forked from Mirrorlandia_minetest/minetest
48939df9a5
Also, change the escape character to the more standard \x1b Thus, it can be used in the future for translation or colored text, for example.
749 lines
24 KiB
C++
749 lines
24 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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Copyright (C) 2010-2013 blue42u, Jonathon Anderson <anderjon@umail.iu.edu>
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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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#include "hud.h"
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#include "settings.h"
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#include "util/numeric.h"
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#include "util/string.h"
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#include "log.h"
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#include "gamedef.h"
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#include "itemdef.h"
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#include "inventory.h"
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#include "client/tile.h"
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#include "localplayer.h"
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#include "camera.h"
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#include "porting.h"
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#include "fontengine.h"
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#include "guiscalingfilter.h"
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#include "mesh.h"
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#include <IGUIStaticText.h>
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#ifdef HAVE_TOUCHSCREENGUI
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#include "touchscreengui.h"
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#endif
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Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr,
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gui::IGUIEnvironment* guienv, IGameDef *gamedef, LocalPlayer *player,
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Inventory *inventory)
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{
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this->driver = driver;
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this->smgr = smgr;
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this->guienv = guienv;
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this->gamedef = gamedef;
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this->player = player;
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this->inventory = inventory;
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m_hud_scaling = g_settings->getFloat("hud_scaling");
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m_screensize = v2u32(0, 0);
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m_displaycenter = v2s32(0, 0);
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m_hotbar_imagesize = floor(HOTBAR_IMAGE_SIZE * porting::getDisplayDensity() + 0.5);
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m_hotbar_imagesize *= m_hud_scaling;
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m_padding = m_hotbar_imagesize / 12;
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for (unsigned int i = 0; i < 4; i++)
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hbar_colors[i] = video::SColor(255, 255, 255, 255);
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tsrc = gamedef->getTextureSource();
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v3f crosshair_color = g_settings->getV3F("crosshair_color");
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u32 cross_r = rangelim(myround(crosshair_color.X), 0, 255);
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u32 cross_g = rangelim(myround(crosshair_color.Y), 0, 255);
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u32 cross_b = rangelim(myround(crosshair_color.Z), 0, 255);
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u32 cross_a = rangelim(g_settings->getS32("crosshair_alpha"), 0, 255);
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crosshair_argb = video::SColor(cross_a, cross_r, cross_g, cross_b);
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v3f selectionbox_color = g_settings->getV3F("selectionbox_color");
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u32 sbox_r = rangelim(myround(selectionbox_color.X), 0, 255);
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u32 sbox_g = rangelim(myround(selectionbox_color.Y), 0, 255);
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u32 sbox_b = rangelim(myround(selectionbox_color.Z), 0, 255);
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selectionbox_argb = video::SColor(255, sbox_r, sbox_g, sbox_b);
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use_crosshair_image = tsrc->isKnownSourceImage("crosshair.png");
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hotbar_image = "";
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use_hotbar_image = false;
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hotbar_selected_image = "";
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use_hotbar_selected_image = false;
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m_selection_mesh = NULL;
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m_selection_boxes.clear();
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m_halo_boxes.clear();
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m_selection_pos = v3f(0.0, 0.0, 0.0);
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std::string mode = g_settings->get("node_highlighting");
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m_selection_material.Lighting = false;
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if (g_settings->getBool("enable_shaders")) {
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IShaderSource *shdrsrc = gamedef->getShaderSource();
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u16 shader_id = shdrsrc->getShader(
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mode == "halo" ? "selection_shader" : "default_shader", 1, 1);
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m_selection_material.MaterialType = shdrsrc->getShaderInfo(shader_id).material;
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} else {
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m_selection_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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}
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if (mode == "box") {
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m_use_selection_mesh = false;
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m_selection_material.Thickness =
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rangelim(g_settings->getS16("selectionbox_width"), 1, 5);
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} else if (mode == "halo") {
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m_use_selection_mesh = true;
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m_selection_material.setTexture(0, tsrc->getTextureForMesh("halo.png"));
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m_selection_material.setFlag(video::EMF_BACK_FACE_CULLING, true);
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} else {
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m_selection_material.MaterialType = video::EMT_SOLID;
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}
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}
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Hud::~Hud()
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{
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if (m_selection_mesh)
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m_selection_mesh->drop();
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}
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void Hud::drawItem(const ItemStack &item, const core::rect<s32>& rect,
