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			160 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			160 lines
		
	
	
		
			3.9 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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| 
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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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| 
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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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| 
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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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| 
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| #ifndef HUD_HEADER
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| #define HUD_HEADER
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| 
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| #include "irrlichttypes_extrabloated.h"
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| #include <string>
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| 
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| #define HUD_DIR_LEFT_RIGHT 0
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| #define HUD_DIR_RIGHT_LEFT 1
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| #define HUD_DIR_TOP_BOTTOM 2
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| #define HUD_DIR_BOTTOM_TOP 3
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| 
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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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| 
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| // Note that these visibility flags do not determine if the hud items are
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| // actually drawn, but rather, whether to draw the item should the rest
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| // of the game state permit it.
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| #define HUD_FLAG_HOTBAR_VISIBLE    (1 << 0)
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| #define HUD_FLAG_HEALTHBAR_VISIBLE (1 << 1)
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| #define HUD_FLAG_CROSSHAIR_VISIBLE (1 << 2)
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| #define HUD_FLAG_WIELDITEM_VISIBLE (1 << 3)
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| #define HUD_FLAG_BREATHBAR_VISIBLE (1 << 4)
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| #define HUD_FLAG_MINIMAP_VISIBLE   (1 << 5)
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| 
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| #define HUD_PARAM_HOTBAR_ITEMCOUNT 1
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| #define HUD_PARAM_HOTBAR_IMAGE 2
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| #define HUD_PARAM_HOTBAR_SELECTED_IMAGE 3
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| 
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| #define HUD_HOTBAR_ITEMCOUNT_DEFAULT 8
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| #define HUD_HOTBAR_ITEMCOUNT_MAX     23
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| 
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| 
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| #define HOTBAR_IMAGE_SIZE 48
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| 
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| enum HudElementType {
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| 	HUD_ELEM_IMAGE     = 0,
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| 	HUD_ELEM_TEXT      = 1,
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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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| };
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| 
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| enum HudElementStat {
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| 	HUD_STAT_POS = 0,
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| 	HUD_STAT_NAME,
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| 	HUD_STAT_SCALE,
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| 	HUD_STAT_TEXT,
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| 	HUD_STAT_NUMBER,
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| 	HUD_STAT_ITEM,
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| 	HUD_STAT_DIR,
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| 	HUD_STAT_ALIGN,
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| 	HUD_STAT_OFFSET,
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| 	HUD_STAT_WORLD_POS,
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| 	HUD_STAT_SIZE
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| };
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| 
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| struct HudElement {
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| 	HudElementType type;
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| 	v2f pos;
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| 	std::string name;
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| 	v2f scale;
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| 	std::string text;
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| 	u32 number;
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| 	u32 item;
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| 	u32 dir;
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| 	v2f align;
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| 	v2f offset;
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| 	v3f world_pos;
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| 	v2s32 size;
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| };
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| 
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| #ifndef SERVER
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| 
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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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| 
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| class IGameDef;
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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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| 
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| class Hud {
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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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| 	IGameDef *gamedef;
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| 	LocalPlayer *player;
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| 	Inventory *inventory;
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| 	ITextureSource *tsrc;
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| 
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| 	video::SColor crosshair_argb;
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| 	video::SColor selectionbox_argb;
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| 	bool use_crosshair_image;
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| 	std::string hotbar_image;
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| 	bool use_hotbar_image;
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| 	std::string hotbar_selected_image;
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| 	bool use_hotbar_selected_image;
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| 	v3s16 camera_offset;
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| 
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| 	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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| 
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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 drawSelectionBoxes(std::vector<aabb3f> &hilightboxes);
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| 	void drawLuaElements(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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| 
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| 	void 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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| 	void drawItem(const ItemStack &item, const core::rect<s32>& rect, bool selected);
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| 
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| 	v2u32 m_screensize;
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| 	v2s32 m_displaycenter;
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| 	s32 m_hotbar_imagesize;
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| 	s32 m_padding;
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| 	video::SColor hbar_colors[4];
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| };
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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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| 		IGameDef *gamedef);
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| 
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| 
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| #endif
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| 
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| #endif
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