minetest/src/client/hud.h
red-001 9649e47214 [CSM] Add basic HUD manipulation. (#6067)
* [CSM] Add basic HUD manipulation.

Workaround for on_connect not working right now.
2018-01-20 14:09:58 +01:00

137 lines
3.6 KiB
C++

/*
Minetest
Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
Copyright (C) 2017 red-001 <red-001@outlook.ie>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef CLIENT_HUD_HEADER
#define CLIENT_HUD_HEADER
#include <vector>
#include <IGUIFont.h>
#include "irr_aabb3d.h"
#include "../hud.h"
class Client;
class ITextureSource;
class Inventory;
class InventoryList;
class LocalPlayer;
struct ItemStack;
class Hud
{
public:
video::IVideoDriver *driver;
scene::ISceneManager *smgr;
gui::IGUIEnvironment *guienv;
Client *client;
LocalPlayer *player;
Inventory *inventory;
ITextureSource *tsrc;
video::SColor crosshair_argb;
video::SColor selectionbox_argb;
bool use_crosshair_image = false;
std::string hotbar_image = "";
bool use_hotbar_image = false;
std::string hotbar_selected_image = "";
bool use_hotbar_selected_image = false;
Hud(gui::IGUIEnvironment *guienv, Client *client, LocalPlayer *player,
Inventory *inventory);
~Hud();
void drawHotbar(u16 playeritem);
void resizeHotbar();
void drawCrosshair();
void drawSelectionMesh();
void updateSelectionMesh(const v3s16 &camera_offset);
std::vector<aabb3f> *getSelectionBoxes() { return &m_selection_boxes; }
void setSelectionPos(const v3f &pos, const v3s16 &camera_offset);
v3f getSelectionPos() const { return m_selection_pos; }
void setSelectionMeshColor(const video::SColor &color)
{
m_selection_mesh_color = color;
}
void setSelectedFaceNormal(const v3f &face_normal)
{
m_selected_face_normal = face_normal;
}
void drawLuaElements(const v3s16 &camera_offset);
private:
void drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture,
s32 count, v2s32 offset, v2s32 size = v2s32());
void drawItems(v2s32 upperleftpos, v2s32 screen_offset, s32 itemcount,
s32 inv_offset, InventoryList *mainlist, u16 selectitem,
u16 direction);
void drawItem(const ItemStack &item, const core::rect<s32> &rect, bool selected);
float m_hud_scaling; // cached minetest setting
v3s16 m_camera_offset;
v2u32 m_screensize;
v2s32 m_displaycenter;
s32 m_hotbar_imagesize; // Takes hud_scaling into account, updated by resizeHotbar()
s32 m_padding; // Takes hud_scaling into account, updated by resizeHotbar()
video::SColor hbar_colors[4];
std::vector<aabb3f> m_selection_boxes;
std::vector<aabb3f> m_halo_boxes;
v3f m_selection_pos;
v3f m_selection_pos_with_offset;
scene::IMesh *m_selection_mesh = nullptr;
video::SColor m_selection_mesh_color;
v3f m_selected_face_normal;
video::SMaterial m_selection_material;
enum
{
HIGHLIGHT_BOX,
HIGHLIGHT_HALO,
HIGHLIGHT_NONE
} m_mode;
};
enum ItemRotationKind
{
IT_ROT_SELECTED,
IT_ROT_HOVERED,
IT_ROT_DRAGGED,
IT_ROT_NONE, // Must be last, also serves as number
};
void drawItemStack(video::IVideoDriver *driver,
gui::IGUIFont *font,
const ItemStack &item,
const core::rect<s32> &rect,
const core::rect<s32> *clip,
Client *client,
ItemRotationKind rotation_kind);
#endif