forked from mtcontrib/minetest_hudbars
Rename main table from “hud” to “hb”
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API.md
38
API.md
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@ -12,10 +12,10 @@ This API allows you to add, change, hide and unhide custom HUD bars for this mod
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To give you a *very* brief overview over this API, here is the basic workflow on how to add your own custom HUD bar:
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* Create images for your HUD bar
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* Call `hud.register_hudbar` to make the definition of the HUD bar known to this mod
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* Call `hud.init_hudbar` for each player for which you want to use previously defined HUD bar
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* Use `hud.change_hudbar` whenever you need to change the values of a HUD bar of a certain player
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* If you need it: Use `hud.hide_hudbar` and `hud.unhide_hudbar` to hide or unhide HUD bars of a certain player
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* Call `hb.register_hudbar` to make the definition of the HUD bar known to this mod
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* Call `hb.init_hudbar` for each player for which you want to use previously defined HUD bar
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* Use `hb.change_hudbar` whenever you need to change the values of a HUD bar of a certain player
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* If you need it: Use `hb.hide_hudbar` and `hb.unhide_hudbar` to hide or unhide HUD bars of a certain player
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## The basic rules
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In order to use this API, you should be aware of a few basic rules in order to understand it:
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@ -35,7 +35,7 @@ To make a new HUD bar known to this mod, you need …
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* … an image of size 2×16 for the bar
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* … an icon of size 16×16 (optional)
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* … to register it with `hud.register_hudbar`
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* … to register it with `hb.register_hudbar`
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### Bar image
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The image for the bar will be repeated horizontally to denote the “value” of the HUD bar.
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@ -49,7 +49,7 @@ a vertical gradient.
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### Icon
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A 16×16 image shown left of the HUD bar. This is optional.
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### `hud.register_hudbar(identifier, text_color, label, textures, default_start_value, default_start_max, start_hide, format_string)`
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### `hb.register_hudbar(identifier, text_color, label, textures, default_start_value, default_start_max, start_hide, format_string)`
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This function adds a new custom HUD
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Note this does not yet display the HUD bar.
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@ -64,7 +64,7 @@ There is currently no reliable way to force a certain order at which the custom
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* `icon`: The file name of the icon, as string. This field can be `nil`, in which case no icon will be used.
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* `default_start_value`: If this HUD bar is added to a player, and no initial value is specified, this value will be used as initial current value
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* `default_max_value`: If this HUD bar is added to a player, and no initial maximum value is specified, this value will be used as initial maximum value
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* `start_hide`: The HUD bar will be initially start hidden when added to a player. Use `hud.unhide_hudbar` to unhide it.
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* `start_hide`: The HUD bar will be initially start hidden when added to a player. Use `hb.unhide_hudbar` to unhide it.
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* `format_string`: This is optional; You can specify an alternative format string display the final text on the HUD bar. The default format string is “`%s: %d/%d`” (in this order: Label, current value, maximum value). See also the Lua documentation of `string.format`.
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#### Return value
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@ -77,18 +77,18 @@ explicitly initialized on a per-player basis.
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You probably want to do this in the `minetest.register_on_joinplayer`.
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### `hud.init_hudbar(player, identifier, start_value, start_max)`
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### `hb.init_hudbar(player, identifier, start_value, start_max)`
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This function initialzes and activates a previously registered HUD bar and assigns it to a
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certain client/player. This has only to be done once per player and after that, you can change
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the values using `hud.change_hudbar`.
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the values using `hb.change_hudbar`.
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However, if `start_hide` was set to `true` for the HUD bar (in `hud.register_hudbar`), the HUD bar
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However, if `start_hide` was set to `true` for the HUD bar (in `hb.register_hudbar`), the HUD bar
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will initially be hidden, but the HUD elements are still sent to the client. Otherwise,
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the HUD bar will be initially be shown to the player.
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#### Parameters
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* `player`: `ObjectRef` of the player to which the new HUD bar should be displayed to.
