* `offset`: offset in pixels from position.
### `waypoint`
+
Displays distance to selected world position.
* `name`: The name of the waypoint.
* `text`: Distance suffix. Can be blank.
-* `number:` An integer containing the RGB value of the color used to draw the text.
+* `precision`: Waypoint precision, integer >= 0. Defaults to 10.
+ If set to 0, distance is not shown. Shown value is `floor(distance*precision)/precision`.
+ When the precision is an integer multiple of 10, there will be `log_10(precision)` digits after the decimal point.
+ `precision = 1000`, for example, will show 3 decimal places (eg: `0.999`).
+ `precision = 2` will show multiples of `0.5`; precision = 5 will show multiples of `0.2` and so on:
+ `precision = n` will show multiples of `1/n`
+* `number:` An integer containing the RGB value of the color used to draw the
+ text.
* `world_pos`: World position of the waypoint.
+* `offset`: offset in pixels from position.
+* `alignment`: The alignment of the waypoint.
+
+### `image_waypoint`
+
+Same as `image`, but does not accept a `position`; the position is instead determined by `world_pos`, the world position of the waypoint.
+
+* `scale`: The scale of the image, with 1 being the original texture size.
+ Only the X coordinate scale is used (positive values).
+ Negative values represent that percentage of the screen it
+ should take; e.g. `x=-100` means 100% (width).
+* `text`: The name of the texture that is displayed.
+* `alignment`: The alignment of the image.
+* `world_pos`: World position of the waypoint.
+* `offset`: offset in pixels from position.
### Particle definition (`add_particle`)
* `name`: The name of the waypoint.
* `text`: Distance suffix. Can be blank.
+* `precision`: Waypoint precision, integer >= 0. Defaults to 10.
+ If set to 0, distance is not shown. Shown value is `floor(distance*precision)/precision`.
+ When the precision is an integer multiple of 10, there will be `log_10(precision)` digits after the decimal point.
+ `precision = 1000`, for example, will show 3 decimal places (eg: `0.999`).
+ `precision = 2` will show multiples of `0.5`; precision = 5 will show multiples of `0.2` and so on:
+ `precision = n` will show multiples of `1/n`
* `number:` An integer containing the RGB value of the color used to draw the
text.
* `world_pos`: World position of the waypoint.
+* `offset`: offset in pixels from position.
+* `alignment`: The alignment of the waypoint.
+
+### `image_waypoint`
+
+Same as `image`, but does not accept a `position`; the position is instead determined by `world_pos`, the world position of the waypoint.
+* `scale`: The scale of the image, with 1 being the original texture size.
+ Only the X coordinate scale is used (positive values).
+ Negative values represent that percentage of the screen it
+ should take; e.g. `x=-100` means 100% (width).
+* `text`: The name of the texture that is displayed.
+* `alignment`: The alignment of the image.
+* `world_pos`: World position of the waypoint.
+* `offset`: offset in pixels from position.
}
}
+// Calculates screen position of waypoint. Returns true if waypoint is visible (in front of the player), else false.
+bool Hud::calculateScreenPos(const v3s16 &camera_offset, HudElement *e, v2s32 *pos)
+{
+ v3f w_pos = e->world_pos * BS;
+ scene::ICameraSceneNode* camera =
+ RenderingEngine::get_scene_manager()->getActiveCamera();
+ w_pos -= intToFloat(camera_offset, BS);
+ core::matrix4 trans = camera->getProjectionMatrix();
+ trans *= camera->getViewMatrix();
+ f32 transformed_pos[4] = { w_pos.X, w_pos.Y, w_pos.Z, 1.0f };
+ trans.multiplyWith1x4Matrix(transformed_pos);
+ if (transformed_pos[3] < 0)
+ return false;
+ f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
+ core::reciprocal(transformed_pos[3]);
+ pos->X = m_screensize.X * (0.5 * transformed_pos[0] * zDiv + 0.5);
+ pos->Y = m_screensize.Y * (0.5 - transformed_pos[1] * zDiv * 0.5);
+ return true;
+}
void Hud::drawLuaElements(const v3s16 &camera_offset)
{
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) {
- case HUD_ELEM_IMAGE: {
- video::ITexture *texture = tsrc->getTexture(e->text);
- if (!texture)
- continue;
-
- const video::SColor color(255, 255, 255, 255);
