mirror of https://github.com/minetest/minetest.git
Merge bbec2ad0aa
into d767ab0890
This commit is contained in:
commit
a3a4419d63
|
@ -40,6 +40,7 @@ core.features = {
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lsystem_decoration_type = true,
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item_meta_range = true,
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node_interaction_actor = true,
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crosshair_hud_element = true,
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}
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function core.has_feature(arg)
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|
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@ -259,3 +259,16 @@ register_builtin_hud_element("minimap", {
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core.get_player_information(player:get_player_name()).protocol_version >= 44
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end,
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})
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--- Crosshair
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register_builtin_hud_element("crosshair", {
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elem_def = {
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type = "crosshair",
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position = {x = 0.5, y = 0.5},
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scale = {x = 1, y = 1},
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},
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show_elem = function(player, flags)
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return flags.crosshair
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end,
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})
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@ -1812,6 +1812,26 @@ Displays a minimap on the HUD.
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* `alignment`: The alignment of the minimap.
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* `offset`: offset in pixels from position.
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### `crosshair`
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Displays a crosshair on the HUD.
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* `scale`: The scale of the crosshair.
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For image crosshairs it works the same as the scale of `image` HUD elements.
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For line crosshairs the length is multiplied by the
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* `alignment`: The alignment of the crosshair.
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* `offset`: offset in pixels from position.
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* `style`: The style of the crosshair:
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* 0 - The default crosshair which when pointing at a node or nothing shows two
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perpendicular lines of size 20, and when pointing at an object shows two
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diagonal lines of size 16. The lines get replaced by images when textures
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named `"crosshair.png"` and for objects `"object_crosshair.png"` exist.
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* 1 - A crosshair that shows an image.
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When pointing at nodes or nothing it uses as texture name `text`.
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When pointing at objects it uses as texture name `text2`.
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* `text`: Only relevent for `style` = 1.
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* `text2`: Only relevent for `style` = 1.
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Representations of simple things
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================================
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@ -5435,6 +5455,9 @@ Utilities
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-- Allow passing an optional "actor" ObjectRef to the following functions:
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-- minetest.place_node, minetest.dig_node, minetest.punch_node (5.9.0)
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node_interaction_actor = true,
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-- HUD elements of type crosshair exist and
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-- the predefined crosshair is a Lua HUD elements.
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crosshair_hud_element = true,
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}
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```
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@ -7045,7 +7068,7 @@ Misc.
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(regardless of online status)
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* `minetest.hud_replace_builtin(name, hud_definition)`
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* Replaces definition of a builtin hud element
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* `name`: `"breath"`, `"health"` or `"minimap"`
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* `name`: `"breath"`, `"health"`, `"minimap"` or `"crosshair"`
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* `hud_definition`: definition to replace builtin definition
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* `minetest.parse_relative_number(arg, relative_to)`: returns number or nil
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* Helper function for chat commands.
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@ -10532,7 +10555,7 @@ Used by `ObjectRef:hud_add`. Returned by `ObjectRef:hud_get`.
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{
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type = "image",
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-- Type of element, can be "image", "text", "statbar", "inventory",
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-- "waypoint", "image_waypoint", "compass" or "minimap"
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-- "waypoint", "image_waypoint", "compass", "minimap" or "crosshair"
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-- If undefined "text" will be used.
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hud_elem_type = "image",
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@ -206,9 +206,172 @@ minetest.register_chatcommand("zoomfov", {
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end,
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})
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-- Images
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local hud_image_defs = {
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{
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type = "image",
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position = {x=0.3, y=0.3},
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scale = {x = 10, y = 10},
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text = "default_cobble.png",
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alignment = {x=0, y=-1},
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offset = {x=0, y=0},
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},
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{
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type = "image",
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position = {x=0.7, y=0.3},
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scale = {x = 10, y = 10},
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text = "default_lava.png",
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alignment = {x=0, y=1},
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offset = {x=0, y=0},
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},
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{
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type = "image",
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position = {x=0.3, y=0.7},
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scale = {x = 10, y = 20},
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text = "default_gravel.png",
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alignment = {x=0, y=0},
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offset = {x=0, y=0},
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},
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{
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type = "image",
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position = {x=0.7, y=0.7},
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scale = {x = 10, y = 10},
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text = "default_tree_top.png",
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alignment = {x=0, y=0},
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offset = {x=160, y=0},
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},
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}
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local player_hud_images= {}
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minetest.register_chatcommand("hudimages", {
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description = "Shows some test Lua HUD elements of type image. (add: Adds elements (default). remove: Removes elements)",
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params = "[ add | remove ]",
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func = function(name, params)
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local player = minetest.get_player_by_name(name)
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if not player then
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return false, "No player."
