Wuzzy 6e1372bd89
Add support for statbar “off state” icons (#9462)
This adds support for optional “off state” icons for statbars. “off state icons” can be used to denote the lack of something, like missing hearts or bubbles.

Add "off state" textures to the builtin statbars.

Co-authored-by: SmallJoker <mk939@ymail.com>
2020-05-11 21:40:45 +02:00

907 lines
28 KiB
C++

/*
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 "client/hud.h"
#include <cmath>
#include "settings.h"
#include "util/numeric.h"
#include "log.h"
#include "client.h"
#include "inventory.h"
#include "shader.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 "client/renderingengine.h"
#ifdef HAVE_TOUCHSCREENGUI
#include "gui/touchscreengui.h"
#endif
Hud::Hud(gui::IGUIEnvironment *guienv, Client *client, LocalPlayer *player,
Inventory *inventory)
{
driver = RenderingEngine::get_video_driver();
this->guienv = guienv;
this->client = client;
this->player = player;
this->inventory = inventory;
m_hud_scaling = g_settings->getFloat("hud_scaling");
m_hotbar_imagesize = std::floor(HOTBAR_IMAGE_SIZE *
RenderingEngine::getDisplayDensity() + 0.5f);
m_hotbar_imagesize *= m_hud_scaling;
m_padding = m_hotbar_imagesize / 12;
for (auto &hbar_color : hbar_colors)
hbar_color = 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");
m_selection_boxes.clear();
m_halo_boxes.clear();
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 * RenderingEngine::getDisplayDensity();
pos.Y *= m_hud_scaling * RenderingEngine::getDisplayDensity();
pos += upperleftpos;
// Store hotbar_image in member variable, used by drawItem()
if (hotbar_image != player->hotbar_image) {
hotbar_image = player->hotbar_image;
use_hotbar_image = !hotbar_image.empty();
}
// 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;
use_hotbar_selected_image = !hotbar_selected_image.empty();
}
// 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
}
}
// Calculates screen position of waypoint. Returns true if waypoint is visible (in front of the player), else false.
bool Hud::calculateScreenPos(const v3s16 &camera_offset, HudElement *e, v2s32 *pos)
{
v3f w_pos = e->world_pos * BS;
scene::ICameraSceneNode* camera =
RenderingEngine::get_scene_manager()->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)
return false;
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);
return true;
}
void Hud::drawLuaElements(const v3s16 &camera_offset)
{
u32 text_height = g_fontengine->getTextHeight();
irr::gui::IGUIFont* font = g_fontengine->getFont();
// Reorder elements by z_index
std::vector<size_t> ids;
for (size_t i = 0; i != player->maxHudId(); i++) {
HudElement *e = player->getHud(i);
if (!e)
continue;
auto it = ids.begin();
while (it != ids.end() && player->getHud(*it)->z_index <= e->z_index)
++it;
ids.insert(it, i);
}
for (size_t i : ids) {
HudElement *e = player->getHud(i);
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_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_translate(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->text2,
e->number, e->item, 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: {
if (!calculateScreenPos(camera_offset, e, &pos))
break;
v3f p_pos = player->getPosition() / BS;
pos += v2s32(e->offset.X, e->offset.Y);
video::SColor color(255, (e->number >> 16) & 0xFF,
(e->number >> 8) & 0xFF,
(e->number >> 0) & 0xFF);
std::wstring text = unescape_translate(utf8_to_wide(e->name));
const std::string &unit = e->text;
// waypoints reuse the item field to store precision, item = precision + 1
u32 item = e->item;
float precision = (item == 0) ? 10.0f : (item - 1.f);
bool draw_precision = precision > 0;
core::rect<s32> bounds(0, 0, font->getDimension(text.c_str()).Width, (draw_precision ? 2:1) * text_height);
pos.Y += (e->align.Y - 1.0) * bounds.getHeight() / 2;
bounds += pos;
font->draw(text.c_str(), bounds + v2s32((e->align.X - 1.0) * bounds.getWidth() / 2, 0), color);
if (draw_precision) {
std::ostringstream os;
float distance = std::floor(precision * p_pos.getDistanceFrom(e->world_pos)) / precision;
os << distance << unit;
text = unescape_translate(utf8_to_wide(os.str()));
bounds.LowerRightCorner.X = bounds.UpperLeftCorner.X + font->getDimension(text.c_str()).Width;
font->draw(text.c_str(), bounds + v2s32((e->align.X - 1.0f) * bounds.getWidth() / 2, text_height), color);
}
break; }
case HUD_ELEM_IMAGE_WAYPOINT: {
if (!calculateScreenPos(camera_offset, e, &pos))
break;
}
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; }
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,
const std::string &texture, const std::string &bgtexture,
s32 count, s32 maxcount, 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;
video::ITexture *stat_texture_bg = nullptr;
if (!bgtexture.empty()) {
stat_texture_bg = tsrc->getTexture(bgtexture);
}
core::dimension2di srcd(stat_texture->getOriginalSize());
core::dimension2di dstd;
if (size == v2s32()) {
dstd = srcd;
} else {
float size_factor = m_hud_scaling * RenderingEngine::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:
// From left to right
steppos = v2s32(1, 0);
break;
}
auto calculate_clipping_rect = [] (core::dimension2di src,
v2s32 steppos) -> core::rect<s32> {
