/* Minetest Copyright (C) 2010-2013 celeron55, Perttu Ahola Copyright (C) 2010-2013 blue42u, Jonathon Anderson Copyright (C) 2010-2013 kwolekr, Ryan Kwolek This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "hud.h" #include "settings.h" #include "util/numeric.h" #include "log.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, scene::ISceneManager* smgr, gui::IGUIEnvironment* guienv, IGameDef *gamedef, LocalPlayer *player, Inventory *inventory) { this->driver = driver; this->smgr = smgr; this->guienv = guienv; this->gamedef = gamedef; this->player = player; this->inventory = inventory; m_screensize = v2u32(0, 0); m_displaycenter = v2s32(0, 0); m_hotbar_imagesize = floor(HOTBAR_IMAGE_SIZE * porting::getDisplayDensity() + 0.5); m_hotbar_imagesize *= g_settings->getFloat("hud_scaling"); m_padding = m_hotbar_imagesize / 12; const video::SColor hbar_color(255, 255, 255, 255); for (unsigned int i=0; i < 4; i++ ){ hbar_colors[i] = hbar_color; } 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"); hotbar_image = ""; use_hotbar_image = false; hotbar_selected_image = ""; use_hotbar_selected_image = false; m_selection_mesh = NULL; m_selection_boxes.clear(); m_halo_boxes.clear(); m_selection_pos = v3f(0.0, 0.0, 0.0); std::string mode = g_settings->get("node_highlighting"); m_selection_material.Lighting = false; 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; } 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; } } 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 - m_padding, y1 - m_padding), v2s32(x2 + m_padding, y1) ), NULL); driver->draw2DRectangle(c_outside, core::rect( v2s32(x1 - m_padding, y2), v2s32(x2 + m_padding, y2 + m_padding) ), NULL); driver->draw2DRectangle(c_outside, core::rect( v2s32(x1 - m_padding, y1), v2s32(x1, y2) ), NULL); driver->draw2DRectangle(c_outside, core::rect( v2s32(x2, y1), v2s32(x2 + m_padding, y2) ), NULL); /*// 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, core::rect( v2s32(x1 - padding/2, y2), v2s32(x2 + padding/2, y2 + padding/2) ), NULL); driver->draw2DRectangle(c_inside, core::rect( v2s32(x1 - padding/2, y1), v2s32(x1, y2) ), NULL); driver->draw2DRectangle(c_inside, core::rect( v2s32(x2, y1), v2s32(x2 + padding/2, y2) ), NULL); */ } } video::SColor bgcolor2(128, 0, 0, 0); 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, s32 itemcount, s32 inv_offset, InventoryList *mainlist, u16 selectitem, u16 direction, const v2s32 &offset) { #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) { width = m_hotbar_imagesize + m_padding * 2; height = (itemcount - inv_offset) * (m_hotbar_imagesize + m_padding * 2); } // Position of upper left corner of bar v2s32 pos = upperleftpos + offset; pos *= g_settings->getFloat("hud_scaling") * porting::getDisplayDensity(); 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; } 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); } for (s32 i = inv_offset; i < itemcount && (size_t)i < mainlist->getSize(); i++) { v2s32 steppos; s32 fullimglen = m_hotbar_imagesize + m_padding * 2; core::rect imgrect(0, 0, m_hotbar_imagesize, m_hotbar_imagesize); 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(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(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 = 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()); 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; } case HUD_ELEM_TEXT: { video::SColor color(255, (e->number >> 16) & 0xFF, (e->number >> 8) & 0xFF, (e->number >> 0) & 0xFF); core::rect size(0, 0, e->scale.X, text_height * e->scale.Y); std::wstring text = 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)); v2s32 offs(e->offset.X, e->offset.Y); font->draw(text.c_str(), size + pos + offset + offs, color); 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, e->size); break; } case HUD_ELEM_INVENTORY: { InventoryList *inv = inventory->getList(e->text); v2s32 offs(e->offset.X, e->offset.Y); drawItems(pos, e->number, 0, inv, e->item, e->dir, offs); 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 = utf8_to_wide(e->name); font->draw(text.c_str(), size + pos, color); std::ostringstream os; os << distance << e->text; text = 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; } } } 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 = tsrc->getTexture(texture); if (!stat_texture) return; core::dimension2di srcd(stat_texture->getOriginalSize()); core::dimension2di dstd; if (size == v2s32()) { dstd = srcd; } else { double size_factor = g_settings->getFloat("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 -= dstd.Height; p += offset; 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 *= 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(0,0, dstd.Width, dstd.Height); dstrect += p; 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(0,0, dstd.Width / 2, dstd.Height); dstrect += p; draw2DImageFilterScaled(driver, stat_texture, dstrect, srcrect, NULL, colors, true); } } void Hud::drawHotbar(u16 playeritem) { v2s32 centerlowerpos(m_displaycenter.X, m_screensize.Y); InventoryList *mainlist = inventory->getList("main"); if (mainlist == NULL) { //silently ignore this we may not be initialized completely return; } 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, 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, hotbar_itemcount/2, 0, mainlist, playeritem + 1, 0); drawItems(secondpos, 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 (use_crosshair_image) { video::ITexture *crosshair = tsrc->getTexture("crosshair.png"); v2u32 size = crosshair->getOriginalSize(); 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(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::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 (m_screensize != porting::getWindowSize()) { m_hotbar_imagesize = floor(HOTBAR_IMAGE_SIZE * porting::getDisplayDensity() + 0.5); m_hotbar_imagesize *= g_settings->getFloat("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); } }