#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)
+
+#define HUD_PARAM_HOTBAR_ITEMCOUNT 1
+
+#define HUD_HOTBAR_ITEMCOUNT_DEFAULT 8
+#define HUD_HOTBAR_ITEMCOUNT_MAX 23
class Player;
};
enum HudElementStat {
- HUD_STAT_POS,
+ HUD_STAT_POS = 0,
HUD_STAT_NAME,
HUD_STAT_SCALE,
HUD_STAT_TEXT,
};
-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++) {
#ifndef SERVER
-#include <deque>
-
#include <IGUIFont.h>
#include "gamedef.h"
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;
Hud(video::IVideoDriver *driver, gui::IGUIEnvironment* guienv,
gui::IGUIFont *font, u32 text_height, IGameDef *gamedef,
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 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(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem, s32 breath);
void resizeHotbar();
void drawCrosshair();