#include "tile.h"
#include "localplayer.h"
#include "camera.h"
-
+#include "porting.h"
#include <IGUIStaticText.h>
+#ifdef HAVE_TOUCHSCREENGUI
+#include "touchscreengui.h"
+#endif
Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr,
gui::IGUIEnvironment* guienv, gui::IGUIFont *font,
this->gamedef = gamedef;
this->player = player;
this->inventory = inventory;
-
- screensize = v2u32(0, 0);
- displaycenter = v2s32(0, 0);
- hotbar_imagesize = 48;
+
+ m_screensize = v2u32(0, 0);
+ m_displaycenter = v2s32(0, 0);
+ m_hotbar_imagesize = floor(HOTBAR_IMAGE_SIZE * porting::getDisplayDensity() + 0.5);
+ m_hotbar_imagesize *= g_settings->getFloat("gui_scaling");
+ m_padding = m_hotbar_imagesize / 12;
+
+ const video::SColor hbar_color(255, 255, 255, 255);
+ for (unsigned int i=0; i < 4; i++ ){
+ hbar_colors[i] = hbar_color;
+ }
tsrc = gamedef->getTextureSource();
use_hotbar_selected_image = false;
}
+void Hud::drawItem(const ItemStack &item, const core::rect<s32>& rect, bool selected) {
-//NOTE: selectitem = 0 -> no selected; selectitem 1-based
-void Hud::drawItem(v2s32 upperleftpos, s32 imgsize, s32 itemcount,
- InventoryList *mainlist, u16 selectitem, u16 direction)
-{
- s32 padding = imgsize / 12;
- s32 height = imgsize + padding * 2;
- s32 width = itemcount * (imgsize + padding * 2);
- if (direction == HUD_DIR_TOP_BOTTOM || direction == HUD_DIR_BOTTOM_TOP) {
- width = imgsize + padding * 2;
- height = itemcount * (imgsize + padding * 2);
- }
- s32 fullimglen = imgsize + padding * 2;
-
- // Position of upper left corner of bar
- v2s32 pos = upperleftpos;
-
- // Draw background color
- /*core::rect<s32> barrect(0,0,width,height);
- barrect += pos;
- video::SColor bgcolor(255,128,128,128);
- driver->draw2DRectangle(bgcolor, barrect, NULL);*/
-
- core::rect<s32> imgrect(0, 0, imgsize, imgsize);
- const video::SColor hbar_color(255, 255, 255, 255);
- const video::SColor hbar_colors[] = {hbar_color, hbar_color, hbar_color, hbar_color};
-
- 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;
- }
-
- 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;
- }
-
- if (use_hotbar_image) {
- core::rect<s32> imgrect2(-padding/2, -padding/2, width+padding/2, height+padding/2);
- core::rect<s32> rect2 = imgrect2 + pos;
- video::ITexture *texture = tsrc->getTexture(hotbar_image);
- core::dimension2di imgsize(texture->getOriginalSize());
- driver->draw2DImage(texture, rect2,
- core::rect<s32>(core::position2d<s32>(0,0), imgsize),
- NULL, hbar_colors, true);
- }
-
- for (s32 i = 0; i < itemcount && (size_t)i < mainlist->getSize(); i++)
- {
- const ItemStack &item = mainlist->getItem(i);
-
- v2s32 steppos;
- switch (direction) {
- case HUD_DIR_RIGHT_LEFT:
- steppos = v2s32(-(padding + i * fullimglen), padding);
- break;
- case HUD_DIR_TOP_BOTTOM:
- steppos = v2s32(padding, padding + i * fullimglen);
- break;
- case HUD_DIR_BOTTOM_TOP:
- steppos = v2s32(padding, -(padding + i * fullimglen));
- break;
- default:
- steppos = v2s32(padding + i * fullimglen, padding);
- }
-
- core::rect<s32> rect = imgrect + pos + steppos;
-
- if (selectitem == i + 1) {
+ if (selected) {
+ /* draw hihlighting around selected item */
if (use_hotbar_selected_image) {
- core::rect<s32> imgrect2(-padding*2, -padding*2, height, height);
- rect = imgrect2 + pos + steppos;
- video::ITexture *texture = tsrc->getTexture(hotbar_selected_image);
- core::dimension2di imgsize(texture->getOriginalSize());
- driver->draw2DImage(texture, rect,
- core::rect<s32>(core::position2d<s32>(0,0), imgsize),
- NULL, hbar_colors, true);
- rect = imgrect + pos + steppos;
+ 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());
+ driver->draw2DImage(texture, imgrect2,
+ core::rect<s32>(core::position2d<s32>(0,0), imgsize),
+ NULL, hbar_colors, true);
} else {
- rect = imgrect + pos + steppos;
video::SColor c_outside(255,255,0,0);
