Add direction parameter to statbars in HUD API

Fix health bar overlap when a larger texture is used
This commit is contained in:
kwolekr 2013-04-20 00:21:32 -04:00
parent c45c530f74
commit 527deb947c
4 changed files with 54 additions and 33 deletions

@ -407,6 +407,8 @@ The position field is used for all element types.
To account for differing resolutions, the position coordinates are the percentage of the screen,
ranging in value from 0 to 1.
The name field is not yet used, but should contain a description of what the HUD element represents.
The direction field is the direction in which something is drawn.
0 draws from left to right, 1 draws from right to left, 2 draws from top to bottom, and 3 draws from bottom to top.
Below are the specific uses for fields in each type; fields not listed for that type are ignored.
Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.
@ -428,15 +430,12 @@ Note: Future revisions to the HUD API may be incompatible; the HUD API is still
- text: The name of the texture that is used.
- number: The number of half-textures that are displayed.
If odd, will end with a vertically center-split texture.
- direction
- inventory
- text: The name of the inventory list to be displayed.
- number: Number of items in the inventory to be displayed.
- item: Position of item that is selected.
- direction: Direction in which the inventory list is drawn.
0 draws from left to right,
1 draws from right to left,
2 draws from top to bottom, and
3 draws from bottom to top.
- direction
Representations of simple things
--------------------------------
@ -1856,6 +1855,6 @@ HUD Definition (hud_add, hud_get)
number = 2,
item = 3,
^ Selected item in inventory. 0 for no item selected.
dir = 0,
direction = 0,
^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
}

@ -198,7 +198,7 @@ void Hud::drawLuaElements() {
font->draw(narrow_to_wide(e->text).c_str(), size + pos, color);
break; }
case HUD_ELEM_STATBAR:
drawStatbar(pos, e->text, e->number);
drawStatbar(pos, HUD_CORNER_UPPER, e->dir, e->text, e->number);
break;
case HUD_ELEM_INVENTORY: {
InventoryList *inv = inventory->getList(e->text);
@ -212,38 +212,55 @@ void Hud::drawLuaElements() {
}
void Hud::drawStatbar(v2s32 upperleftpos, std::string texture, s32 count) {
void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture, s32 count) {
const video::SColor color(255, 255, 255, 255);
const video::SColor colors[] = {color, color, color, color};
video::ITexture *stat_texture =
gamedef->getTextureSource()->getTextureRaw(texture);
if (!stat_texture)
return;
v2s32 p = upperleftpos;
core::dimension2di srcd(stat_texture->getOriginalSize());
v2s32 p = pos;
if (corner & HUD_CORNER_LOWER)
p -= srcd.Height;
v2s32 steppos;
switch (drawdir) {
case HUD_DIR_RIGHT_LEFT:
steppos = v2s32(-1, 0);
break;
case HUD_DIR_TOP_BOTTOM:
steppos = v2s32(0, 1);
break;
case HUD_DIR_BOTTOM_TOP:
steppos = v2s32(0, -1);
break;
default:
steppos = v2s32(1, 0);
}
steppos.X *= srcd.Width;
steppos.Y *= srcd.Height;
for (s32 i = 0; i < count / 2; i++)
{
core::dimension2di srcd(stat_texture->getOriginalSize());
const video::SColor color(255, 255, 255, 255);
const video::SColor colors[] = {color, color, color, color};
core::rect<s32> rect(0, 0, srcd.Width, srcd.Height);
rect += p;
driver->draw2DImage(stat_texture, rect,
core::rect<s32>(core::position2d<s32>(0, 0), srcd),
NULL, colors, true);
p += v2s32(srcd.Width, 0);
core::rect<s32> srcrect(0, 0, srcd.Width, srcd.Height);
core::rect<s32> dstrect(srcrect);
dstrect += p;
driver->draw2DImage(stat_texture, dstrect, srcrect, NULL, colors, true);
p += steppos;
}
if (count % 2 == 1)
{
core::dimension2di srcd(stat_texture->getOriginalSize());
const video::SColor color(255, 255, 255, 255);
const video::SColor colors[] = {color, color, color, color};
core::rect<s32> rect(0, 0, srcd.Width / 2, srcd.Height);
rect += p;
srcd.Width /= 2;
driver->draw2DImage(stat_texture, rect,
core::rect<s32>(core::position2d<s32>(0, 0), srcd),
NULL, colors, true);
p += v2s32(srcd.Width * 2, 0);
core::rect<s32> srcrect(0, 0, srcd.Width / 2, srcd.Height);
core::rect<s32> dstrect(srcrect);
dstrect += p;
driver->draw2DImage(stat_texture, dstrect, srcrect, NULL, colors, true);
}
}
@ -260,14 +277,15 @@ void Hud::drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem) {
v2s32 pos = centerlowerpos - v2s32(width / 2, hotbar_imagesize + padding * 2);
drawItem(pos, hotbar_imagesize, hotbar_itemcount, mainlist, playeritem + 1, 0);
drawStatbar(pos + v2s32(0, -20), "heart.png", halfheartcount);
drawStatbar(pos - v2s32(0, 4), HUD_CORNER_LOWER, HUD_DIR_LEFT_RIGHT,
"heart.png", halfheartcount);
}
void Hud::drawCrosshair() {
driver->draw2DLine(displaycenter - v2s32(10,0),
driver->draw2DLine(displaycenter - v2s32(10, 0),
displaycenter + v2s32(10, 0), crosshair_argb);
driver->draw2DLine(displaycenter - v2s32(0,10),
driver->draw2DLine(displaycenter - v2s32(0, 10),
displaycenter + v2s32(0, 10), crosshair_argb);
}

@ -27,6 +27,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define HUD_DIR_TOP_BOTTOM 2
#define HUD_DIR_BOTTOM_TOP 3
#define HUD_CORNER_UPPER 0
#define HUD_CORNER_LOWER 1
#define HUD_CORNER_CENTER 2
class Player;
enum HudElementType {
@ -102,7 +106,7 @@ public:
void drawItem(v2s32 upperleftpos, s32 imgsize, s32 itemcount,
InventoryList *mainlist, u16 selectitem, u16 direction);
void drawLuaElements();
void drawStatbar(v2s32 upperleftpos, std::string texture, s32 count);
void drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture, s32 count);
void drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem);
void resizeHotbar();

@ -749,7 +749,7 @@ int ObjectRef::l_hud_add(lua_State *L)
elem->text = getstringfield_default(L, 2, "text", "");
elem->number = getintfield_default(L, 2, "number", 0);
elem->item = getintfield_default(L, 2, "item", 0);
elem->dir = getintfield_default(L, 2, "dir", 0);
elem->dir = getintfield_default(L, 2, "direction", 0);
u32 id = get_server(L)->hudAdd(player, elem);
if (id == (u32)-1) {