minetest_hudbars/API.md

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API documentation for the HUD bars mod 0.3.0

Warning: This API is still experimental, everything may change at any time, and backwards compability will not be ensured until the 1.0.0 release of the HUD bars mod.

Introduction

This API allows you to add, change, hide and unhide custom HUD bars for this mod.

Overview

To give you a very brief overview over this API, here is the basic workflow on how to add your own custom HUD bar:

  • Create images for your HUD bar
  • Call hud.register_hudbar to make the definition of the HUD bar known to this mod
  • Call hud.init_hudbar for each player for which you want to use previously defined HUD bar
  • Use hud.change_hudbar whenever you need to change the values of a HUD bar of a certain player
  • If you need it: Use hud.hide_hudbar and hud.unhide_hudbar to hide or unhide HUD bars of a certain player

The basic rules

In order to use this API, you should be aware of a few basic rules in order to understand it:

  • A HUD bar is an approximate graphical representation of the ratio of a current value and a maximum value, i.e. current health of 15 and maximum health of 20. A full HUD bar represents 100%, an empty HUD bar represents 0%.
  • The current value must always be equal to or smaller then the maximum
  • Both current value and maximum must not be smaller than 0
  • Both current value and maximum must be real numbers. So no NaN, infinity, etc.
  • The HUD bar will be hidden if the maximum equals 0. This is intentional.
  • The health and breath HUD bars are hardcoded and can not be changed with this API.

These are soft rules, the HUD bars mod will not enforce all of these. But this mod has been programmed under the assumption that these rules are followed, for integrity.

Adding a HUD bar

To add a HUD bar, you need …

  • … an image of size 2×16 for the bar
  • … an icon of size 16×16 (optional)
  • … to register it wiith hud.
  • … to activate it for each player for which you want the HUD

Bar image

The image for the bar will be repeated horizontally to denote the “value” of the HUD bar. It must be of size 2×16. If neccessary, the image will be split vertically in half, and only the left half of the image is displayed. So the final HUD bar will always be displayed on a per-pixel basis.

The default bar images are single-colored, but you can use other styles as well, for instance, a vertical gradient.

Icon

A 16×16 image shown left of the HUD bar. This is optional.

hud.register_hudbar(identifier, text_color, label, textures, default_start_value, default_start_max, start_hide, format_string)

This function adds a new custom HUD Note this does not yet display the HUD bar.

There is currently no reliable way to force a certain order at which the custom HUD bars will be placed.

Parameters

  • identifier: A globally unique internal name for the HUD bar, will be used later to refer to it. Please only rely on alphanumeric characters for now.
  • text_color: A 3-byte number defining the color of the text. The bytes denote, in this order red, green and blue and range from 0x00 (complete lack of this component) to 0xFF (full intensity of this component). Example: 0xFFFFFF for white.
  • label: A string which is displayed on the HUD bar itself to describe the HUD bar. Try to keep this string short.
  • textures: A table with the following fields:
  • bar: The file name of the bar image (as string).
  • icon: The file name of the icon, as string. This field can be nil, in which case no icon will be used.
  • 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
  • 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
  • start_hide: The HUD bar will be initially start hidden when added to a player. Use hud.unhide_hudbar to unhide it.
  • 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.

Return value

Always nil.

Displaying a HUD bar

After a HUD bar has been registered, they are not yet displayed yet for any player. HUD bars must be explicitly enabled on a per-player basis.

You probably want to do this in the minetest.register_on_joinplayer.

hud.init_hudbar(player, identifier, start_value, start_max)

This function initialzed and activates a previously registered HUD bar and assigns it to a certain client. This has only to be done once per player and after that, you can change the values using hud.change_hudbar.

However, if start_hide was set to true for the HUD bar (in hud.register_hudbar), the HUD bar will initially be hidden, but the HUD elements are still sent to the client. Otherwise, the HUD bar will be initially be shown to the player.

Parameters

  • player: ObjectRef of the player to which the new HUD bar should be displayed to.
  • identifier: The identifier of the HUD bar type, as specified in hud.register_hudbar.
  • 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.
  • 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

Return value

Always nil.

Modifying a HUD bar

After a HUD bar has been added, you can change the current and maximum value on a per-player basis. You use the function hud.change_hudbar for this.

hud.change_hudbar(player, identifier, new_value, new_max_value)

Changes the values of. If

Parameters

  • player: ObjectRef of the player to which the HUD bar belongs to
  • identifier: The identifier of the HUD bar type to change, as specified in hud.register_hudbar.
  • new_value: The new current value of the HUD bar
  • new_max_value: The new maximum value of the HUD bar

Return value

Always nil.

Hiding and unhiding a HUD bar

You can also hide custom HUD bars, meaning they will not be displayed for a certain player. You can still use hud.change_hudbar on a hidden HUD bar, the new values will be correctly displayed after the HUD bar has been unhidden.

Note that the hidden state of a HUD bar will not be saved by this mod on server shutdown, so you may need to write your own routines for this.

hud.hide_hudbar(player, identifier)

Hides the specified HUD bar from the screen of the specified player.

Parameters

  • player: ObjectRef of the player to which the HUD bar belongs to
  • identifier: The identifier of the HUD bar type to hide, as specified in hud.register_hudbar.

Return value

Always nil.

hud.hide_hudbar(player, identifier)

Makes a previously hidden HUD bar visible again to a player.

Parameters

  • player: ObjectRef of the player to which the HUD bar belongs to
  • identifier: The identifier of the HUD bar type to unhide, as specified in hud.register_hudbar.

Return value

Always nil.