minetest/src/hud.cpp

749 lines
24 KiB
C++

/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2010-2013 blue42u, Jonathon Anderson <anderjon@umail.iu.edu>
Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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.
*/
#include "hud.h"
#include "settings.h"
#include "util/numeric.h"
#include "util/string.h"
#include "log.h"
#include "gamedef.h"
#include "itemdef.h"
#include "inventory.h"
#include "client/tile.h"
#include "localplayer.h"
#include "camera.h"
#include "porting.h"
#include "fontengine.h"
#include "guiscalingfilter.h"
#include "mesh.h"
#include <IGUIStaticText.h>
#ifdef HAVE_TOUCHSCREENGUI
#include "touchscreengui.h"
#endif
Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr,
gui::IGUIEnvironment* guienv, IGameDef *gamedef, LocalPlayer *player,
Inventory *inventory)
{
this->driver = driver;
this->smgr = smgr;
this->guienv = guienv;
this->gamedef = gamedef;
this->player = player;
this->inventory = inventory;
m_hud_scaling = g_settings->getFloat("hud_scaling");
m_screensize = v2u32(0, 0);
m_displaycenter = v2s32(0, 0);
m_hotbar_imagesize = floor(HOTBAR_IMAGE_SIZE * porting::getDisplayDensity() + 0.5);
m_hotbar_imagesize *= m_hud_scaling;
m_padding = m_hotbar_imagesize / 12;
for (unsigned int i = 0; i < 4; i++)
hbar_colors[i] = video::SColor(255, 255, 255, 255);
tsrc = gamedef->getTextureSource();
v3f crosshair_color = g_settings->getV3F("crosshair_color");
u32 cross_r = rangelim(myround(crosshair_color.X), 0, 255);
u32 cross_g = rangelim(myround(crosshair_color.Y), 0, 255);
u32 cross_b = rangelim(myround(crosshair_color.Z), 0, 255);
u32 cross_a = rangelim(g_settings->getS32("crosshair_alpha"), 0, 255);
crosshair_argb = video::SColor(cross_a, cross_r, cross_g, cross_b);
v3f selectionbox_color = g_settings->getV3F("selectionbox_color");
u32 sbox_r = rangelim(myround(selectionbox_color.X), 0, 255);
u32 sbox_g = rangelim(myround(selectionbox_color.Y), 0, 255);
u32 sbox_b = rangelim(myround(selectionbox_color.Z), 0, 255);
selectionbox_argb = video::SColor(255, sbox_r, sbox_g, sbox_b);
use_crosshair_image = tsrc->isKnownSourceImage("crosshair.png");
hotbar_image = "";
use_hotbar_image = false;
hotbar_selected_image = "";
use_hotbar_selected_image = false;
m_selection_mesh = NULL;
m_selection_boxes.clear();
m_halo_boxes.clear();
m_selection_pos = v3f(0.0, 0.0, 0.0);
std::string mode = g_settings->get("node_highlighting");
m_selection_material.Lighting = false;
if (g_settings->getBool("enable_shaders")) {
IShaderSource *shdrsrc = gamedef->getShaderSource();
u16 shader_id = shdrsrc->getShader(
mode == "halo" ? "selection_shader" : "default_shader", 1, 1);
m_selection_material.MaterialType = shdrsrc->getShaderInfo(shader_id).material;
} else {
m_selection_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
}
if (mode == "box") {
m_use_selection_mesh = false;
m_selection_material.Thickness =
rangelim(g_settings->getS16("selectionbox_width"), 1, 5);
} else if (mode == "halo") {
m_use_selection_mesh = true;
