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+/*
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
+Copyright (C) 2010-2013 blue42u, Jonathon Anderson <anderjon@umail.iu.edu>
+Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU Lesser General Public License for more details.
+
+You should have received a copy of the GNU Lesser General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+
+#include <IGUIStaticText.h>
+
+#include "guiFormSpecMenu.h"
+#include "main.h"
+#include "util/numeric.h"
+#include "log.h"
+#include "client.h"
+#include "hud.h"
+
+
+Hud::Hud(video::IVideoDriver *driver, gui::IGUIEnvironment* guienv,
+ gui::IGUIFont *font, u32 text_height, IGameDef *gamedef,
+ LocalPlayer *player, Inventory *inventory) {
+ this->driver = driver;
+ this->guienv = guienv;
+ this->font = font;
+ this->text_height = text_height;
+ this->gamedef = gamedef;
+ this->player = player;
+ this->inventory = inventory;
+
+ screensize = v2u32(0, 0);
+ displaycenter = v2s32(0, 0);
+ hotbar_imagesize = 48;
+ hotbar_itemcount = 8;
+
+ 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);
+}
+
+
+//NOTE: selectitem = 0 -> no selected; selectitem 1-based
+void Hud::drawItem(v2s32 upperleftpos, s32 imgsize, s32 itemcount,
+ InventoryList *mainlist, u16 selectitem, u16 direction)
+{
+ s32 padding = imgsize / 12;
+ s32 height = imgsize + padding * 2;
+ s32 width = itemcount * (imgsize + padding * 2);
+ if (direction == HUD_DIR_TOP_BOTTOM || direction == HUD_DIR_BOTTOM_TOP) {
+ width = imgsize + padding * 2;
+ height = itemcount * (imgsize + padding * 2);
+ }
+ s32 fullimglen = imgsize + padding * 2;
+
+ // Position of upper left corner of bar
+ v2s32 pos = upperleftpos;
+
+ // Draw background color
+ /*core::rect<s32> barrect(0,0,width,height);
+ barrect += pos;
+ video::SColor bgcolor(255,128,128,128);
+ driver->draw2DRectangle(bgcolor, barrect, NULL);*/
+
+ core::rect<s32> imgrect(0, 0, imgsize, imgsize);
+
+ for (s32 i = 0; i < itemcount; i++)
+ {
+ const ItemStack &item = mainlist->getItem(i);
+
+ v2s32 steppos;
+ switch (direction) {
+ case HUD_DIR_RIGHT_LEFT:
+ steppos = v2s32(-(padding + i * fullimglen), padding);
+ break;
+ case HUD_DIR_TOP_BOTTOM:
+ steppos = v2s32(padding, padding + i * fullimglen);
+ break;
+ case HUD_DIR_BOTTOM_TOP:
+ steppos = v2s32(padding, -(padding + i * fullimglen));
+ break;
+ default:
+ steppos = v2s32(padding + i * fullimglen, padding);
+ }
+
+ core::rect<s32> rect = imgrect + pos + steppos;
+
+ if (selectitem == i + 1)
+ {
+ video::SColor c_outside(255,255,0,0);
+ //video::SColor c_outside(255,0,0,0);
+ //video::SColor c_inside(255,192,192,192);
+ s32 x1 = rect.UpperLeftCorner.X;
+ s32 y1 = rect.UpperLeftCorner.Y;
+ s32 x2 = rect.LowerRightCorner.X;
+ s32 y2 = rect.LowerRightCorner.Y;
+ // Black base borders
+ driver->draw2DRectangle(c_outside,
+ core::rect<s32>(
+ v2s32(x1 - padding, y1 - padding),
+ v2s32(x2 + padding, y1)
+ ), NULL);
+ driver->draw2DRectangle(c_outside,
+ core::rect<s32>(
+ v2s32(x1 - padding, y2),
+ v2s32(x2 + padding, y2 + padding)
+ ), NULL);
+ driver->draw2DRectangle(c_outside,
+ core::rect<s32>(
+ v2s32(x1 - padding, y1),
+ v2s32(x1, y2)
+ ), NULL);
