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path: root/src/hud.cpp
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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 "hud.h"
#include "settings.h"
#include "util/numeric.h"
#include "log.h"
#include "client.h"
#include "inventory.h"
#include "client/tile.h"
#include "localplayer.h"
#include "camera.h"
#include "porting.h"
#include "fontengine.h"
#include "guiscalingfilter.h"
#include "mesh.h"
#include "wieldmesh.h"
#include <IGUIStaticText.h>

#ifdef HAVE_TOUCHSCREENGUI
#include "touchscreengui.h"
#endif

Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr,
		gui::IGUIEnvironment* guienv, Client *client, LocalPlayer *player,
		Inventory *inventory)
{
	this->driver      = driver;
	this->smgr        = smgr;
	this->guienv      = guienv;
	this->client      = client;
	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 *= m_hud_scaling;
	m_padding = m_hotbar_imagesize / 12;

	for (unsigned int i = 0; i < 4; i++)
		hbar_colors[i] = video::SColor(255, 255, 255, 255);

	tsrc = client->getTextureSource();

	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);

	use_crosshair_image = tsrc->isKnownSourceImage("crosshair.png");

	hotbar_image = "";
	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_setting = g_settings->get("node_highlighting");

	if (mode_setting == "halo") {
		m_mode = HIGHLIGHT_HALO;
	} else if (mode_setting == "none") {
		m_mode = HIGHLIGHT_NONE;
	} else {
		m_mode = HIGHLIGHT_BOX;
	}

	m_selection_material.Lighting = false;

	if (g_settings->getBool("enable_shaders")) {
		IShaderSource *shdrsrc = client->getShaderSource();
		u16 shader_id = shdrsrc->getShader(
			m_mode == HIGHLIGHT_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 (m_mode == HIGHLIGHT_BOX) {
		m_selection_material.Thickness =
			rangelim(g_settings->getS16("selectionbox_width"), 1, 5);
	} else if (m_mode == HIGHLIGHT_HALO) {
		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;
	}
}

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) {
				core::rect<s32> imgrect2 = rect;
				imgrect2.UpperLeftCorner.X  -= (m_padding*2);
				imgrect2.UpperLeftCorner.Y  -= (m_padding*2);
				imgrect2.LowerRightCorner.X += (m_padding*2);
				imgrect2.LowerRightCorner.Y += (m_padding*2);
					video::ITexture *texture = tsrc->getTexture(hotbar_selected_image);
					core::dimension2di imgsize(texture->getOriginalSize());
				draw2DImageFilterScaled(driver, texture, imgrect2,
						core::rect<s32>(core::position2d<s32>(0,0), imgsize),
						NULL, hbar_colors, true);
			} else {
				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 - m_padding, y1 - m_padding),
					v2s32(x2 + m_padding, y1)
					), NULL);
				driver->draw2DRectangle(c_outside,
					core::rect<s32>(
					v2s32(x1 - m_padding, y2),
					v2s32(x2 + m_padding, y2 + m_padding)
					), NULL);
				driver->draw2DRectangle(c_outside,
					core::rect<s32>(
					v2s32(x1 - m_padding, y1),
						v2s32(x1, y2)
					), NULL);
				driver->draw2DRectangle(c_outside,
					core::rect<s32>(
						v2s32(x2, y1),
					v2s32(x2 + m_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);
		if (!use_hotbar_image)
			driver->draw2DRectangle(bgcolor2, rect, NULL);
		drawItemStack(driver, g_fontengine->getFont(), item, rect, NULL,
			client, selected ? IT_ROT_SELECTED : IT_ROT_NONE);
	}

//NOTE: selectitem = 0 -> no selected; selectitem 1-based
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 && inv_offset == 0)
		g_touchscreengui->resetHud();
#endif

	s32 height  = 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) {
		s32 tmp = height;
		height = width;
		width = tmp;
	}

	// Position of upper left corner of bar
	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 != "")
			use_hotbar_image = tsrc->isKnownSourceImage(hotbar_image);
		else
			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 != "")
			use_hotbar_selected_image = tsrc->isKnownSourceImage(hotbar_selected_image);
		else
			use_hotbar_selected_image = false;
	}

