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-rw-r--r--src/hud.cpp311
1 files changed, 244 insertions, 67 deletions
diff --git a/src/hud.cpp b/src/hud.cpp
index dbc4a01a3..19feaef7b 100644
--- a/src/hud.cpp
+++ b/src/hud.cpp
@@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "hud.h"
#include "settings.h"
#include "util/numeric.h"
+#include "util/string.h"
#include "log.h"
#include "gamedef.h"
#include "itemdef.h"
@@ -32,6 +33,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "porting.h"
#include "fontengine.h"
#include "guiscalingfilter.h"
+#include "mesh.h"
#include <IGUIStaticText.h>
#ifdef HAVE_TOUCHSCREENGUI
@@ -40,7 +42,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr,
gui::IGUIEnvironment* guienv, IGameDef *gamedef, LocalPlayer *player,
- Inventory *inventory) {
+ Inventory *inventory)
+{
this->driver = driver;
this->smgr = smgr;
this->guienv = guienv;
@@ -48,16 +51,15 @@ Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr,
this->player = player;
this->inventory = inventory;
+ m_hud_scaling = g_settings->getFloat("hud_scaling");
m_screensize = v2u32(0, 0);
m_displaycenter = v2s32(0, 0);
m_hotbar_imagesize = floor(HOTBAR_IMAGE_SIZE * porting::getDisplayDensity() + 0.5);
- m_hotbar_imagesize *= g_settings->getFloat("hud_scaling");
+ m_hotbar_imagesize *= m_hud_scaling;
m_padding = m_hotbar_imagesize / 12;
- const video::SColor hbar_color(255, 255, 255, 255);
- for (unsigned int i=0; i < 4; i++ ){
- hbar_colors[i] = hbar_color;
- }
+ for (unsigned int i = 0; i < 4; i++)
+ hbar_colors[i] = video::SColor(255, 255, 255, 255);
tsrc = gamedef->getTextureSource();
@@ -80,10 +82,46 @@ Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr,
use_hotbar_image = false;
hotbar_selected_image = "";
use_hotbar_selected_image = false;
+
+ m_selection_mesh = NULL;
+ m_selection_boxes.clear();
+ m_halo_boxes.clear();
+
+ m_selection_pos = v3f(0.0, 0.0, 0.0);
+ std::string mode = g_settings->get("node_highlighting");
+ m_selection_material.Lighting = false;
+
+ if (g_settings->getBool("enable_shaders")) {
+ IShaderSource *shdrsrc = gamedef->getShaderSource();
+ u16 shader_id = shdrsrc->getShader(
+ mode == "halo" ? "selection_shader" : "default_shader", 1, 1);
+ m_selection_material.MaterialType = shdrsrc->getShaderInfo(shader_id).material;
+ } else {
+ m_selection_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+ }
+
+ if (mode == "box") {
+ m_use_selection_mesh = false;
+ m_selection_material.Thickness =
+ rangelim(g_settings->getS16("selectionbox_width"), 1, 5);
+ } else if (mode == "halo") {
+ m_use_selection_mesh = true;
+ m_selection_material.setTexture(0, tsrc->getTextureForMesh("halo.png"));
+ m_selection_material.setFlag(video::EMF_BACK_FACE_CULLING, true);
+ } else {
+ m_selection_material.MaterialType = video::EMT_SOLID;
+ }
}
-void Hud::drawItem(const ItemStack &item, const core::rect<s32>& rect, bool selected) {
+Hud::~Hud()
+{
+ if (m_selection_mesh)
+ m_selection_mesh->drop();
+}
+void Hud::drawItem(const ItemStack &item, const core::rect<s32>& rect,
+ bool selected)
+{
if (selected) {
/* draw hihlighting around selected item */
if (use_hotbar_selected_image) {
@@ -154,29 +192,35 @@ void Hud::drawItem(const ItemStack &item, const core::rect<s32>& rect, bool sele
video::SColor bgcolor2(128, 0, 0, 0);
if (!use_hotbar_image)
driver->draw2DRectangle(bgcolor2, rect, NULL);
- drawItemStack(driver, g_fontengine->getFont(), item, rect, NULL, gamedef);
+ drawItemStack(driver, g_fontengine->getFont(), item, rect, NULL,
+ gamedef, selected ? IT_ROT_SELECTED : IT_ROT_NONE);
}
//NOTE: selectitem = 0 -> no selected; selectitem 1-based
-void Hud::drawItems(v2s32 upperleftpos, s32 itemcount, s32 offset,
- InventoryList *mainlist, u16 selectitem, u16 direction)
+void Hud::drawItems(v2s32 upperleftpos, v2s32 screen_offset, s32 itemcount,
+ s32 inv_offset, InventoryList *mainlist, u16 selectitem, u16 direction)
{
#ifdef HAVE_TOUCHSCREENGUI
- if ( (g_touchscreengui) && (offset == 0))
+ if (g_touchscreengui && inv_offset == 0)
g_touchscreengui->resetHud();
#endif
s32 height = m_hotbar_imagesize + m_padding * 2;
- s32 width = (itemcount - offset) * (m_hotbar_imagesize + m_padding * 2);
+ s32 width = (itemcount - inv_offset) * (m_hotbar_imagesize + m_padding * 2);
if (direction == HUD_DIR_TOP_BOTTOM || direction == HUD_DIR_BOTTOM_TOP) {
- width = m_hotbar_imagesize + m_padding * 2;
- height = (itemcount - offset) * (m_hotbar_imagesize + m_padding * 2);
+ s32 tmp = height;
+ height = width;
+ width = tmp;
}
// Position of upper left corner of bar
- v2s32 pos = upperleftpos;
+ v2s32 pos = screen_offset;
+ pos.X *= m_hud_scaling * porting::getDisplayDensity();
+ pos.Y *= m_hud_scaling * porting::getDisplayDensity();
+ pos += upperleftpos;
+ // Store hotbar_image in member variable, used by drawItem()
if (hotbar_image != player->hotbar_image) {
hotbar_image = player->hotbar_image;
if (hotbar_image != "")
@@ -185,6 +229,7 @@ void Hud::drawItems(v2s32 upperleftpos, s32 itemcount, s32 offset,
use_hotbar_image = false;
}
+ // Store hotbar_selected_image in member variable, used by drawItem()
if (hotbar_selected_image != player->hotbar_selected_image) {
hotbar_selected_image = player->hotbar_selected_image;
if (hotbar_selected_image != "")
@@ -193,10 +238,10 @@ void Hud::drawItems(v2s32 upperleftpos, s32 itemcount, s32 offset,
use_hotbar_selected_image = false;
}
- /* draw customized item background */
+ // draw customized item background
if (use_hotbar_image) {
core::rect<s32> imgrect2(-m_padding/2, -m_padding/2,
- width+m_padding/2, height+m_padding/2);
+ width+m_padding/2, height+m_padding/2);
core::rect<s32> rect2 = imgrect2 + pos;
video::ITexture *texture = tsrc->getTexture(hotbar_image);
core::dimension2di imgsize(texture->getOriginalSize());
@@ -205,29 +250,28 @@ void Hud::drawItems(v2s32 upperleftpos, s32 itemcount, s32 offset,
NULL, hbar_colors, true);
}
- for (s32 i = offset; i < itemcount && (size_t)i < mainlist->getSize(); i++)
- {
- v2s32 steppos;
+ // Draw items
+ core::rect<s32> imgrect(0, 0, m_hotbar_imagesize, m_hotbar_imagesize);
+ for (s32 i = inv_offset; i < itemcount && (size_t)i < mainlist->getSize(); i++) {
s32 fullimglen = m_hotbar_imagesize + m_padding * 2;
- core::rect<s32> imgrect(0, 0, m_hotbar_imagesize, m_hotbar_imagesize);
-
+ v2s32 steppos;
switch (direction) {
- case HUD_DIR_RIGHT_LEFT:
- steppos = v2s32(-(m_padding + (i - offset) * fullimglen), m_padding);
- break;
- case HUD_DIR_TOP_BOTTOM:
- steppos = v2s32(m_padding, m_padding + (i - offset) * fullimglen);
- break;
- case HUD_DIR_BOTTOM_TOP:
- steppos = v2s32(m_padding, -(m_padding + (i - offset) * fullimglen));
- break;
- default:
- steppos = v2s32(m_padding + (i - offset) * fullimglen, m_padding);
- break;
+ case HUD_DIR_RIGHT_LEFT:
+ steppos = v2s32(-(m_padding + (i - inv_offset) * fullimglen), m_padding);
+ break;
+ case HUD_DIR_TOP_BOTTOM:
+ steppos = v2s32(m_padding, m_padding + (i - inv_offset) * fullimglen);
+ break;
+ case HUD_DIR_BOTTOM_TOP:
+ steppos = v2s32(m_padding, -(m_padding + (i - inv_offset) * fullimglen));
+ break;
+ default:
+ steppos = v2s32(m_padding + (i - inv_offset) * fullimglen, m_padding);
+ break;
}
- drawItem(mainlist->getItem(i), (imgrect + pos + steppos), (i +1) == selectitem );
+ drawItem(mainlist->getItem(i), (imgrect + pos + steppos), (i + 1) == selectitem);
#ifdef HAVE_TOUCHSCREENGUI
if (g_touchscreengui)
@@ -237,7 +281,8 @@ void Hud::drawItems(v2s32 upperleftpos, s32 itemcount, s32 offset,
}
-void Hud::drawLuaElements(v3s16 camera_offset) {
+void Hud::drawLuaElements(const v3s16 &camera_offset)
+{
u32 text_height = g_fontengine->getTextHeight();
irr::gui::IGUIFont* font = g_fontengine->getFont();
for (size_t i = 0; i != player->maxHudId(); i++) {
@@ -275,7 +320,7 @@ void Hud::drawLuaElements(v3s16 camera_offset) {
(e->number >> 8) & 0xFF,
(e->number >> 0) & 0xFF);
core::rect<s32> size(0, 0, e->scale.X, text_height * e->scale.Y);
- std::wstring text = utf8_to_wide(e->text);
+ std::wstring text = unescape_enriched(utf8_to_wide(e->text));
core::dimension2d<u32> textsize = font->getDimension(text.c_str());
v2s32 offset((e->align.X - 1.0) * (textsize.Width / 2),
(e->align.Y - 1.0) * (textsize.Height / 2));
@@ -288,7 +333,8 @@ void Hud::drawLuaElements(v3s16 camera_offset) {
break; }
case HUD_ELEM_INVENTORY: {
InventoryList *inv = inventory->getList(e->text);
- drawItems(pos, e->number, 0, inv, e->item, e->dir);
+ drawItems(pos, v2s32(e->offset.X, e->offset.Y), e->number, 0,
+ inv, e->item, e->dir);
break; }
case HUD_ELEM_WAYPOINT: {
v3f p_pos = player->getPosition() / BS;
@@ -310,11 +356,11 @@ void Hud::drawLuaElements(v3s16 camera_offset) {
(e->number >> 8) & 0xFF,
(e->number >> 0) & 0xFF);
core::rect<s32> size(0, 0, 200, 2 * text_height);
- std::wstring text = utf8_to_wide(e->name);
+ std::wstring text = unescape_enriched(utf8_to_wide(e->name));
font->draw(text.c_str(), size + pos, color);
std::ostringstream os;
os << distance << e->text;
- text = utf8_to_wide(os.str());
+ text = unescape_enriched(utf8_to_wide(os.str()));
pos.Y += text_height;
font->draw(text.c_str(), size + pos, color);
break; }
@@ -341,8 +387,7 @@ void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture,
if (size == v2s32()) {
dstd = srcd;
} else {
- double size_factor = g_settings->getFloat("hud_scaling") *
- porting::getDisplayDensity();
+ float size_factor = m_hud_scaling * porting::getDisplayDensity();
dstd.Height = size.Y * size_factor;
dstd.Width = size.X * size_factor;
offset.X *= size_factor;
@@ -410,18 +455,19 @@ void Hud::drawHotbar(u16 playeritem) {
if ( (float) width / (float) porting::getWindowSize().X <=
g_settings->getFloat("hud_hotbar_max_width")) {
if (player->hud_flags & HUD_FLAG_HOTBAR_VISIBLE) {
- drawItems(pos, hotbar_itemcount, 0, mainlist, playeritem + 1, 0);
+ drawItems(pos, v2s32(0, 0), hotbar_itemcount, 0, mainlist, playeritem + 1, 0);
}
- }
- else {
+ } else {
pos.X += width/4;
v2s32 secondpos = pos;
pos = pos - v2s32(0, m_hotbar_imagesize + m_padding);
if (player->hud_flags & HUD_FLAG_HOTBAR_VISIBLE) {
- drawItems(pos, hotbar_itemcount/2, 0, mainlist, playeritem + 1, 0);
- drawItems(secondpos, hotbar_itemcount, hotbar_itemcount/2, mainlist, playeritem + 1, 0);
+ drawItems(pos, v2s32(0, 0), hotbar_itemcount / 2, 0,
+ mainlist, playeritem + 1, 0);
+ drawItems(secondpos, v2s32(0, 0), hotbar_itemcount,
+ hotbar_itemcount / 2, mainlist, playeritem + 1, 0);
}
}
@@ -446,8 +492,8 @@ void Hud::drawHotbar(u16 playeritem) {
}
-void Hud::drawCrosshair() {
-
+void Hud::drawCrosshair()
+{
if (use_crosshair_image) {
video::ITexture *crosshair = tsrc->getTexture("crosshair.png");
v2u32 size = crosshair->getOriginalSize();
@@ -464,48 +510,179 @@ void Hud::drawCrosshair() {
}
}
+void Hud::setSelectionPos(const v3f &pos, const v3s16 &camera_offset)
+{
+ m_camera_offset = camera_offset;
+ m_selection_pos = pos;
+ m_selection_pos_with_offset = pos - intToFloat(camera_offset, BS);
+}
-void Hud::drawSelectionBoxes(std::vector<aabb3f> &hilightboxes) {
- for (std::vector<aabb3f>::const_iterator
- i = hilightboxes.begin();
- i != hilightboxes.end(); i++) {
- driver->draw3DBox(*i, selectionbox_argb);
+void Hud::drawSelectionMesh()
+{
+ if (!m_use_selection_mesh) {
+ // Draw 3D selection boxes
+ video::SMaterial oldmaterial = driver->getMaterial2D();
+ driver->setMaterial(m_selection_material);
+ for (std::vector<aabb3f>::const_iterator
+ i = m_selection_boxes.begin();
+ i != m_selection_boxes.end(); ++i) {
+ aabb3f box = aabb3f(
+ i->MinEdge + m_selection_pos_with_offset,
+ i->MaxEdge + m_selection_pos_with_offset);
+
+ u32 r = (selectionbox_argb.getRed() *
+ m_selection_mesh_color.getRed() / 255);
+ u32 g = (selectionbox_argb.getGreen() *
+ m_selection_mesh_color.getGreen() / 255);
+ u32 b = (selectionbox_argb.getBlue() *
+ m_selection_mesh_color.getBlue() / 255);
+ driver->draw3DBox(box, video::SColor(255, r, g, b));
+ }
+ driver->setMaterial(oldmaterial);
+ } else if (m_selection_mesh) {
+ // Draw selection mesh
+ video::SMaterial oldmaterial = driver->getMaterial2D();
+ driver->setMaterial(m_selection_material);
+ setMeshColor(m_selection_mesh, m_selection_mesh_color);
+ scene::IMesh* mesh = cloneMesh(m_selection_mesh);
+ translateMesh(mesh, m_selection_pos_with_offset);
+ u32 mc = m_selection_mesh->getMeshBufferCount();
+ for (u32 i = 0; i < mc; i++) {
+ scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
+ driver->drawMeshBuffer(buf);
+ }
+ mesh->drop();
+ driver->setMaterial(oldmaterial);
}
}
+void Hud::updateSelectionMesh(const v3s16 &camera_offset)
+{
+ m_camera_offset = camera_offset;
+ if (!m_use_selection_mesh)
+ return;
+
+ if (m_selection_mesh) {
+ m_selection_mesh->drop();
+ m_selection_mesh = NULL;
+ }
+
+ if (!m_selection_boxes.size()) {
+ // No pointed object
+ return;
+ }
+
+ // New pointed object, create new mesh.
+
+ // Texture UV coordinates for selection boxes
+ static f32 texture_uv[24] = {
+ 0,0,1,1,
+ 0,0,1,1,
+ 0,0,1,1,
+ 0,0,1,1,
+ 0,0,1,1,
+ 0,0,1,1
+ };
+
+ // Use single halo box instead of multiple overlapping boxes.
+ // Temporary solution - problem can be solved with multiple
+ // rendering targets, or some method to remove inner surfaces.
+ // Thats because of halo transparency.
