summaryrefslogtreecommitdiffstats
path: root/game/client/player_target.cc
diff options
context:
space:
mode:
authoruntodesu <kirill@untode.su>2025-03-15 16:59:59 +0500
committeruntodesu <kirill@untode.su>2025-03-15 16:59:59 +0500
commite53cca0ec8b4186cf79b6f927d74483f1301d5f6 (patch)
treea58bc914d7e21eea381470c8089d5b6d1b5c8bd3 /game/client/player_target.cc
parent7ca5d9cdea5a26183808e06d7fb055674823ed5d (diff)
downloadvoxelius-e53cca0ec8b4186cf79b6f927d74483f1301d5f6.tar.bz2
voxelius-e53cca0ec8b4186cf79b6f927d74483f1301d5f6.zip
Add a key binding to show/hide HUD elements
- Just like in Minecraft, by default one would press the F1 key to toggle HUD elements (including player_target) visibility - Consequently moved player_target::render back into itself - Fixed-upped some language key-value pairs
Diffstat (limited to 'game/client/player_target.cc')
-rw-r--r--game/client/player_target.cc14
1 files changed, 14 insertions, 0 deletions
diff --git a/game/client/player_target.cc b/game/client/player_target.cc
index f2dd980..0c91876 100644
--- a/game/client/player_target.cc
+++ b/game/client/player_target.cc
@@ -1,11 +1,14 @@
#include "client/pch.hh"
#include "client/player_target.hh"
+#include "shared/coord.hh"
#include "shared/dimension.hh"
#include "shared/ray_dda.hh"
#include "client/camera.hh"
+#include "client/game.hh"
#include "client/globals.hh"
+#include "client/outline.hh"
#include "client/session.hh"
constexpr static float MAX_REACH = 16.0f;
@@ -50,3 +53,14 @@ void player_target::update(void)
player_target::info = nullptr;
}
}
+
+void player_target::render(void)
+{
+ if((player_target::voxel != NULL_VOXEL_ID) && !client_game::hide_hud) {
+ auto cpos = coord::to_chunk(player_target::coord);
+ auto fpos = coord::to_local(player_target::coord);
+
+ outline::prepare();
+ outline::cube(cpos, glm::fvec3(fpos), glm::fvec3(1.0f), 2.0f, glm::fvec4(0.0f, 0.0f, 0.0f, 1.0f));
+ }
+}