	// 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);
		core::rect<s32> rect2 = imgrect2 + pos;
		video::ITexture *texture = tsrc->getTexture(hotbar_image);
		core::dimension2di imgsize(texture->getOriginalSize());
		draw2DImageFilterScaled(driver, texture, rect2,
			core::rect<s32>(core::position2d<s32>(0,0), imgsize),
			NULL, hbar_colors, true);
	}

	// 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;

		v2s32 steppos;
		switch (direction) {
		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);

#ifdef HAVE_TOUCHSCREENGUI
		if (g_touchscreengui)
			g_touchscreengui->registerHudItem(i, (imgrect + pos + steppos));
#endif
	}
}


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++) {
		HudElement *e = player->getHud(i);
		if (!e)
			continue;

		v2s32 pos(floor(e->pos.X * (float) m_screensize.X + 0.5),
				floor(e->pos.Y * (float) m_screensize.Y + 0.5));
		switch (e->type) {
			case HUD_ELEM_IMAGE: {
				video::ITexture *texture = tsrc->getTexture(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());
				v2s32 dstsize(imgsize.Width * e->scale.X,
				              imgsize.Height * e->scale.Y);
				if (e->scale.X < 0)
					dstsize.X = m_screensize.X * (e->scale.X * -0.01);
				if (e->scale.Y < 0)
					dstsize.Y = m_screensize.Y * (e->scale.Y * -0.01);
				v2s32 offset((e->align.X - 1.0) * dstsize.X / 2,
				             (e->align.Y - 1.0) * dstsize.Y / 2);
				core::rect<s32> rect(0, 0, dstsize.X, dstsize.Y);
				rect += pos + offset + v2s32(e->offset.X, e->offset.Y);
				draw2DImageFilterScaled(driver, 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);
				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));
				v2s32 offs(e->offset.X, e->offset.Y);
				font->draw(text.c_str(), size + pos + offset + offs, color);
				break; }
			case HUD_ELEM_STATBAR: {
				v2s32 offs(e->offset.X, e->offset.Y);
				drawStatbar(pos, HUD_CORNER_UPPER, e->dir, e->text, e->number, offs, e->size);
				break; }
			case HUD_ELEM_INVENTORY: {
				InventoryList *inv = inventory->getList(e->text);
				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;
				v3f w_pos = e->world_pos * BS;
				float distance = floor(10 * p_pos.getDistanceFrom(e->world_pos)) / 10;
				scene::ICameraSceneNode* camera = smgr->getActiveCamera();
				w_pos -= intToFloat(camera_offset, BS);
				core::matrix4 trans = camera->getProjectionMatrix();
				trans *= camera->getViewMatrix();
				f32 transformed_pos[4] = { w_pos.X, w_pos.Y, w_pos.Z, 1.0f };
				trans.multiplyWith1x4Matrix(transformed_pos);
				if (transformed_pos[3] < 0)
					break;
				f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
					core::reciprocal(transformed_pos[3]);
				pos.X = m_screensize.X * (0.5 * transformed_pos[0] * zDiv + 0.5);
				pos.Y = m_screensize.Y * (0.5 - transformed_pos[1] * zDiv * 0.5);
				video::SColor color(255, (e->number >> 16) & 0xFF,
										 (e->number >> 8)  & 0xFF,
										 (e->number >> 0)  & 0xFF);
				core::rect<s32> size(0, 0, 200, 2 * text_height);
				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 = unescape_enriched(utf8_to_wide(os.str()));
				pos.Y += text_height;
				font->draw(text.c_str(), size + pos, color);
				break; }
			default:
				infostream << "Hud::drawLuaElements: ignoring drawform " << e->type <<
					" of hud element ID " << i << " due to unrecognized type" << std::endl;
		}
	}
}


void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture,
		s32 count, v2s32 offset, v2s32 size)
{
	const video::SColor color(255, 255, 255, 255);
	const video::SColor colors[] = {color, color, color, color};

	video::ITexture *stat_texture = tsrc->getTexture(texture);
	if (!stat_texture)
		return;

	core::dimension2di srcd(stat_texture->getOriginalSize());
	core::dimension2di dstd;
	if (size == v2s32()) {
		dstd = srcd;
	} else {
		float size_factor = m_hud_scaling * porting::getDisplayDensity();
		dstd.Height = size.Y * size_factor;
		dstd.Width  = size.X * size_factor;
		offset.X *= size_factor;
		offset.Y *= size_factor;
	}