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* `identifier`: The identifier of the HUD bar type, as specified in `hud.register_hudbar`.
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* `identifier`: The identifier of the HUD bar type, as specified in `hb.register_hudbar`.
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* `start_value`: The initial current value of the HUD bar. This is optional, `default_start_value` of the registration function will be used, if this is `nil`.
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* `start_max`: The initial maximum value of the HUD bar. This is optional, `default_start_max` of the registration function will be used, if this is `nil`
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@ -99,16 +99,16 @@ Always `nil`.
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## Modifying a HUD bar
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After a HUD bar has been added, you can change the current and maximum value on a per-player basis.
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You use the function `hud.change_hudbar` for this.
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You use the function `hb.change_hudbar` for this.
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### `hud.change_hudbar(player, identifier, new_value, new_max_value)`
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### `hb.change_hudbar(player, identifier, new_value, new_max_value)`
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Changes the values of an initialized HUD bar for a certain player. `new_value` and `new_max_value`
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can be `nil`; if one of them is `nil`, that means the value is unchanged. If both values
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are `nil`, this function is a no-op.
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#### Parameters
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* `player`: `ObjectRef` of the player to which the HUD bar belongs to
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* `identifier`: The identifier of the HUD bar type to change, as specified in `hud.register_hudbar`.
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* `identifier`: The identifier of the HUD bar type to change, as specified in `hb.register_hudbar`.
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* `new_value`: The new current value of the HUD bar
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* `new_max_value`: The new maximum value of the HUD bar
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@ -118,29 +118,29 @@ Always `nil`.
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## Hiding and unhiding a HUD bar
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You can also hide custom HUD bars, meaning they will not be displayed for a certain player. You can still
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use `hud.change_hudbar` on a hidden HUD bar, the new values will be correctly displayed after the HUD bar
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use `hb.change_hudbar` on a hidden HUD bar, the new values will be correctly displayed after the HUD bar
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has been unhidden.
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Note that the hidden state of a HUD bar will *not* be saved by this mod on server shutdown, so you may need
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to write your own routines for this.
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### `hud.hide_hudbar(player, identifier)`
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### `hb.hide_hudbar(player, identifier)`
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Hides the specified HUD bar from the screen of the specified player.
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#### Parameters
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* `player`: `ObjectRef` of the player to which the HUD bar belongs to
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* `identifier`: The identifier of the HUD bar type to hide, as specified in `hud.register_hudbar`.
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* `identifier`: The identifier of the HUD bar type to hide, as specified in `hb.register_hudbar`.
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#### Return value
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Always `nil`.
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### `hud.hide_hudbar(player, identifier)`
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### `hb.hide_hudbar(player, identifier)`
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Makes a previously hidden HUD bar visible again to a player.
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#### Parameters
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* `player`: `ObjectRef` of the player to which the HUD bar belongs to
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* `identifier`: The identifier of the HUD bar type to unhide, as specified in `hud.register_hudbar`.
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* `identifier`: The identifier of the HUD bar type to unhide, as specified in `hb.register_hudbar`.
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#### Return value
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Always `nil`.