m_selection_material.setTexture(0, tsrc->getTextureForMesh("halo.png"));
m_selection_material.setFlag(video::EMF_BACK_FACE_CULLING, true);
} else {
m_selection_material.MaterialType = video::EMT_SOLID;
}
}
Hud::~Hud()
{
if (m_selection_mesh)
m_selection_mesh->drop();
}
void Hud::drawItem(const ItemStack &item, const core::rect<s32>& rect,
bool selected)
{
if (selected) {
/* draw hihlighting around selected item */
if (use_hotbar_selected_image) {
core::rect<s32> imgrect2 = rect;
imgrect2.UpperLeftCorner.X -= (m_padding*2);
imgrect2.UpperLeftCorner.Y -= (m_padding*2);
imgrect2.LowerRightCorner.X += (m_padding*2);
imgrect2.LowerRightCorner.Y += (m_padding*2);
video::ITexture *texture = tsrc->getTexture(hotbar_selected_image);
core::dimension2di imgsize(texture->getOriginalSize());
draw2DImageFilterScaled(driver, texture, imgrect2,
core::rect<s32>(core::position2d<s32>(0,0), imgsize),
NULL, hbar_colors, true);
} else {
video::SColor c_outside(255,255,0,0);
//video::SColor c_outside(255,0,0,0);
//video::SColor c_inside(255,192,192,192);
s32 x1 = rect.UpperLeftCorner.X;
s32 y1 = rect.UpperLeftCorner.Y;
s32 x2 = rect.LowerRightCorner.X;
s32 y2 = rect.LowerRightCorner.Y;
// Black base borders
driver->draw2DRectangle(c_outside,
core::rect<s32>(
v2s32(x1 - m_padding, y1 - m_padding),
v2s32(x2 + m_padding, y1)
), NULL);
driver->draw2DRectangle(c_outside,
core::rect<s32>(
v2s32(x1 - m_padding, y2),
v2s32(x2 + m_padding, y2 + m_padding)
), NULL);
driver->draw2DRectangle(c_outside,
core::rect<s32>(
v2s32(x1 - m_padding, y1),
v2s32(x1, y2)
), NULL);
driver->draw2DRectangle(c_outside,
core::rect<s32>(
v2s32(x2, y1),
v2s32(x2 + m_padding, y2)
), NULL);
/*// Light inside borders
driver->draw2DRectangle(c_inside,
core::rect<s32>(
v2s32(x1 - padding/2, y1 - padding/2),
v2s32(x2 + padding/2, y1)
), NULL);
driver->draw2DRectangle(c_inside,
core::rect<s32>(
v2s32(x1 - padding/2, y2),
v2s32(x2 + padding/2, y2 + padding/2)
), NULL);
driver->draw2DRectangle(c_inside,
core::rect<s32>(
v2s32(x1 - padding/2, y1),
v2s32(x1, y2)
), NULL);
driver->draw2DRectangle(c_inside,
core::rect<s32>(
v2s32(x2, y1),
v2s32(x2 + padding/2, y2)
), NULL);
*/
}
}
video::SColor bgcolor2(128, 0, 0, 0);
if (!use_hotbar_image)
driver->draw2DRectangle(bgcolor2, rect, NULL);
drawItemStack(driver, g_fontengine->getFont(), item, rect, NULL,
gamedef, selected ? IT_ROT_SELECTED : IT_ROT_NONE);
}
//NOTE: selectitem = 0 -> no selected; selectitem 1-based
void Hud::drawItems(v2s32 upperleftpos, v2s32 screen_offset, s32 itemcount,
s32 inv_offset, InventoryList *mainlist, u16 selectitem, u16 direction)
{
#ifdef HAVE_TOUCHSCREENGUI
if (g_touchscreengui && inv_offset == 0)
g_touchscreengui->resetHud();
#endif
s32 height = m_hotbar_imagesize + m_padding * 2;
s32 width = (itemcount - inv_offset) * (m_hotbar_imagesize + m_padding * 2);
if (direction == HUD_DIR_TOP_BOTTOM || direction == HUD_DIR_BOTTOM_TOP) {
s32 tmp = height;
height = width;
width = tmp;
}
// Position of upper left corner of bar
v2s32 pos = screen_offset;
pos.X *= m_hud_scaling * porting::getDisplayDensity();