//video::SColor c_outside(255,0,0,0);
//video::SColor c_inside(255,192,192,192);
// Black base borders
driver->draw2DRectangle(c_outside,
core::rect<s32>(
- v2s32(x1 - padding, y1 - padding),
- v2s32(x2 + padding, y1)
+ v2s32(x1 - m_padding, y1 - m_padding),
+ v2s32(x2 + m_padding, y1)
), NULL);
driver->draw2DRectangle(c_outside,
core::rect<s32>(
- v2s32(x1 - padding, y2),
- v2s32(x2 + padding, y2 + padding)
+ v2s32(x1 - m_padding, y2),
+ v2s32(x2 + m_padding, y2 + m_padding)
), NULL);
driver->draw2DRectangle(c_outside,
core::rect<s32>(
- v2s32(x1 - padding, y1),
+ v2s32(x1 - m_padding, y1),
v2s32(x1, y2)
), NULL);
driver->draw2DRectangle(c_outside,
core::rect<s32>(
v2s32(x2, y1),
- v2s32(x2 + padding, y2)
+ v2s32(x2 + m_padding, y2)
), NULL);
/*// Light inside borders
driver->draw2DRectangle(c_inside,
driver->draw2DRectangle(bgcolor2, rect, NULL);
drawItemStack(driver, font, item, rect, NULL, gamedef);
}
+
+//NOTE: selectitem = 0 -> no selected; selectitem 1-based
+void Hud::drawItems(v2s32 upperleftpos, s32 itemcount, s32 offset,
+ InventoryList *mainlist, u16 selectitem, u16 direction)
+{
+#ifdef HAVE_TOUCHSCREENGUI
+ if ( (g_touchscreengui) && (offset == 0))
+ g_touchscreengui->resetHud();
+#endif
+
+ s32 height = m_hotbar_imagesize + m_padding * 2;
+ s32 width = (itemcount - offset) * (m_hotbar_imagesize + m_padding * 2);
+
+ if (direction == HUD_DIR_TOP_BOTTOM || direction == HUD_DIR_BOTTOM_TOP) {
+ width = m_hotbar_imagesize + m_padding * 2;
+ height = (itemcount - offset) * (m_hotbar_imagesize + m_padding * 2);
+ }
+
+ // Position of upper left corner of bar
+ v2s32 pos = upperleftpos;
+
+ 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;
+ }
+
+ 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());
+ driver->draw2DImage(texture, rect2,
+ core::rect<s32>(core::position2d<s32>(0,0), imgsize),
+ NULL, hbar_colors, true);
+ }
+
+ for (s32 i = offset; i < itemcount && (size_t)i < mainlist->getSize(); i++)
+ {
+ v2s32 steppos;
+ s32 fullimglen = m_hotbar_imagesize + m_padding * 2;
+
+ core::rect<s32> imgrect(0, 0, m_hotbar_imagesize, m_hotbar_imagesize);
+
+ switch (direction) {
+ case HUD_DIR_RIGHT_LEFT:
+ steppos = v2s32(-(m_padding + (i - offset) * fullimglen), m_padding);
+ break;
+ case HUD_DIR_TOP_BOTTOM:
+ steppos = v2s32(m_padding, m_padding + (i - offset) * fullimglen);
+ break;
+ case HUD_DIR_BOTTOM_TOP:
+ steppos = v2s32(m_padding, -(m_padding + (i - offset) * fullimglen));
+ break;
+ default:
+ steppos = v2s32(m_padding + (i - 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() {
- for (size_t i = 0; i != player->hud.size(); i++) {
- HudElement *e = player->hud[i];
+void Hud::drawLuaElements(v3s16 camera_offset) {
+ for (size_t i = 0; i != player->maxHudId(); i++) {
+ HudElement *e = player->getHud(i);
if (!e)
continue;
- v2s32 pos(e->pos.X * screensize.X, e->pos.Y * screensize.Y);
+ 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);
v2s32 dstsize(imgsize.Width * e->scale.X,
imgsize.Height * e->scale.Y);
if (e->scale.X < 0)
- dstsize.X = screensize.X * (e->scale.X * -0.01);
+ dstsize.X = m_screensize.X * (e->scale.X * -0.01);
if (e->scale.Y < 0)
- dstsize.Y = screensize.Y * (e->scale.Y * -0.01);
+ 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);
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);
+ 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);
- drawItem(pos, hotbar_imagesize, e->number, inv, e->item, e->dir);
+ drawItems(pos, 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 };
break;
f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
core::reciprocal(transformed_pos[3]);
- pos.X = screensize.X * (0.5 * transformed_pos[0] * zDiv + 0.5);
- pos.Y = screensize.Y * (0.5 - transformed_pos[1] * zDiv * 0.5);
+ 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);
}
