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hud.h
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hud.h
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/*
Minetest
Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <[email protected]>
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"
#include <string>
#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)
#define HUD_FLAG_BREATHBAR_VISIBLE (1 << 4)
#define HUD_PARAM_HOTBAR_ITEMCOUNT 1
#define HUD_HOTBAR_ITEMCOUNT_DEFAULT 8
#define HUD_HOTBAR_ITEMCOUNT_MAX 23
enum HudElementType {
HUD_ELEM_IMAGE = 0,
HUD_ELEM_TEXT = 1,
HUD_ELEM_STATBAR = 2,
HUD_ELEM_INVENTORY = 3
};
enum HudElementStat {
HUD_STAT_POS = 0,
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;
};
#ifndef SERVER
#include <vector>
#include <IGUIFont.h>
#include "irr_aabb3d.h"
class IGameDef;
class ITextureSource;
class Inventory;
class InventoryList;
class LocalPlayer;
struct ItemStack;
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;
video::SColor crosshair_argb;
video::SColor selectionbox_argb;
bool use_crosshair_image;
bool use_hotbar_border_img;
bool use_hotbar_bg_img;
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, s32 breath);
void resizeHotbar();
void drawCrosshair();
void drawSelectionBoxes(std::vector<aabb3f> &hilightboxes);
};
void drawItemStack(video::IVideoDriver *driver,
gui::IGUIFont *font,
const ItemStack &item,
const core::rect<s32> &rect,
const core::rect<s32> *clip,
IGameDef *gamedef);
#endif
#endif