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u32 item;
u32 dir;
v2f align;
v2f offset;
v3f world_pos;
v2s32 size;
};
#ifndef SERVER
#include <vector>
#include <IGUIFont.h>
#include "irr_aabb3d.h"
class IGameDef;
class ITextureSource;
class Inventory;
class InventoryList;
class LocalPlayer;
struct ItemStack;
class Hud {
public:
video::IVideoDriver *driver;
scene::ISceneManager* smgr;
gui::IGUIEnvironment *guienv;
IGameDef *gamedef;
LocalPlayer *player;
Inventory *inventory;
ITextureSource *tsrc;
video::SColor crosshair_argb;
video::SColor selectionbox_argb;
bool use_crosshair_image;
std::string hotbar_image;
bool use_hotbar_image;
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();
void drawSelectionBoxes(std::vector<aabb3f> &hilightboxes);
void drawLuaElements(v3s16 camera_offset);
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;
s32 m_padding;
video::SColor hbar_colors[4];
};
void drawItemStack(video::IVideoDriver *driver,
gui::IGUIFont *font,
const ItemStack &item,
const core::rect<s32> &rect,
const core::rect<s32> *clip,
IGameDef *gamedef);
#endif
#endif
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