	v2s32 p = pos;
	if (corner & HUD_CORNER_LOWER)
		p -= dstd.Height;

	p += offset;

	v2s32 steppos;
	switch (drawdir) {
		case HUD_DIR_RIGHT_LEFT:
			steppos = v2s32(-1, 0);
			break;
		case HUD_DIR_TOP_BOTTOM:
			steppos = v2s32(0, 1);
			break;
		case HUD_DIR_BOTTOM_TOP:
			steppos = v2s32(0, -1);
			break;
		default:
			steppos = v2s32(1, 0);
	}
	steppos.X *= dstd.Width;
	steppos.Y *= dstd.Height;

	for (s32 i = 0; i < count / 2; i++)
	{
		core::rect<s32> srcrect(0, 0, srcd.Width, srcd.Height);
		core::rect<s32> dstrect(0,0, dstd.Width, dstd.Height);

		dstrect += p;
		draw2DImageFilterScaled(driver, stat_texture, dstrect, srcrect, NULL, colors, true);
		p += steppos;
	}

	if (count % 2 == 1)
	{
		core::rect<s32> srcrect(0, 0, srcd.Width / 2, srcd.Height);
		core::rect<s32> dstrect(0,0, dstd.Width / 2, dstd.Height);

		dstrect += p;
		draw2DImageFilterScaled(driver, stat_texture, dstrect, srcrect, NULL, colors, true);
	}
}


void Hud::drawHotbar(u16 playeritem) {

	v2s32 centerlowerpos(m_displaycenter.X, m_screensize.Y);

	InventoryList *mainlist = inventory->getList("main");
	if (mainlist == NULL) {
		//silently ignore this we may not be initialized completely
		return;
	}

	s32 hotbar_itemcount = player->hud_hotbar_itemcount;
	s32 width = hotbar_itemcount * (m_hotbar_imagesize + m_padding * 2);
	v2s32 pos = centerlowerpos - v2s32(width / 2, m_hotbar_imagesize + m_padding * 3);

	if ( (float) width / (float) porting::getWindowSize().X <=
			g_settings->getFloat("hud_hotbar_max_width")) {
		if (player->hud_flags & HUD_FLAG_HOTBAR_VISIBLE) {
			drawItems(pos, v2s32(0, 0), hotbar_itemcount, 0, mainlist, playeritem + 1, 0);
		}
	} 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, 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);
		}
	}

	//////////////////////////// compatibility code to be removed //////////////
	// this is ugly as hell but there's no other way to keep compatibility to
	// old servers
	if ((player->hud_flags & HUD_FLAG_HEALTHBAR_VISIBLE)) {
		drawStatbar(v2s32(floor(0.5 * (float)m_screensize.X + 0.5),
			floor(1 * (float) m_screensize.Y + 0.5)),
			HUD_CORNER_UPPER, 0, "heart.png",
			player->hp, v2s32((-10*24)-25,-(48+24+10)), v2s32(24,24));
	}

	if ((player->hud_flags & HUD_FLAG_BREATHBAR_VISIBLE) &&
			(player->getBreath() < 11)) {
		drawStatbar(v2s32(floor(0.5 * (float)m_screensize.X + 0.5),
			floor(1 * (float) m_screensize.Y + 0.5)),
			HUD_CORNER_UPPER, 0, "bubble.png",
			player->getBreath(), v2s32(25,-(48+24+10)), v2s32(24,24));
	}
	////////////////////////////////////////////////////////////////////////////
}


void Hud::drawCrosshair()
{
	if (use_crosshair_image) {
		video::ITexture *crosshair = tsrc->getTexture("crosshair.png");
		v2u32 size  = crosshair->getOriginalSize();
		v2s32 lsize = v2s32(m_displaycenter.X - (size.X / 2),
				m_displaycenter.Y - (size.Y / 2));
		driver->draw2DImage(crosshair, lsize,
				core::rect<s32>(0, 0, size.X, size.Y),
				0, crosshair_argb, true);
	} else {
		driver->draw2DLine(m_displaycenter - v2s32(10, 0),
				m_displaycenter + v2s32(10, 0), crosshair_argb);
		driver->draw2DLine(m_displaycenter - v2s32(0, 10),
				m_displaycenter + v2s32(0, 10), crosshair_argb);
	}
}