- const video::SColor colors[] = {color, color, color, color};
- core::dimension2di imgsize(texture->getOriginalSize());
- v2s32 dstsize(imgsize.Width * e->scale.X,
- imgsize.Height * e->scale.Y);
- if (e->scale.X < 0)
- dstsize.X = m_screensize.X * (e->scale.X * -0.01);
- if (e->scale.Y < 0)
- dstsize.Y = m_screensize.Y * (e->scale.Y * -0.01);
- v2s32 offset((e->align.X - 1.0) * dstsize.X / 2,
- (e->align.Y - 1.0) * dstsize.Y / 2);
- core::rect<s32> rect(0, 0, dstsize.X, dstsize.Y);
- rect += pos + offset + v2s32(e->offset.X, e->offset.Y);
- draw2DImageFilterScaled(driver, texture, rect,
- core::rect<s32>(core::position2d<s32>(0,0), imgsize),
- NULL, colors, true);
- break; }
case HUD_ELEM_TEXT: {
video::SColor color(255, (e->number >> 16) & 0xFF,
(e->number >> 8) & 0xFF,
inv, e->item, e->dir);
break; }
case HUD_ELEM_WAYPOINT: {
- v3f p_pos = player->getPosition() / BS;
- v3f w_pos = e->world_pos * BS;
- float distance = std::floor(10 * p_pos.getDistanceFrom(e->world_pos)) /
- 10.0f;
- scene::ICameraSceneNode* camera =
- RenderingEngine::get_scene_manager()->getActiveCamera();
- w_pos -= intToFloat(camera_offset, BS);
- core::matrix4 trans = camera->getProjectionMatrix();
- trans *= camera->getViewMatrix();
- f32 transformed_pos[4] = { w_pos.X, w_pos.Y, w_pos.Z, 1.0f };
- trans.multiplyWith1x4Matrix(transformed_pos);
- if (transformed_pos[3] < 0)
+ if (!calculateScreenPos(camera_offset, e, &pos))
break;
- f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
- core::reciprocal(transformed_pos[3]);
- pos.X = m_screensize.X * (0.5 * transformed_pos[0] * zDiv + 0.5);
- pos.Y = m_screensize.Y * (0.5 - transformed_pos[1] * zDiv * 0.5);
+ v3f p_pos = player->getPosition() / BS;
+ pos += v2s32(e->offset.X, e->offset.Y);
video::SColor color(255, (e->number >> 16) & 0xFF,
(e->number >> 8) & 0xFF,
(e->number >> 0) & 0xFF);
- core::rect<s32> size(0, 0, 200, 2 * text_height);
std::wstring text = unescape_translate(utf8_to_wide(e->name));
- font->draw(text.c_str(), size + pos, color);
- std::ostringstream os;
- os << distance << e->text;
- text = unescape_translate(utf8_to_wide(os.str()));
- pos.Y += text_height;
- font->draw(text.c_str(), size + pos, color);
+ const std::string &unit = e->text;
+ // waypoints reuse the item field to store precision, item = precision + 1
+ u32 item = e->item;
+ float precision = (item == 0) ? 10.0f : (item - 1.f);
+ bool draw_precision = precision > 0;
+
+ core::rect<s32> bounds(0, 0, font->getDimension(text.c_str()).Width, (draw_precision ? 2:1) * text_height);
+ pos.Y += (e->align.Y - 1.0) * bounds.getHeight() / 2;
+ bounds += pos;
+ font->draw(text.c_str(), bounds + v2s32((e->align.X - 1.0) * bounds.getWidth() / 2, 0), color);
+ if (draw_precision) {
+ std::ostringstream os;
+ float distance = std::floor(precision * p_pos.getDistanceFrom(e->world_pos)) / precision;
+ os << distance << unit;
+ text = unescape_translate(utf8_to_wide(os.str()));
+ bounds.LowerRightCorner.X = bounds.UpperLeftCorner.X + font->getDimension(text.c_str()).Width;
+ font->draw(text.c_str(), bounds + v2s32((e->align.X - 1.0f) * bounds.getWidth() / 2, text_height), color);
+ }
+ break; }
+ case HUD_ELEM_IMAGE_WAYPOINT: {
+ if (!calculateScreenPos(camera_offset, e, &pos))
+ break;
+ }
+ case HUD_ELEM_IMAGE: {
+ video::ITexture *texture = tsrc->getTexture(e->text);
+ if (!texture)
+ continue;
+
+ const video::SColor color(255, 255, 255, 255);
+ const video::SColor colors[] = {color, color, color, color};
+ core::dimension2di imgsize(texture->getOriginalSize());
+ v2s32 dstsize(imgsize.Width * e->scale.X,
+ imgsize.Height * e->scale.Y);
+ if (e->scale.X < 0)
+ dstsize.X = m_screensize.X * (e->scale.X * -0.01);
+ if (e->scale.Y < 0)
+ dstsize.Y = m_screensize.Y * (e->scale.Y * -0.01);
+ v2s32 offset((e->align.X - 1.0) * dstsize.X / 2,
+ (e->align.Y - 1.0) * dstsize.Y / 2);
+ core::rect<s32> rect(0, 0, dstsize.X, dstsize.Y);
+ rect += pos + offset + v2s32(e->offset.X, e->offset.Y);
+ draw2DImageFilterScaled(driver, texture, rect,
+ core::rect<s32>(core::position2d<s32>(0,0), imgsize),
+ NULL, colors, true);
break; }
default:
infostream << "Hud::drawLuaElements: ignoring drawform " << e->type <<