#include "settings.h"
#include "util/numeric.h"
#include "log.h"
-#include "gamedef.h"
-#include "itemdef.h"
+#include "client.h"
#include "inventory.h"
#include "client/tile.h"
#include "localplayer.h"
#include "fontengine.h"
#include "guiscalingfilter.h"
#include "mesh.h"
+#include "wieldmesh.h"
#include <IGUIStaticText.h>
#ifdef HAVE_TOUCHSCREENGUI
#endif
Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr,
- gui::IGUIEnvironment* guienv, IGameDef *gamedef, LocalPlayer *player,
- Inventory *inventory) {
+ gui::IGUIEnvironment* guienv, Client *client, LocalPlayer *player,
+ Inventory *inventory)
+{
this->driver = driver;
this->smgr = smgr;
this->guienv = guienv;
- this->gamedef = gamedef;
+ this->client = client;
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 *= g_settings->getFloat("hud_scaling");
+ m_hotbar_imagesize *= m_hud_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;
- }
+ for (unsigned int i = 0; i < 4; i++)
+ hbar_colors[i] = video::SColor(255, 255, 255, 255);
- tsrc = gamedef->getTextureSource();
+ tsrc = client->getTextureSource();
v3f crosshair_color = g_settings->getV3F("crosshair_color");
u32 cross_r = rangelim(myround(crosshair_color.X), 0, 255);
m_halo_boxes.clear();
m_selection_pos = v3f(0.0, 0.0, 0.0);
- std::string mode = g_settings->get("node_highlighting");
+ std::string mode_setting = g_settings->get("node_highlighting");
+
+ if (mode_setting == "halo") {
+ m_mode = HIGHLIGHT_HALO;
+ } else if (mode_setting == "none") {
+ m_mode = HIGHLIGHT_NONE;
+ } else {
+ m_mode = HIGHLIGHT_BOX;
+ }
+
m_selection_material.Lighting = false;
if (g_settings->getBool("enable_shaders")) {
- IShaderSource *shdrsrc = gamedef->getShaderSource();
+ IShaderSource *shdrsrc = client->getShaderSource();
u16 shader_id = shdrsrc->getShader(
- mode == "halo" ? "selection_shader" : "default_shader", 1, 1);
+ m_mode == HIGHLIGHT_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;
+ if (m_mode == HIGHLIGHT_BOX) {
m_selection_material.Thickness =
rangelim(g_settings->getS16("selectionbox_width"), 1, 5);
- } else if (mode == "halo") {
- m_use_selection_mesh = true;
+ } else if (m_mode == HIGHLIGHT_HALO) {
m_selection_material.setTexture(0, tsrc->getTextureForMesh("halo.png"));
m_selection_material.setFlag(video::EMF_BACK_FACE_CULLING, true);
} else {
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);
+ client, selected ? IT_ROT_SELECTED : IT_ROT_NONE);
}
//NOTE: selectitem = 0 -> no selected; selectitem 1-based
-void Hud::drawItems(v2s32 upperleftpos, s32 itemcount, s32 inv_offset,
- InventoryList *mainlist, u16 selectitem, u16 direction, const v2s32 &offset)
+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)
s32 width = (itemcount - inv_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 - inv_offset) * (m_hotbar_imagesize + m_padding * 2);
+ s32 tmp = height;
+ height = width;
+ width = tmp;
}
// Position of upper left corner of bar
- v2s32 pos = upperleftpos + offset;
- pos *= g_settings->getFloat("hud_scaling") * porting::getDisplayDensity();
+ 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 = 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 = false;
}
- /* draw customized item background */
+ // 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);
+ 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());
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++) {
- v2s32 steppos;
s32 fullimglen = m_hotbar_imagesize + m_padding * 2;
- core::rect<s32> imgrect(0, 0, m_hotbar_imagesize, m_hotbar_imagesize);
-
+ v2s32 steppos;
switch (direction) {
case HUD_DIR_RIGHT_LEFT:
steppos = v2s32(-(m_padding + (i - inv_offset) * fullimglen), m_padding);
break;
}
- drawItem(mainlist->getItem(i), (imgrect + pos + steppos), (i +1) == selectitem );
+ drawItem(mainlist->getItem(i), (imgrect + pos + steppos), (i + 1) == selectitem);
#ifdef HAVE_TOUCHSCREENGUI
if (g_touchscreengui)
(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 = utf8_to_wide(e->text);
+ 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));
break; }
case HUD_ELEM_INVENTORY: {
InventoryList *inv = inventory->getList(e->text);
- v2s32 offs(e->offset.X, e->offset.Y);
- drawItems(pos, e->number, 0, inv, e->item, e->dir, offs);
+ 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;
(e->number >> 8) & 0xFF,
(e->number >> 0) & 0xFF);