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::drawSelectionMesh()
{
	if (m_mode == HIGHLIGHT_BOX) {
		// 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_mode == HIGHLIGHT_HALO && m_selection_mesh) {
		// Draw selection mesh
		video::SMaterial oldmaterial = driver->getMaterial2D();
		driver->setMaterial(m_selection_material);
		setMeshColor(m_selection_mesh, m_selection_mesh_color);
		video::SColor face_color(0,
			MYMIN(255, m_selection_mesh_color.getRed() * 1.5),
			MYMIN(255, m_selection_mesh_color.getGreen() * 1.5),
			MYMIN(255, m_selection_mesh_color.getBlue() * 1.5));
		setMeshColorByNormal(m_selection_mesh, m_selected_face_normal,
			face_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_mode != HIGHLIGHT_HALO)
		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 *= 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 {
	u64 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,
		Client *client,
		ItemRotationKind rotation_kind)
{
	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(client->idef());
	ItemMesh *imesh = client->idef()->getWieldMesh(def.name, client);

	if (imesh && imesh->mesh) {
		scene::IMesh *mesh = imesh->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 = porting::getTimeMs();
			} else {
				delta = porting::getDeltaMs(ti.time, porting::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));
		}

		driver->setTransform(video::ETS_WORLD, matrix);
		driver->setViewPort(rect);

		video::SColor basecolor =
			client->idef()->getItemstackColor(item, client);

		u32 mc = mesh->getMeshBufferCount();
		for (u32 j = 0; j < mc; ++j) {
			scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
			// we can modify vertices relatively fast,
			// because these meshes are not buffered.
			assert(buf->getHardwareMappingHint_Vertex() == scene::EHM_NEVER);
			video::SColor c = basecolor;
			if (imesh->buffer_colors.size() > j) {
				ItemPartColor *p = &imesh->buffer_colors[j];
				if (p->override_base)
					c = p->color;
			}
			if (imesh->needs_shading)
				colorizeMeshBuffer(buf, &c);
			else
				setMeshBufferColor(buf, c);
			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)
	{
		// Draw a progressbar
		float barheight = rect.getHeight()/16;
		float barpad_x = rect.getWidth()/16;
		float barpad_y = rect.getHeight()/16;
		core::rect<s32> progressrect(
			rect.UpperLeftCorner.X + barpad_x,
			rect.LowerRightCorner.Y - barpad_y - barheight,
			rect.LowerRightCorner.X - barpad_x,
			rect.LowerRightCorner.Y - barpad_y);

		// Shrink progressrect by amount of tool damage
		float wear = item.wear / 65535.0;
		int progressmid =
			wear * progressrect.UpperLeftCorner.X +
			(1-wear) * progressrect.LowerRightCorner.X;

		// Compute progressbar color
		//   wear = 0.0: green
		//   wear = 0.5: yellow
		//   wear = 1.0: red
		video::SColor color(255,255,255,255);
		int wear_i = MYMIN(floor(wear * 600), 511);
		wear_i = MYMIN(wear_i + 10, 511);
		if(wear_i <= 255)
			color.set(255, wear_i, 255, 0);
		else
			color.set(255, 255, 511-wear_i, 0);

		core::rect<s32> progressrect2 = progressrect;
		progressrect2.LowerRightCorner.X = progressmid;
		driver->draw2DRectangle(color, progressrect2, clip);

		color = video::SColor(255,0,0,0);
		progressrect2 = progressrect;
		progressrect2.UpperLeftCorner.X = progressmid;
		driver->draw2DRectangle(color, progressrect2, clip);
	}

	if(font != NULL && item.count >= 2)
	{
		// Get the item count as a string
		std::string text = itos(item.count);
		v2u32 dim = font->getDimension(utf8_to_wide(text).c_str());
		v2s32 sdim(dim.X,dim.Y);

		core::rect<s32> rect2(
			/*rect.UpperLeftCorner,
			core::dimension2d<u32>(rect.getWidth(), 15)*/
			rect.LowerRightCorner - sdim,
			sdim
		);

