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Add direction parameter to statbars in HUD API
Fix health bar overlap when a larger texture is used
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@ -407,6 +407,8 @@ The position field is used for all element types.
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To account for differing resolutions, the position coordinates are the percentage of the screen,
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ranging in value from 0 to 1.
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The name field is not yet used, but should contain a description of what the HUD element represents.
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The direction field is the direction in which something is drawn.
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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.
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Below are the specific uses for fields in each type; fields not listed for that type are ignored.
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Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.
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@ -428,15 +430,12 @@ Note: Future revisions to the HUD API may be incompatible; the HUD API is still
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- text: The name of the texture that is used.
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- number: The number of half-textures that are displayed.
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If odd, will end with a vertically center-split texture.
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- direction
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- inventory
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- text: The name of the inventory list to be displayed.
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- number: Number of items in the inventory to be displayed.
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- item: Position of item that is selected.
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- direction: Direction in which the inventory list is drawn.
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0 draws from left to right,
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1 draws from right to left,
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2 draws from top to bottom, and
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3 draws from bottom to top.
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- direction
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Representations of simple things
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--------------------------------
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@ -1856,6 +1855,6 @@ HUD Definition (hud_add, hud_get)
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number = 2,
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item = 3,
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^ Selected item in inventory. 0 for no item selected.
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dir = 0,
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direction = 0,
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^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
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}
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68
src/hud.cpp
68
src/hud.cpp
@ -198,7 +198,7 @@ void Hud::drawLuaElements() {
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font->draw(narrow_to_wide(e->text).c_str(), size + pos, color);
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break; }
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case HUD_ELEM_STATBAR:
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drawStatbar(pos, e->text, e->number);
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drawStatbar(pos, HUD_CORNER_UPPER, e->dir, e->text, e->number);
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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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@ -212,38 +212,55 @@ void Hud::drawLuaElements() {
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}
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void Hud::drawStatbar(v2s32 upperleftpos, std::string texture, s32 count) {
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void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture, s32 count) {
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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 =
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gamedef->getTextureSource()->getTextureRaw(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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v2s32 p = upperleftpos;
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v2s32 p = pos;
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if (corner & HUD_CORNER_LOWER)
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p -= srcd.Height;
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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 *= srcd.Width;
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steppos.Y *= srcd.Height;
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for (s32 i = 0; i < count / 2; i++)
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{
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core::dimension2di srcd(stat_texture->getOriginalSize());
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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::rect<s32> rect(0, 0, srcd.Width, srcd.Height);
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rect += p;
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driver->draw2DImage(stat_texture, rect,
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core::rect<s32>(core::position2d<s32>(0, 0), srcd),
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NULL, colors, true);
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p += v2s32(srcd.Width, 0);
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core::rect<s32> srcrect(0, 0, srcd.Width, srcd.Height);
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core::rect<s32> dstrect(srcrect);
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dstrect += p;
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driver->draw2DImage(stat_texture, dstrect, srcrect, NULL, colors, true);
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p += steppos;
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}
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if (count % 2 == 1)
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{
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core::dimension2di srcd(stat_texture->getOriginalSize());
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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::rect<s32> rect(0, 0, srcd.Width / 2, srcd.Height);
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rect += p;
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srcd.Width /= 2;
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driver->draw2DImage(stat_texture, rect,
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core::rect<s32>(core::position2d<s32>(0, 0), srcd),
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NULL, colors, true);
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p += v2s32(srcd.Width * 2, 0);
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core::rect<s32> srcrect(0, 0, srcd.Width / 2, srcd.Height);
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core::rect<s32> dstrect(srcrect);
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dstrect += p;
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driver->draw2DImage(stat_texture, dstrect, srcrect, NULL, colors, true);
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}
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}
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@ -260,14 +277,15 @@ void Hud::drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem) {
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v2s32 pos = centerlowerpos - v2s32(width / 2, hotbar_imagesize + padding * 2);
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drawItem(pos, hotbar_imagesize, hotbar_itemcount, mainlist, playeritem + 1, 0);
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drawStatbar(pos + v2s32(0, -20), "heart.png", halfheartcount);
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drawStatbar(pos - v2s32(0, 4), HUD_CORNER_LOWER, HUD_DIR_LEFT_RIGHT,
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"heart.png", halfheartcount);
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}
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void Hud::drawCrosshair() {
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driver->draw2DLine(displaycenter - v2s32(10,0),
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driver->draw2DLine(displaycenter - v2s32(10, 0),
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displaycenter + v2s32(10, 0), crosshair_argb);
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driver->draw2DLine(displaycenter - v2s32(0,10),
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driver->draw2DLine(displaycenter - v2s32(0, 10),
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displaycenter + v2s32(0, 10), crosshair_argb);
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}
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@ -27,6 +27,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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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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class Player;
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enum HudElementType {
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@ -102,7 +106,7 @@ public:
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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 upperleftpos, std::string texture, s32 count);
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void drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture, s32 count);
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void drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem);
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void resizeHotbar();
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@ -749,7 +749,7 @@ int ObjectRef::l_hud_add(lua_State *L)
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elem->text = getstringfield_default(L, 2, "text", "");
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elem->number = getintfield_default(L, 2, "number", 0);
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elem->item = getintfield_default(L, 2, "item", 0);
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elem->dir = getintfield_default(L, 2, "dir", 0);
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elem->dir = getintfield_default(L, 2, "direction", 0);
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u32 id = get_server(L)->hudAdd(player, elem);
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if (id == (u32)-1) {
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