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74
init.lua
74
init.lua
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@ -1,13 +1,13 @@
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hud = {}
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hb = {}
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-- HUD statbar values
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hud.health = {}
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hud.air = {}
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hb.health = {}
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hb.air = {}
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hud.hudtables = {}
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hb.hudtables = {}
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-- number of registered HUD bars
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hud.hudbars_count = 0
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hb.hudbars_count = 0
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-- HUD item ids
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local health_hud = {}
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@ -53,7 +53,7 @@ end
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HUD_TICK = 0.1
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function hud.value_to_barlength(value, max)
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function hb.value_to_barlength(value, max)
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if max == 0 then
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return 0
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else
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@ -61,24 +61,24 @@ function hud.value_to_barlength(value, max)
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end
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end
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function hud.get_hudtable(identifier)
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return hud.hudtables[identifier]
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function hb.get_hudtable(identifier)
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return hb.hudtables[identifier]
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end
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function hud.register_hudbar(identifier, text_color, label, textures, default_start_value, default_start_max, start_hide, format_string)
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function hb.register_hudbar(identifier, text_color, label, textures, default_start_value, default_start_max, start_hide, format_string)
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local hudtable = {}
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local pos, offset
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if hud.hudbars_count % 2 == 0 then
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if hb.hudbars_count % 2 == 0 then
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pos = HUD_CUSTOM_POS_LEFT
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offset = {
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x = HUD_CUSTOM_START_OFFSET_LEFT.x,
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y = HUD_CUSTOM_START_OFFSET_LEFT.y - HUD_CUSTOM_VMARGIN * math.floor(hud.hudbars_count/2)
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y = HUD_CUSTOM_START_OFFSET_LEFT.y - HUD_CUSTOM_VMARGIN * math.floor(hb.hudbars_count/2)
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}
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else
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pos = HUD_CUSTOM_POS_RIGHT
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offset = {
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x = HUD_CUSTOM_START_OFFSET_RIGHT.x,
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y = HUD_CUSTOM_START_OFFSET_RIGHT.y - HUD_CUSTOM_VMARGIN * math.floor((hud.hudbars_count-1)/2)
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y = HUD_CUSTOM_START_OFFSET_RIGHT.y - HUD_CUSTOM_VMARGIN * math.floor((hb.hudbars_count-1)/2)
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}
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end
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if format_string == nil then
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@ -119,7 +119,7 @@ function hud.register_hudbar(identifier, text_color, label, textures, default_st
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hud_elem_type = "statbar",
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position = pos,
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text = textures.bar,
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number = hud.value_to_barlength(start_value, start_max),
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number = hb.value_to_barlength(start_value, start_max),
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alignment = {x=-1,y=-1},
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offset = offset,
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})
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@ -136,8 +136,8 @@ function hud.register_hudbar(identifier, text_color, label, textures, default_st
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state.value = start_value
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state.max = start_max
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hud.hudtables[identifier].hudids[name] = ids
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hud.hudtables[identifier].hudstate[name] = state
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hb.hudtables[identifier].hudids[name] = ids
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hb.hudtables[identifier].hudstate[name] = state
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end
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hudtable.identifier = identifier
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hudtable.hudids = {}
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hudtable.hudstate = {}
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hud.hudbars_count= hud.hudbars_count + 1
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hb.hudbars_count= hb.hudbars_count + 1
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hud.hudtables[identifier] = hudtable
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hb.hudtables[identifier] = hudtable
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end
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function hud.init_hudbar(player, identifier, start_value, start_max)
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hud.hudtables[identifier].add_all(player, start_value, start_max)
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function hb.init_hudbar(player, identifier, start_value, start_max)
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hb.hudtables[identifier].add_all(player, start_value, start_max)
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end
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function hud.change_hudbar(player, identifier, new_value, new_max_value)
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function hb.change_hudbar(player, identifier, new_value, new_max_value)
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if new_value == nil and new_max_value == nil then
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return
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end
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local name = player:get_player_name()
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local hudtable = hud.get_hudtable(identifier)
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local hudtable = hb.get_hudtable(identifier)
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if new_value ~= nil then
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hudtable.hudstate[name].value = new_value
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else
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player:hud_change(hudtable.hudids[name].bg, "scale", {x=1,y=1})
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end
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player:hud_change(hudtable.hudids[name].bar, "number", hud.value_to_barlength(new_value, new_max_value))