// Create basic rectangle
core::rect<s32> rect(0, 0,
src.Width - std::abs(steppos.X) * src.Width / 2,
src.Height - std::abs(steppos.Y) * src.Height / 2
);
// Move rectangle left or down
if (steppos.X == -1)
rect += v2s32(src.Width / 2, 0);
if (steppos.Y == -1)
rect += v2s32(0, src.Height / 2);
return rect;
};
// Rectangles for 1/2 the actual value to display
core::rect<s32> srchalfrect, dsthalfrect;
// Rectangles for 1/2 the "off state" texture
core::rect<s32> srchalfrect2, dsthalfrect2;
if (count % 2 == 1) {
// Need to draw halves: Calculate rectangles
srchalfrect = calculate_clipping_rect(srcd, steppos);
dsthalfrect = calculate_clipping_rect(dstd, steppos);
srchalfrect2 = calculate_clipping_rect(srcd, steppos * -1);
dsthalfrect2 = calculate_clipping_rect(dstd, steppos * -1);
}
steppos.X *= dstd.Width;
steppos.Y *= dstd.Height;
// Draw full textures
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) {
// Draw half a texture
draw2DImageFilterScaled(driver, stat_texture,
dsthalfrect + p, srchalfrect, NULL, colors, true);
if (stat_texture_bg && maxcount > count) {
draw2DImageFilterScaled(driver, stat_texture_bg,
dsthalfrect2 + p, srchalfrect2,
NULL, colors, true);
p += steppos;
}
}
if (stat_texture_bg && maxcount > count / 2) {
// Draw "off state" textures
s32 start_offset;
if (count % 2 == 1)
start_offset = count / 2 + 1;
else
start_offset = count / 2;
for (s32 i = start_offset; i < maxcount / 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_bg,
dstrect, srcrect,
NULL, colors, true);
p += steppos;
}
if (maxcount % 2 == 1) {
draw2DImageFilterScaled(driver, stat_texture_bg,
dsthalfrect + p, srchalfrect,
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);
const v2u32 &window_size = RenderingEngine::get_instance()->getWindowSize();
if ( (float) width / (float) window_size.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);
}
}
}
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.empty()) {
// 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 (const auto &selection_box : m_selection_boxes) {
halo_box.addInternalBox(selection_box);
}
m_halo_boxes.push_back(halo_box);
m_selection_mesh = convertNodeboxesToMesh(
m_halo_boxes, texture_uv, 0.5);
}
void Hud::resizeHotbar() {
const v2u32 &window_size = RenderingEngine::get_instance()->getWindowSize();
if (m_screensize != window_size) {
m_hotbar_imagesize = floor(HOTBAR_IMAGE_SIZE *
RenderingEngine::getDisplayDensity() + 0.5);
m_hotbar_imagesize *= m_hud_scaling;
m_padding = m_hotbar_imagesize / 12;
m_screensize = window_size;
m_displaycenter = v2s32(m_screensize.X/2,m_screensize.Y/2);
}
}
struct MeshTimeInfo {
u64 time;
scene::IMesh *mesh = nullptr;
};
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,
const v3s16 &angle,
const v3s16 &rotation_speed)
{
static MeshTimeInfo rotation_time_infos[IT_ROT_NONE];
if (item.empty()) {
if (rotation_kind < IT_ROT_NONE && rotation_kind != IT_ROT_OTHER) {
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 && rotation_kind != IT_ROT_OTHER) {
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::rect<s32> viewrect = rect;
if (clip)
viewrect.clipAgainst(*clip);
core::matrix4 ProjMatrix;
ProjMatrix.buildProjectionMatrixOrthoLH(2.0f, 2.0f, -1.0f, 100.0f);
core::matrix4 ViewMatrix;
ViewMatrix.buildProjectionMatrixOrthoLH(
2.0f * viewrect.getWidth() / rect.getWidth(),
2.0f * viewrect.getHeight() / rect.getHeight(),
-1.0f,
100.0f);
ViewMatrix.setTranslation(core::vector3df(
1.0f * (rect.LowerRightCorner.X + rect.UpperLeftCorner.X -
viewrect.LowerRightCorner.X - viewrect.UpperLeftCorner.X) /
viewrect.getWidth(),
1.0f * (viewrect.LowerRightCorner.Y + viewrect.UpperLeftCorner.Y -
rect.LowerRightCorner.Y - rect.UpperLeftCorner.Y) /
viewrect.getHeight(),
0.0f));
driver->setTransform(video::ETS_PROJECTION, ProjMatrix);
driver->setTransform(video::ETS_VIEW, ViewMatrix);
core::matrix4 matrix;
matrix.makeIdentity();
static thread_local bool enable_animations =
g_settings->getBool("inventory_items_animations");
if (enable_animations) {
float timer_f = (float) delta / 5000.f;
matrix.setRotationDegrees(v3f(
angle.X + rotation_speed.X * 3.60f * timer_f,
angle.Y + rotation_speed.Y * 3.60f * timer_f,
angle.Z + rotation_speed.Z * 3.60f * timer_f)
);
}
driver->setTransform(video::ETS_WORLD, matrix);
driver->setViewPort(viewrect);
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);
// draw the inventory_overlay
if (def.type == ITEM_NODE && def.inventory_image.empty() &&
!def.inventory_overlay.empty()) {
ITextureSource *tsrc = client->getTextureSource();
video::ITexture *overlay_texture = tsrc->getTexture(def.inventory_overlay);
core::dimension2d<u32> dimens = overlay_texture->getOriginalSize();
core::rect<s32> srcrect(0, 0, dimens.Width, dimens.Height);
draw2DImageFilterScaled(driver, overlay_texture, rect, srcrect, clip, 0, true);
}
}
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 / 65535.0f;
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(std::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);
}
}
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)
{
drawItemStack(driver, font, item, rect, clip, client, rotation_kind,
v3s16(0, 0, 0), v3s16(0, 100, 0));
}