minetest/builtin/game/hud.lua

277 lines
8.0 KiB
Lua

--[[
Register function to easily register new builtin hud elements
`def` is a table and contains the following fields:
elem_def the HUD element definition which can be changed with hud_replace_builtin
events (optional) additional event names on which the element will be updated
("hud_changed" will always be used.)
show_elem(player, flags, id)
(optional) a function to decide if the element should be shown to a player
It is called before the element gets updated.
update_def(player, elem_def)
(optional) a function to change the elem_def before it will be used.
(elem_def can be changed, since the table which got set by using
hud_replace_builtin isn't exposed to the API.)
update_elem(player, id)
(optional) a function to change the element after it has been updated
(Is not called when the element is first set or recreated.)
]]--
local registered_elements = {}
local update_events = {}
local function register_builtin_hud_element(name, def)
registered_elements[name] = def
for _, event in ipairs(def.events or {}) do
update_events[event] = update_events[event] or {}
table.insert(update_events[event], name)
end
end
-- Stores HUD ids for all players
local hud_ids = {}
-- Updates one element
-- In case the element is already added, it only calls the update_elem function from
-- registered_elements. (To recreate the element remove it first.)
local function update_element(player, player_hud_ids, elem_name, flags)
local def = registered_elements[elem_name]
local id = player_hud_ids[elem_name]
if def.show_elem and not def.show_elem(player, flags, id) then
if id then
player:hud_remove(id)
player_hud_ids[elem_name] = nil
end
return
end
if not id then
if def.update_def then
def.update_def(player, def.elem_def)
end
id = player:hud_add(def.elem_def)
player_hud_ids[elem_name] = id
return
end
if def.update_elem then
def.update_elem(player, id)
end
end
-- Updates all elements
-- If to_update is specified it will only update those elements.
local function update_hud(player, to_update)
local flags = player:hud_get_flags()
local playername = player:get_player_name()
hud_ids[playername] = hud_ids[playername] or {}
local player_hud_ids = hud_ids[playername]
if to_update then
for _, elem_name in ipairs(to_update) do
update_element(player, player_hud_ids, elem_name, flags)
end
else
for elem_name, _ in pairs(registered_elements) do
update_element(player, player_hud_ids, elem_name, flags)
end
end
end
local function player_event_handler(player, eventname)
assert(player:is_player())
if eventname == "hud_changed" then
update_hud(player)
return
end
-- Custom events
local to_update = update_events[eventname]
if to_update then
update_hud(player, to_update)
end
end
-- Returns true if successful, otherwise false,
-- but currently the return value is not documented in the Lua API.
function core.hud_replace_builtin(elem_name, elem_def)
assert(type(elem_def) == "table")
local registered = registered_elements[elem_name]
if not registered then
return false
end
registered.elem_def = table.copy(elem_def)
for playername, player_hud_ids in pairs(hud_ids) do
local player = core.get_player_by_name(playername)
local id = player_hud_ids[elem_name]
if player and id then
player:hud_remove(id)
player_hud_ids[elem_name] = nil
update_element(player, player_hud_ids, elem_name, player:hud_get_flags())
end
end
return true
end
local function cleanup_builtin_hud(player)
hud_ids[player:get_player_name()] = nil
end
-- Append "update_hud" as late as possible
-- This ensures that the HUD is hidden when the flags are updated in this callback
core.register_on_mods_loaded(function()
core.register_on_joinplayer(function(player)
update_hud(player)
end)
end)
core.register_on_leaveplayer(cleanup_builtin_hud)
core.register_playerevent(player_event_handler)
---- Builtin HUD Elements
--- Healthbar
-- Cache setting
local enable_damage = core.settings:get_bool("enable_damage")