pos.Y *= m_hud_scaling * porting::getDisplayDensity();
pos += upperleftpos;
// Store hotbar_image in member variable, used by drawItem()
if (hotbar_image != player->hotbar_image) {
hotbar_image = player->hotbar_image;
if (hotbar_image != "")
use_hotbar_image = tsrc->isKnownSourceImage(hotbar_image);
else
use_hotbar_image = false;
}
// Store hotbar_selected_image in member variable, used by drawItem()
if (hotbar_selected_image != player->hotbar_selected_image) {
hotbar_selected_image = player->hotbar_selected_image;
if (hotbar_selected_image != "")
use_hotbar_selected_image = tsrc->isKnownSourceImage(hotbar_selected_image);
else
use_hotbar_selected_image = false;
}
// draw customized item background
if (use_hotbar_image) {
core::rect<s32> imgrect2(-m_padding/2, -m_padding/2,
width+m_padding/2, height+m_padding/2);
core::rect<s32> rect2 = imgrect2 + pos;
video::ITexture *texture = tsrc->getTexture(hotbar_image);
core::dimension2di imgsize(texture->getOriginalSize());
draw2DImageFilterScaled(driver, texture, rect2,
core::rect<s32>(core::position2d<s32>(0,0), imgsize),
NULL, hbar_colors, true);
}
// Draw items
core::rect<s32> imgrect(0, 0, m_hotbar_imagesize, m_hotbar_imagesize);
for (s32 i = inv_offset; i < itemcount && (size_t)i < mainlist->getSize(); i++) {
s32 fullimglen = m_hotbar_imagesize + m_padding * 2;
v2s32 steppos;
switch (direction) {
case HUD_DIR_RIGHT_LEFT:
steppos = v2s32(-(m_padding + (i - inv_offset) * fullimglen), m_padding);
break;
case HUD_DIR_TOP_BOTTOM:
steppos = v2s32(m_padding, m_padding + (i - inv_offset) * fullimglen);
break;
case HUD_DIR_BOTTOM_TOP:
steppos = v2s32(m_padding, -(m_padding + (i - inv_offset) * fullimglen));
break;
default:
steppos = v2s32(m_padding + (i - inv_offset) * fullimglen, m_padding);
break;
}
drawItem(mainlist->getItem(i), (imgrect + pos + steppos), (i + 1) == selectitem);
#ifdef HAVE_TOUCHSCREENGUI
if (g_touchscreengui)
g_touchscreengui->registerHudItem(i, (imgrect + pos + steppos));
#endif
}
}
void Hud::drawLuaElements(const v3s16 &camera_offset)
{
u32 text_height = g_fontengine->getTextHeight();
irr::gui::IGUIFont* font = g_fontengine->getFont();
for (size_t i = 0; i != player->maxHudId(); i++) {
HudElement *e = player->getHud(i);
if (!e)
continue;
v2s32 pos(floor(e->pos.X * (float) m_screensize.X + 0.5),
floor(e->pos.Y * (float) m_screensize.Y + 0.5));
switch (e->type) {
case HUD_ELEM_IMAGE: {
video::ITexture *texture = tsrc->getTexture(e->text);
if (!texture)
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,
imgsize.Height * e->scale.Y);
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, e->offset.Y);
draw2DImageFilterScaled(driver, texture, rect,
core::rect<s32>(core::position2d<s32>(0,0), imgsize),
NULL, colors, true);
break; }
case HUD_ELEM_TEXT: {
video::SColor color(255, (e->number >> 16) & 0xFF,
(e->number >> 8) & 0xFF,
(e->number >> 0) & 0xFF);
core::rect<s32> size(0, 0, e->scale.X, text_height * e->scale.Y);
std::wstring text = unescape_enriched(utf8_to_wide(e->text));
core::dimension2d<u32> textsize = font->getDimension(text.c_str());
