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-rw-r--r--src/hud.h12
1 files changed, 8 insertions, 4 deletions
diff --git a/src/hud.h b/src/hud.h
index 2e6838eb1..614e7c92d 100644
--- a/src/hud.h
+++ b/src/hud.h
@@ -32,11 +32,15 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define HUD_CORNER_LOWER 1
#define HUD_CORNER_CENTER 2
+// Note that these visibility flags do not determine if the hud items are
+// actually drawn, but rather, allows the item to be drawn should the rest of
+// the game state permit it.
#define HUD_FLAG_HOTBAR_VISIBLE (1 << 0)
#define HUD_FLAG_HEALTHBAR_VISIBLE (1 << 1)
#define HUD_FLAG_CROSSHAIR_VISIBLE (1 << 2)
#define HUD_FLAG_WIELDITEM_VISIBLE (1 << 3)
#define HUD_FLAG_BREATHBAR_VISIBLE (1 << 4)
+#define HUD_FLAG_MINIMAP_VISIBLE (1 << 5)
#define HUD_PARAM_HOTBAR_ITEMCOUNT 1
#define HUD_PARAM_HOTBAR_IMAGE 2
@@ -116,11 +120,11 @@ public:
std::string hotbar_selected_image;
bool use_hotbar_selected_image;
v3s16 camera_offset;
-
+
Hud(video::IVideoDriver *driver,scene::ISceneManager* smgr,
gui::IGUIEnvironment* guienv, IGameDef *gamedef, LocalPlayer *player,
Inventory *inventory);
-
+
void drawHotbar(u16 playeritem);
void resizeHotbar();
void drawCrosshair();
@@ -129,12 +133,12 @@ public:
private:
void drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture,
s32 count, v2s32 offset, v2s32 size=v2s32());
-
+
void drawItems(v2s32 upperleftpos, s32 itemcount, s32 offset,
InventoryList *mainlist, u16 selectitem, u16 direction);
void drawItem(const ItemStack &item, const core::rect<s32>& rect, bool selected);
-
+
v2u32 m_screensize;
v2s32 m_displaycenter;
s32 m_hotbar_imagesize;