Esempio n. 1
0
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, 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, hotbar_itemcount/2, 0, mainlist, playeritem + 1, 0);
			drawItems(secondpos, 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, "heart.png",
				player->getBreath(), v2s32(25,-(48+24+10)), v2s32(24,24));
	////////////////////////////////////////////////////////////////////////////
}
Esempio n. 2
0
void Hud::drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem, s32 breath) {
	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 padding = hotbar_imagesize / 12;
	s32 width = hotbar_itemcount * (hotbar_imagesize + padding * 2);
	v2s32 pos = centerlowerpos - v2s32(width / 2, hotbar_imagesize + padding * 3);
	
	if (player->hud_flags & HUD_FLAG_HOTBAR_VISIBLE)
		drawItem(pos, hotbar_imagesize, hotbar_itemcount, mainlist, playeritem + 1, 0);
	if (player->hud_flags & HUD_FLAG_HEALTHBAR_VISIBLE)
		drawStatbar(pos - v2s32(0, 4), HUD_CORNER_LOWER, HUD_DIR_LEFT_RIGHT,
				"heart.png", halfheartcount, v2s32(0, 0));
	if (player->hud_flags & HUD_FLAG_BREATHBAR_VISIBLE && breath <= 10)
		drawStatbar(pos - v2s32(-180, 4), HUD_CORNER_LOWER, HUD_DIR_LEFT_RIGHT,
				"bubble.png", breath*2, v2s32(0, 0));
}
Esempio n. 3
0
void Hud::drawLuaElements(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);
				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);
				std::wstring text = narrow_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, 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 = narrow_to_wide(e->name);
				font->draw(text.c_str(), size + pos, color);
				std::ostringstream os;
				os<<distance<<e->text;
				text = narrow_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;
		}
	}
}