minetest/src/drawscene.cpp

648 lines
21 KiB
C++

/*
Minetest
Copyright (C) 2010-2014 celeron55, Perttu Ahola <celeron55@gmail.com>
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 "drawscene.h"
#include "settings.h"
#include "clouds.h"
#include "clientmap.h"
#include "util/timetaker.h"
#include "fontengine.h"
#include "guiscalingfilter.h"
#include "filesys.h"
typedef enum {
LEFT = -1,
RIGHT = 1,
EYECOUNT = 2
} paralax_sign;
void draw_anaglyph_3d_mode(Camera& camera, bool show_hud, Hud& hud,
video::IVideoDriver* driver, scene::ISceneManager* smgr,
bool draw_wield_tool, Client& client,
gui::IGUIEnvironment* guienv )
{
/* preserve old setup*/
irr::core::vector3df oldPosition = camera.getCameraNode()->getPosition();
irr::core::vector3df oldTarget = camera.getCameraNode()->getTarget();
irr::core::matrix4 startMatrix =
camera.getCameraNode()->getAbsoluteTransformation();
irr::core::vector3df focusPoint = (camera.getCameraNode()->getTarget()
- camera.getCameraNode()->getAbsolutePosition()).setLength(1)
+ camera.getCameraNode()->getAbsolutePosition();
//Left eye...
irr::core::vector3df leftEye;
irr::core::matrix4 leftMove;
leftMove.setTranslation(
irr::core::vector3df(-g_settings->getFloat("3d_paralax_strength"),
0.0f, 0.0f));
leftEye = (startMatrix * leftMove).getTranslation();
//clear the depth buffer, and color
driver->beginScene( true, true, irr::video::SColor(0, 200, 200, 255));
driver->getOverrideMaterial().Material.ColorMask = irr::video::ECP_RED;
driver->getOverrideMaterial().EnableFlags = irr::video::EMF_COLOR_MASK;
driver->getOverrideMaterial().EnablePasses = irr::scene::ESNRP_SKY_BOX
+ irr::scene::ESNRP_SOLID + irr::scene::ESNRP_TRANSPARENT
+ irr::scene::ESNRP_TRANSPARENT_EFFECT + irr::scene::ESNRP_SHADOW;
camera.getCameraNode()->setPosition(leftEye);
camera.getCameraNode()->setTarget(focusPoint);
smgr->drawAll();
driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
if (show_hud) {
hud.drawSelectionMesh();
if (draw_wield_tool)
camera.drawWieldedTool(&leftMove);
}
guienv->drawAll();
//Right eye...
irr::core::vector3df rightEye;
irr::core::matrix4 rightMove;
rightMove.setTranslation(
irr::core::vector3df(g_settings->getFloat("3d_paralax_strength"),
0.0f, 0.0f));
rightEye = (startMatrix * rightMove).getTranslation();
//clear the depth buffer
driver->clearZBuffer();
driver->getOverrideMaterial().Material.ColorMask = irr::video::ECP_GREEN
+ irr::video::ECP_BLUE;
driver->getOverrideMaterial().EnableFlags = irr::video::EMF_COLOR_MASK;
driver->getOverrideMaterial().EnablePasses = irr::scene::ESNRP_SKY_BOX
+ irr::scene::ESNRP_SOLID + irr::scene::ESNRP_TRANSPARENT
+ irr::scene::ESNRP_TRANSPARENT_EFFECT + irr::scene::ESNRP_SHADOW;
camera.getCameraNode()->setPosition(rightEye);
camera.getCameraNode()->setTarget(focusPoint);
smgr->drawAll();
driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
if (show_hud) {
hud.drawSelectionMesh();
if (draw_wield_tool)
camera.drawWieldedTool(&rightMove);
}
guienv->drawAll();
driver->getOverrideMaterial().Material.ColorMask = irr::video::ECP_ALL;
driver->getOverrideMaterial().EnableFlags = 0;
driver->getOverrideMaterial().EnablePasses = 0;
camera.getCameraNode()->setPosition(oldPosition);
camera.getCameraNode()->setTarget(oldTarget);
}
void init_texture(video::IVideoDriver* driver, const v2u32& screensize,
video::ITexture** texture, const char* name)
{
if (*texture != NULL)