core::rect<s32> size(0, 0, 200, 2 * text_height);
- std::wstring text = utf8_to_wide(e->name);
+ 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 = utf8_to_wide(os.str());
+ text = unescape_enriched(utf8_to_wide(os.str()));
pos.Y += text_height;
font->draw(text.c_str(), size + pos, color);
break; }
if (size == v2s32()) {
dstd = srcd;
} else {
- double size_factor = g_settings->getFloat("hud_scaling") *
- porting::getDisplayDensity();
+ float size_factor = m_hud_scaling * porting::getDisplayDensity();
dstd.Height = size.Y * size_factor;
dstd.Width = size.X * size_factor;
offset.X *= size_factor;
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);
+ drawItems(pos, v2s32(0, 0), hotbar_itemcount, 0, mainlist, playeritem + 1, 0);
}
- }
- else {
+ } 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);
+ 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);
}
}
}
-void Hud::drawCrosshair() {
-
+void Hud::drawCrosshair()
+{
if (use_crosshair_image) {
video::ITexture *crosshair = tsrc->getTexture("crosshair.png");
v2u32 size = crosshair->getOriginalSize();
void Hud::drawSelectionMesh()
{
- if (!m_use_selection_mesh) {
+ if (m_mode == HIGHLIGHT_BOX) {
// Draw 3D selection boxes
video::SMaterial oldmaterial = driver->getMaterial2D();
driver->setMaterial(m_selection_material);
driver->draw3DBox(box, video::SColor(255, r, g, b));
}
driver->setMaterial(oldmaterial);
- } else if (m_selection_mesh) {
+ } else if (m_mode == HIGHLIGHT_HALO && m_selection_mesh) {
// Draw selection mesh
video::SMaterial oldmaterial = driver->getMaterial2D();
driver->setMaterial(m_selection_material);
setMeshColor(m_selection_mesh, m_selection_mesh_color);
+ video::SColor face_color(0,
+ MYMIN(255, m_selection_mesh_color.getRed() * 1.5),
+ MYMIN(255, m_selection_mesh_color.getGreen() * 1.5),
+ MYMIN(255, m_selection_mesh_color.getBlue() * 1.5));
+ setMeshColorByNormal(m_selection_mesh, m_selected_face_normal,
+ face_color);
scene::IMesh* mesh = cloneMesh(m_selection_mesh);
translateMesh(mesh, m_selection_pos_with_offset);
u32 mc = m_selection_mesh->getMeshBufferCount();
void Hud::updateSelectionMesh(const v3s16 &camera_offset)
{
m_camera_offset = camera_offset;
- if (!m_use_selection_mesh)
+ if (m_mode != HIGHLIGHT_HALO)
return;
if (m_selection_mesh) {
void Hud::resizeHotbar() {
if (m_screensize != porting::getWindowSize()) {
m_hotbar_imagesize = floor(HOTBAR_IMAGE_SIZE * porting::getDisplayDensity() + 0.5);
- m_hotbar_imagesize *= g_settings->getFloat("hud_scaling");
+ 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;
+ u64 time;
scene::IMesh *mesh;
};
const ItemStack &item,
const core::rect<s32> &rect,
const core::rect<s32> *clip,
- IGameDef *gamedef,
+ Client *client,
ItemRotationKind rotation_kind)
{
static MeshTimeInfo rotation_time_infos[IT_ROT_NONE];
return;
}
- const ItemDefinition &def = item.getDefinition(gamedef->idef());
- scene::IMesh* mesh = gamedef->idef()->getWieldMesh(def.name, gamedef);
+ const ItemDefinition &def = item.getDefinition(client->idef());
+ ItemMesh *imesh = client->idef()->getWieldMesh(def.name, client);
- if (mesh) {
+ if (imesh && imesh->mesh) {
+ scene::IMesh *mesh = imesh->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();
+ ti.time = porting::getTimeMs();
} else {
- delta = porting::getDeltaMs(ti.time, getTimeMs()) % 100000;
+ delta = porting::getDeltaMs(ti.time, porting::getTimeMs()) % 100000;
}
}
core::rect<s32> oldViewPort = driver->getViewPort();
matrix.makeIdentity();
if (enable_animations) {
- float timer_f = (float)delta / 5000.0;
+ 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);
+ video::SColor basecolor =
+ client->idef()->getItemstackColor(item, client);
+
u32 mc = mesh->getMeshBufferCount();
for (u32 j = 0; j < mc; ++j) {
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
+ // we can modify vertices relatively fast,
+ // because these meshes are not buffered.
+ assert(buf->getHardwareMappingHint_Vertex() == scene::EHM_NEVER);
+ video::SColor c = basecolor;
+ if (imesh->buffer_colors.size() > j) {
+ ItemPartColor *p = &imesh->buffer_colors[j];
+ if (p->override_base)
+ c = p->color;
+ }
+ if (imesh->needs_shading)
+ colorizeMeshBuffer(buf, &c);
+ else
+ setMeshBufferColor(buf, c);
video::SMaterial &material = buf->getMaterial();
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
material.Lighting = false;