v2s32 offset((e->align.X - 1.0) * (textsize.Width / 2),
(e->align.Y - 1.0) * (textsize.Height / 2));
v2s32 offs(e->offset.X, e->offset.Y);
font->draw(text.c_str(), size + pos + offset + offs, color);
break; }
case HUD_ELEM_STATBAR: {
v2s32 offs(e->offset.X, e->offset.Y);
drawStatbar(pos, HUD_CORNER_UPPER, e->dir, e->text, e->number, offs, e->size);
break; }
case HUD_ELEM_INVENTORY: {
InventoryList *inv = inventory->getList(e->text);
drawItems(pos, v2s32(e->offset.X, e->offset.Y), e->number, 0,
inv, e->item, e->dir);
break; }
case HUD_ELEM_WAYPOINT: {
v3f p_pos = player->getPosition() / BS;
v3f w_pos = e->world_pos * BS;
float distance = floor(10 * p_pos.getDistanceFrom(e->world_pos)) / 10;
scene::ICameraSceneNode* camera = smgr->getActiveCamera();
w_pos -= intToFloat(camera_offset, BS);
core::matrix4 trans = camera->getProjectionMatrix();
trans *= camera->getViewMatrix();
f32 transformed_pos[4] = { w_pos.X, w_pos.Y, w_pos.Z, 1.0f };
trans.multiplyWith1x4Matrix(transformed_pos);
if (transformed_pos[3] < 0)
break;
f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
core::reciprocal(transformed_pos[3]);
pos.X = m_screensize.X * (0.5 * transformed_pos[0] * zDiv + 0.5);
pos.Y = m_screensize.Y * (0.5 - transformed_pos[1] * zDiv * 0.5);
video::SColor color(255, (e->number >> 16) & 0xFF,
(e->number >> 8) & 0xFF,
(e->number >> 0) & 0xFF);
core::rect<s32> size(0, 0, 200, 2 * text_height);
std::wstring text = unescape_enriched(utf8_to_wide(e->name));
font->draw(text.c_str(), size + pos, color);
std::ostringstream os;
os << distance << e->text;
text = unescape_enriched(utf8_to_wide(os.str()));
pos.Y += text_height;
font->draw(text.c_str(), size + pos, color);
break; }
default:
infostream << "Hud::drawLuaElements: ignoring drawform " << e->type <<
" of hud element ID " << i << " due to unrecognized type" << std::endl;
}
}
}
void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture,
s32 count, v2s32 offset, v2s32 size)
{
const video::SColor color(255, 255, 255, 255);
const video::SColor colors[] = {color, color, color, color};
video::ITexture *stat_texture = tsrc->getTexture(texture);
if (!stat_texture)
return;
core::dimension2di srcd(stat_texture->getOriginalSize());
core::dimension2di dstd;
if (size == v2s32()) {
dstd = srcd;
} else {
float size_factor = m_hud_scaling * porting::getDisplayDensity();
dstd.Height = size.Y * size_factor;
dstd.Width = size.X * size_factor;
offset.X *= size_factor;
offset.Y *= size_factor;
}
v2s32 p = pos;
if (corner & HUD_CORNER_LOWER)
p -= dstd.Height;
p += offset;
v2s32 steppos;
switch (drawdir) {
case HUD_DIR_RIGHT_LEFT:
steppos = v2s32(-1, 0);
break;
case HUD_DIR_TOP_BOTTOM:
steppos = v2s32(0, 1);
break;
case HUD_DIR_BOTTOM_TOP:
steppos = v2s32(0, -1);
break;
default:
steppos = v2s32(1, 0);
}
steppos.X *= dstd.Width;
steppos.Y *= dstd.Height;
for (s32 i = 0; i < count / 2; i++)
{
core::rect<s32> srcrect(0, 0, srcd.Width, srcd.Height);
core::rect<s32> dstrect(0,0, dstd.Width, dstd.Height);
dstrect += p;
draw2DImageFilterScaled(driver, stat_texture, dstrect, srcrect, NULL, colors, true);