		video::SColor bgcolor(128,0,0,0);
		driver->draw2DRectangle(bgcolor, rect2, clip);

		video::SColor color(255,255,255,255);
		font->draw(text.c_str(), rect2, color, false, false, clip);
	}
}
> mregnode.advtrains.on_train_approach(pos, train_id, train, index, has_entered, lzbdata) end -- call other registered callbacks run_callbacks_approach_node(pos, train_id, train, index, has_entered, lzbdata) end -- === te callback definition for tnc node callbacks === advtrains.te_register_on_new_path(function(id, train) train.tnc = { old_index = atround(train.index), old_end_index = atround(train.end_index), } --atdebug(id,"tnc init",train.index,train.end_index) end) advtrains.te_register_on_update(function(id, train) local new_index = atround(train.index) local new_end_index = atround(train.end_index) local old_index = train.tnc.old_index local old_end_index = train.tnc.old_end_index while old_index < new_index do old_index = old_index + 1 local pos = advtrains.round_vector_floor_y(advtrains.path_get(train,old_index)) tnc_call_enter_callback(pos, id, train, old_index) end while old_end_index < new_end_index do local pos = advtrains.round_vector_floor_y(advtrains.path_get(train,old_end_index)) tnc_call_leave_callback(pos, id, train, old_end_index) old_end_index = old_end_index + 1 end train.tnc.old_index = new_index train.tnc.old_end_index = new_end_index end) advtrains.te_register_on_create(function(id, train) local index = atround(train.index) local end_index = atround(train.end_index) while end_index <= index do local pos = advtrains.round_vector_floor_y(advtrains.path_get(train,end_index)) tnc_call_enter_callback(pos, id, train, end_index) end_index = end_index + 1 end --atdebug(id,"tnc create",train.index,train.end_index) end) advtrains.te_register_on_remove(function(id, train) local index = atround(train.index) local end_index = atround(train.end_index) while end_index <= index do local pos = advtrains.round_vector_floor_y(advtrains.path_get(train,end_index)) tnc_call_leave_callback(pos, id, train, end_index) end_index = end_index + 1 end --atdebug(id,"tnc remove",train.index,train.end_index) end) --returns new id function advtrains.create_new_train_at(pos, connid, ioff, trainparts) local new_id=advtrains.random_id() while advtrains.trains[new_id] do new_id=advtrains.random_id() end--ensure uniqueness local t={} t.id = new_id t.last_pos=pos t.last_connid=connid t.last_frac=ioff --t.tarvelocity=0 t.velocity=0 t.trainparts=trainparts advtrains.trains[new_id] = t --atdebug("Created new train:",t) if not advtrains.train_ensure_init(new_id, advtrains.trains[new_id]) then atwarn("create_new_train_at",pos,connid,"failed! This might lead to temporary bugs.") return end run_callbacks_create(new_id, advtrains.trains[new_id]) return new_id end function advtrains.remove_train(id) local train = advtrains.trains[id] if not advtrains.train_ensure_init(id, train) then atwarn("remove_train",id,"failed! This might lead to temporary bugs.") return end run_callbacks_remove(id, train) advtrains.path_invalidate(train, true) advtrains.couple_invalidate(train) local tp = train.trainparts --atdebug("Removing train",id,"leftover trainparts:",tp) advtrains.trains[id] = nil return tp end function advtrains.add_wagon_to_train(wagon_id, train_id, index) local train=advtrains.trains[train_id] if not advtrains.train_ensure_init(train_id, train) then atwarn("Train",train_id,"is not initialized! Operation aborted!") return end if index then table.insert(train.trainparts, index, wagon_id) else table.insert(train.trainparts, wagon_id) end advtrains.update_trainpart_properties(train_id) recalc_end_index(train) run_callbacks_update(train_id, train) end -- Note: safe_decouple_wagon() has been moved to wagons.lua -- this function sets wagon's pos_in_train(parts) properties and train's max_speed and drives_on (and more) function advtrains.update_trainpart_properties(train_id, invert_flipstate) local train=advtrains.trains[train_id] train.drives_on=advtrains.merge_tables(advtrains.all_tracktypes) --FIX: deep-copy the table!!! train.max_speed=20 train.extent_h = 0; local rel_pos=0 local count_l=0 local