Added offset support for HUD items
parent
7c37b1891a
commit
9894167bbf
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@ -412,6 +412,9 @@ The direction field is the direction in which something is drawn.
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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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The offset field specifies a pixel offset from the position. Contrary to position,
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the offset is not scaled to screen size. This allows for some precisely-positioned
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items in the HUD.
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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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@ -422,6 +425,7 @@ Note: Future revisions to the HUD API may be incompatible; the HUD API is still
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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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- offset: offset in pixels from position.
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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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@ -430,12 +434,14 @@ Note: Future revisions to the HUD API may be incompatible; the HUD API is still
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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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- offset: offset in pixels from position.
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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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- number: The number of half-textures that are displayed.
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If odd, will end with a vertically center-split texture.
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- direction
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- offset: offset in pixels from position.
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- inventory
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- text: The name of the inventory list to be displayed.
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- number: Number of items in the inventory to be displayed.
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@ -1864,4 +1870,6 @@ HUD Definition (hud_add, hud_get)
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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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offset = {x=0, y=0},
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^ See "HUD Element Types"
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}
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@ -2055,6 +2055,7 @@ void Client::ProcessData(u8 *data, u32 datasize, u16 sender_peer_id)
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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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v2f offset = readV2F1000(is);
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ClientEvent event;
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event.type = CE_HUDADD;
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@ -2068,6 +2069,7 @@ void Client::ProcessData(u8 *data, u32 datasize, u16 sender_peer_id)
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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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event.hudadd.offset = new v2f(offset);
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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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@ -231,6 +231,7 @@ struct ClientEvent
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u32 item;
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u32 dir;
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v2f *align;
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v2f *offset;
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} hudadd;
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struct{
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u32 id;
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@ -453,6 +453,7 @@ enum ToClientCommand
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u32 item
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u32 dir
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v2f1000 align
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v2f1000 offset
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*/
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TOCLIENT_HUDRM = 0x50,
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@ -2107,6 +2107,7 @@ void the_game(
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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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delete event.hudadd.offset;
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continue;
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}
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@ -2120,6 +2121,7 @@ void the_game(
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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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e->offset = *event.hudadd.offset;
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if (id == nhudelem)
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player->hud.push_back(e);
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@ -2131,6 +2133,7 @@ void the_game(
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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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delete event.hudadd.offset;
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}
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else if (event.type == CE_HUDRM)
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{
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@ -2175,6 +2178,9 @@ void the_game(
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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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case HUD_STAT_OFFSET:
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e->offset = *event.hudchange.v2fdata;
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break;
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}
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delete event.hudchange.v2fdata;
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17
src/hud.cpp
17
src/hud.cpp
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@ -189,6 +189,7 @@ void Hud::drawLuaElements() {
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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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rect += v2s32(e->offset.X, e->offset.Y);
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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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@ -202,11 +203,13 @@ void Hud::drawLuaElements() {
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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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v2s32 offs(e->offset.X, e->offset.Y);
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font->draw(text.c_str(), size + pos + offset + offs, color);
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break; }
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case HUD_ELEM_STATBAR: {
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v2s32 offs(e->offset.X, e->offset.Y);
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drawStatbar(pos, HUD_CORNER_UPPER, e->dir, e->text, e->number, offs);
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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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break;
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case HUD_ELEM_INVENTORY: {
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InventoryList *inv = inventory->getList(e->text);
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drawItem(pos, hotbar_imagesize, e->number, inv, e->item, e->dir);
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@ -219,7 +222,7 @@ void Hud::drawLuaElements() {
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}
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void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture, s32 count) {
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void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture, s32 count, v2s32 offset) {
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const video::SColor color(255, 255, 255, 255);
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const video::SColor colors[] = {color, color, color, color};
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@ -234,6 +237,8 @@ void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture, s
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if (corner & HUD_CORNER_LOWER)
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p -= srcd.Height;
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p += offset;
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v2s32 steppos;
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switch (drawdir) {
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case HUD_DIR_RIGHT_LEFT:
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@ -285,7 +290,7 @@ void Hud::drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem) {
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drawItem(pos, hotbar_imagesize, hotbar_itemcount, mainlist, playeritem + 1, 0);
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drawStatbar(pos - v2s32(0, 4), HUD_CORNER_LOWER, HUD_DIR_LEFT_RIGHT,
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"heart.png", halfheartcount);
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"heart.png", halfheartcount, v2s32(0, 0));
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}
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@ -48,7 +48,8 @@ enum HudElementStat {
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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_ALIGN
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HUD_STAT_ALIGN,
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HUD_STAT_OFFSET
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};
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struct HudElement {
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@ -61,6 +62,7 @@ struct HudElement {
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u32 item;
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u32 dir;
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v2f align;
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v2f offset;
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};
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@ -108,7 +110,7 @@ public:
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void drawItem(v2s32 upperleftpos, s32 imgsize, s32 itemcount,
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InventoryList *mainlist, u16 selectitem, u16 direction);
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void drawLuaElements();
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void drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture, s32 count);
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void drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture, s32 count, v2s32 offset);
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void drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem);
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void resizeHotbar();
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@ -48,6 +48,7 @@ struct EnumString es_HudElementStat[] =
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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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{HUD_STAT_OFFSET, "offset"},
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{0, NULL},
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};
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@ -756,6 +757,10 @@ int ObjectRef::l_hud_add(lua_State *L)
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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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lua_getfield(L, 2, "offset");
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elem->offset = 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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@ -841,6 +846,9 @@ int ObjectRef::l_hud_change(lua_State *L)
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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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case HUD_STAT_OFFSET:
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e->offset = read_v2f(L, 4);
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value = &e->offset;
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}
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get_server(L)->hudChange(player, id, stat, value);
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@ -3617,6 +3617,7 @@ void Server::SendHUDAdd(u16 peer_id, u32 id, HudElement *form)
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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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writeV2F1000(os, form->offset);
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// Make data buffer
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std::string s = os.str();
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@ -3652,6 +3653,7 @@ void Server::SendHUDChange(u16 peer_id, u32 id, HudElementStat stat, void *value
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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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case HUD_STAT_OFFSET:
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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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