{
driver->removeTexture(*texture);
}
*texture = driver->addRenderTargetTexture(
core::dimension2d<u32>(screensize.X, screensize.Y), name,
irr::video::ECF_A8R8G8B8);
}
video::ITexture* draw_image(const v2u32 &screensize,
paralax_sign psign, const irr::core::matrix4 &startMatrix,
const irr::core::vector3df &focusPoint, bool show_hud,
video::IVideoDriver *driver, Camera &camera, scene::ISceneManager *smgr,
Hud &hud, bool draw_wield_tool, Client &client,
gui::IGUIEnvironment *guienv, const video::SColor &skycolor)
{
static video::ITexture* images[2] = { NULL, NULL };
static v2u32 last_screensize = v2u32(0, 0);
video::ITexture* image = NULL;
if (screensize != last_screensize) {
init_texture(driver, screensize, &images[1], "mt_drawimage_img1");
init_texture(driver, screensize, &images[0], "mt_drawimage_img2");
last_screensize = screensize;
}
if (psign == RIGHT)
image = images[1];
else
image = images[0];
driver->setRenderTarget(image, true, true,
irr::video::SColor(255,
skycolor.getRed(), skycolor.getGreen(), skycolor.getBlue()));
irr::core::vector3df eye_pos;
irr::core::matrix4 movement;
movement.setTranslation(
irr::core::vector3df((int) psign *
g_settings->getFloat("3d_paralax_strength"), 0.0f, 0.0f));
eye_pos = (startMatrix * movement).getTranslation();
//clear the depth buffer
driver->clearZBuffer();
camera.getCameraNode()->setPosition(eye_pos);
camera.getCameraNode()->setTarget(focusPoint);
smgr->drawAll();
driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
if (show_hud) {
hud.drawSelectionMesh();
if (draw_wield_tool)
camera.drawWieldedTool(&movement);
}
guienv->drawAll();
/* switch back to real renderer */
driver->setRenderTarget(0, true, true,
irr::video::SColor(0,
skycolor.getRed(), skycolor.getGreen(), skycolor.getBlue()));
return image;
}
video::ITexture* draw_hud(video::IVideoDriver* driver, const v2u32& screensize,
bool show_hud, Hud& hud, Client& client, bool draw_crosshair,
video::SColor skycolor, gui::IGUIEnvironment* guienv, Camera& camera )
{
static video::ITexture* image = NULL;
init_texture(driver, screensize, &image, "mt_drawimage_hud");
driver->setRenderTarget(image, true, true,
irr::video::SColor(255,0,0,0));
if (show_hud)
{
if (draw_crosshair)
hud.drawCrosshair();
hud.drawHotbar(client.getPlayerItem());
hud.drawLuaElements(camera.getOffset());
camera.drawNametags();
guienv->drawAll();
}
driver->setRenderTarget(0, true, true,
irr::video::SColor(0,
skycolor.getRed(), skycolor.getGreen(), skycolor.getBlue()));
return image;
}
void draw_interlaced_3d_mode(Camera& camera, bool show_hud,
Hud& hud, video::IVideoDriver* driver,
scene::ISceneManager* smgr, const v2u32& screensize,
bool draw_wield_tool, Client& client, gui::IGUIEnvironment* guienv,
video::SColor skycolor )
{
/* save current info */
irr::core::vector3df oldPosition = camera.getCameraNode()->getPosition();
irr::core::vector3df oldTarget = camera.getCameraNode()->getTarget();
irr::core::matrix4 startMatrix =
camera.getCameraNode()->getAbsoluteTransformation();
irr::core::vector3df focusPoint = (camera.getCameraNode()->getTarget()
- camera.getCameraNode()->getAbsolutePosition()).setLength(1)
+ camera.getCameraNode()->getAbsolutePosition();
/* create left view */
video::ITexture* left_image = draw_image(screensize, LEFT, startMatrix,
focusPoint, show_hud, driver, camera, smgr, hud,
draw_wield_tool, client, guienv, skycolor);
//Right eye...
