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authorDániel Juhász <juhdanad@gmail.com>2017-03-10 18:25:58 +0100
committerAuke Kok <sofar@foo-projects.org>2017-04-08 18:39:15 -0700
commit58d83a7bb2f992194c3df304b1dcbb81f98f78c0 (patch)
tree4beedb69ac8b9b74352ef52c3a1d27004e77bc1d /src/itemdef.h
parentd4e9dd4643607192f5adebeecda86f25074f02cd (diff)
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Hardware coloring for itemstacks
Adds the possibility to colorize item stacks based on their metadata. In the item/node definition you can specify palette (an image file) and color (fallback color if the item has no palette or metadata). Then you can add palette_index to the metadata. Dropped itemstacks with different colors do not merge.
Diffstat (limited to 'src/itemdef.h')
-rw-r--r--src/itemdef.h18
1 files changed, 16 insertions, 2 deletions
diff --git a/src/itemdef.h b/src/itemdef.h
index 01ec4fa2f..2d7ff570d 100644
--- a/src/itemdef.h
+++ b/src/itemdef.h
@@ -30,6 +30,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
class IGameDef;
class Client;
struct ToolCapabilities;
+#ifndef SERVER
+#include "client/tile.h"
+struct ItemMesh;
+struct ItemStack;
+#endif
/*
Base item definition
@@ -57,6 +62,8 @@ struct ItemDefinition
*/
std::string inventory_image; // Optional for nodes, mandatory for tools/craftitems
std::string wield_image; // If empty, inventory_image or mesh (only nodes) is used
+ std::string palette_image; // If specified, the item will be colorized based on this
+ video::SColor color; // The fallback color of the node.
v3f wield_scale;
/*
@@ -110,8 +117,15 @@ public:
virtual video::ITexture* getInventoryTexture(const std::string &name,
Client *client) const=0;
// Get item wield mesh
- virtual scene::IMesh* getWieldMesh(const std::string &name,
+ virtual ItemMesh* getWieldMesh(const std::string &name,
Client *client) const=0;
+ // Get item palette
+ virtual Palette* getPalette(const std::string &name,
+ Client *client) const = 0;
+ // Returns the base color of an item stack: the color of all
+ // tiles that do not define their own color.
+ virtual video::SColor getItemstackColor(const ItemStack &stack,
+ Client *client) const = 0;
#endif
virtual void serialize(std::ostream &os, u16 protocol_version)=0;
@@ -136,7 +150,7 @@ public:
virtual video::ITexture* getInventoryTexture(const std::string &name,
Client *client) const=0;
// Get item wield mesh
- virtual scene::IMesh* getWieldMesh(const std::string &name,
+ virtual ItemMesh* getWieldMesh(const std::string &name,
Client *client) const=0;
#endif