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mirror of https://github.com/moparisthebest/minetest synced 2024-12-22 15:48:48 -05:00

Added support for alignment in HUD items

This commit is contained in:
Diego Martínez 2013-04-22 06:53:55 -03:00 committed by Perttu Ahola
parent 58ded5cd27
commit 7c37b1891a
9 changed files with 38 additions and 2 deletions

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@ -409,6 +409,9 @@ ranging in value from 0 to 1.
The name field is not yet used, but should contain a description of what the HUD element represents.
The direction field is the direction in which something is drawn.
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.
The alignment field specifies how the item will be aligned. It ranges from -1 to 1,
with 0 being the center, -1 is moved to the left/up, and 1 is to the right/down. Fractional
values can be used.
Below are the specific uses for fields in each type; fields not listed for that type are ignored.
Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.
@ -418,6 +421,7 @@ Note: Future revisions to the HUD API may be incompatible; the HUD API is still
- scale: The scale of the image, with 1 being the original texture size.
Only the X coordinate scale is used.
- text: The name of the texture that is displayed.
- alignment: The alignment of the image.
- text
Displays text on the HUD.
- scale: Defines the bounding rectangle of the text.
@ -425,6 +429,7 @@ Note: Future revisions to the HUD API may be incompatible; the HUD API is still
- text: The text to be displayed in the HUD element.
- number: An integer containing the RGB value of the color used to draw the text.
Specify 0xFFFFFF for white text, 0xFF0000 for red, and so on.
- alignment: The alignment of the text.
- statbar
Displays a horizontal bar made up of half-images.
- text: The name of the texture that is used.
@ -1857,4 +1862,6 @@ HUD Definition (hud_add, hud_get)
^ Selected item in inventory. 0 for no item selected.
direction = 0,
^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
alignment = {x=0, y=0},
^ See "HUD Element Types"
}

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@ -2054,6 +2054,7 @@ void Client::ProcessData(u8 *data, u32 datasize, u16 sender_peer_id)
u32 number = readU32(is);
u32 item = readU32(is);
u32 dir = readU32(is);
v2f align = readV2F1000(is);
ClientEvent event;
event.type = CE_HUDADD;
@ -2066,6 +2067,7 @@ void Client::ProcessData(u8 *data, u32 datasize, u16 sender_peer_id)
event.hudadd.number = number;
event.hudadd.item = item;
event.hudadd.dir = dir;
event.hudadd.align = new v2f(align);
m_client_event_queue.push_back(event);
}
else if(command == TOCLIENT_HUDRM)

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@ -230,6 +230,7 @@ struct ClientEvent
u32 number;
u32 item;
u32 dir;
v2f *align;
} hudadd;
struct{
u32 id;

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@ -452,6 +452,7 @@ enum ToClientCommand
u32 number
u32 item
u32 dir
v2f1000 align
*/
TOCLIENT_HUDRM = 0x50,

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@ -2106,6 +2106,7 @@ void the_game(
delete event.hudadd.name;
delete event.hudadd.scale;
delete event.hudadd.text;
delete event.hudadd.align;
continue;
}
@ -2118,6 +2119,7 @@ void the_game(
e->number = event.hudadd.number;
e->item = event.hudadd.item;
e->dir = event.hudadd.dir;
e->align = *event.hudadd.align;
if (id == nhudelem)
player->hud.push_back(e);
@ -2128,6 +2130,7 @@ void the_game(
delete event.hudadd.name;
delete event.hudadd.scale;
delete event.hudadd.text;
delete event.hudadd.align;
}
else if (event.type == CE_HUDRM)
{
@ -2169,6 +2172,9 @@ void the_game(
case HUD_STAT_DIR:
e->dir = event.hudchange.data;
break;
case HUD_STAT_ALIGN:
e->align = *event.hudchange.v2fdata;
break;
}
delete event.hudchange.v2fdata;

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@ -186,6 +186,9 @@ void Hud::drawLuaElements() {
core::rect<s32> rect(0, 0, imgsize.Width * e->scale.X,
imgsize.Height * e->scale.X);
rect += pos;
v2s32 offset((e->align.X - 1.0) * ((imgsize.Width * e->scale.X) / 2),
(e->align.Y - 1.0) * ((imgsize.Height * e->scale.X) / 2));
rect += offset;
driver->draw2DImage(texture, rect,
core::rect<s32>(core::position2d<s32>(0,0), imgsize),
NULL, colors, true);
@ -195,7 +198,11 @@ void Hud::drawLuaElements() {
(e->number >> 8) & 0xFF,
(e->number >> 0) & 0xFF);
core::rect<s32> size(0, 0, e->scale.X, text_height * e->scale.Y);
font->draw(narrow_to_wide(e->text).c_str(), size + pos, color);
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));
font->draw(text.c_str(), size + pos + offset, color);
break; }
case HUD_ELEM_STATBAR:
drawStatbar(pos, HUD_CORNER_UPPER, e->dir, e->text, e->number);

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@ -47,7 +47,8 @@ enum HudElementStat {
HUD_STAT_TEXT,
HUD_STAT_NUMBER,
HUD_STAT_ITEM,
HUD_STAT_DIR
HUD_STAT_DIR,
HUD_STAT_ALIGN
};
struct HudElement {
@ -59,6 +60,7 @@ struct HudElement {
u32 number;
u32 item;
u32 dir;
v2f align;
};

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@ -47,6 +47,7 @@ struct EnumString es_HudElementStat[] =
{HUD_STAT_NUMBER, "number"},
{HUD_STAT_ITEM, "item"},
{HUD_STAT_DIR, "direction"},
{HUD_STAT_ALIGN, "alignment"},
{0, NULL},
};
@ -751,6 +752,10 @@ int ObjectRef::l_hud_add(lua_State *L)
elem->item = getintfield_default(L, 2, "item", 0);
elem->dir = getintfield_default(L, 2, "direction", 0);
lua_getfield(L, 2, "alignment");
elem->align = lua_istable(L, -1) ? read_v2f(L, -1) : v2f();
lua_pop(L, 1);
u32 id = get_server(L)->hudAdd(player, elem);
if (id == (u32)-1) {
delete elem;
@ -833,6 +838,9 @@ int ObjectRef::l_hud_change(lua_State *L)
case HUD_STAT_DIR:
e->dir = lua_tonumber(L, 4);
value = &e->dir;
case HUD_STAT_ALIGN:
e->align = read_v2f(L, 4);
value = &e->align;
}
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)
writeU32(os, form->number);
writeU32(os, form->item);
writeU32(os, form->dir);
writeV2F1000(os, form->align);
// Make data buffer
std::string s = os.str();
@ -3650,6 +3651,7 @@ void Server::SendHUDChange(u16 peer_id, u32 id, HudElementStat stat, void *value
switch (stat) {
case HUD_STAT_POS:
case HUD_STAT_SCALE:
case HUD_STAT_ALIGN:
writeV2F1000(os, *(v2f *)value);
break;
case HUD_STAT_NAME: