forked from Mirrorlandia_minetest/minetest
8e7449e092
* Environment code refactoring * Cleanup includes & class declarations in client & server environment to improve build speed * ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts. * Cleanup IGameDef * Move ITextureSource* IGameDef::getTextureSource() to Client only. * Also move ITextureSource *IGameDef::tsrc() helper * drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call * drop unused emerge() call * cleanup server unused functions (mentionned before) * Drop one unused parameter from ContentFeatures::updateTextures * move checkLocalPrivilege to Client * Remove some unnecessary casts * create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it * Fix some comments * Change required IGameDef to Server/Client pointers * Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects * Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu * drop ClientMap::sectorWasDrawn which is unused
199 lines
4.9 KiB
C++
199 lines
4.9 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef HUD_HEADER
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#define HUD_HEADER
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#include "irrlichttypes_extrabloated.h"
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#include <string>
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#define HUD_DIR_LEFT_RIGHT 0
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#define HUD_DIR_RIGHT_LEFT 1
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#define HUD_DIR_TOP_BOTTOM 2
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#define HUD_DIR_BOTTOM_TOP 3
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#define HUD_CORNER_UPPER 0
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#define HUD_CORNER_LOWER 1
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#define HUD_CORNER_CENTER 2
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// Note that these visibility flags do not determine if the hud items are
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// actually drawn, but rather, whether to draw the item should the rest
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// of the game state permit it.
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#define HUD_FLAG_HOTBAR_VISIBLE (1 << 0)
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#define HUD_FLAG_HEALTHBAR_VISIBLE (1 << 1)
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#define HUD_FLAG_CROSSHAIR_VISIBLE (1 << 2)
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#define HUD_FLAG_WIELDITEM_VISIBLE (1 << 3)
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#define HUD_FLAG_BREATHBAR_VISIBLE (1 << 4)
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#define HUD_FLAG_MINIMAP_VISIBLE (1 << 5)
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#define HUD_PARAM_HOTBAR_ITEMCOUNT 1
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#define HUD_PARAM_HOTBAR_IMAGE 2
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#define HUD_PARAM_HOTBAR_SELECTED_IMAGE 3
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#define HUD_HOTBAR_ITEMCOUNT_DEFAULT 8
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#define HUD_HOTBAR_ITEMCOUNT_MAX 23
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#define HOTBAR_IMAGE_SIZE 48
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enum HudElementType {
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HUD_ELEM_IMAGE = 0,
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HUD_ELEM_TEXT = 1,
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HUD_ELEM_STATBAR = 2,
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HUD_ELEM_INVENTORY = 3,
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HUD_ELEM_WAYPOINT = 4,
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};
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enum HudElementStat {
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HUD_STAT_POS = 0,
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HUD_STAT_NAME,
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HUD_STAT_SCALE,
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HUD_STAT_TEXT,
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HUD_STAT_NUMBER,
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HUD_STAT_ITEM,
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HUD_STAT_DIR,
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HUD_STAT_ALIGN,
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HUD_STAT_OFFSET,
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HUD_STAT_WORLD_POS,
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HUD_STAT_SIZE
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};
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struct HudElement {
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HudElementType type;
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v2f pos;
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std::string name;
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v2f scale;
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std::string text;
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u32 number;
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u32 item;
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u32 dir;
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v2f align;
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v2f offset;
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v3f world_pos;
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v2s32 size;
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};
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#ifndef SERVER
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#include <vector>
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#include <IGUIFont.h>
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#include "irr_aabb3d.h"
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class Client;
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class ITextureSource;
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class Inventory;
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class InventoryList;
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class LocalPlayer;
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struct ItemStack;
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class Hud {
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public:
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video::IVideoDriver *driver;
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scene::ISceneManager* smgr;
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gui::IGUIEnvironment *guienv;
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Client *client;
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LocalPlayer *player;
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Inventory *inventory;
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ITextureSource *tsrc;
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video::SColor crosshair_argb;
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video::SColor selectionbox_argb;
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bool use_crosshair_image;
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std::string hotbar_image;
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bool use_hotbar_image;
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std::string hotbar_selected_image;
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bool use_hotbar_selected_image;
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Hud(video::IVideoDriver *driver,scene::ISceneManager* smgr,
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gui::IGUIEnvironment* guienv, Client *client, LocalPlayer *player,
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Inventory *inventory);
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~Hud();
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void drawHotbar(u16 playeritem);
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void resizeHotbar();
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void drawCrosshair();
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void drawSelectionMesh();
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void updateSelectionMesh(const v3s16 &camera_offset);
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std::vector<aabb3f> *getSelectionBoxes()
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{ return &m_selection_boxes; }
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void setSelectionPos(const v3f &pos, const v3s16 &camera_offset);
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v3f getSelectionPos() const
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{ return m_selection_pos; }
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void setSelectionMeshColor(const video::SColor &color)
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{ m_selection_mesh_color = color; }
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void setSelectedFaceNormal(const v3f &face_normal)
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{ m_selected_face_normal = face_normal; }
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void drawLuaElements(const v3s16 &camera_offset);
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private:
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void drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture,
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s32 count, v2s32 offset, v2s32 size=v2s32());
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void drawItems(v2s32 upperleftpos, v2s32 screen_offset, s32 itemcount,
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s32 inv_offset, InventoryList *mainlist, u16 selectitem, u16 direction);
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void drawItem(const ItemStack &item, const core::rect<s32>& rect,
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bool selected);
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float m_hud_scaling; // cached minetest setting
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v3s16 m_camera_offset;
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v2u32 m_screensize;
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v2s32 m_displaycenter;
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s32 m_hotbar_imagesize; // Takes hud_scaling into account, updated by resizeHotbar()
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s32 m_padding; // Takes hud_scaling into account, updated by resizeHotbar()
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video::SColor hbar_colors[4];
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std::vector<aabb3f> m_selection_boxes;
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std::vector<aabb3f> m_halo_boxes;
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v3f m_selection_pos;
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v3f m_selection_pos_with_offset;
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scene::IMesh* m_selection_mesh;
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video::SColor m_selection_mesh_color;
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v3f m_selected_face_normal;
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video::SMaterial m_selection_material;
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bool m_use_selection_mesh;
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};
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enum ItemRotationKind {
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IT_ROT_SELECTED,
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IT_ROT_HOVERED,
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IT_ROT_DRAGGED,
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IT_ROT_NONE, // Must be last, also serves as number
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};
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void drawItemStack(video::IVideoDriver *driver,
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gui::IGUIFont *font,
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const ItemStack &item,
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const core::rect<s32> &rect,
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const core::rect<s32> *clip,
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Client *client,
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ItemRotationKind rotation_kind);
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#endif
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#endif
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