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end
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local id_table = player_hud_images[name]
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if not id_table then
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id_table = {}
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player_hud_images[name] = id_table
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end
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if params == "remove" then
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for _, id in ipairs(id_table) do
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player:hud_remove(id)
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end
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return true, "Images removed."
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end
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-- params == "add" or default
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for _, def in ipairs(hud_image_defs) do
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table.insert(id_table, player:hud_add(def))
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end
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return true, #hud_image_defs .." images added."
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end
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})
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-- Crosshairs
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local hud_crosshair_defs = {
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{
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type = "crosshair",
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position = {x=0.45, y=0.5},
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scale = {x = 1, y = 1},
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alignment = {x=0, y=-1},
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offset = {x=0, y=0},
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},
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{
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type = "crosshair",
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position = {x=0.45, y=0.5},
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scale = {x = 1, y = 1},
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alignment = {x=0, y=1},
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offset = {x=0, y=0},
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},
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{
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type = "crosshair",
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position = {x=0.5, y=0.4},
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scale = {x = 1, y = 2},
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alignment = {x=0, y=1},
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offset = {x=100, y=0},
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},
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{
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type = "crosshair",
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position = {x=0.5, y=0.7},
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scale = {x = 5, y = 2},
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alignment = {x=0, y=-1},
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offset = {x=0, y=100},
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},
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{
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type = "crosshair",
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position = {x=0.5, y=0.65},
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scale = {x = 2, y = 2},
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alignment = {x=0, y=-1},
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offset = {x=0, y=0},
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},
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{
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type = "crosshair",
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position = {x=0.3, y=0.5},
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scale = {x = 1, y = 1},
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alignment = {x=0, y=0},
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offset = {x=0, y=0},
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style = 1,
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text = "testhud_crosshair.png",
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text2 = "testhud_object_crosshair.png",
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},
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{
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type = "crosshair",
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position = {x=0.3, y=0.5},
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scale = {x = 2, y = 1},
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alignment = {x=0, y=2},
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offset = {x=0, y=0},
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style = 1,
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text = "testhud_crosshair.png",
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text2 = "testhud_object_crosshair.png",
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},
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}
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local player_hud_crosshairs= {}
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minetest.register_chatcommand("hudcrosshairs", {
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description = "Shows some test Lua HUD elements of type crosshair. (add: Adds elements (default). remove: Removes elements)",
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params = "[ add | remove ]",
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func = function(name, params)
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local player = minetest.get_player_by_name(name)
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if not player then
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return false, "No player."
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end
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local id_table = player_hud_crosshairs[name]
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if not id_table then
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id_table = {}
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player_hud_crosshairs[name] = id_table
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end
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if params == "remove" then
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for _, id in ipairs(id_table) do
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player:hud_remove(id)
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end
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return true, "Crosshairs removed."
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end
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-- params == "add" or default
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for _, def in ipairs(hud_crosshair_defs) do
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table.insert(id_table, player:hud_add(def))
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end
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return true, #hud_crosshair_defs .." Crosshairs added."
