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			262 lines
		
	
	
		
			7.8 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			262 lines
		
	
	
		
			7.8 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
| --[[
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| Register function to easily register new builtin hud elements
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| `def` is a table and contains the following fields:
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|   elem_def  the HUD element definition which can be changed with hud_replace_builtin
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|   events    (optional) additional event names on which the element will be updated
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|             ("hud_changed" will always be used.)
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|   show_elem(player, flags, id)
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|             (optional) a function to decide if the element should be shown to a player
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|             It is called before the element gets updated.
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|   update_def(player, elem_def)
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|             (optional) a function to change the elem_def before it will be used.
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|             (elem_def can be changed, since the table which got set by using
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|             hud_replace_builtin isn't exposed to the API.)
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|   update_elem(player, id)
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|             (optional) a function to change the element after it has been updated
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|             (Is not called when the element is first set or recreated.)
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| ]]--
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| 
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| local registered_elements = {}
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| local update_events = {}
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| local function register_builtin_hud_element(name, def)
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| 	registered_elements[name] = def
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| 	for _, event in ipairs(def.events or {}) do
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| 		update_events[event] = update_events[event] or {}
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| 		table.insert(update_events[event], name)
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| 	end
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| end
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| 
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| -- Stores HUD ids for all players
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| local hud_ids = {}
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| 
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| -- Updates one element
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| -- In case the element is already added, it only calls the update_elem function from
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| -- registered_elements. (To recreate the element remove it first.)
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| local function update_element(player, player_hud_ids, elem_name, flags)
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| 	local def = registered_elements[elem_name]
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| 	local id = player_hud_ids[elem_name]
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| 
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| 	if def.show_elem and not def.show_elem(player, flags, id) then
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| 		if id then
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| 			player:hud_remove(id)
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| 			player_hud_ids[elem_name] = nil
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| 		end
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| 		return
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| 	end
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| 
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| 	if not id then
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| 		if def.update_def then
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| 			def.update_def(player, def.elem_def)
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| 		end
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| 
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| 		id = player:hud_add(def.elem_def)
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| 		player_hud_ids[elem_name] = id
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| 		return
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| 	end
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| 
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| 	if def.update_elem then
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| 		def.update_elem(player, id)
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| 	end
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| end
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| 
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| -- Updates all elements
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| -- If to_update is specified it will only update those elements.
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| local function update_hud(player, to_update)
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| 	local flags = player:hud_get_flags()
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| 	local playername = player:get_player_name()
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| 	hud_ids[playername] = hud_ids[playername] or {}
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| 	local player_hud_ids = hud_ids[playername]
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| 
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| 	if to_update then
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| 		for _, elem_name in ipairs(to_update) do
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| 			update_element(player, player_hud_ids, elem_name, flags)
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| 		end
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| 	else
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| 		for elem_name, _ in pairs(registered_elements) do
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| 			update_element(player, player_hud_ids, elem_name, flags)
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| 		end
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| 	end
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| end
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| 
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| local function player_event_handler(player, eventname)
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| 	assert(player:is_player())
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| 
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| 	if eventname == "hud_changed" then
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| 		update_hud(player)
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| 		return
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| 	end
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| 
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| 	-- Custom events
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| 	local to_update = update_events[eventname]
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| 	if to_update then
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| 		update_hud(player, to_update)
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| 	end
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| end
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| 
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| -- Returns true if successful, otherwise false,
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| -- but currently the return value is not documented in the Lua API.
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| function core.hud_replace_builtin(elem_name, elem_def)
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| 	assert(type(elem_def) == "table")
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| 
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| 	local registered = registered_elements[elem_name]
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| 	if not registered then
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| 		return false
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| 	end
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| 
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| 	registered.elem_def = table.copy(elem_def)
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| 
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| 	for playername, player_hud_ids in pairs(hud_ids) do
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| 		local player = core.get_player_by_name(playername)
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| 		local id = player_hud_ids[elem_name]
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| 		if player and id then
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| 			player:hud_remove(id)
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| 			player_hud_ids[elem_name] = nil
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| 			update_element(player, player_hud_ids, elem_name, player:hud_get_flags())
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| 		end
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| 	end
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| 	return true
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| end
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| 
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| local function cleanup_builtin_hud(player)
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| 	hud_ids[player:get_player_name()] = nil
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| end
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| 
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| 
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| -- Append "update_hud" as late as possible
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| -- This ensures that the HUD is hidden when the flags are updated in this callback
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| core.register_on_mods_loaded(function()
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| 	core.register_on_joinplayer(function(player)
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| 		update_hud(player)
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| 	end)
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| end)
