#include <IGUIFont.h>
#include "irr_aabb3d.h"
-class IGameDef;
+class Client;
class ITextureSource;
class Inventory;
class InventoryList;
video::IVideoDriver *driver;
scene::ISceneManager* smgr;
gui::IGUIEnvironment *guienv;
- IGameDef *gamedef;
+ Client *client;
LocalPlayer *player;
Inventory *inventory;
ITextureSource *tsrc;
bool use_hotbar_selected_image;
Hud(video::IVideoDriver *driver,scene::ISceneManager* smgr,
- gui::IGUIEnvironment* guienv, IGameDef *gamedef, LocalPlayer *player,
+ gui::IGUIEnvironment* guienv, Client *client, LocalPlayer *player,
Inventory *inventory);
~Hud();
v3f getSelectionPos() const
{ return m_selection_pos; }
- void setSelectionMeshColor(const video::SColor &c)
- { m_selection_mesh_color = c; }
+ void setSelectionMeshColor(const video::SColor &color)
+ { m_selection_mesh_color = color; }
+
+ void setSelectedFaceNormal(const v3f &face_normal)
+ { m_selected_face_normal = face_normal; }
void drawLuaElements(const v3s16 &camera_offset);
void drawItem(const ItemStack &item, const core::rect<s32>& rect,
bool selected);
- float m_hud_scaling;
+ float m_hud_scaling; // cached minetest setting
v3s16 m_camera_offset;
v2u32 m_screensize;
v2s32 m_displaycenter;
- s32 m_hotbar_imagesize;
- s32 m_padding;
+ s32 m_hotbar_imagesize; // Takes hud_scaling into account, updated by resizeHotbar()
+ s32 m_padding; // Takes hud_scaling into account, updated by resizeHotbar()
video::SColor hbar_colors[4];
std::vector<aabb3f> m_selection_boxes;
scene::IMesh* m_selection_mesh;
video::SColor m_selection_mesh_color;
+ v3f m_selected_face_normal;
+
video::SMaterial m_selection_material;
- bool m_use_selection_mesh;
+
+ enum {
+ HIGHLIGHT_BOX,
+ HIGHLIGHT_HALO,
+ HIGHLIGHT_NONE } m_mode;
};
enum ItemRotationKind {
const ItemStack &item,
const core::rect<s32> &rect,
const core::rect<s32> *clip,
- IGameDef *gamedef,
+ Client *client,
ItemRotationKind rotation_kind);
#endif