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end
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})
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minetest.register_on_leaveplayer(function(player)
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player_font_huds[player:get_player_name()] = nil
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player_waypoints[player:get_player_name()] = nil
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local playername = player:get_player_name()
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player_font_huds[playername] = nil
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player_waypoints[playername] = nil
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player_hud_images[playername] = nil
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player_hud_crosshairs[playername] = nil
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end)
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minetest.register_chatcommand("hudprint", {
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@ -230,3 +393,26 @@ minetest.register_chatcommand("hudprint", {
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return true, s
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end
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})
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local hud_flags = {"hotbar", "healthbar", "crosshair", "wielditem", "breathbar",
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"minimap", "minimap_radar", "basic_debug", "chat"}
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minetest.register_chatcommand("hudtoggleflag", {
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description = "Toggles a hud flag.",
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params = "[ ".. table.concat(hud_flags, " | ") .." ]",
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func = function(name, params)
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local player = minetest.get_player_by_name(name)
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if not player then
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return false, "No player."
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end
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local flags = player:hud_get_flags()
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if flags[params] == nil then
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return false, "Unknown hud flag."
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end
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flags[params] = not flags[params]
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player:hud_set_flags(flags)
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return true, "Flag \"".. params .."\" set to ".. tostring(flags[params]) .. "."
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end
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})
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|
|
Binary file not shown.
After Width: | Height: | Size: 279 B |
Binary file not shown.
After Width: | Height: | Size: 398 B |
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@ -1423,7 +1423,7 @@ void Game::copyServerClientCache()
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|||
{
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// It would be possible to let the client directly read the media files
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// from where the server knows they are. But aside from being more complicated
|
||||
// it would also *not* fill the media cache and cause slower joining of
|
||||
// it would also *not* fill the media cache and cause slower joining of
|
||||
// remote servers.
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||||
// (Imagine that you launch a game once locally and then connect to a server.)
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|
@ -4302,15 +4302,13 @@ void Game::drawScene(ProfilerGraph *graph, RunStats *stats)
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bool draw_wield_tool = (this->m_game_ui->m_flags.show_hud &&
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(player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE) &&
|
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(this->camera->getCameraMode() == CAMERA_MODE_FIRST));
|
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bool draw_crosshair = (
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(player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) &&
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(this->camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT));
|
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bool draw_crosshairs = (this->camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT);
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|
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if (g_touchscreengui && isTouchCrosshairDisabled())
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draw_crosshair = false;
|
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draw_crosshairs = false;
|
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|
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this->m_rendering_engine->draw_scene(sky_color, this->m_game_ui->m_flags.show_hud,
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draw_wield_tool, draw_crosshair);
|
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draw_wield_tool, draw_crosshairs);
|
||||
|
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/*
|
||||
Profiler graph
|
||||
|
|
|
@ -340,7 +340,7 @@ bool Hud::calculateScreenPos(const v3s16 &camera_offset, HudElement *e, v2s32 *p
|
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return true;
|
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}
|
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|
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void Hud::drawLuaElements(const v3s16 &camera_offset)
|
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void Hud::drawLuaElements(const v3s16 &camera_offset, bool draw_crosshairs)
|
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{
|
||||
const u32 text_height = g_fontengine->getTextHeight();
|
||||
gui::IGUIFont *const font = g_fontengine->getFont();
|
||||
|
@ -349,12 +349,21 @@ void Hud::drawLuaElements(const v3s16 &camera_offset)
|
|||
std::vector<HudElement*> elems;
|
||||
elems.reserve(player->maxHudId());
|
||||
|
||||
// Add builtin minimap if the server doesn't send it.
|
||||
// Add builtin elements if the server doesn't send them.
