#define HUD_HEADER
#include "irrlichttypes_extrabloated.h"
+#include <string>
#define HUD_DIR_LEFT_RIGHT 0
#define HUD_DIR_RIGHT_LEFT 1
#define HUD_CORNER_LOWER 1
#define HUD_CORNER_CENTER 2
-#define HUD_DRAW_HOTBAR (1 << 0)
-#define HUD_DRAW_HEALTHBAR (1 << 1)
-#define HUD_DRAW_CROSSHAIR (1 << 2)
-#define HUD_DRAW_WIELDITEM (1 << 3)
+#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)
-class Player;
+#define HUD_PARAM_HOTBAR_ITEMCOUNT 1
+#define HUD_PARAM_HOTBAR_IMAGE 2
+#define HUD_PARAM_HOTBAR_SELECTED_IMAGE 3
+
+#define HUD_HOTBAR_ITEMCOUNT_DEFAULT 8
+#define HUD_HOTBAR_ITEMCOUNT_MAX 23
+
+
+#define HOTBAR_IMAGE_SIZE 48
enum HudElementType {
HUD_ELEM_IMAGE = 0,
HUD_ELEM_TEXT = 1,
HUD_ELEM_STATBAR = 2,
- HUD_ELEM_INVENTORY = 3
+ HUD_ELEM_INVENTORY = 3,
+ HUD_ELEM_WAYPOINT = 4,
};
enum HudElementStat {
- HUD_STAT_POS,
+ HUD_STAT_POS = 0,
HUD_STAT_NAME,
HUD_STAT_SCALE,
HUD_STAT_TEXT,
HUD_STAT_ITEM,
HUD_STAT_DIR,
HUD_STAT_ALIGN,
- HUD_STAT_OFFSET
+ HUD_STAT_OFFSET,
+ HUD_STAT_WORLD_POS,
+ HUD_STAT_SIZE
};
struct HudElement {
u32 dir;
v2f align;
v2f offset;
+ v3f world_pos;
+ v2s32 size;
};
-
-enum HudBuiltinElement {
- HUD_BUILTIN_HOTBAR = 0,
- HUD_BUILTIN_HEALTHBAR,
- HUD_BUILTIN_CROSSHAIR,
- HUD_BUILTIN_WIELDITEM
-};
-
-
-inline u32 hud_get_free_id(Player *player) {
- size_t size = player->hud.size();
- for (size_t i = 0; i != size; i++) {
- if (!player->hud[i])
- return i;
- }
- return size;
-}
-
#ifndef SERVER
-#include <deque>
-
+#include <vector>
#include <IGUIFont.h>
+#include "irr_aabb3d.h"
-#include "gamedef.h"
-#include "inventory.h"
-#include "localplayer.h"
+class IGameDef;
+class ITextureSource;
+class Inventory;
+class InventoryList;
+class LocalPlayer;
+struct ItemStack;
class Hud {
public:
video::IVideoDriver *driver;
+ scene::ISceneManager* smgr;
gui::IGUIEnvironment *guienv;
- gui::IGUIFont *font;
- u32 text_height;
IGameDef *gamedef;
LocalPlayer *player;
Inventory *inventory;
+ ITextureSource *tsrc;
- v2u32 screensize;
- v2s32 displaycenter;
- s32 hotbar_imagesize;
- s32 hotbar_itemcount;
-
video::SColor crosshair_argb;
video::SColor selectionbox_argb;
+ bool use_crosshair_image;
+ std::string hotbar_image;
+ bool use_hotbar_image;
+ std::string hotbar_selected_image;
+ bool use_hotbar_selected_image;
+ v3s16 camera_offset;
- Hud(video::IVideoDriver *driver, gui::IGUIEnvironment* guienv,
- gui::IGUIFont *font, u32 text_height, IGameDef *gamedef,
- LocalPlayer *player, Inventory *inventory);
+ Hud(video::IVideoDriver *driver,scene::ISceneManager* smgr,
+ gui::IGUIEnvironment* guienv, 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, u32 flags);
+ void drawHotbar(u16 playeritem);
void resizeHotbar();
-
void drawCrosshair();
void drawSelectionBoxes(std::vector<aabb3f> &hilightboxes);
+ void drawLuaElements(v3s16 camera_offset);
+private:
+ 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);
+
+ void drawItem(const ItemStack &item, const core::rect<s32>& rect, bool selected);
+
+ v2u32 m_screensize;
+ v2s32 m_displaycenter;
+ s32 m_hotbar_imagesize;
+ s32 m_padding;
+ video::SColor hbar_colors[4];
};
+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