forked from Mirrorlandia_minetest/minetest
138 lines
3.2 KiB
C++
138 lines
3.2 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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#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_PARAM_HOTBAR_ITEMCOUNT 1
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#define HUD_HOTBAR_ITEMCOUNT_DEFAULT 8
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#define HUD_HOTBAR_ITEMCOUNT_MAX 23
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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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};
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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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};
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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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};
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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 IGameDef;
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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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gui::IGUIEnvironment *guienv;
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gui::IGUIFont *font;
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u32 text_height;
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IGameDef *gamedef;
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LocalPlayer *player;
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Inventory *inventory;
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ITextureSource *tsrc;
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v2u32 screensize;
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v2s32 displaycenter;
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s32 hotbar_imagesize;
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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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Hud(video::IVideoDriver *driver, gui::IGUIEnvironment* guienv,
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gui::IGUIFont *font, u32 text_height, IGameDef *gamedef,
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LocalPlayer *player, Inventory *inventory);
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void drawItem(v2s32 upperleftpos, s32 imgsize, s32 itemcount,
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InventoryList *mainlist, u16 selectitem, u16 direction);
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void drawLuaElements();
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void drawStatbar(v2s32 pos, u16 corner, u16 drawdir,
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std::string texture, s32 count, v2s32 offset);
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void drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem, s32 breath);
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void resizeHotbar();
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void drawCrosshair();
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void drawSelectionBoxes(std::vector<aabb3f> &hilightboxes);
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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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IGameDef *gamedef);
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#endif
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#endif
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