|
||||
// Declared here such that they have the same lifetime as the elems vector
|
||||
HudElement minimap;
|
||||
if (client->getProtoVersion() < 44 && (player->hud_flags & HUD_FLAG_MINIMAP_VISIBLE)) {
|
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minimap = {HUD_ELEM_MINIMAP, v2f(1, 0), "", v2f(), "", 0 , 0, 0, v2f(-1, 1),
|
||||
v2f(-10, 10), v3f(), v2s32(256, 256), 0, "", 0};
|
||||
elems.push_back(&minimap);
|
||||
HudElement crosshair;
|
||||
if (client->getProtoVersion() < 44) {
|
||||
if (player->hud_flags & HUD_FLAG_MINIMAP_VISIBLE) {
|
||||
minimap = {HUD_ELEM_MINIMAP, v2f(1, 0), "", v2f(), "", 0 , 0, 0, v2f(-1, 1),
|
||||
v2f(-10, 10), v3f(), v2s32(256, 256), 0, "", 0};
|
||||
elems.push_back(&minimap);
|
||||
}
|
||||
if (player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) {
|
||||
crosshair = {HUD_ELEM_CROSSHAIR, v2f(0.5, 0.5), "", v2f(1, 1), "", 0 , 0, 0, v2f(),
|
||||
v2f(), v3f(), v2s32(), 0, "", 0};
|
||||
elems.push_back(&crosshair);
|
||||
}
|
||||
}
|
||||
|
||||
for (size_t i = 0; i != player->maxHudId(); i++) {
|
||||
|
@ -465,22 +474,7 @@ void Hud::drawLuaElements(const v3s16 &camera_offset)
|
|||
continue;
|
||||
|
||||
const video::SColor color(255, 255, 255, 255);
|
||||
const video::SColor colors[] = {color, color, color, color};
|
||||
core::dimension2di imgsize(texture->getOriginalSize());
|
||||
v2s32 dstsize(imgsize.Width * e->scale.X * m_scale_factor,
|
||||
imgsize.Height * e->scale.Y * m_scale_factor);
|
||||
if (e->scale.X < 0)
|
||||
dstsize.X = m_screensize.X * (e->scale.X * -0.01);
|
||||
if (e->scale.Y < 0)
|
||||
dstsize.Y = m_screensize.Y * (e->scale.Y * -0.01);
|
||||
v2s32 offset((e->align.X - 1.0) * dstsize.X / 2,
|
||||
(e->align.Y - 1.0) * dstsize.Y / 2);
|
||||
core::rect<s32> rect(0, 0, dstsize.X, dstsize.Y);
|
||||
rect += pos + offset + v2s32(e->offset.X * m_scale_factor,
|
||||
e->offset.Y * m_scale_factor);
|
||||
draw2DImageFilterScaled(driver, texture, rect,
|
||||
core::rect<s32>(core::position2d<s32>(0,0), imgsize),
|
||||
NULL, colors, true);
|
||||
drawImage(pos, e->scale, e->align, e->offset, texture, color);
|
||||
break; }
|
||||
case HUD_ELEM_COMPASS: {
|
||||
video::ITexture *texture = tsrc->getTexture(e->text);
|
||||
|
@ -545,6 +539,28 @@ void Hud::drawLuaElements(const v3s16 &camera_offset)
|
|||
e->offset.Y * m_scale_factor);
|
||||
client->getMinimap()->drawMinimap(rect);
|
||||
break; }
|
||||
case HUD_ELEM_CROSSHAIR: {
|
||||
// CAMERA_MODE_THIRD_FRONT and HAVE_TOUCHSCREENGUI may disallow crosshairs.
|
||||
// In the future it may be good to add a feature for Lua HudElements to
|
||||
// specify CAMERA_MODE and TOUCHSCREEN behavior.
|
||||
if (!draw_crosshairs)
|
||||
continue;
|
||||
|
||||
if (e->style == 0) {
|
||||
// Default Crosshair
|
||||
drawCrosshair(pos, e->align, e->offset, e->scale);
|
||||
} else if (e->style == 1) {
|
||||
// Image Crosshair
|
||||
const video::SColor color(255, 255, 255, 255);
|
||||
if (pointing_at_object) {
|
||||
drawImage(pos, e->scale, e->align, e->offset,
|
||||
tsrc->getTexture(e->text2), color);
|
||||
} else {
|
||||
drawImage(pos, e->scale, e->align, e->offset,
|
||||
tsrc->getTexture(e->text), color);
|
||||
}
|
||||
}
|
||||
break; }
|
||||
default:
|
||||
infostream << "Hud::drawLuaElements: ignoring drawform " << e->type
|
||||
<< " due to unrecognized type" << std::endl;
|
||||
|
@ -794,55 +810,71 @@ void Hud::drawHotbar(u16 playeritem)
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
void Hud::drawCrosshair()
|
||||
void Hud::drawImage(const v2s32 &pos, const v2f &scale, const v2f &align, const v2f &offset,
|
||||
video::ITexture *texture, const video::SColor &color)
|
||||
{
|
||||
auto draw_image_crosshair = [this] (video::ITexture *tex) {
|
||||
core::dimension2di orig_size(tex->getOriginalSize());
|
||||
// Integer scaling to avoid artifacts, floor instead of round since too
|
||||
// small looks better than too large in this case.