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bool selected)
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{
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if (selected) {
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/* draw hihlighting around selected item */
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if (use_hotbar_selected_image) {
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core::rect<s32> imgrect2 = rect;
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imgrect2.UpperLeftCorner.X -= (m_padding*2);
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imgrect2.UpperLeftCorner.Y -= (m_padding*2);
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imgrect2.LowerRightCorner.X += (m_padding*2);
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imgrect2.LowerRightCorner.Y += (m_padding*2);
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video::ITexture *texture = tsrc->getTexture(hotbar_selected_image);
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core::dimension2di imgsize(texture->getOriginalSize());
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draw2DImageFilterScaled(driver, texture, imgrect2,
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core::rect<s32>(core::position2d<s32>(0,0), imgsize),
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NULL, hbar_colors, true);
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} else {
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video::SColor c_outside(255,255,0,0);
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//video::SColor c_outside(255,0,0,0);
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//video::SColor c_inside(255,192,192,192);
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s32 x1 = rect.UpperLeftCorner.X;
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s32 y1 = rect.UpperLeftCorner.Y;
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s32 x2 = rect.LowerRightCorner.X;
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s32 y2 = rect.LowerRightCorner.Y;
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// Black base borders
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driver->draw2DRectangle(c_outside,
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core::rect<s32>(
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v2s32(x1 - m_padding, y1 - m_padding),
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v2s32(x2 + m_padding, y1)
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), NULL);
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driver->draw2DRectangle(c_outside,
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core::rect<s32>(
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v2s32(x1 - m_padding, y2),
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v2s32(x2 + m_padding, y2 + m_padding)
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), NULL);
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driver->draw2DRectangle(c_outside,
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core::rect<s32>(
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v2s32(x1 - m_padding, y1),
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v2s32(x1, y2)
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), NULL);
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driver->draw2DRectangle(c_outside,
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core::rect<s32>(
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v2s32(x2, y1),
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v2s32(x2 + m_padding, y2)
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), NULL);
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/*// Light inside borders
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driver->draw2DRectangle(c_inside,
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core::rect<s32>(
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v2s32(x1 - padding/2, y1 - padding/2),
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v2s32(x2 + padding/2, y1)
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), NULL);
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driver->draw2DRectangle(c_inside,
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core::rect<s32>(
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v2s32(x1 - padding/2, y2),
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v2s32(x2 + padding/2, y2 + padding/2)
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), NULL);
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driver->draw2DRectangle(c_inside,
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core::rect<s32>(
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v2s32(x1 - padding/2, y1),
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v2s32(x1, y2)
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), NULL);
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driver->draw2DRectangle(c_inside,
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core::rect<s32>(
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v2s32(x2, y1),
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v2s32(x2 + padding/2, y2)
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), NULL);
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*/
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}
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}
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video::SColor bgcolor2(128, 0, 0, 0);
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if (!use_hotbar_image)
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driver->draw2DRectangle(bgcolor2, rect, NULL);
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drawItemStack(driver, g_fontengine->getFont(), item, rect, NULL,
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gamedef, selected ? IT_ROT_SELECTED : IT_ROT_NONE);
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}
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//NOTE: selectitem = 0 -> no selected; selectitem 1-based
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void Hud::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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{
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#ifdef HAVE_TOUCHSCREENGUI
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if (g_touchscreengui && inv_offset == 0)
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g_touchscreengui->resetHud();
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#endif
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s32 height = m_hotbar_imagesize + m_padding * 2;
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s32 width = (itemcount - inv_offset) * (m_hotbar_imagesize + m_padding * 2);
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if (direction == HUD_DIR_TOP_BOTTOM || direction == HUD_DIR_BOTTOM_TOP) {
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s32 tmp = height;
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height = width;
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width = tmp;
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}
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// Position of upper left corner of bar
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v2s32 pos = screen_offset;
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pos.X *= m_hud_scaling * porting::getDisplayDensity();
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pos.Y *= m_hud_scaling * porting::getDisplayDensity();
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pos += upperleftpos;
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// Store hotbar_image in member variable, used by drawItem()
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if (hotbar_image != player->hotbar_image) {
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hotbar_image = player->hotbar_image;
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if (hotbar_image != "")
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use_hotbar_image = tsrc->isKnownSourceImage(hotbar_image);
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else
