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Improve waypoints and add image variant (#9480)
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@ -1416,12 +1416,35 @@ Displays a horizontal bar made up of half-images.
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* `offset`: offset in pixels from position.
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### `waypoint`
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Displays distance to selected world position.
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* `name`: The name of the waypoint.
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* `text`: Distance suffix. Can be blank.
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* `number:` An integer containing the RGB value of the color used to draw the text.
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* `precision`: Waypoint precision, integer >= 0. Defaults to 10.
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If set to 0, distance is not shown. Shown value is `floor(distance*precision)/precision`.
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When the precision is an integer multiple of 10, there will be `log_10(precision)` digits after the decimal point.
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`precision = 1000`, for example, will show 3 decimal places (eg: `0.999`).
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`precision = 2` will show multiples of `0.5`; precision = 5 will show multiples of `0.2` and so on:
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`precision = n` will show multiples of `1/n`
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* `number:` An integer containing the RGB value of the color used to draw the
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text.
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* `world_pos`: World position of the waypoint.
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* `offset`: offset in pixels from position.
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* `alignment`: The alignment of the waypoint.
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### `image_waypoint`
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Same as `image`, but does not accept a `position`; the position is instead determined by `world_pos`, the world position of the waypoint.
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* `scale`: The scale of the image, with 1 being the original texture size.
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Only the X coordinate scale is used (positive values).
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Negative values represent that percentage of the screen it
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should take; e.g. `x=-100` means 100% (width).
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* `text`: The name of the texture that is displayed.
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* `alignment`: The alignment of the image.
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* `world_pos`: World position of the waypoint.
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* `offset`: offset in pixels from position.
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### Particle definition (`add_particle`)
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@ -1364,10 +1364,30 @@ Displays distance to selected world position.
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* `name`: The name of the waypoint.
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* `text`: Distance suffix. Can be blank.
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* `precision`: Waypoint precision, integer >= 0. Defaults to 10.
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If set to 0, distance is not shown. Shown value is `floor(distance*precision)/precision`.
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When the precision is an integer multiple of 10, there will be `log_10(precision)` digits after the decimal point.
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`precision = 1000`, for example, will show 3 decimal places (eg: `0.999`).
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`precision = 2` will show multiples of `0.5`; precision = 5 will show multiples of `0.2` and so on:
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`precision = n` will show multiples of `1/n`
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* `number:` An integer containing the RGB value of the color used to draw the
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text.
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* `world_pos`: World position of the waypoint.
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* `offset`: offset in pixels from position.
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* `alignment`: The alignment of the waypoint.
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### `image_waypoint`
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Same as `image`, but does not accept a `position`; the position is instead determined by `world_pos`, the world position of the waypoint.
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* `scale`: The scale of the image, with 1 being the original texture size.
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Only the X coordinate scale is used (positive values).
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Negative values represent that percentage of the screen it
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should take; e.g. `x=-100` means 100% (width).
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* `text`: The name of the texture that is displayed.
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* `alignment`: The alignment of the image.
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* `world_pos`: World position of the waypoint.
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* `offset`: offset in pixels from position.
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@ -272,6 +272,25 @@ void Hud::drawItems(v2s32 upperleftpos, v2s32 screen_offset, s32 itemcount,
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}
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}
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// Calculates screen position of waypoint. Returns true if waypoint is visible (in front of the player), else false.
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bool Hud::calculateScreenPos(const v3s16 &camera_offset, HudElement *e, v2s32 *pos)
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{
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v3f w_pos = e->world_pos * BS;
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scene::ICameraSceneNode* camera =
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RenderingEngine::get_scene_manager()->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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return false;
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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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return true;
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}
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void Hud::drawLuaElements(const v3s16 &camera_offset)
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{
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@ -299,28 +318,6 @@ void Hud::drawLuaElements(const v3s16 &camera_offset)
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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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@ -343,34 +340,58 @@ void Hud::drawLuaElements(const v3s16 &camera_offset)
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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 = std::floor(10 * p_pos.getDistanceFrom(e->world_pos)) /
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10.0f;
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scene::ICameraSceneNode* camera =
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RenderingEngine::get_scene_manager()->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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if (!calculateScreenPos(camera_offset, e, &pos))
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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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v3f p_pos = player->getPosition() / BS;
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pos += v2s32(e->offset.X, e->offset.Y);
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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_translate(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_translate(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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const std::string &unit = e->text;
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// waypoints reuse the item field to store precision, item = precision + 1
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u32 item = e->item;
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float precision = (item == 0) ? 10.0f : (item - 1.f);
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bool draw_precision = precision > 0;
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core::rect<s32> bounds(0, 0, font->getDimension(text.c_str()).Width, (draw_precision ? 2:1) * text_height);
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pos.Y += (e->align.Y - 1.0) * bounds.getHeight() / 2;
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bounds += pos;
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font->draw(text.c_str(), bounds + v2s32((e->align.X - 1.0) * bounds.getWidth() / 2, 0), color);
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if (draw_precision) {
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std::ostringstream os;
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float distance = std::floor(precision * p_pos.getDistanceFrom(e->world_pos)) / precision;
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os << distance << unit;
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text = unescape_translate(utf8_to_wide(os.str()));
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bounds.LowerRightCorner.X = bounds.UpperLeftCorner.X + font->getDimension(text.c_str()).Width;
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font->draw(text.c_str(), bounds + v2s32((e->align.X - 1.0f) * bounds.getWidth() / 2, text_height), color);
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}
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break; }
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case HUD_ELEM_IMAGE_WAYPOINT: {
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if (!calculateScreenPos(camera_offset, e, &pos))
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break;
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}
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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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default:
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infostream << "Hud::drawLuaElements: ignoring drawform " << e->type <<
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@ -81,6 +81,7 @@ public:
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void drawLuaElements(const v3s16 &camera_offset);
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private:
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bool calculateScreenPos(const v3s16 &camera_offset, HudElement *e, v2s32 *pos);
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void drawStatbar(v2s32 pos, u16 corner, u16 drawdir, const std::string &texture,
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s32 count, v2s32 offset, v2s32 size = v2s32());
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@ -27,6 +27,7 @@ const struct EnumString es_HudElementType[] =
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{HUD_ELEM_STATBAR, "statbar"},
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{HUD_ELEM_INVENTORY, "inventory"},
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{HUD_ELEM_WAYPOINT, "waypoint"},
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{HUD_ELEM_IMAGE_WAYPOINT, "image_waypoint"},
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{0, NULL},
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};
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@ -61,6 +61,7 @@ enum HudElementType {
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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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HUD_ELEM_IMAGE_WAYPOINT = 5
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};
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enum HudElementStat {
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@ -1850,7 +1850,11 @@ void read_hud_element(lua_State *L, HudElement *elem)
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elem->name = getstringfield_default(L, 2, "name", "");
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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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if (elem->type == HUD_ELEM_WAYPOINT)
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// waypoints reuse the item field to store precision, item = precision + 1
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elem->item = getintfield_default(L, 2, "precision", -1) + 1;
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else
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elem->item = getintfield_default(L, 2, "item", 0);
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elem->dir = getintfield_default(L, 2, "direction", 0);
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elem->z_index = MYMAX(S16_MIN, MYMIN(S16_MAX,
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getintfield_default(L, 2, "z_index", 0)));
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