#ifndef BLANK_UI_HUD_H_
#define BLANK_UI_HUD_H_
+#include "../graphics/Texture.hpp"
#include "../model/Model.hpp"
#include "../model/OutlineModel.hpp"
+#include "../model/SpriteModel.hpp"
#include <glm/glm.hpp>
class Block;
class BlockTypeRegistry;
-class DirectionalLighting;
+class Font;
+class Viewport;
class HUD {
public:
- explicit HUD(const BlockTypeRegistry &);
+ HUD(const BlockTypeRegistry &, const Font &);
HUD(const HUD &) = delete;
HUD &operator =(const HUD &) = delete;
- void Viewport(float width, float height) noexcept;
- void Viewport(float x, float y, float width, float height) noexcept;
-
void Display(const Block &);
- void Render(DirectionalLighting &) noexcept;
+ void Render(Viewport &) noexcept;
private:
const BlockTypeRegistry &types;
+ const Font &font;
Model block;
Model::Buffer block_buf;
glm::mat4 block_transform;
+
+ Texture block_label;
+ SpriteModel label_sprite;
+ glm::mat4 label_transform;
+ SDL_Color label_color;
+
bool block_visible;
OutlineModel crosshair;
- glm::mat4 crosshair_transform;
-
- float near, far;
- glm::mat4 projection;
- glm::mat4 view;
};