p += steppos;
}
if (count % 2 == 1)
{
core::rect<s32> srcrect(0, 0, srcd.Width / 2, srcd.Height);
core::rect<s32> dstrect(0,0, dstd.Width / 2, dstd.Height);
dstrect += p;
draw2DImageFilterScaled(driver, stat_texture, dstrect, srcrect, NULL, colors, true);
}
}
void Hud::drawHotbar(u16 playeritem) {
v2s32 centerlowerpos(m_displaycenter.X, m_screensize.Y);
InventoryList *mainlist = inventory->getList("main");
if (mainlist == NULL) {
//silently ignore this we may not be initialized completely
return;
}
s32 hotbar_itemcount = player->hud_hotbar_itemcount;
s32 width = hotbar_itemcount * (m_hotbar_imagesize + m_padding * 2);
v2s32 pos = centerlowerpos - v2s32(width / 2, m_hotbar_imagesize + m_padding * 3);
if ( (float) width / (float) porting::getWindowSize().X <=
g_settings->getFloat("hud_hotbar_max_width")) {
if (player->hud_flags & HUD_FLAG_HOTBAR_VISIBLE) {
drawItems(pos, v2s32(0, 0), hotbar_itemcount, 0, mainlist, playeritem + 1, 0);
}
} else {
pos.X += width/4;
v2s32 secondpos = pos;
pos = pos - v2s32(0, m_hotbar_imagesize + m_padding);
if (player->hud_flags & HUD_FLAG_HOTBAR_VISIBLE) {
drawItems(pos, v2s32(0, 0), hotbar_itemcount / 2, 0,
mainlist, playeritem + 1, 0);
drawItems(secondpos, v2s32(0, 0), hotbar_itemcount,
hotbar_itemcount / 2, mainlist, playeritem + 1, 0);
}
}
//////////////////////////// compatibility code to be removed //////////////
// this is ugly as hell but there's no other way to keep compatibility to
// old servers
if ((player->hud_flags & HUD_FLAG_HEALTHBAR_VISIBLE)) {
drawStatbar(v2s32(floor(0.5 * (float)m_screensize.X + 0.5),
floor(1 * (float) m_screensize.Y + 0.5)),
HUD_CORNER_UPPER, 0, "heart.png",
player->hp, v2s32((-10*24)-25,-(48+24+10)), v2s32(24,24));
}
if ((player->hud_flags & HUD_FLAG_BREATHBAR_VISIBLE) &&
(player->getBreath() < 11)) {
drawStatbar(v2s32(floor(0.5 * (float)m_screensize.X + 0.5),
floor(1 * (float) m_screensize.Y + 0.5)),
HUD_CORNER_UPPER, 0, "bubble.png",
player->getBreath(), v2s32(25,-(48+24+10)), v2s32(24,24));
}
////////////////////////////////////////////////////////////////////////////
}
void Hud::drawCrosshair()
{
if (use_crosshair_image) {
video::ITexture *crosshair = tsrc->getTexture("crosshair.png");
v2u32 size = crosshair->getOriginalSize();
v2s32 lsize = v2s32(m_displaycenter.X - (size.X / 2),
m_displaycenter.Y - (size.Y / 2));
driver->draw2DImage(crosshair, lsize,
core::rect<s32>(0, 0, size.X, size.Y),
0, crosshair_argb, true);
} else {
driver->draw2DLine(m_displaycenter - v2s32(10, 0),
m_displaycenter + v2s32(10, 0), crosshair_argb);
driver->draw2DLine(m_displaycenter - v2s32(0, 10),
m_displaycenter + v2s32(0, 10), crosshair_argb);
}
}
void Hud::setSelectionPos(const v3f &pos, const v3s16 &camera_offset)
{
m_camera_offset = camera_offset;
m_selection_pos = pos;
m_selection_pos_with_offset = pos - intToFloat(camera_offset, BS);
}
void Hud::drawSelectionMesh()
{
if (!m_use_selection_mesh) {
// Draw 3D selection boxes
video::SMaterial oldmaterial = driver->getMaterial2D();
driver->setMaterial(m_selection_material);
