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9649e47214
* [CSM] Add basic HUD manipulation. Workaround for on_connect not working right now.
137 lines
3.6 KiB
C++
137 lines
3.6 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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Copyright (C) 2017 red-001 <red-001@outlook.ie>
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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 CLIENT_HUD_HEADER
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#define CLIENT_HUD_HEADER
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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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#include "../hud.h"
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class Client;
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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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{
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public:
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video::IVideoDriver *driver;
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scene::ISceneManager *smgr;
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gui::IGUIEnvironment *guienv;
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Client *client;
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LocalPlayer *player;
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Inventory *inventory;
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ITextureSource *tsrc;
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video::SColor crosshair_argb;
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video::SColor selectionbox_argb;
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bool use_crosshair_image = false;
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std::string hotbar_image = "";
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bool use_hotbar_image = false;
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std::string hotbar_selected_image = "";
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bool use_hotbar_selected_image = false;
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Hud(gui::IGUIEnvironment *guienv, Client *client, LocalPlayer *player,
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Inventory *inventory);
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~Hud();
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void drawHotbar(u16 playeritem);
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void resizeHotbar();
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void drawCrosshair();
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void drawSelectionMesh();
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void updateSelectionMesh(const v3s16 &camera_offset);
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std::vector<aabb3f> *getSelectionBoxes() { return &m_selection_boxes; }
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void setSelectionPos(const v3f &pos, const v3s16 &camera_offset);
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v3f getSelectionPos() const { return m_selection_pos; }
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void setSelectionMeshColor(const video::SColor &color)
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{
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m_selection_mesh_color = color;
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}
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void setSelectedFaceNormal(const v3f &face_normal)
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{
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m_selected_face_normal = face_normal;
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}
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void drawLuaElements(const v3s16 &camera_offset);
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private:
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void drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture,
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s32 count, v2s32 offset, v2s32 size = v2s32());
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void drawItems(v2s32 upperleftpos, v2s32 screen_offset, s32 itemcount,
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s32 inv_offset, InventoryList *mainlist, u16 selectitem,
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u16 direction);
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void drawItem(const ItemStack &item, const core::rect<s32> &rect, bool selected);
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float m_hud_scaling; // cached minetest setting
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v3s16 m_camera_offset;
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v2u32 m_screensize;
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v2s32 m_displaycenter;
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s32 m_hotbar_imagesize; // Takes hud_scaling into account, updated by resizeHotbar()
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s32 m_padding; // Takes hud_scaling into account, updated by resizeHotbar()
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video::SColor hbar_colors[4];
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std::vector<aabb3f> m_selection_boxes;
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std::vector<aabb3f> m_halo_boxes;
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v3f m_selection_pos;
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v3f m_selection_pos_with_offset;
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scene::IMesh *m_selection_mesh = nullptr;
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video::SColor m_selection_mesh_color;
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v3f m_selected_face_normal;
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video::SMaterial m_selection_material;
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enum
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{
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HIGHLIGHT_BOX,
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HIGHLIGHT_HALO,
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HIGHLIGHT_NONE
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} m_mode;
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};
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enum ItemRotationKind
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{
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IT_ROT_SELECTED,
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IT_ROT_HOVERED,
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IT_ROT_DRAGGED,
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IT_ROT_NONE, // Must be last, also serves as number
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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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Client *client,
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ItemRotationKind rotation_kind);
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#endif
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