irr::core::vector3df rightEye;
irr::core::matrix4 rightMove;
rightMove.setTranslation(
irr::core::vector3df(g_settings->getFloat("3d_paralax_strength"),
0.0f, 0.0f));
rightEye = (startMatrix * rightMove).getTranslation();
//clear the depth buffer
driver->clearZBuffer();
camera.getCameraNode()->setPosition(rightEye);
camera.getCameraNode()->setTarget(focusPoint);
smgr->drawAll();
driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
if (show_hud) {
hud.drawSelectionMesh();
if(draw_wield_tool)
camera.drawWieldedTool(&rightMove);
}
guienv->drawAll();
for (unsigned int i = 0; i < screensize.Y; i+=2 ) {
#if (IRRLICHT_VERSION_MAJOR >= 1) && (IRRLICHT_VERSION_MINOR >= 8)
driver->draw2DImage(left_image, irr::core::position2d<s32>(0, i),
#else
driver->draw2DImage(left_image, irr::core::position2d<s32>(0, screensize.Y-i),
#endif
irr::core::rect<s32>(0, i,screensize.X, i+1), 0,
irr::video::SColor(255, 255, 255, 255),
false);
}
/* cleanup */
camera.getCameraNode()->setPosition(oldPosition);
camera.getCameraNode()->setTarget(oldTarget);
}
void draw_sidebyside_3d_mode(Camera& camera, bool show_hud,
Hud& hud, video::IVideoDriver* driver,
scene::ISceneManager* smgr, const v2u32& screensize,
bool draw_wield_tool, Client& client, gui::IGUIEnvironment* guienv,
video::SColor skycolor )
{
/* save current info */
irr::core::vector3df oldPosition = camera.getCameraNode()->getPosition();
irr::core::vector3df oldTarget = camera.getCameraNode()->getTarget();
irr::core::matrix4 startMatrix =
camera.getCameraNode()->getAbsoluteTransformation();
irr::core::vector3df focusPoint = (camera.getCameraNode()->getTarget()
- camera.getCameraNode()->getAbsolutePosition()).setLength(1)
+ camera.getCameraNode()->getAbsolutePosition();
/* create left view */
video::ITexture* left_image = draw_image(screensize, LEFT, startMatrix,
focusPoint, show_hud, driver, camera, smgr, hud,
draw_wield_tool, client, guienv, skycolor);
/* create right view */
video::ITexture* right_image = draw_image(screensize, RIGHT, startMatrix,
focusPoint, show_hud, driver, camera, smgr, hud,
draw_wield_tool, client, guienv, skycolor);
/* create hud overlay */
video::ITexture* hudtexture = draw_hud(driver, screensize, show_hud, hud, client,
false, skycolor, guienv, camera );
driver->makeColorKeyTexture(hudtexture, irr::video::SColor(255, 0, 0, 0));
//makeColorKeyTexture mirrors texture so we do it twice to get it right again
driver->makeColorKeyTexture(hudtexture, irr::video::SColor(255, 0, 0, 0));
draw2DImageFilterScaled(driver, left_image,
irr::core::rect<s32>(0, 0, screensize.X/2, screensize.Y),
irr::core::rect<s32>(0, 0, screensize.X, screensize.Y), 0, 0, false);
draw2DImageFilterScaled(driver, hudtexture,
irr::core::rect<s32>(0, 0, screensize.X/2, screensize.Y),
irr::core::rect<s32>(0, 0, screensize.X, screensize.Y), 0, 0, true);
draw2DImageFilterScaled(driver, right_image,
irr::core::rect<s32>(screensize.X/2, 0, screensize.X, screensize.Y),
irr::core::rect<s32>(0, 0, screensize.X, screensize.Y), 0, 0, false);
draw2DImageFilterScaled(driver, hudtexture,
irr::core::rect<s32>(screensize.X/2, 0, screensize.X, screensize.Y),
irr::core::rect<s32>(0, 0, screensize.X, screensize.Y), 0, 0, true);
left_image = NULL;
right_image = NULL;
/* cleanup */