local function scale_to_hud_max(player, field)
-- Scale "hp" or "breath" to the hud maximum dimensions
local current = player["get_" .. field](player)
local nominal
if field == "hp" then -- HUD is called health but field is hp
nominal = registered_elements.health.elem_def.item
else
nominal = registered_elements[field].elem_def.item
end
local max_display = math.max(player:get_properties()[field .. "_max"], current)
return math.ceil(current / max_display * nominal)
end
register_builtin_hud_element("health", {
elem_def = {
type = "statbar",
position = {x = 0.5, y = 1},
text = "heart.png",
text2 = "heart_gone.png",
number = core.PLAYER_MAX_HP_DEFAULT,
item = core.PLAYER_MAX_HP_DEFAULT,
direction = 0,
size = {x = 24, y = 24},
offset = {x = (-10 * 24) - 25, y = -(48 + 24 + 16)},
},
events = {"properties_changed", "health_changed"},
show_elem = function(player, flags)
return flags.healthbar and enable_damage and
player:get_armor_groups().immortal ~= 1
end,
update_def = function(player, elem_def)
elem_def.item = elem_def.item or elem_def.number or core.PLAYER_MAX_HP_DEFAULT
elem_def.number = scale_to_hud_max(player, "hp")
end,
update_elem = function(player, id)
player:hud_change(id, "number", scale_to_hud_max(player, "hp"))
end,
})
--- Breathbar
-- Stores core.after calls for every player
local breathbar_removal_jobs = {}
register_builtin_hud_element("breath", {
elem_def = {
type = "statbar",
position = {x = 0.5, y = 1},
text = "bubble.png",
text2 = "bubble_gone.png",
number = core.PLAYER_MAX_BREATH_DEFAULT * 2,
item = core.PLAYER_MAX_BREATH_DEFAULT * 2,
direction = 0,
size = {x = 24, y = 24},
offset = {x = 25, y= -(48 + 24 + 16)},
},
events = {"properties_changed", "breath_changed"},
show_elem = function(player, flags, id)
local show_breathbar = flags.breathbar and enable_damage and
player:get_armor_groups().immortal ~= 1
if id then
-- The element will not prematurely be removed by update_element
-- (but may still be instantly removed if the flag changed)
return show_breathbar
end
-- Don't add the element if the breath is full
local breath_relevant = player:get_breath() < player:get_properties().breath_max
return show_breathbar and breath_relevant
end,
update_def = function(player, elem_def)
elem_def.item = elem_def.item or elem_def.number or core.PLAYER_MAX_BREATH_DEFAULT
elem_def.number = scale_to_hud_max(player, "breath")
end,
update_elem = function(player, id)
player:hud_change(id, "number", scale_to_hud_max(player, "breath"))
local player_name = player:get_player_name()
local breath_relevant = player:get_breath() < player:get_properties().breath_max
if not breath_relevant then
if not breathbar_removal_jobs[player_name] then
-- The breathbar stays for some time and then gets removed.
breathbar_removal_jobs[player_name] = core.after(1, function()
local player = core.get_player_by_name(player_name)
local id = hud_ids[player_name].breath
if player and id then
player:hud_remove(id)
hud_ids[player_name].breath = nil
end
breathbar_removal_jobs[player_name] = nil
end)
end
else
-- Cancel removal
local job = breathbar_removal_jobs[player_name]
if job then
job:cancel()
breathbar_removal_jobs[player_name] = nil
end
end
end,
})
--- Minimap
register_builtin_hud_element("minimap", {
elem_def = {
type = "minimap",
position = {x = 1, y = 0},
alignment = {x = -1, y = 1},
offset = {x = -10, y = 10},
size = {x = 256, y = 256},
},
show_elem = function(player, flags)
-- Don't add a minimap for clients which already have it hardcoded in C++.
return flags.minimap and
core.get_player_information(player:get_player_name()).protocol_version >= 44
end,
})
--- Hotbar
register_builtin_hud_element("hotbar", {
elem_def = {
type = "hotbar",
position = {x = 0.5, y = 1},
direction = 0,
alignment = {x = 0, y = -1},
offset = {x = 0, y = -4}, -- Extra padding below.
},
show_elem = function(player, flags)
return flags.hotbar
end,
})