+ driver->draw2DRectangle(c_outside,
+ core::rect<s32>(
+ v2s32(x2, y1),
+ v2s32(x2 + padding, y2)
+ ), NULL);
+ /*// Light inside borders
+ driver->draw2DRectangle(c_inside,
+ core::rect<s32>(
+ v2s32(x1 - padding/2, y1 - padding/2),
+ v2s32(x2 + padding/2, y1)
+ ), NULL);
+ driver->draw2DRectangle(c_inside,
+ core::rect<s32>(
+ v2s32(x1 - padding/2, y2),
+ v2s32(x2 + padding/2, y2 + padding/2)
+ ), NULL);
+ driver->draw2DRectangle(c_inside,
+ core::rect<s32>(
+ v2s32(x1 - padding/2, y1),
+ v2s32(x1, y2)
+ ), NULL);
+ driver->draw2DRectangle(c_inside,
+ core::rect<s32>(
+ v2s32(x2, y1),
+ v2s32(x2 + padding/2, y2)
+ ), NULL);
+ */
+ }
+
+ video::SColor bgcolor2(128, 0, 0, 0);
+ driver->draw2DRectangle(bgcolor2, rect, NULL);
+ drawItemStack(driver, font, item, rect, NULL, gamedef);
+ }
+}
+
+
+void Hud::drawLuaElements() {
+ for (size_t i = 0; i != player->hud.size(); i++) {
+ HudElement *e = player->hud[i];
+ if (!e)
+ continue;
+
+ v2s32 pos(e->pos.X * screensize.X, e->pos.Y * screensize.Y);
+ switch (e->type) {
+ case HUD_ELEM_IMAGE: {
+ video::ITexture *texture =
+ gamedef->getTextureSource()->getTextureRaw(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());
+ core::rect<s32> rect(0, 0, imgsize.Width * e->scale.X,
+ imgsize.Height * e->scale.X);
+ rect += pos;
+ driver->draw2DImage(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,
+ (e->number >> 0) & 0xFF);
+ core::rect<s32> size(0, 0, e->scale.X, text_height * e->scale.Y);
+ font->draw(narrow_to_wide(e->text).c_str(), size + pos, color);
+ break; }
+ case HUD_ELEM_STATBAR:
+ drawStatbar(pos, e->text, e->number);
+ break;
+ case HUD_ELEM_INVENTORY: {
+ InventoryList *inv = inventory->getList(e->text);
+ drawItem(pos, hotbar_imagesize, e->number, inv, e->item, e->dir);
+ break; }
+ default:
+ infostream << "Hud::drawLuaElements: ignoring drawform " << e->type <<
+ "of hud element ID " << i << " due to unrecognized type" << std::endl;
+ }
+ }
+}
+
+
+void Hud::drawStatbar(v2s32 upperleftpos, std::string texture, s32 count) {
+ video::ITexture *stat_texture =
+ gamedef->getTextureSource()->getTextureRaw(texture);
+ if (!stat_texture)
+ return;
+
+ v2s32 p = upperleftpos;
+ 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);
+ }
+
+ 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);
+ }
+}
+
+
+void Hud::drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem) {
+ InventoryList *mainlist = inventory->getList("main");
+ if (mainlist == NULL) {
+ errorstream << "draw_hotbar(): mainlist == NULL" << std::endl;
+ return;
+ }
+
+ s32 padding = hotbar_imagesize / 12;
+ s32 width = hotbar_itemcount * (hotbar_imagesize + padding * 2);
+ 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);
+}
+
+
+void Hud::drawCrosshair() {
+ driver->draw2DLine(displaycenter - v2s32(10,0),
+ displaycenter + v2s32(10, 0), crosshair_argb);
+ driver->draw2DLine(displaycenter - v2s32(0,10),
+ displaycenter + v2s32(0, 10), crosshair_argb);
+}
+
+
+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::resizeHotbar() {
+ if (screensize.Y <= 800)
+ hotbar_imagesize = 32;
+ else if (screensize.Y <= 1280)
+ hotbar_imagesize = 48;
+ else
+ hotbar_imagesize = 64;
+}