HUD_STAT_DIR,
HUD_STAT_ALIGN,
HUD_STAT_OFFSET,
- HUD_STAT_WORLD_POS
+ HUD_STAT_WORLD_POS,
+ HUD_STAT_SIZE
};
struct HudElement {
v2f align;
v2f offset;
v3f world_pos;
+ v2s32 size;
};
#ifndef SERVER
video::IVideoDriver *driver;
scene::ISceneManager* smgr;
gui::IGUIEnvironment *guienv;
- gui::IGUIFont *font;
- u32 text_height;
IGameDef *gamedef;
LocalPlayer *player;
Inventory *inventory;
bool use_hotbar_image;
std::string hotbar_selected_image;
bool use_hotbar_selected_image;
+ v3s16 camera_offset;
Hud(video::IVideoDriver *driver,scene::ISceneManager* smgr,
- gui::IGUIEnvironment* guienv, gui::IGUIFont *font,
- u32 text_height, IGameDef *gamedef,
- LocalPlayer *player, Inventory *inventory);
+ gui::IGUIEnvironment* guienv, IGameDef *gamedef, LocalPlayer *player,
+ Inventory *inventory);
- void drawHotbar(s32 halfheartcount, u16 playeritem, s32 breath);
+ void drawHotbar(u16 playeritem);
void resizeHotbar();
void drawCrosshair();
void drawSelectionBoxes(std::vector<aabb3f> &hilightboxes);
- void drawLuaElements();
+ void drawLuaElements(v3s16 camera_offset);
private:
- void drawStatbar(v2s32 pos, u16 corner, u16 drawdir,
- std::string texture, s32 count, v2s32 offset);
+ void drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture,
+ s32 count, v2s32 offset, v2s32 size=v2s32());
void drawItems(v2s32 upperleftpos, s32 itemcount, s32 offset,
InventoryList *mainlist, u16 selectitem, u16 direction);