for (std::vector<aabb3f>::const_iterator
i = m_selection_boxes.begin();
i != m_selection_boxes.end(); ++i) {
aabb3f box = aabb3f(
i->MinEdge + m_selection_pos_with_offset,
i->MaxEdge + m_selection_pos_with_offset);
u32 r = (selectionbox_argb.getRed() *
m_selection_mesh_color.getRed() / 255);
u32 g = (selectionbox_argb.getGreen() *
m_selection_mesh_color.getGreen() / 255);
u32 b = (selectionbox_argb.getBlue() *
m_selection_mesh_color.getBlue() / 255);
driver->draw3DBox(box, video::SColor(100, r, g, b));
}
driver->setMaterial(oldmaterial);
} else if (m_selection_mesh) {
// Draw selection mesh
video::SMaterial oldmaterial = driver->getMaterial2D();
driver->setMaterial(m_selection_material);
setMeshColor(m_selection_mesh, m_selection_mesh_color);
scene::IMesh* mesh = cloneMesh(m_selection_mesh);
translateMesh(mesh, m_selection_pos_with_offset);
u32 mc = m_selection_mesh->getMeshBufferCount();
for (u32 i = 0; i < mc; i++) {
scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
driver->drawMeshBuffer(buf);
}
mesh->drop();
driver->setMaterial(oldmaterial);
}
}
void Hud::updateSelectionMesh(const v3s16 &camera_offset)
{
m_camera_offset = camera_offset;
if (!m_use_selection_mesh)
return;
if (m_selection_mesh) {
m_selection_mesh->drop();
m_selection_mesh = NULL;
}
if (!m_selection_boxes.size()) {
// No pointed object
return;
}
// New pointed object, create new mesh.
// Texture UV coordinates for selection boxes
static f32 texture_uv[24] = {
0,0,1,1,
0,0,1,1,
0,0,1,1,
0,0,1,1,
0,0,1,1,
0,0,1,1
};
// Use single halo box instead of multiple overlapping boxes.
// Temporary solution - problem can be solved with multiple
// rendering targets, or some method to remove inner surfaces.
// Thats because of halo transparency.
aabb3f halo_box(100.0, 100.0, 100.0, -100.0, -100.0, -100.0);
m_halo_boxes.clear();
for (std::vector<aabb3f>::iterator
i = m_selection_boxes.begin();
i != m_selection_boxes.end(); ++i) {
halo_box.addInternalBox(*i);
}
m_halo_boxes.push_back(halo_box);
m_selection_mesh = convertNodeboxesToMesh(
m_halo_boxes, texture_uv, 0.5);
}
void Hud::resizeHotbar() {
if (m_screensize != porting::getWindowSize()) {
m_hotbar_imagesize = floor(HOTBAR_IMAGE_SIZE * porting::getDisplayDensity() + 0.5);
m_hotbar_imagesize *= m_hud_scaling;
m_padding = m_hotbar_imagesize / 12;
m_screensize = porting::getWindowSize();
m_displaycenter = v2s32(m_screensize.X/2,m_screensize.Y/2);
}
}
struct MeshTimeInfo {
s32 time;
scene::IMesh *mesh;
};
void drawItemStack(video::IVideoDriver *driver,
gui::IGUIFont *font,
const ItemStack &item,
const core::rect<s32> &rect,
const core::rect<s32> *clip,
IGameDef *gamedef,
ItemRotationKind rotation_kind)
{
static MeshTimeInfo rotation_time_infos[IT_ROT_NONE];
static bool enable_animations =
g_settings->getBool("inventory_items_animations");
if (item.empty()) {
if (rotation_kind < IT_ROT_NONE) {
rotation_time_infos[rotation_kind].mesh = NULL;
}
return;
}
const ItemDefinition &def = item.getDefinition(gamedef->idef());
scene::IMesh* mesh = gamedef->idef()->getWieldMesh(def.name, gamedef);