|
||||
core::dimension2di scaled_size = orig_size * std::max(std::floor(m_scale_factor), 1.0f);
|
||||
const video::SColor colors[] = {color, color, color, color};
|
||||
core::dimension2di imgsize(texture->getOriginalSize());
|
||||
v2s32 dstsize(imgsize.Width * scale.X * m_scale_factor,
|
||||
imgsize.Height * scale.Y * m_scale_factor);
|
||||
if (scale.X < 0)
|
||||
dstsize.X = m_screensize.X * (scale.X * -0.01);
|
||||
if (scale.Y < 0)
|
||||
dstsize.Y = m_screensize.Y * (scale.Y * -0.01);
|
||||
v2s32 align_offset((align.X - 1.0) * dstsize.X / 2, (align.Y - 1.0) * dstsize.Y / 2);
|
||||
|
||||
core::rect<s32> src_rect(orig_size);
|
||||
core::position2d pos(m_displaycenter.X - scaled_size.Width / 2,
|
||||
m_displaycenter.Y - scaled_size.Height / 2);
|
||||
core::rect<s32> dest_rect(pos, scaled_size);
|
||||
core::rect<s32> rect(0, 0, dstsize.X, dstsize.Y);
|
||||
rect += pos + align_offset + v2s32(offset.X * m_scale_factor, offset.Y * m_scale_factor);
|
||||
|
||||
video::SColor colors[] = { crosshair_argb, crosshair_argb,
|
||||
crosshair_argb, crosshair_argb };
|
||||
|
||||
draw2DImageFilterScaled(driver, tex, dest_rect, src_rect,
|
||||
nullptr, colors, true);
|
||||
};
|
||||
draw2DImageFilterScaled(driver, texture, rect,
|
||||
core::rect<s32>(core::position2d<s32>(0,0),imgsize),
|
||||
NULL, colors, true);
|
||||
}
|
||||
|
||||
void Hud::drawCrosshair(const v2s32 &pos, const v2f &align, const v2f &offset, const v2f &scale)
|
||||
{
|
||||
if (pointing_at_object) {
|
||||
if (use_object_crosshair_image) {
|
||||
draw_image_crosshair(tsrc->getTexture("object_crosshair.png"));
|
||||
drawImage(pos, scale, align, offset,
|
||||
tsrc->getTexture("object_crosshair.png"), crosshair_argb);
|
||||
} else {
|
||||
s32 line_size = core::round32(OBJECT_CROSSHAIR_LINE_SIZE * m_scale_factor);
|
||||
s32 line_size_x = core::round32(m_scale_factor * OBJECT_CROSSHAIR_LINE_SIZE * scale.X);
|
||||
s32 line_size_y = core::round32(m_scale_factor * OBJECT_CROSSHAIR_LINE_SIZE * scale.Y);
|
||||
v2s32 center_pos(
|
||||
pos.X + offset.X*m_scale_factor + align.X * line_size_x,
|
||||
pos.Y + offset.Y*m_scale_factor + align.Y * line_size_y);
|
||||
|
||||
driver->draw2DLine(
|
||||
m_displaycenter - v2s32(line_size, line_size),
|
||||
m_displaycenter + v2s32(line_size, line_size),
|
||||
center_pos - v2s32(line_size_x, line_size_y),
|
||||
center_pos + v2s32(line_size_x, line_size_y),
|
||||
crosshair_argb);
|
||||
driver->draw2DLine(
|
||||
m_displaycenter + v2s32(line_size, -line_size),
|
||||
m_displaycenter + v2s32(-line_size, line_size),
|
||||
center_pos + v2s32(line_size_x, -line_size_y),
|
||||
center_pos + v2s32(-line_size_x, line_size_y),
|
||||
crosshair_argb);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if (use_crosshair_image) {
|
||||
draw_image_crosshair(tsrc->getTexture("crosshair.png"));
|
||||
drawImage(pos, scale, align, offset,
