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* Translated using Weblate (Portuguese (Brazil))Ian giestas pauli2016-03-25
* Update po files, minetest.conf.example and settings_translation_file.cppest312016-02-27
* Translated using Weblate (Portuguese (Brazil))Bruno Borges2016-02-27
* Translated using Weblate (Portuguese (Brazil))Ian giestas pauli2016-01-25
* Translated using Weblate (Portuguese (Brazil))Ian giestas pauli2016-01-25
* Run util/updatepo.shest312015-11-08
* Translated using Weblate (Portuguese (Brazil))PilzAdam2015-11-08
* Run updatepo.shest312015-10-24
* Translated using Weblate (Portuguese (Brazil))Leonardo2015-10-22
* Run updatepo.shest312015-09-12
* Run updatepo.shest312015-07-17
* Revert "Update Russian translation"Kahrl2014-12-13
* Update po filesShadowNinja2014-12-12
* Translated using Weblate (Portuguese (Brazil))Frederico Guimarães2014-02-16
* Run updatepo.shPilzAdam2013-11-23
* Translated using Weblate (Portuguese (Brazil))Frederico Guimarães2013-10-08
* Translated using Weblate (Portuguese (Brazil))Frederico Guimarães2013-10-08
* Run updatepo.shIlya Zhuravlev2013-09-08
* Run util/updatepo.shPilzAdam2013-08-25
* Fix i18n of some strings.arsdragonfly2013-07-02
* Translated using Weblate (Portuguese (Brazil))Frederico Guimarães2013-06-01
* Translated using Weblate (Portuguese (Brazil))Frederico Guimarães2013-05-13
* Update po filesPilzAdam2013-05-13
* Translated using Weblate (Portuguese (Brazil))Frederico Guimarães2013-05-01
* Translation to Portuguese of Brazil for Minetesteduardojsm2013-04-22
span> 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. */ #ifndef HUD_HEADER #define HUD_HEADER #include "irrlichttypes_extrabloated.h" #include <string> #define HUD_DIR_LEFT_RIGHT 0 #define HUD_DIR_RIGHT_LEFT 1 #define HUD_DIR_TOP_BOTTOM 2 #define HUD_DIR_BOTTOM_TOP 3 #define HUD_CORNER_UPPER 0 #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, whether to draw the item 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 #define HUD_PARAM_HOTBAR_SELECTED_IMAGE 3 #define HUD_HOTBAR_ITEMCOUNT_DEFAULT 8 #define HUD_HOTBAR_ITEMCOUNT_MAX 23 #define HOTBAR_IMAGE_SIZE 48 enum HudElementType { HUD_ELEM_IMAGE = 0, HUD_ELEM_TEXT = 1, HUD_ELEM_STATBAR = 2, HUD_ELEM_INVENTORY = 3, HUD_ELEM_WAYPOINT = 4, }; enum HudElementStat { HUD_STAT_POS = 0, HUD_STAT_NAME, HUD_STAT_SCALE, HUD_STAT_TEXT, HUD_STAT_NUMBER, HUD_STAT_ITEM, HUD_STAT_DIR, HUD_STAT_ALIGN, HUD_STAT_OFFSET, HUD_STAT_WORLD_POS, HUD_STAT_SIZE }; struct HudElement { HudElementType type; v2f pos; std::string name; v2f scale; std::string text; u32 number; 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; Hud(video::IVideoDriver *driver,scene::ISceneManager* smgr, gui::IGUIEnvironment* guienv, IGameDef *gamedef, LocalPlayer *player, Inventory *inventory); ~Hud(); void drawHotbar(u16 playeritem); void resizeHotbar(); void drawCrosshair(); void drawSelectionMesh(); void updateSelectionMesh(const v3s16 &camera_offset); std::vector<aabb3f> *getSelectionBoxes() { return &m_selection_boxes; } void setSelectionPos(const v3f &pos, const v3s16 &camera_offset); v3f getSelectionPos() const { return m_selection_pos; } void setSelectionMeshColor(const video::SColor &c) { m_selection_mesh_color = c; } void drawLuaElements(const 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, v2s32 screen_offset, s32 itemcount, s32 inv_offset, InventoryList *mainlist, u16 selectitem, u16 direction); void drawItem(const ItemStack &item, const core::rect<s32>& rect, bool selected); float m_hud_scaling; // cached minetest setting v3s16 m_camera_offset; v2u32 m_screensize; v2s32 m_displaycenter; s32 m_hotbar_imagesize; // Takes hud_scaling into account, updated by resizeHotbar() s32 m_padding; // Takes hud_scaling into account, updated by resizeHotbar() video::SColor hbar_colors[4]; std::vector<aabb3f> m_selection_boxes; std::vector<aabb3f> m_halo_boxes; v3f m_selection_pos; v3f m_selection_pos_with_offset; scene::IMesh* m_selection_mesh; video::SColor m_selection_mesh_color; video::SMaterial m_selection_material; bool m_use_selection_mesh; }; enum ItemRotationKind { IT_ROT_SELECTED, IT_ROT_HOVERED, IT_ROT_DRAGGED, IT_ROT_NONE, // Must be last, also serves as number }; void drawItemStack(video::IVideoDriver *driver, gui::IGUIFont *font, const ItemStack &item, const core::rect<s32> &rect, const core::rect<s32> *clip, IGameDef *gamedef, ItemRotationKind rotation_kind); #endif #endif