if (mesh) {
driver->clearZBuffer();
s32 delta = 0;
if (rotation_kind < IT_ROT_NONE) {
MeshTimeInfo &ti = rotation_time_infos[rotation_kind];
if (mesh != ti.mesh) {
ti.mesh = mesh;
ti.time = getTimeMs();
} else {
delta = porting::getDeltaMs(ti.time, getTimeMs()) % 100000;
}
}
core::rect<s32> oldViewPort = driver->getViewPort();
core::matrix4 oldProjMat = driver->getTransform(video::ETS_PROJECTION);
core::matrix4 oldViewMat = driver->getTransform(video::ETS_VIEW);
core::matrix4 ProjMatrix;
ProjMatrix.buildProjectionMatrixOrthoLH(2, 2, -1, 100);
driver->setTransform(video::ETS_PROJECTION, ProjMatrix);
driver->setTransform(video::ETS_VIEW, ProjMatrix);
core::matrix4 matrix;
matrix.makeIdentity();
if (enable_animations) {
float timer_f = (float)delta / 5000.0;
matrix.setRotationDegrees(core::vector3df(0, 360 * timer_f, 0));
}
driver->setTransform(video::ETS_WORLD, matrix);
driver->setViewPort(rect);
u32 mc = mesh->getMeshBufferCount();
for (u32 j = 0; j < mc; ++j) {
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
video::SMaterial &material = buf->getMaterial();
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
material.Lighting = false;
driver->setMaterial(material);
driver->drawMeshBuffer(buf);
}
driver->setTransform(video::ETS_VIEW, oldViewMat);
driver->setTransform(video::ETS_PROJECTION, oldProjMat);
driver->setViewPort(oldViewPort);
}
if(def.type == ITEM_TOOL && item.wear != 0)
{
// Draw a progressbar
float barheight = rect.getHeight()/16;
float barpad_x = rect.getWidth()/16;
float barpad_y = rect.getHeight()/16;
core::rect<s32> progressrect(
rect.UpperLeftCorner.X + barpad_x,
rect.LowerRightCorner.Y - barpad_y - barheight,
rect.LowerRightCorner.X - barpad_x,
rect.LowerRightCorner.Y - barpad_y);
// Shrink progressrect by amount of tool damage
float wear = item.wear / 65535.0;
int progressmid =
wear * progressrect.UpperLeftCorner.X +
(1-wear) * progressrect.LowerRightCorner.X;
// Compute progressbar color
// wear = 0.0: green
// wear = 0.5: yellow
// wear = 1.0: red
video::SColor color(255,255,255,255);
int wear_i = MYMIN(floor(wear * 600), 511);
wear_i = MYMIN(wear_i + 10, 511);
if(wear_i <= 255)
color.set(255, wear_i, 255, 0);
else
color.set(255, 255, 511-wear_i, 0);
core::rect<s32> progressrect2 = progressrect;
progressrect2.LowerRightCorner.X = progressmid;
driver->draw2DRectangle(color, progressrect2, clip);
color = video::SColor(255,0,0,0);
progressrect2 = progressrect;
progressrect2.UpperLeftCorner.X = progressmid;
driver->draw2DRectangle(color, progressrect2, clip);
}
if(font != NULL && item.count >= 2)
{
// Get the item count as a string
std::string text = itos(item.count);
v2u32 dim = font->getDimension(utf8_to_wide(text).c_str());
v2s32 sdim(dim.X,dim.Y);
core::rect<s32> rect2(
/*rect.UpperLeftCorner,
core::dimension2d<u32>(rect.getWidth(), 15)*/
rect.LowerRightCorner - sdim,
sdim
);
video::SColor bgcolor(128,0,0,0);
driver->draw2DRectangle(bgcolor, rect2, clip);
video::SColor color(255,255,255,255);
font->draw(text.c_str(), rect2, color, false, false, clip);
}
}