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player:hud_change(hudtable.hudids[name].bar, "number", hb.value_to_barlength(new_value, new_max_value))
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player:hud_change(hudtable.hudids[name].text, "text",
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tostring(string.format(hudtable.format_string, hudtable.label, new_value, new_max_value))
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)
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end
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end
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function hud.hide_hudbar(player, identifier)
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function hb.hide_hudbar(player, identifier)
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local name = player:get_player_name()
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local hudtable = hud.get_hudtable(identifier)
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local hudtable = hb.get_hudtable(identifier)
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if(hudtable.hudstate[name].hidden == false) then
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player:hud_change(hudtable.hudids[name].icon, "scale", {x=0,y=0})
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player:hud_change(hudtable.hudids[name].bg, "scale", {x=0,y=0})
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end
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end
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function hud.unhide_hudbar(player, identifier)
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function hb.unhide_hudbar(player, identifier)
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local name = player:get_player_name()
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local hudtable = hud.get_hudtable(identifier)
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local hudtable = hb.get_hudtable(identifier)
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if(hudtable.hudstate[name].hidden) then
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local name = player:get_player_name()
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local value = hudtable.hudstate[name].value
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@ -210,7 +210,7 @@ function hud.unhide_hudbar(player, identifier)
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if hudtable.hudstate[name].max ~= 0 then
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player:hud_change(hudtable.hudids[name].bg, "scale", {x=1,y=1})
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end
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player:hud_change(hudtable.hudids[name].bar, "number", hud.value_to_barlength(value, max))
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player:hud_change(hudtable.hudids[name].bar, "number", hb.value_to_barlength(value, max))
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player:hud_change(hudtable.hudids[name].text, "text", tostring(string.format(hudtable.format_string, hudtable.label, value, max)))
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hudtable.hudstate[name].hidden = false
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end
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hud_elem_type = "statbar",
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position = HUD_HEALTH_POS,
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text = "hudbars_bar_health.png",
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number = hud.value_to_barlength(player:get_hp(), 20),
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number = hb.value_to_barlength(player:get_hp(), 20),
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alignment = {x=-1,y=-1},
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offset = HUD_HEALTH_OFFSET,
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})
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airtext = ""
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airscale = {x=0, y=0}
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else
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airnumber = hud.value_to_barlength(math.min(air, 10), 10)
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airnumber = hb.value_to_barlength(math.min(air, 10), 10)
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airtext = tostring(string.format("Breath: %d/%d", math.min(air, 10), 10))
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airscale = {x=1, y=1}
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end
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local function update_hud(player)
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local name = player:get_player_name()
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--air
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local air = tonumber(hud.air[name])
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local air = tonumber(hb.air[name])
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if player:get_breath() ~= air then
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air = player:get_breath()
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hud.air[name] = air
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hb.air[name] = air
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local airnumber, airtext, airscale
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if air == 11 then
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airnumber = 0
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airtext = ""
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airscale = {x=0, y=0}
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else
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airnumber = hud.value_to_barlength(math.min(air, 10), 10)
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airnumber = hb.value_to_barlength(math.min(air, 10), 10)
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airtext = tostring(string.format("Breath: %d/%d", math.min(player:get_breath(), 10), 10))
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airscale = {x=1, y=1}
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end
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player:hud_change(air_hud_bg[name], "scale", airscale)
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end
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--health
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local hp = tonumber(hud.health[name])
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local hp = tonumber(hb.health[name])
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if player:get_hp() ~= hp then
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hp = player:get_hp()
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hud.health[name] = hp
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player:hud_change(health_hud[name], "number", hud.value_to_barlength(hp, 20))
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hb.health[name] = hp
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player:hud_change(health_hud[name], "number", hb.value_to_barlength(hp, 20))
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player:hud_change(health_hud_text[name], "text",
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tostring(string.format("Health: %d/%d", hp, 20))
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)
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minetest.register_on_joinplayer(function(player)
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local name = player:get_player_name()
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local inv = player:get_inventory()
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hud.health[name] = player:get_hp()
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hb.health[name] = player:get_hp()
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local air = player:get_breath()
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hud.air[name] = air
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hb.air[name] = air
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minetest.after(0.5, function()
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hide_builtin(player)
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custom_hud(player)
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