-void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture, s32 count, v2s32 offset) {
+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};
return;
core::dimension2di srcd(stat_texture->getOriginalSize());
+ core::dimension2di dstd;
+ if (size == v2s32()) {
+ dstd = srcd;
+ } else {
+ dstd.Height = size.Y * g_settings->getFloat("gui_scaling") *
+ porting::getDisplayDensity();
+ dstd.Width = size.X * g_settings->getFloat("gui_scaling") *
+ porting::getDisplayDensity();
+
+ offset.X *= g_settings->getFloat("gui_scaling") *
+ porting::getDisplayDensity();
+
+ offset.Y *= g_settings->getFloat("gui_scaling") *
+ porting::getDisplayDensity();
+ }
v2s32 p = pos;
if (corner & HUD_CORNER_LOWER)
- p -= srcd.Height;
+ p -= dstd.Height;
p += offset;
default:
steppos = v2s32(1, 0);
}
- steppos.X *= srcd.Width;
- steppos.Y *= srcd.Height;
+ 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(srcrect);
+ core::rect<s32> dstrect(0,0, dstd.Width, dstd.Height);
dstrect += p;
driver->draw2DImage(stat_texture, dstrect, srcrect, NULL, colors, true);
if (count % 2 == 1)
{
core::rect<s32> srcrect(0, 0, srcd.Width / 2, srcd.Height);
- core::rect<s32> dstrect(srcrect);
+ core::rect<s32> dstrect(0,0, dstd.Width / 2, dstd.Height);
dstrect += p;
driver->draw2DImage(stat_texture, dstrect, srcrect, NULL, colors, true);
}
-void Hud::drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem, s32 breath) {
+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
}
s32 hotbar_itemcount = player->hud_hotbar_itemcount;
- s32 padding = hotbar_imagesize / 12;
- s32 width = hotbar_itemcount * (hotbar_imagesize + padding * 2);
- v2s32 pos = centerlowerpos - v2s32(width / 2, hotbar_imagesize + padding * 3);
-
- if (player->hud_flags & HUD_FLAG_HOTBAR_VISIBLE)
- drawItem(pos, hotbar_imagesize, hotbar_itemcount, mainlist, playeritem + 1, 0);
- if (player->hud_flags & HUD_FLAG_HEALTHBAR_VISIBLE)
- drawStatbar(pos - v2s32(0, 4), HUD_CORNER_LOWER, HUD_DIR_LEFT_RIGHT,
- "heart.png", halfheartcount, v2s32(0, 0));
- if (player->hud_flags & HUD_FLAG_BREATHBAR_VISIBLE && breath <= 10)
- drawStatbar(pos - v2s32(-180, 4), HUD_CORNER_LOWER, HUD_DIR_LEFT_RIGHT,
- "bubble.png", breath*2, v2s32(0, 0));
+ 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, 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, hotbar_itemcount/2, 0, mainlist, playeritem + 1, 0);
+ drawItems(secondpos, 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, "heart.png",
+ player->getBreath(), v2s32(25,-(48+24+10)), v2s32(24,24));
+ ////////////////////////////////////////////////////////////////////////////
}
void Hud::drawCrosshair() {
- if (!(player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) ||
- player->camera_mode == CAMERA_MODE_THIRD_FRONT)
- return;
if (use_crosshair_image) {
video::ITexture *crosshair = tsrc->getTexture("crosshair.png");
v2u32 size = crosshair->getOriginalSize();
- v2s32 lsize = v2s32(displaycenter.X - (size.X / 2),
- displaycenter.Y - (size.Y / 2));
+ 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(displaycenter - v2s32(10, 0),
- displaycenter + v2s32(10, 0), crosshair_argb);
- driver->draw2DLine(displaycenter - v2s32(0, 10),
- displaycenter + v2s32(0, 10), crosshair_argb);
+ 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::resizeHotbar() {
- if (screensize.Y <= 800)
- hotbar_imagesize = 32;
- else if (screensize.Y <= 1280)
- hotbar_imagesize = 48;
- else
- hotbar_imagesize = 64;
+ if (m_screensize != porting::getWindowSize()) {
+ m_hotbar_imagesize = floor(HOTBAR_IMAGE_SIZE * porting::getDisplayDensity() + 0.5);
+ m_hotbar_imagesize *= g_settings->getFloat("gui_scaling");
+ m_padding = m_hotbar_imagesize / 12;
+ m_screensize = porting::getWindowSize();
+ m_displaycenter = v2s32(m_screensize.X/2,m_screensize.Y/2);
+ }
}
void drawItemStack(video::IVideoDriver *driver,