camera.getCameraNode()->setPosition(oldPosition);
camera.getCameraNode()->setTarget(oldTarget);
}
void draw_top_bottom_3d_mode(Camera& camera, bool show_hud,
Hud& hud, video::IVideoDriver* driver,
scene::ISceneManager* smgr, const v2u32& screensize,
bool draw_wield_tool, Client& client, gui::IGUIEnvironment* guienv,
video::SColor skycolor )
{
/* save current info */
irr::core::vector3df oldPosition = camera.getCameraNode()->getPosition();
irr::core::vector3df oldTarget = camera.getCameraNode()->getTarget();
irr::core::matrix4 startMatrix =
camera.getCameraNode()->getAbsoluteTransformation();
irr::core::vector3df focusPoint = (camera.getCameraNode()->getTarget()
- camera.getCameraNode()->getAbsolutePosition()).setLength(1)
+ camera.getCameraNode()->getAbsolutePosition();
/* create left view */
video::ITexture* left_image = draw_image(screensize, LEFT, startMatrix,
focusPoint, show_hud, driver, camera, smgr, hud,
draw_wield_tool, client, guienv, skycolor);
/* create right view */
video::ITexture* right_image = draw_image(screensize, RIGHT, startMatrix,
focusPoint, show_hud, driver, camera, smgr, hud,
draw_wield_tool, client, guienv, skycolor);
/* create hud overlay */
video::ITexture* hudtexture = draw_hud(driver, screensize, show_hud, hud, client,
false, skycolor, guienv, camera );
driver->makeColorKeyTexture(hudtexture, irr::video::SColor(255, 0, 0, 0));
//makeColorKeyTexture mirrors texture so we do it twice to get it right again
driver->makeColorKeyTexture(hudtexture, irr::video::SColor(255, 0, 0, 0));
draw2DImageFilterScaled(driver, left_image,
irr::core::rect<s32>(0, 0, screensize.X, screensize.Y/2),
irr::core::rect<s32>(0, 0, screensize.X, screensize.Y), 0, 0, false);
draw2DImageFilterScaled(driver, hudtexture,
irr::core::rect<s32>(0, 0, screensize.X, screensize.Y/2),
irr::core::rect<s32>(0, 0, screensize.X, screensize.Y), 0, 0, true);
draw2DImageFilterScaled(driver, right_image,
irr::core::rect<s32>(0, screensize.Y/2, screensize.X, screensize.Y),
irr::core::rect<s32>(0, 0, screensize.X, screensize.Y), 0, 0, false);
draw2DImageFilterScaled(driver, hudtexture,
irr::core::rect<s32>(0, screensize.Y/2, screensize.X, screensize.Y),
irr::core::rect<s32>(0, 0, screensize.X, screensize.Y), 0, 0, true);
left_image = NULL;
right_image = NULL;
/* cleanup */
camera.getCameraNode()->setPosition(oldPosition);
camera.getCameraNode()->setTarget(oldTarget);
}
void draw_pageflip_3d_mode(Camera& camera, bool show_hud,
Hud& hud, video::IVideoDriver* driver,
scene::ISceneManager* smgr, const v2u32& screensize,
bool draw_wield_tool, Client& client, gui::IGUIEnvironment* guienv,
video::SColor skycolor)
{
#if IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR > 8
errorstream << "Pageflip 3D mode is not supported"
<< " with your Irrlicht version!" << std::endl;
#else
/* preserve old setup*/
irr::core::vector3df oldPosition = camera.getCameraNode()->getPosition();
irr::core::vector3df oldTarget = camera.getCameraNode()->getTarget();
irr::core::matrix4 startMatrix =
camera.getCameraNode()->getAbsoluteTransformation();
irr::core::vector3df focusPoint = (camera.getCameraNode()->getTarget()
- camera.getCameraNode()->getAbsolutePosition()).setLength(1)
+ camera.getCameraNode()->getAbsolutePosition();
//Left eye...
