/* Minetest Copyright (C) 2010-2013 kwolekr, Ryan Kwolek 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 HUD_HEADER #define HUD_HEADER #include "irrlichttypes_extrabloated.h" #define HUD_DIR_LEFT_RIGHT 0 #define HUD_DIR_RIGHT_LEFT 1 #define HUD_DIR_TOP_BOTTOM 2 #define HUD_DIR_BOTTOM_TOP 3 #define HUD_CORNER_UPPER 0 #define HUD_CORNER_LOWER 1 #define HUD_CORNER_CENTER 2 #define HUD_FLAG_HOTBAR_VISIBLE (1 << 0) #define HUD_FLAG_HEALTHBAR_VISIBLE (1 << 1) #define HUD_FLAG_CROSSHAIR_VISIBLE (1 << 2) #define HUD_FLAG_WIELDITEM_VISIBLE (1 << 3) class Player; enum HudElementType { HUD_ELEM_IMAGE = 0, HUD_ELEM_TEXT = 1, HUD_ELEM_STATBAR = 2, HUD_ELEM_INVENTORY = 3 }; enum HudElementStat { HUD_STAT_POS, HUD_STAT_NAME, HUD_STAT_SCALE, HUD_STAT_TEXT, HUD_STAT_NUMBER, HUD_STAT_ITEM, HUD_STAT_DIR, HUD_STAT_ALIGN, HUD_STAT_OFFSET }; struct HudElement { HudElementType type; v2f pos; std::string name; v2f scale; std::string text; u32 number; u32 item; u32 dir; v2f align; v2f offset; }; inline u32 hud_get_free_id(Player *player) { size_t size = player->hud.size(); for (size_t i = 0; i != size; i++) { if (!player->hud[i]) return i; } return size; } #ifndef SERVER #include #include "gamedef.h" #include "inventory.h" #include "localplayer.h" class Hud { public: video::IVideoDriver *driver; gui::IGUIEnvironment *guienv; gui::IGUIFont *font; u32 text_height; IGameDef *gamedef; LocalPlayer *player; Inventory *inventory; ITextureSource *tsrc; v2u32 screensize; v2s32 displaycenter; s32 hotbar_imagesize; s32 hotbar_itemcount; video::SColor crosshair_argb; video::SColor selectionbox_argb; bool use_crosshair_image; Hud(video::IVideoDriver *driver, gui::IGUIEnvironment* guienv, gui::IGUIFont *font, u32 text_height, IGameDef *gamedef, LocalPlayer *player, Inventory *inventory); void drawItem(v2s32 upperleftpos, s32 imgsize, s32 itemcount, InventoryList *mainlist, u16 selectitem, u16 direction); void drawLuaElements(); void drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture, s32 count, v2s32 offset); void drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem); void resizeHotbar(); void drawCrosshair(); void drawSelectionBoxes(std::vector &hilightboxes); }; #endif #endif