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| core.register_on_leaveplayer(cleanup_builtin_hud)
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| core.register_playerevent(player_event_handler)
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| 
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| 
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| ---- Builtin HUD Elements
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| 
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| --- Healthbar
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| 
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| -- Cache setting
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| local enable_damage = core.settings:get_bool("enable_damage")
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| 
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| local function scale_to_hud_max(player, field)
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| 	-- Scale "hp" or "breath" to the hud maximum dimensions
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| 	local current = player["get_" .. field](player)
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| 	local nominal
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| 	if field == "hp" then -- HUD is called health but field is hp
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| 		nominal = registered_elements.health.elem_def.item
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| 	else
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| 		nominal = registered_elements[field].elem_def.item
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| 	end
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| 	local max_display = math.max(player:get_properties()[field .. "_max"], current)
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| 	return math.ceil(current / max_display * nominal)
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| end
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| 
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| register_builtin_hud_element("health", {
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| 	elem_def = {
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| 		type = "statbar",
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| 		position = {x = 0.5, y = 1},
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| 		text = "heart.png",
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| 		text2 = "heart_gone.png",
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| 		number = core.PLAYER_MAX_HP_DEFAULT,
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| 		item = core.PLAYER_MAX_HP_DEFAULT,
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| 		direction = 0,
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| 		size = {x = 24, y = 24},
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| 		offset = {x = (-10 * 24) - 25, y = -(48 + 24 + 16)},
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| 	},
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| 	events = {"properties_changed", "health_changed"},
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| 	show_elem = function(player, flags)
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| 		return flags.healthbar and enable_damage and
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| 				player:get_armor_groups().immortal ~= 1
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| 	end,
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| 	update_def = function(player, elem_def)
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| 		elem_def.item = elem_def.item or elem_def.number or core.PLAYER_MAX_HP_DEFAULT
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| 		elem_def.number = scale_to_hud_max(player, "hp")
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| 	end,
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| 	update_elem = function(player, id)
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| 		player:hud_change(id, "number", scale_to_hud_max(player, "hp"))
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| 	end,
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| })
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| 
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| --- Breathbar
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| 
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| -- Stores core.after calls for every player
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| local breathbar_removal_jobs = {}
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| 
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| register_builtin_hud_element("breath", {
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| 	elem_def = {
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| 		type = "statbar",
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| 		position = {x = 0.5, y = 1},
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| 		text = "bubble.png",
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| 		text2 = "bubble_gone.png",
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| 		number = core.PLAYER_MAX_BREATH_DEFAULT * 2,
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| 		item = core.PLAYER_MAX_BREATH_DEFAULT * 2,
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| 		direction = 0,
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| 		size = {x = 24, y = 24},
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| 		offset = {x = 25, y= -(48 + 24 + 16)},
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| 	},
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| 	events = {"properties_changed", "breath_changed"},
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| 	show_elem = function(player, flags, id)
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| 		local show_breathbar = flags.breathbar and enable_damage and
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| 				player:get_armor_groups().immortal ~= 1
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| 		if id then
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| 			-- The element will not prematurely be removed by update_element
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| 			-- (but may still be instantly removed if the flag changed)
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| 			return show_breathbar
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| 		end
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| 		-- Don't add the element if the breath is full
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| 		local breath_relevant = player:get_breath() < player:get_properties().breath_max
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| 		return show_breathbar and breath_relevant
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| 	end,
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| 	update_def = function(player, elem_def)
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| 		elem_def.item = elem_def.item or elem_def.number or core.PLAYER_MAX_BREATH_DEFAULT
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| 		elem_def.number = scale_to_hud_max(player, "breath")
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| 	end,
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| 	update_elem = function(player, id)
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| 		player:hud_change(id, "number", scale_to_hud_max(player, "breath"))
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| 
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| 		local player_name = player:get_player_name()
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| 		local breath_relevant = player:get_breath() < player:get_properties().breath_max
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| 
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| 		if not breath_relevant then
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| 			if not breathbar_removal_jobs[player_name] then
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| 				-- The breathbar stays for some time and then gets removed.
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| 				breathbar_removal_jobs[player_name] = core.after(1, function()
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| 					local player = core.get_player_by_name(player_name)
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| 					local player_hud_ids = hud_ids[player_name]
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| 					if player and player_hud_ids and player_hud_ids.breath then
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| 						player:hud_remove(player_hud_ids.breath)
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| 						player_hud_ids.breath = nil
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| 					end
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| 					breathbar_removal_jobs[player_name] = nil
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| 				end)
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| 			end
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| 		else
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| 			-- Cancel removal
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| 			local job = breathbar_removal_jobs[player_name]
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| 			if job then
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| 				job:cancel()
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| 				breathbar_removal_jobs[player_name] = nil
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| 			end
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| 		end
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| 	end,
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| })
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| 
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| --- Minimap
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| 
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| register_builtin_hud_element("minimap", {
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| 	elem_def = {
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| 		type = "minimap",
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| 		position = {x = 1, y = 0},
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| 		alignment = {x = -1, y = 1},
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| 		offset = {x = -10, y = 10},
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| 		size = {x = 256, y = 256},
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| 	},
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| 	show_elem = function(player, flags)
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| 		-- Don't add a minimap for clients which already have it hardcoded in C++.
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| 		return flags.minimap and
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| 				core.get_player_information(player:get_player_name()).protocol_version >= 44
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| 	end,
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| })
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