for (unsigned int i=0; i < 4; i++ ){
hbar_colors[i] = hbar_color;
}
-
+
tsrc = gamedef->getTextureSource();
-
+
v3f crosshair_color = g_settings->getV3F("crosshair_color");
u32 cross_r = rangelim(myround(crosshair_color.X), 0, 255);
u32 cross_g = rangelim(myround(crosshair_color.Y), 0, 255);
u32 cross_b = rangelim(myround(crosshair_color.Z), 0, 255);
u32 cross_a = rangelim(g_settings->getS32("crosshair_alpha"), 0, 255);
crosshair_argb = video::SColor(cross_a, cross_r, cross_g, cross_b);
-
+
v3f selectionbox_color = g_settings->getV3F("selectionbox_color");
u32 sbox_r = rangelim(myround(selectionbox_color.X), 0, 255);
u32 sbox_g = rangelim(myround(selectionbox_color.Y), 0, 255);
u32 sbox_b = rangelim(myround(selectionbox_color.Z), 0, 255);
selectionbox_argb = video::SColor(255, sbox_r, sbox_g, sbox_b);
-
+
use_crosshair_image = tsrc->isKnownSourceImage("crosshair.png");
hotbar_image = "";
HudElement *e = player->getHud(i);
if (!e)
continue;
-
+
v2s32 pos(floor(e->pos.X * (float) m_screensize.X + 0.5),
floor(e->pos.Y * (float) m_screensize.Y + 0.5));
switch (e->type) {
{
const video::SColor color(255, 255, 255, 255);
const video::SColor colors[] = {color, color, color, color};
-
+
video::ITexture *stat_texture = tsrc->getTexture(texture);
if (!stat_texture)
return;
-
+
core::dimension2di srcd(stat_texture->getOriginalSize());
core::dimension2di dstd;
if (size == v2s32()) {
dstd = srcd;
} else {
- dstd.Height = size.Y * g_settings->getFloat("hud_scaling") *
- porting::getDisplayDensity();
- dstd.Width = size.X * g_settings->getFloat("hud_scaling") *
- porting::getDisplayDensity();
-
- offset.X *= g_settings->getFloat("hud_scaling") *
- porting::getDisplayDensity();
-
- offset.Y *= g_settings->getFloat("hud_scaling") *
+ double size_factor = g_settings->getFloat("hud_scaling") *
porting::getDisplayDensity();
+ dstd.Height = size.Y * size_factor;
+ dstd.Width = size.X * size_factor;
+ offset.X *= size_factor;
+ offset.Y *= size_factor;
}
v2s32 p = pos;
}
steppos.X *= dstd.Width;
steppos.Y *= dstd.Height;
-
+
for (s32 i = 0; i < count / 2; i++)
{
core::rect<s32> srcrect(0, 0, srcd.Width, srcd.Height);
driver->draw2DImage(stat_texture, dstrect, srcrect, NULL, colors, true);
p += steppos;
}
-
+
if (count % 2 == 1)
{
core::rect<s32> srcrect(0, 0, srcd.Width / 2, srcd.Height);
//silently ignore this we may not be initialized completely
return;
}
-
+
s32 hotbar_itemcount = player->hud_hotbar_itemcount;
s32 width = hotbar_itemcount * (m_hotbar_imagesize + m_padding * 2);
v2s32 pos = centerlowerpos - v2s32(width / 2, m_hotbar_imagesize + m_padding * 3);
//////////////////////////// compatibility code to be removed //////////////
// this is ugly as hell but there's no other way to keep compatibility to
// old servers
- if ( player->hud_flags & HUD_FLAG_HEALTHBAR_VISIBLE)
- drawStatbar(v2s32(floor(0.5 * (float) m_screensize.X + 0.5),
- floor(1 * (float) m_screensize.Y + 0.5)),
- HUD_CORNER_UPPER, 0, "heart.png",
- player->hp, v2s32((-10*24)-25,-(48+24+10)), v2s32(24,24));
+ if ((player->hud_flags & HUD_FLAG_HEALTHBAR_VISIBLE)) {
+ drawStatbar(v2s32(floor(0.5 * (float)m_screensize.X + 0.5),
+ floor(1 * (float) m_screensize.Y + 0.5)),
+ HUD_CORNER_UPPER, 0, "heart.png",
+ player->hp, v2s32((-10*24)-25,-(48+24+10)), v2s32(24,24));
+ }
if ((player->hud_flags & HUD_FLAG_BREATHBAR_VISIBLE) &&
- (player->getBreath() < 11))
- drawStatbar(v2s32(floor(0.5 * (float) m_screensize.X + 0.5),
- floor(1 * (float) m_screensize.Y + 0.5)),
- HUD_CORNER_UPPER, 0, "heart.png",
- player->getBreath(), v2s32(25,-(48+24+10)), v2s32(24,24));
+ (player->getBreath() < 11)) {
+ drawStatbar(v2s32(floor(0.5 * (float)m_screensize.X + 0.5),
+ floor(1 * (float) m_screensize.Y + 0.5)),
+ HUD_CORNER_UPPER, 0, "bubble.png",
+ player->getBreath(), v2s32(25,-(48+24+10)), v2s32(24,24));
+ }
////////////////////////////////////////////////////////////////////////////
}
void Hud::drawCrosshair() {
-
+
if (use_crosshair_image) {
video::ITexture *crosshair = tsrc->getTexture("crosshair.png");
v2u32 size = crosshair->getOriginalSize();
{
if(item.empty())
return;
-
+
const ItemDefinition &def = item.getDefinition(gamedef->idef());
video::ITexture *texture = gamedef->idef()->getInventoryTexture(def.name, gamedef);