driver->setRenderTarget(irr::video::ERT_STEREO_LEFT_BUFFER);
irr::core::vector3df leftEye;
irr::core::matrix4 leftMove;
leftMove.setTranslation(
irr::core::vector3df(-g_settings->getFloat("3d_paralax_strength"),
0.0f, 0.0f));
leftEye = (startMatrix * leftMove).getTranslation();
//clear the depth buffer, and color
driver->beginScene(true, true, irr::video::SColor(200, 200, 200, 255));
camera.getCameraNode()->setPosition(leftEye);
camera.getCameraNode()->setTarget(focusPoint);
smgr->drawAll();
driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
if (show_hud) {
hud.drawSelectionMesh();
if (draw_wield_tool)
camera.drawWieldedTool(&leftMove);
hud.drawHotbar(client.getPlayerItem());
hud.drawLuaElements(camera.getOffset());
camera.drawNametags();
}
guienv->drawAll();
//Right eye...
driver->setRenderTarget(irr::video::ERT_STEREO_RIGHT_BUFFER);
irr::core::vector3df rightEye;
irr::core::matrix4 rightMove;
rightMove.setTranslation(
irr::core::vector3df(g_settings->getFloat("3d_paralax_strength"),
0.0f, 0.0f));
rightEye = (startMatrix * rightMove).getTranslation();
//clear the depth buffer, and color
driver->beginScene(true, true, irr::video::SColor(200, 200, 200, 255));
camera.getCameraNode()->setPosition(rightEye);
camera.getCameraNode()->setTarget(focusPoint);
smgr->drawAll();
driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
if (show_hud) {
hud.drawSelectionMesh();
if (draw_wield_tool)
camera.drawWieldedTool(&rightMove);
hud.drawHotbar(client.getPlayerItem());
hud.drawLuaElements(camera.getOffset());
camera.drawNametags();
}
guienv->drawAll();
camera.getCameraNode()->setPosition(oldPosition);
camera.getCameraNode()->setTarget(oldTarget);
#endif
}
void draw_plain(Camera &camera, bool show_hud, Hud &hud,
video::IVideoDriver *driver, bool draw_wield_tool,
Client &client, gui::IGUIEnvironment *guienv)
{
driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
if (show_hud) {
hud.drawSelectionMesh();
if (draw_wield_tool) {
camera.drawWieldedTool();
}
}
}
void draw_scene(video::IVideoDriver *driver, scene::ISceneManager *smgr,
Camera &camera, Client& client, LocalPlayer *player, Hud &hud,
Mapper &mapper, gui::IGUIEnvironment *guienv,
const v2u32 &screensize, const video::SColor &skycolor,
bool show_hud, bool show_minimap)
{
TimeTaker timer("smgr");
bool draw_wield_tool = (show_hud &&
(player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE) &&
camera.getCameraMode() < CAMERA_MODE_THIRD );
bool draw_crosshair = ((player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) &&
(camera.getCameraMode() != CAMERA_MODE_THIRD_FRONT));
#ifdef HAVE_TOUCHSCREENGUI
try {
draw_crosshair = !g_settings->getBool("touchtarget");
}
catch(SettingNotFoundException) {}
#endif
std::string draw_mode = g_settings->get("3d_mode");
smgr->drawAll();
if (draw_mode == "anaglyph")
{
draw_anaglyph_3d_mode(camera, show_hud, hud, driver,
smgr, draw_wield_tool, client, guienv);
draw_crosshair = false;
}
else if (draw_mode == "interlaced")
{
draw_interlaced_3d_mode(camera, show_hud, hud, driver,
smgr, screensize, draw_wield_tool, client, guienv, skycolor);
draw_crosshair = false;
}
else if (draw_mode == "sidebyside")
{
draw_sidebyside_3d_mode(camera, show_hud, hud, driver,
smgr, screensize, draw_wield_tool, client, guienv, skycolor);
show_hud = false;
}
else if (draw_mode == "topbottom")
{
draw_top_bottom_3d_mode(camera, show_hud, hud, driver,
smgr, screensize, draw_wield_tool, client, guienv, skycolor);
show_hud = false;
}
else if (draw_mode == "pageflip")
{
draw_pageflip_3d_mode(camera, show_hud, hud, driver,
smgr, screensize, draw_wield_tool, client, guienv, skycolor);
draw_crosshair = false;
show_hud = false;
}
else {
draw_plain(camera, show_hud, hud, driver,
draw_wield_tool, client, guienv);
}
/*
Post effects
*/
{
client.getEnv().getClientMap().renderPostFx(camera.getCameraMode());
}
//TODO how to make those 3d too
if (show_hud)
{
if (draw_crosshair)
hud.drawCrosshair();
hud.drawHotbar(client.getPlayerItem());
hud.drawLuaElements(camera.getOffset());
camera.drawNametags();
if (show_minimap)
mapper.drawMinimap();
}
guienv->drawAll();
timer.stop(true);
}
/*
Draws a screen with a single text on it.