shift_dcpl_lock=false for i, w_id in ipairs(train.trainparts) do local data = advtrains.wagons[w_id] -- 1st: update wagon data (pos_in_train a.s.o) if data then local wagon = advtrains.wagon_prototypes[data.type or data.entity_name] if not wagon then atwarn("Wagon '",data.type,"' couldn't be found. Please check that all required modules are loaded!") wagon = advtrains.wagon_prototypes["advtrains:wagon_placeholder"] end rel_pos=rel_pos+wagon.wagon_span data.train_id=train_id data.pos_in_train=rel_pos data.pos_in_trainparts=i if wagon.is_locomotive then count_l=count_l+1 end if invert_flipstate then data.wagon_flipped = not data.wagon_flipped shift_dcpl_lock, data.dcpl_lock = data.dcpl_lock, shift_dcpl_lock end rel_pos=rel_pos+wagon.wagon_span if wagon.drives_on then for k,_ in pairs(train.drives_on) do if not wagon.drives_on[k] then train.drives_on[k]=nil end end end train.max_speed=math.min(train.max_speed, wagon.max_speed) train.extent_h = math.max(train.extent_h, wagon.extent_h or 1); end end train.trainlen = rel_pos train.locomotives_in_train = count_l end local ablkrng = advtrains.wagon_load_range -- This function checks whether entities need to be spawned for certain wagons, and spawns them. -- Called from train_step_*(), not required to check init. function advtrains.spawn_wagons(train_id) local train = advtrains.trains[train_id] for i = 1, #train.trainparts do local w_id = train.trainparts[i] local data = advtrains.wagons[w_id] if data then if data.train_id ~= train_id then atwarn("Train",train_id,"Wagon #",i,": Saved train ID",data.train_id,"did not match!") data.train_id = train_id end if not advtrains.wagon_objects[w_id] or not advtrains.wagon_objects[w_id]:get_yaw() then -- eventually need to spawn new object. check if position is loaded. local index = advtrains.path_get_index_by_offset(train, train.index, -data.pos_in_train) local pos = advtrains.path_get(train, atfloor(index)) if advtrains.position_in_range(pos, ablkrng) then --atdebug("wagon",w_id,"spawning") local wt = advtrains.get_wagon_prototype(data) local wagon = minetest.add_entity(pos, wt):get_luaentity() wagon:set_id(w_id) end end else atwarn("Train",train_id,"Wagon #",1,": A wagon with id",w_id,"does not exist! Wagon will be removed from train.") table.remove(train.trainparts, i) i = i - 1 end end end function advtrains.split_train_at_index(train, index) -- this function splits a train at index, creating a new train from the back part of the train. --atdebug("split_train_at_index invoked on",train.id,"index",index) local train_id=train.id if index > #train.trainparts then -- index specified too long return end local w_id = train.trainparts[index] local data = advtrains.wagons[w_id] local _, wagon = advtrains.get_wagon_prototype(data) if not advtrains.train_ensure_init(train_id, train) then atwarn("Train",train_id,"is not initialized! Operation aborted!") return end -- make sure that the train is fully on track before splitting. May cause problems otherwise if train.index > train.path_trk_f or train.end_index < train.path_trk_b then atwarn("Train",train_id,": cannot split train because it is off track!") return end local p_index=advtrains.path_get_index_by_offset(train, train.index, - data.pos_in_train + wagon.wagon_span) local pos, connid, frac = advtrains.path_getrestore(train, p_index) --atdebug("new train position p_index",p_index,"pos",pos,"connid",connid,"frac",frac) local tp = {} for k,v in ipairs(train.trainparts) do if k >= index then table.insert(tp, v) train.trainparts[k] = nil end end advtrains.update_trainpart_properties(train_id) recalc_end_index(train) --atdebug("old train index",train.index,"end_index",train.end_index) run_callbacks_update(train_id, train) --create subtrain local newtrain_id=advtrains.create_new_train_at(pos, connid, frac, tp) local newtrain=advtrains.trains[newtrain_id] --atdebug("new train created with ID",newtrain_id,"index",newtrain.index,"end_index",newtrain.end_index) newtrain.velocity=train.velocity -- copy various properties from the old to the new train newtrain.door_open = train.door_open newtrain.text_outside = train.text_outside newtrain.text_inside = train.text_inside newtrain.line = train.line newtrain.routingcode = train.routingcode newtrain.speed_restriction = train.speed_restriction newtrain.speed_restrictions_t = table.copy(train.speed_restrictions_t or {main=train.speed_restriction}) newtrain.is_shunt = train.is_shunt newtrain.points_split = advtrains.merge_tables(train.points_split) newtrain.autocouple = train.autocouple return newtrain_id -- return new train ID, so new train can be manipulated end function advtrains.invert_train(train_id) local train=advtrains.trains[train_id] if not advtrains.train_ensure_init(train_id, train) then atwarn("Train",train_id,"is not initialized! Operation aborted!") return end advtrains.path_setrestore(train, true) -- rotate some other stuff if train.door_open then train.door_open = - train.door_open end if train.atc_command then train.atc_arrow = not train.atc_arrow end advtrains.path_invalidate(train, true) advtrains.couple_invalidate(train) local old_trainparts=train.trainparts train.trainparts={} for k,v in ipairs(old_trainparts) do table.insert(train.trainparts, 1, v)--notice insertion at first place end advtrains.update_trainpart_properties(train_id, true) -- recalculate path advtrains.train_ensure_init(train_id, train) -- If interlocking present, check whether this train is in a section and then set as shunt move after reversion if advtrains.interlocking and train.il_sections and #train.il_sections > 0 then train.is_shunt = true advtrains.speed.set_restriction(train, "main", advtrains.SHUNT_SPEED_MAX) else train.is_shunt = false advtrains.speed.set_restriction(train, "main", -1) end end -- returns: train id, index of one of the trains that stand at this position. function advtrains.get_train_at_pos(pos) local t = advtrains.occ.get_trains_at(pos) for tid,idx in pairs(t) do return tid, idx end end -- ehm... I never adapted this function to the new path system ?! function advtrains.invalidate_all_paths(pos) local tab if pos then -- if position given, check occupation system tab = advtrains.occ.get_trains_over(pos) else tab = advtrains.trains end for id, _ in pairs(tab) do advtrains.invalidate_path(id) end end -- Calls invalidate_path_ahead on all trains occupying (having paths over) this node -- Can be called during train step. function advtrains.invalidate_all_paths_ahead(pos) local tab = advtrains.occ.get_trains_over(pos) for id,index in pairs(tab) do local train = advtrains.trains[id] advtrains.path_invalidate_ahead(train, index, true) end end function advtrains.invalidate_path(id) --atdebug("Path invalidate:",id) local v=advtrains.trains[id] if not v then return end advtrains.path_invalidate(v) advtrains.couple_invalidate(v) v.dirty = true end --not blocking trains group if minetest.settings:get_bool("advtrains_forgiving_collision") then function advtrains.train_collides(node) if node and minetest.registered_nodes[node.name] then local ndef = minetest.registered_nodes[node.name] -- if the node is drawtype normal (that is a full cube) then it does collide if ndef.drawtype == "normal" then -- except if it is not_blocking_trains if ndef.groups.not_blocking_trains and ndef.groups.not_blocking_trains ~= 0 then return false end return true end end return false end else function advtrains.train_collides(node) if node and minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].walkable then if not minetest.registered_nodes[node.name].groups.not_blocking_trains then return true end end return false end local nonblocknodes={ "default:fence_wood", "default:fence_acacia_wood", "default:fence_aspen_wood", "default:fence_pine_wood", "default:fence_junglewood", "default:torch", "bones:bones", "default:sign_wall", "signs:sign_wall", "signs:sign_wall_blue", "signs:sign_wall_brown", "signs:sign_wall_orange", "signs:sign_wall_green", "signs:sign_yard", "signs:sign_wall_white_black", "signs:sign_wall_red", "signs:sign_wall_white_red", "signs:sign_wall_yellow", "signs:sign_post", "signs:sign_hanging", } minetest.after(0, function() for _,name in ipairs(nonblocknodes) do if minetest.registered_nodes[name] then minetest.registered_nodes[name].groups.not_blocking_trains=1 end end end) end