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use_hotbar_image = false;
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}
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// Store hotbar_selected_image in member variable, used by drawItem()
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if (hotbar_selected_image != player->hotbar_selected_image) {
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hotbar_selected_image = player->hotbar_selected_image;
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if (hotbar_selected_image != "")
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use_hotbar_selected_image = tsrc->isKnownSourceImage(hotbar_selected_image);
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else
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use_hotbar_selected_image = false;
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}
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// draw customized item background
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if (use_hotbar_image) {
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core::rect<s32> imgrect2(-m_padding/2, -m_padding/2,
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width+m_padding/2, height+m_padding/2);
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core::rect<s32> rect2 = imgrect2 + pos;
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video::ITexture *texture = tsrc->getTexture(hotbar_image);
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core::dimension2di imgsize(texture->getOriginalSize());
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draw2DImageFilterScaled(driver, texture, rect2,
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core::rect<s32>(core::position2d<s32>(0,0), imgsize),
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NULL, hbar_colors, true);
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}
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// Draw items
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core::rect<s32> imgrect(0, 0, m_hotbar_imagesize, m_hotbar_imagesize);
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for (s32 i = inv_offset; i < itemcount && (size_t)i < mainlist->getSize(); i++) {
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s32 fullimglen = m_hotbar_imagesize + m_padding * 2;
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v2s32 steppos;
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switch (direction) {
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case HUD_DIR_RIGHT_LEFT:
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steppos = v2s32(-(m_padding + (i - inv_offset) * fullimglen), m_padding);
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break;
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case HUD_DIR_TOP_BOTTOM:
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steppos = v2s32(m_padding, m_padding + (i - inv_offset) * fullimglen);
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break;
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case HUD_DIR_BOTTOM_TOP:
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steppos = v2s32(m_padding, -(m_padding + (i - inv_offset) * fullimglen));
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break;
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default:
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steppos = v2s32(m_padding + (i - inv_offset) * fullimglen, m_padding);
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break;
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}
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drawItem(mainlist->getItem(i), (imgrect + pos + steppos), (i + 1) == selectitem);
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#ifdef HAVE_TOUCHSCREENGUI
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if (g_touchscreengui)
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g_touchscreengui->registerHudItem(i, (imgrect + pos + steppos));
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#endif
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}
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}
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void Hud::drawLuaElements(const v3s16 &camera_offset)
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{
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u32 text_height = g_fontengine->getTextHeight();
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irr::gui::IGUIFont* font = g_fontengine->getFont();
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for (size_t i = 0; i != player->maxHudId(); i++) {
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HudElement *e = player->getHud(i);
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if (!e)
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continue;
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v2s32 pos(floor(e->pos.X * (float) m_screensize.X + 0.5),
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floor(e->pos.Y * (float) m_screensize.Y + 0.5));
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switch (e->type) {
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case HUD_ELEM_IMAGE: {
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video::ITexture *texture = tsrc->getTexture(e->text);
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if (!texture)
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continue;
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const video::SColor color(255, 255, 255, 255);
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const video::SColor colors[] = {color, color, color, color};
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core::dimension2di imgsize(texture->getOriginalSize());
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v2s32 dstsize(imgsize.Width * e->scale.X,
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imgsize.Height * e->scale.Y);
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if (e->scale.X < 0)
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dstsize.X = m_screensize.X * (e->scale.X * -0.01);
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if (e->scale.Y < 0)
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dstsize.Y = m_screensize.Y * (e->scale.Y * -0.01);
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v2s32 offset((e->align.X - 1.0) * dstsize.X / 2,
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(e->align.Y - 1.0) * dstsize.Y / 2);
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core::rect<s32> rect(0, 0, dstsize.X, dstsize.Y);
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rect += pos + offset + v2s32(e->offset.X, e->offset.Y);
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draw2DImageFilterScaled(driver, texture, rect,
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core::rect<s32>(core::position2d<s32>(0,0), imgsize),
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NULL, colors, true);
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break; }
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case HUD_ELEM_TEXT: {
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video::SColor color(255, (e->number >> 16) & 0xFF,
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(e->number >> 8) & 0xFF,
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(e->number >> 0) & 0xFF);
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core::rect<s32> size(0, 0, e->scale.X, text_height * e->scale.Y);
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std::wstring text = unescape_enriched(utf8_to_wide(e->text));
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core::dimension2d<u32> textsize = font->getDimension(text.c_str());
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v2s32 offset((e->align.X - 1.0) * (textsize.Width / 2),
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(e->align.Y - 1.0) * (textsize.Height / 2));
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v2s32 offs(e->offset.X, e->offset.Y);
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font->draw(text.c_str(), size + pos + offset + offs, color);
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break; }