Text will be removed when the screen is drawn the next time.
Additionally, a progressbar can be drawn when percent is set between 0 and 100.
*/
void draw_load_screen(const std::wstring &text, IrrlichtDevice* device,
gui::IGUIEnvironment* guienv, float dtime, int percent, bool clouds )
{
video::IVideoDriver* driver = device->getVideoDriver();
v2u32 screensize = porting::getWindowSize();
v2s32 textsize(g_fontengine->getTextWidth(text), g_fontengine->getLineHeight());
v2s32 center(screensize.X / 2, screensize.Y / 2);
core::rect<s32> textrect(center - textsize / 2, center + textsize / 2);
gui::IGUIStaticText *guitext = guienv->addStaticText(
text.c_str(), textrect, false, false);
guitext->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_UPPERLEFT);
bool cloud_menu_background = clouds && g_settings->getBool("menu_clouds");
if (cloud_menu_background)
{
g_menuclouds->step(dtime*3);
g_menuclouds->render();
driver->beginScene(true, true, video::SColor(255, 140, 186, 250));
g_menucloudsmgr->drawAll();
}
else
driver->beginScene(true, true, video::SColor(255, 0, 0, 0));
// draw progress bar
if ((percent >= 0) && (percent <= 100)) {
const std::string &texture_path = g_settings->get("texture_path");
std::string tp_progress_bar = texture_path + "/progress_bar.png";
std::string tp_progress_bar_bg = texture_path + "/progress_bar_bg.png";
if (!(fs::PathExists(tp_progress_bar) &&
fs::PathExists(tp_progress_bar_bg))) {
std::string gamepath = fs::RemoveRelativePathComponents(
porting::path_share + DIR_DELIM + "textures");
tp_progress_bar = gamepath + "/base/pack/progress_bar.png";
tp_progress_bar_bg = gamepath + "/base/pack/progress_bar_bg.png";
}
video::ITexture *progress_img =
driver->getTexture(tp_progress_bar.c_str());
video::ITexture *progress_img_bg =
driver->getTexture(tp_progress_bar_bg.c_str());
if (progress_img && progress_img_bg) {
const core::dimension2d<u32> &img_size = progress_img_bg->getSize();
u32 imgW = rangelim(img_size.Width, 200, 600);
u32 imgH = rangelim(img_size.Height, 24, 72);
v2s32 img_pos((screensize.X - imgW) / 2, (screensize.Y - imgH) / 2);
draw2DImageFilterScaled(
driver, progress_img_bg,
core::rect<s32>(img_pos.X,
img_pos.Y,
img_pos.X + imgW,
img_pos.Y + imgH),
core::rect<s32>(0, 0,
img_size.Width,
img_size.Height),
0, 0, true);
draw2DImageFilterScaled(
driver, progress_img,
core::rect<s32>(img_pos.X,
img_pos.Y,
img_pos.X + (percent * imgW) / 100,
img_pos.Y + imgH),
core::rect<s32>(0, 0,
(percent * img_size.Width) / 100,
img_size.Height),
0, 0, true);
}
}
guienv->drawAll();
driver->endScene();
guitext->remove();
//return guitext;
}