|
||||
tsrc->getTexture("crosshair.png"), crosshair_argb);
|
||||
} else {
|
||||
s32 line_size = core::round32(CROSSHAIR_LINE_SIZE * m_scale_factor);
|
||||
s32 line_size_x = core::round32(m_scale_factor * CROSSHAIR_LINE_SIZE * scale.X);
|
||||
s32 line_size_y = core::round32(m_scale_factor * CROSSHAIR_LINE_SIZE * scale.Y);
|
||||
|
||||
driver->draw2DLine(m_displaycenter - v2s32(line_size, 0),
|
||||
m_displaycenter + v2s32(line_size, 0), crosshair_argb);
|
||||
driver->draw2DLine(m_displaycenter - v2s32(0, line_size),
|
||||
m_displaycenter + v2s32(0, line_size), crosshair_argb);
|
||||
v2s32 center_pos(
|
||||
pos.X + offset.X*m_scale_factor + align.X * line_size_x,
|
||||
pos.Y + offset.Y*m_scale_factor + align.Y * line_size_y);
|
||||
|
||||
driver->draw2DLine(
|
||||
center_pos - v2s32(line_size_x, 0),
|
||||
center_pos + v2s32(line_size_x, 0),
|
||||
crosshair_argb);
|
||||
driver->draw2DLine(
|
||||
center_pos - v2s32(0, line_size_y),
|
||||
center_pos + v2s32(0, line_size_y),
|
||||
crosshair_argb);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -64,9 +64,11 @@ public:
|
|||
void disableBlockBounds();
|
||||
void drawBlockBounds();
|
||||
|
||||
void drawImage(const v2s32 &pos, const v2f &scale, const v2f &align, const v2f &offset,
|
||||
video::ITexture *texture, const video::SColor &color);
|
||||
void drawHotbar(u16 playeritem);
|
||||
void resizeHotbar();
|
||||
void drawCrosshair();
|
||||
void drawCrosshair(const v2s32 &pos, const v2f &align, const v2f &offset, const v2f &scale);
|
||||
void drawSelectionMesh();
|
||||
void updateSelectionMesh(const v3s16 &camera_offset);
|
||||
|
||||
|
@ -92,7 +94,7 @@ public:
|
|||
|
||||
bool hasElementOfType(HudElementType type);
|
||||
|
||||
void drawLuaElements(const v3s16 &camera_offset);
|
||||
void drawLuaElements(const v3s16 &camera_offset, bool draw_crosshairs);
|
||||
|
||||
private:
|
||||
bool calculateScreenPos(const v3s16 &camera_offset, HudElement *e, v2s32 *pos);
|
||||
|
|
|
@ -37,13 +37,13 @@ RenderingCore::~RenderingCore()
|
|||
}
|
||||
|
||||
void RenderingCore::draw(video::SColor _skycolor, bool _show_hud,
|
||||
bool _draw_wield_tool, bool _draw_crosshair)
|
||||
bool _draw_wield_tool, bool _draw_crosshairs)
|
||||
{
|
||||
v2u32 screensize = device->getVideoDriver()->getScreenSize();
|
||||
virtual_size = v2u32(screensize.X * virtual_size_scale.X, screensize.Y * virtual_size_scale.Y);
|
||||
|
||||
PipelineContext context(device, client, hud, shadow_renderer, _skycolor, screensize);
|
||||
context.draw_crosshair = _draw_crosshair;
|
||||
context.draw_crosshairs = _draw_crosshairs;
|
||||
context.draw_wield_tool = _draw_wield_tool;
|
||||
context.show_hud = _show_hud;
|
||||
|
||||
|
|
|
@ -54,7 +54,7 @@ public:
|
|||
RenderingCore &operator=(RenderingCore &&) = delete;
|
||||
|
||||
void draw(video::SColor _skycolor, bool _show_hud,
|
||||
