Added support for alignment in HUD items
parent
58ded5cd27
commit
7c37b1891a
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@ -409,6 +409,9 @@ ranging in value from 0 to 1.
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The name field is not yet used, but should contain a description of what the HUD element represents.
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The direction field is the direction in which something is drawn.
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0 draws from left to right, 1 draws from right to left, 2 draws from top to bottom, and 3 draws from bottom to top.
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The alignment field specifies how the item will be aligned. It ranges from -1 to 1,
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with 0 being the center, -1 is moved to the left/up, and 1 is to the right/down. Fractional
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values can be used.
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Below are the specific uses for fields in each type; fields not listed for that type are ignored.
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Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.
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@ -418,6 +421,7 @@ Note: Future revisions to the HUD API may be incompatible; the HUD API is still
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- scale: The scale of the image, with 1 being the original texture size.
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Only the X coordinate scale is used.
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- text: The name of the texture that is displayed.
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- alignment: The alignment of the image.
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- text
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Displays text on the HUD.
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- scale: Defines the bounding rectangle of the text.
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@ -425,6 +429,7 @@ Note: Future revisions to the HUD API may be incompatible; the HUD API is still
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- text: The text to be displayed in the HUD element.
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- number: An integer containing the RGB value of the color used to draw the text.
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Specify 0xFFFFFF for white text, 0xFF0000 for red, and so on.
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- alignment: The alignment of the text.
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- statbar
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Displays a horizontal bar made up of half-images.
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- text: The name of the texture that is used.
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@ -1857,4 +1862,6 @@ HUD Definition (hud_add, hud_get)
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^ Selected item in inventory. 0 for no item selected.
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direction = 0,
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^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
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alignment = {x=0, y=0},
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^ See "HUD Element Types"
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}
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@ -2054,6 +2054,7 @@ void Client::ProcessData(u8 *data, u32 datasize, u16 sender_peer_id)
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u32 number = readU32(is);
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u32 item = readU32(is);
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u32 dir = readU32(is);
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v2f align = readV2F1000(is);
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ClientEvent event;
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event.type = CE_HUDADD;
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@ -2066,6 +2067,7 @@ void Client::ProcessData(u8 *data, u32 datasize, u16 sender_peer_id)
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event.hudadd.number = number;
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event.hudadd.item = item;
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event.hudadd.dir = dir;
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event.hudadd.align = new v2f(align);
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m_client_event_queue.push_back(event);
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}
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else if(command == TOCLIENT_HUDRM)
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@ -230,6 +230,7 @@ struct ClientEvent
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u32 number;
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u32 item;
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u32 dir;
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v2f *align;
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} hudadd;
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struct{
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u32 id;
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@ -452,6 +452,7 @@ enum ToClientCommand
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u32 number
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u32 item
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u32 dir
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v2f1000 align
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*/
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TOCLIENT_HUDRM = 0x50,
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@ -2106,6 +2106,7 @@ void the_game(
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delete event.hudadd.name;
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delete event.hudadd.scale;
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delete event.hudadd.text;
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delete event.hudadd.align;
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continue;
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}
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@ -2118,6 +2119,7 @@ void the_game(
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e->number = event.hudadd.number;
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e->item = event.hudadd.item;
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e->dir = event.hudadd.dir;
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e->align = *event.hudadd.align;
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if (id == nhudelem)
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player->hud.push_back(e);
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@ -2128,6 +2130,7 @@ void the_game(
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delete event.hudadd.name;
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delete event.hudadd.scale;
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delete event.hudadd.text;
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delete event.hudadd.align;
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}
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else if (event.type == CE_HUDRM)