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case HUD_ELEM_STATBAR: {
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v2s32 offs(e->offset.X, e->offset.Y);
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drawStatbar(pos, HUD_CORNER_UPPER, e->dir, e->text, e->number, offs, e->size);
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break; }
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case HUD_ELEM_INVENTORY: {
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InventoryList *inv = inventory->getList(e->text);
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drawItems(pos, v2s32(e->offset.X, e->offset.Y), e->number, 0,
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inv, e->item, e->dir);
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break; }
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case HUD_ELEM_WAYPOINT: {
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v3f p_pos = player->getPosition() / BS;
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v3f w_pos = e->world_pos * BS;
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float distance = floor(10 * p_pos.getDistanceFrom(e->world_pos)) / 10;
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scene::ICameraSceneNode* camera = smgr->getActiveCamera();
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w_pos -= intToFloat(camera_offset, BS);
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core::matrix4 trans = camera->getProjectionMatrix();
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trans *= camera->getViewMatrix();
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f32 transformed_pos[4] = { w_pos.X, w_pos.Y, w_pos.Z, 1.0f };
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trans.multiplyWith1x4Matrix(transformed_pos);
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if (transformed_pos[3] < 0)
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break;
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f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
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core::reciprocal(transformed_pos[3]);
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pos.X = m_screensize.X * (0.5 * transformed_pos[0] * zDiv + 0.5);
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pos.Y = m_screensize.Y * (0.5 - transformed_pos[1] * zDiv * 0.5);
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video::SColor color(255, (e->number >> 16) & 0xFF,
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(e->number >> 8) & 0xFF,
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(e->number >> 0) & 0xFF);
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core::rect<s32> size(0, 0, 200, 2 * text_height);
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std::wstring text = unescape_enriched(utf8_to_wide(e->name));
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font->draw(text.c_str(), size + pos, color);
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std::ostringstream os;
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os << distance << e->text;
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text = unescape_enriched(utf8_to_wide(os.str()));
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pos.Y += text_height;
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font->draw(text.c_str(), size + pos, color);
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break; }
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default:
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infostream << "Hud::drawLuaElements: ignoring drawform " << e->type <<
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" of hud element ID " << i << " due to unrecognized type" << std::endl;
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}
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}
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}
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void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture,
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s32 count, v2s32 offset, v2s32 size)
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{
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const video::SColor color(255, 255, 255, 255);
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const video::SColor colors[] = {color, color, color, color};
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video::ITexture *stat_texture = tsrc->getTexture(texture);
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if (!stat_texture)
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return;
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core::dimension2di srcd(stat_texture->getOriginalSize());
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core::dimension2di dstd;
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if (size == v2s32()) {
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dstd = srcd;
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} else {
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float size_factor = m_hud_scaling * porting::getDisplayDensity();
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dstd.Height = size.Y * size_factor;
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dstd.Width = size.X * size_factor;
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offset.X *= size_factor;
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offset.Y *= size_factor;
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}
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v2s32 p = pos;
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if (corner & HUD_CORNER_LOWER)
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p -= dstd.Height;
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p += offset;
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v2s32 steppos;
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switch (drawdir) {
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case HUD_DIR_RIGHT_LEFT:
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steppos = v2s32(-1, 0);
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break;
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case HUD_DIR_TOP_BOTTOM:
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steppos = v2s32(0, 1);
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break;
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case HUD_DIR_BOTTOM_TOP:
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steppos = v2s32(0, -1);
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break;
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default:
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steppos = v2s32(1, 0);
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}
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steppos.X *= dstd.Width;
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steppos.Y *= dstd.Height;
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for (s32 i = 0; i < count / 2; i++)
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{
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core::rect<s32> srcrect(0, 0, srcd.Width, srcd.Height);
|
|
core::rect<s32> 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<s32> srcrect(0, 0, srcd.Width / 2, srcd.Height);
|
|
core::rect<s32> 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, 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 (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<s32>(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<aabb3f>::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<aabb3f>::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 *= 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<s32> &rect,
|
|
const core::rect<s32> *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<s32> 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<s32> 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<s32> 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<s32> rect2(
|
|
/*rect.UpperLeftCorner,
|
|
core::dimension2d<u32>(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);
|
|
}
|
|
}
|