bool _draw_wield_tool, bool _draw_crosshair);
|
||||
bool _draw_wield_tool, bool _draw_crosshairs);
|
||||
|
||||
v2u32 getVirtualSize() const;
|
||||
|
||||
|
|
|
@ -47,7 +47,7 @@ struct PipelineContext
|
|||
|
||||
bool show_hud {true};
|
||||
bool draw_wield_tool {true};
|
||||
bool draw_crosshair {true};
|
||||
bool draw_crosshairs {true};
|
||||
};
|
||||
|
||||
/**
|
||||
|
|
|
@ -57,12 +57,9 @@ void DrawHUD::run(PipelineContext &context)
|
|||
context.shadow_renderer->drawDebug();
|
||||
|
||||
context.hud->resizeHotbar();
|
||||
|
||||
if (context.draw_crosshair)
|
||||
context.hud->drawCrosshair();
|
||||
|
||||
context.hud->drawHotbar(context.client->getEnv().getLocalPlayer()->getWieldIndex());
|
||||
context.hud->drawLuaElements(context.client->getCamera()->getOffset());
|
||||
context.hud->drawLuaElements(context.client->getCamera()->getOffset(),
|
||||
context.draw_crosshairs);
|
||||
context.client->getCamera()->drawNametags();
|
||||
}
|
||||
context.device->getGUIEnvironment()->drawAll();
|
||||
|
|
|
@ -412,9 +412,9 @@ void RenderingEngine::finalize()
|
|||
}
|
||||
|
||||
void RenderingEngine::draw_scene(video::SColor skycolor, bool show_hud,
|
||||
bool draw_wield_tool, bool draw_crosshair)
|
||||
bool draw_wield_tool, bool draw_crosshairs)
|
||||
{
|
||||
core->draw(skycolor, show_hud, draw_wield_tool, draw_crosshair);
|
||||
core->draw(skycolor, show_hud, draw_wield_tool, draw_crosshairs);
|
||||
}
|
||||
|
||||
const VideoDriverInfo &RenderingEngine::getVideoDriverInfo(irr::video::E_DRIVER_TYPE type)
|
||||
|
|
|
@ -142,7 +142,7 @@ public:
|
|||
float dtime = 0, int percent = 0, bool sky = true);
|
||||
|
||||
void draw_scene(video::SColor skycolor, bool show_hud,
|
||||
bool draw_wield_tool, bool draw_crosshair);
|
||||
bool draw_wield_tool, bool draw_crosshairs);
|
||||
|
||||
void initialize(Client *client, Hud *hud);
|
||||
void finalize();
|
||||
|
|
|
@ -30,6 +30,7 @@ const struct EnumString es_HudElementType[] =
|
|||
{HUD_ELEM_IMAGE_WAYPOINT, "image_waypoint"},
|
||||
{HUD_ELEM_COMPASS, "compass"},
|
||||
{HUD_ELEM_MINIMAP, "minimap"},
|
||||
{HUD_ELEM_CROSSHAIR, "crosshair"},
|
||||
{0, NULL},
|
||||
};
|
||||
|
||||
|
|
|
@ -67,7 +67,8 @@ enum HudElementType {
|
|||
HUD_ELEM_WAYPOINT = 4,
|
||||
HUD_ELEM_IMAGE_WAYPOINT = 5,
|
||||
HUD_ELEM_COMPASS = 6,
|
||||
HUD_ELEM_MINIMAP = 7
|
||||
HUD_ELEM_MINIMAP = 7,
|
||||
HUD_ELEM_CROSSHAIR = 8,
|
||||
};
|
||||
|
||||
enum HudElementStat : u8 {
|
||||
|
|
|
@ -222,7 +222,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
PROTOCOL VERSION 44:
|
||||
AO_CMD_SET_BONE_POSITION extended
|
||||
Add TOCLIENT_MOVE_PLAYER_REL
|
||||
Move default minimap from client-side C++ to server-side builtin Lua
|
||||
Move default minimap and crosshair from client-side C++ to server-side builtin Lua
|
||||
[scheduled bump for 5.9.0]
|
||||
*/
|
||||
|
||||
|
|
Loading…
Reference in New Issue