+
+ aabb3f halo_box(100.0, 100.0, 100.0, -100.0, -100.0, -100.0);
+ m_halo_boxes.clear();
+
+ for (std::vector<aabb3f>::iterator
+ i = m_selection_boxes.begin();
+ i != m_selection_boxes.end(); ++i) {
+ halo_box.addInternalBox(*i);
+ }
+
+ m_halo_boxes.push_back(halo_box);
+ m_selection_mesh = convertNodeboxesToMesh(
+ m_halo_boxes, texture_uv, 0.5);
+}
void Hud::resizeHotbar() {
if (m_screensize != porting::getWindowSize()) {
m_hotbar_imagesize = floor(HOTBAR_IMAGE_SIZE * porting::getDisplayDensity() + 0.5);
- m_hotbar_imagesize *= g_settings->getFloat("hud_scaling");
+ m_hotbar_imagesize *= m_hud_scaling;
m_padding = m_hotbar_imagesize / 12;
m_screensize = porting::getWindowSize();
m_displaycenter = v2s32(m_screensize.X/2,m_screensize.Y/2);
}
}
+struct MeshTimeInfo {
+ s32 time;
+ scene::IMesh *mesh;
+};
+
void drawItemStack(video::IVideoDriver *driver,
gui::IGUIFont *font,
const ItemStack &item,
const core::rect<s32> &rect,
const core::rect<s32> *clip,
- IGameDef *gamedef)
+ IGameDef *gamedef,
+ ItemRotationKind rotation_kind)
{
- if(item.empty())
+ static MeshTimeInfo rotation_time_infos[IT_ROT_NONE];
+ static bool enable_animations =
+ g_settings->getBool("inventory_items_animations");
+
+ if (item.empty()) {
+ if (rotation_kind < IT_ROT_NONE) {
+ rotation_time_infos[rotation_kind].mesh = NULL;
+ }
return;
+ }
const ItemDefinition &def = item.getDefinition(gamedef->idef());
- video::ITexture *texture = gamedef->idef()->getInventoryTexture(def.name, gamedef);
+ scene::IMesh* mesh = gamedef->idef()->getWieldMesh(def.name, gamedef);
+
+ if (mesh) {
+ driver->clearZBuffer();
+ s32 delta = 0;
+ if (rotation_kind < IT_ROT_NONE) {
+ MeshTimeInfo &ti = rotation_time_infos[rotation_kind];
+ if (mesh != ti.mesh) {
+ ti.mesh = mesh;
+ ti.time = getTimeMs();
+ } else {
+ delta = porting::getDeltaMs(ti.time, getTimeMs()) % 100000;
+ }
+ }
+ core::rect<s32> oldViewPort = driver->getViewPort();
+ core::matrix4 oldProjMat = driver->getTransform(video::ETS_PROJECTION);
+ core::matrix4 oldViewMat = driver->getTransform(video::ETS_VIEW);
+ core::matrix4 ProjMatrix;
+ ProjMatrix.buildProjectionMatrixOrthoLH(2, 2, -1, 100);
+ driver->setTransform(video::ETS_PROJECTION, ProjMatrix);
+ driver->setTransform(video::ETS_VIEW, ProjMatrix);
+ core::matrix4 matrix;
+ matrix.makeIdentity();
+
+ if (enable_animations) {
+ float timer_f = (float)delta / 5000.0;
+ matrix.setRotationDegrees(core::vector3df(0, 360 * timer_f, 0));
+ }
- // Draw the inventory texture
- if(texture != NULL)
- {
- const video::SColor color(255,255,255,255);
- const video::SColor colors[] = {color,color,color,color};
- draw2DImageFilterScaled(driver, texture, rect,
- core::rect<s32>(core::position2d<s32>(0,0),
- core::dimension2di(texture->getOriginalSize())),
- clip, colors, true);
+ driver->setTransform(video::ETS_WORLD, matrix);
+ driver->setViewPort(rect);
+
+ u32 mc = mesh->getMeshBufferCount();
+ for (u32 j = 0; j < mc; ++j) {
+ scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
+ video::SMaterial &material = buf->getMaterial();
+ material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ material.Lighting = false;
+ driver->setMaterial(material);
+ driver->drawMeshBuffer(buf);
+ }
+
+ driver->setTransform(video::ETS_VIEW, oldViewMat);
+ driver->setTransform(video::ETS_PROJECTION, oldProjMat);
+ driver->setViewPort(oldViewPort);
}
if(def.type == ITEM_TOOL && item.wear != 0)