); + driver->drawMeshBuffer(buf); + } + + driver->setTransform(video::ETS_VIEW, oldViewMat); + driver->setTransform(video::ETS_PROJECTION, oldProjMat); + driver->setViewPort(oldViewPort); + } + + if(def.type == ITEM_TOOL && item.wear != 0) + { + // Draw a progressbar + float barheight = rect.getHeight()/16; + float barpad_x = rect.getWidth()/16; + float barpad_y = rect.getHeight()/16; + core::rect progressrect( + rect.UpperLeftCorner.X + barpad_x, + rect.LowerRightCorner.Y - barpad_y - barheight, + rect.LowerRightCorner.X - barpad_x, + rect.LowerRightCorner.Y - barpad_y); + + // Shrink progressrect by amount of tool damage + float wear = item.wear / 65535.0; + int progressmid = + wear * progressrect.UpperLeftCorner.X + + (1-wear) * progressrect.LowerRightCorner.X; + + // Compute progressbar color + // wear = 0.0: green + // wear = 0.5: yellow + // wear = 1.0: red + video::SColor color(255,255,255,255); + int wear_i = MYMIN(floor(wear * 600), 511); + wear_i = MYMIN(wear_i + 10, 511); + if(wear_i <= 255) + color.set(255, wear_i, 255, 0); + else + color.set(255, 255, 511-wear_i, 0); + + core::rect progressrect2 = progressrect; + progressrect2.LowerRightCorner.X = progressmid; + driver->draw2DRectangle(color, progressrect2, clip); + + color = video::SColor(255,0,0,0); + progressrect2 = progressrect; + progressrect2.UpperLeftCorner.X = progressmid; + driver->draw2DRectangle(color, progressrect2, clip); + } + + if(font != NULL && item.count >= 2) + { + // Get the item count as a string + std::string text = itos(item.count); + v2u32 dim = font->getDimension(utf8_to_wide(text).c_str()); + v2s32 sdim(dim.X,dim.Y); + + core::rect rect2( + /*rect.UpperLeftCorner, + core::dimension2d(rect.getWidth(), 15)*/ + rect.LowerRightCorner - sdim, + sdim + ); + + video::SColor bgcolor(128,0,0,0); + driver->draw2DRectangle(bgcolor, rect2, clip); + + video::SColor color(255,255,255,255); + font->draw(text.c_str(), rect2, color, false, false, clip); + } }