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{
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@ -2169,6 +2172,9 @@ void the_game(
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case HUD_STAT_DIR:
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e->dir = event.hudchange.data;
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break;
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case HUD_STAT_ALIGN:
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e->align = *event.hudchange.v2fdata;
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break;
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}
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delete event.hudchange.v2fdata;
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@ -186,6 +186,9 @@ void Hud::drawLuaElements() {
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core::rect<s32> rect(0, 0, imgsize.Width * e->scale.X,
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imgsize.Height * e->scale.X);
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rect += pos;
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v2s32 offset((e->align.X - 1.0) * ((imgsize.Width * e->scale.X) / 2),
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(e->align.Y - 1.0) * ((imgsize.Height * e->scale.X) / 2));
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rect += offset;
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driver->draw2DImage(texture, rect,
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core::rect<s32>(core::position2d<s32>(0,0), imgsize),
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NULL, colors, true);
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@ -195,7 +198,11 @@ void Hud::drawLuaElements() {
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(e->number >> 8) & 0xFF,
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(e->number >> 0) & 0xFF);
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core::rect<s32> size(0, 0, e->scale.X, text_height * e->scale.Y);
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font->draw(narrow_to_wide(e->text).c_str(), size + pos, color);
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std::wstring text = narrow_to_wide(e->text);
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core::dimension2d<u32> textsize = font->getDimension(text.c_str());
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v2s32 offset((e->align.X - 1.0) * (textsize.Width / 2),
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(e->align.Y - 1.0) * (textsize.Height / 2));
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font->draw(text.c_str(), size + pos + offset, color);
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break; }
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case HUD_ELEM_STATBAR:
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drawStatbar(pos, HUD_CORNER_UPPER, e->dir, e->text, e->number);
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@ -47,7 +47,8 @@ enum HudElementStat {
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HUD_STAT_TEXT,
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HUD_STAT_NUMBER,
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HUD_STAT_ITEM,
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HUD_STAT_DIR
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HUD_STAT_DIR,
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HUD_STAT_ALIGN
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};
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struct HudElement {
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@ -59,6 +60,7 @@ struct HudElement {
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u32 number;
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u32 item;
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u32 dir;
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v2f align;
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};
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@ -47,6 +47,7 @@ struct EnumString es_HudElementStat[] =
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{HUD_STAT_NUMBER, "number"},
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{HUD_STAT_ITEM, "item"},
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{HUD_STAT_DIR, "direction"},
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{HUD_STAT_ALIGN, "alignment"},
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{0, NULL},
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};
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@ -751,6 +752,10 @@ int ObjectRef::l_hud_add(lua_State *L)
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elem->item = getintfield_default(L, 2, "item", 0);
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elem->dir = getintfield_default(L, 2, "direction", 0);
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lua_getfield(L, 2, "alignment");
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elem->align = lua_istable(L, -1) ? read_v2f(L, -1) : v2f();
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lua_pop(L, 1);
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u32 id = get_server(L)->hudAdd(player, elem);
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if (id == (u32)-1) {
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delete elem;
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@ -833,6 +838,9 @@ int ObjectRef::l_hud_change(lua_State *L)
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case HUD_STAT_DIR:
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e->dir = lua_tonumber(L, 4);
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value = &e->dir;
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case HUD_STAT_ALIGN:
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e->align = read_v2f(L, 4);
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value = &e->align;
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}
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get_server(L)->hudChange(player, id, stat, value);
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@ -3616,6 +3616,7 @@ void Server::SendHUDAdd(u16 peer_id, u32 id, HudElement *form)
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writeU32(os, form->number);
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writeU32(os, form->item);
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writeU32(os, form->dir);
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writeV2F1000(os, form->align);
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// Make data buffer
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std::string s = os.str();
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@ -3650,6 +3651,7 @@ void Server::SendHUDChange(u16 peer_id, u32 id, HudElementStat stat, void *value
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switch (stat) {
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case HUD_STAT_POS:
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case HUD_STAT_SCALE:
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case HUD_STAT_ALIGN:
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writeV2F1000(os, *(v2f *)value);
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break;
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case HUD_STAT_NAME:
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