mirror of
https://github.com/minetest/minetest.git
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574 lines
18 KiB
C++
574 lines
18 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 "main.h"
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#include "settings.h"
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#include "util/numeric.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 "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 <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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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_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 *= g_settings->getFloat("hud_scaling");
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m_padding = m_hotbar_imagesize / 12;
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const video::SColor hbar_color(255, 255, 255, 255);
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for (unsigned int i=0; i < 4; i++ ){
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hbar_colors[i] = hbar_color;
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}
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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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}
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void Hud::drawItem(const ItemStack &item, const core::rect<s32>& rect, bool selected) {
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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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driver->draw2DImage(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, gamedef);
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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, s32 itemcount, s32 offset,
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InventoryList *mainlist, u16 selectitem, u16 direction)
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{
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#ifdef HAVE_TOUCHSCREENGUI
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if ( (g_touchscreengui) && (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 - 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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width = m_hotbar_imagesize + m_padding * 2;
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height = (itemcount - offset) * (m_hotbar_imagesize + m_padding * 2);
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}
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// Position of upper left corner of bar
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v2s32 pos = upperleftpos;
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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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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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driver->draw2DImage(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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for (s32 i = offset; i < itemcount && (size_t)i < mainlist->getSize(); i++)
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{
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v2s32 steppos;
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s32 fullimglen = m_hotbar_imagesize + m_padding * 2;
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core::rect<s32> imgrect(0, 0, m_hotbar_imagesize, m_hotbar_imagesize);
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switch (direction) {
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case HUD_DIR_RIGHT_LEFT:
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steppos = v2s32(-(m_padding + (i - 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 - 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 - offset) * fullimglen));
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break;
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default:
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steppos = v2s32(m_padding + (i - 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(v3s16 camera_offset) {
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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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driver->draw2DImage(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 = narrow_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, e->number, 0, 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 = narrow_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 = narrow_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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dstd.Height = size.Y * g_settings->getFloat("hud_scaling") *
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porting::getDisplayDensity();
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dstd.Width = size.X * g_settings->getFloat("hud_scaling") *
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porting::getDisplayDensity();
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offset.X *= g_settings->getFloat("hud_scaling") *
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porting::getDisplayDensity();
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offset.Y *= g_settings->getFloat("hud_scaling") *
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porting::getDisplayDensity();
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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);
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core::rect<s32> dstrect(0,0, dstd.Width, dstd.Height);
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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::rect<s32> srcrect(0, 0, srcd.Width / 2, srcd.Height);
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core::rect<s32> dstrect(0,0, dstd.Width / 2, dstd.Height);
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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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void Hud::drawHotbar(u16 playeritem) {
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v2s32 centerlowerpos(m_displaycenter.X, m_screensize.Y);
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InventoryList *mainlist = inventory->getList("main");
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if (mainlist == NULL) {
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//silently ignore this we may not be initialized completely
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return;
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}
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s32 hotbar_itemcount = player->hud_hotbar_itemcount;
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s32 width = hotbar_itemcount * (m_hotbar_imagesize + m_padding * 2);
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v2s32 pos = centerlowerpos - v2s32(width / 2, m_hotbar_imagesize + m_padding * 3);
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if ( (float) width / (float) porting::getWindowSize().X <=
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g_settings->getFloat("hud_hotbar_max_width")) {
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if (player->hud_flags & HUD_FLAG_HOTBAR_VISIBLE) {
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drawItems(pos, hotbar_itemcount, 0, mainlist, playeritem + 1, 0);
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}
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}
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else {
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pos.X += width/4;
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v2s32 secondpos = pos;
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pos = pos - v2s32(0, m_hotbar_imagesize + m_padding);
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if (player->hud_flags & HUD_FLAG_HOTBAR_VISIBLE) {
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drawItems(pos, hotbar_itemcount/2, 0, mainlist, playeritem + 1, 0);
|
|
drawItems(secondpos, 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, "heart.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::drawSelectionBoxes(std::vector<aabb3f> &hilightboxes) {
|
|
for (std::vector<aabb3f>::const_iterator
|
|
i = hilightboxes.begin();
|
|
i != hilightboxes.end(); i++) {
|
|
driver->draw3DBox(*i, selectionbox_argb);
|
|
}
|
|
}
|
|
|
|
|
|
void Hud::resizeHotbar() {
|
|
if (m_screensize != porting::getWindowSize()) {
|
|
m_hotbar_imagesize = floor(HOTBAR_IMAGE_SIZE * porting::getDisplayDensity() + 0.5);
|
|
m_hotbar_imagesize *= g_settings->getFloat("hud_scaling");
|
|
m_padding = m_hotbar_imagesize / 12;
|
|
m_screensize = porting::getWindowSize();
|
|
m_displaycenter = v2s32(m_screensize.X/2,m_screensize.Y/2);
|
|
}
|
|
}
|
|
|
|
void drawItemStack(video::IVideoDriver *driver,
|
|
gui::IGUIFont *font,
|
|
const ItemStack &item,
|
|
const core::rect<s32> &rect,
|
|
const core::rect<s32> *clip,
|
|
IGameDef *gamedef)
|
|
{
|
|
if(item.empty())
|
|
return;
|
|
|
|
const ItemDefinition &def = item.getDefinition(gamedef->idef());
|
|
video::ITexture *texture = gamedef->idef()->getInventoryTexture(def.name, gamedef);
|
|
|
|
// Draw the inventory texture
|
|
if(texture != NULL)
|
|
{
|
|
const video::SColor color(255,255,255,255);
|
|
const video::SColor colors[] = {color,color,color,color};
|
|
driver->draw2DImage(texture, rect,
|
|
core::rect<s32>(core::position2d<s32>(0,0),
|
|
core::dimension2di(texture->getOriginalSize())),
|
|
clip, colors, true);
|
|
}
|
|
|
|
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(narrow_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);
|
|
}
|
|
}
|