To account for differing resolutions, the position coordinates are the percentage of the screen,
ranging in value from 0 to 1.
The name field is not yet used, but should contain a description of what the HUD element represents.
+The direction field is the direction in which something is drawn.
+0 draws from left to right, 1 draws from right to left, 2 draws from top to bottom, and 3 draws from bottom to top.
Below are the specific uses for fields in each type; fields not listed for that type are ignored.
Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.
- text: The name of the texture that is used.
- number: The number of half-textures that are displayed.
If odd, will end with a vertically center-split texture.
+ - direction
- inventory
- text: The name of the inventory list to be displayed.
- number: Number of items in the inventory to be displayed.
- item: Position of item that is selected.
- - direction: Direction in which the inventory list is drawn.
- 0 draws from left to right,
- 1 draws from right to left,
- 2 draws from top to bottom, and
- 3 draws from bottom to top.
+ - direction
Representations of simple things
--------------------------------
number = 2,
item = 3,
^ Selected item in inventory. 0 for no item selected.
- dir = 0,
+ direction = 0,
^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
}
font->draw(narrow_to_wide(e->text).c_str(), size + pos, color);
break; }
case HUD_ELEM_STATBAR:
- drawStatbar(pos, e->text, e->number);
+ drawStatbar(pos, HUD_CORNER_UPPER, e->dir, e->text, e->number);
break;
case HUD_ELEM_INVENTORY: {
InventoryList *inv = inventory->getList(e->text);
}
-void Hud::drawStatbar(v2s32 upperleftpos, std::string texture, s32 count) {
+void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture, s32 count) {
+ const video::SColor color(255, 255, 255, 255);
+ const video::SColor colors[] = {color, color, color, color};
+
video::ITexture *stat_texture =
gamedef->getTextureSource()->getTextureRaw(texture);
if (!stat_texture)
return;
+
+ core::dimension2di srcd(stat_texture->getOriginalSize());
- v2s32 p = upperleftpos;
+ v2s32 p = pos;
+ if (corner & HUD_CORNER_LOWER)
+ p -= srcd.Height;
+
+ v2s32 steppos;
+ switch (drawdir) {
+ case HUD_DIR_RIGHT_LEFT:
+ steppos = v2s32(-1, 0);
+ break;
+ case HUD_DIR_TOP_BOTTOM:
+ steppos = v2s32(0, 1);
+ break;
+ case HUD_DIR_BOTTOM_TOP:
+ steppos = v2s32(0, -1);
+ break;
+ default:
+ steppos = v2s32(1, 0);
+ }
+ steppos.X *= srcd.Width;
+ steppos.Y *= srcd.Height;
+
for (s32 i = 0; i < count / 2; i++)
{
- core::dimension2di srcd(stat_texture->getOriginalSize());
- const video::SColor color(255, 255, 255, 255);
- const video::SColor colors[] = {color, color, color, color};
- core::rect<s32> rect(0, 0, srcd.Width, srcd.Height);
- rect += p;
- driver->draw2DImage(stat_texture, rect,
- core::rect<s32>(core::position2d<s32>(0, 0), srcd),
- NULL, colors, true);
- p += v2s32(srcd.Width, 0);
+ core::rect<s32> srcrect(0, 0, srcd.Width, srcd.Height);
+ core::rect<s32> dstrect(srcrect);
+
+ dstrect += p;
+ driver->draw2DImage(stat_texture, dstrect, srcrect, NULL, colors, true);
+ p += steppos;
}
if (count % 2 == 1)
{
- core::dimension2di srcd(stat_texture->getOriginalSize());
- const video::SColor color(255, 255, 255, 255);
- const video::SColor colors[] = {color, color, color, color};
- core::rect<s32> rect(0, 0, srcd.Width / 2, srcd.Height);
- rect += p;
- srcd.Width /= 2;
- driver->draw2DImage(stat_texture, rect,
- core::rect<s32>(core::position2d<s32>(0, 0), srcd),
- NULL, colors, true);
- p += v2s32(srcd.Width * 2, 0);
+ core::rect<s32> srcrect(0, 0, srcd.Width / 2, srcd.Height);
+ core::rect<s32> dstrect(srcrect);
+
+ dstrect += p;
+ driver->draw2DImage(stat_texture, dstrect, srcrect, NULL, colors, true);
}
}
v2s32 pos = centerlowerpos - v2s32(width / 2, hotbar_imagesize + padding * 2);
drawItem(pos, hotbar_imagesize, hotbar_itemcount, mainlist, playeritem + 1, 0);
- drawStatbar(pos + v2s32(0, -20), "heart.png", halfheartcount);
+ drawStatbar(pos - v2s32(0, 4), HUD_CORNER_LOWER, HUD_DIR_LEFT_RIGHT,
+ "heart.png", halfheartcount);
}
void Hud::drawCrosshair() {
- driver->draw2DLine(displaycenter - v2s32(10,0),
+ driver->draw2DLine(displaycenter - v2s32(10, 0),
displaycenter + v2s32(10, 0), crosshair_argb);
- driver->draw2DLine(displaycenter - v2s32(0,10),
+ driver->draw2DLine(displaycenter - v2s32(0, 10),
displaycenter + v2s32(0, 10), crosshair_argb);
}