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[CSM] Add basic HUD manipulation. (#6067)

* [CSM] Add basic HUD manipulation.

Workaround for on_connect not working right now.
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red-001 authored and nerzhul committed Jan 20, 2018
1 parent d45e5da commit 9649e4721467dab348011633c814a63a184bd018
@@ -86,6 +86,8 @@ locale/
*.gch
cmake-build-debug/
cmake-build-release/
cmake_config.h
cmake_config_githash.h

## Android build files
build/android/src/main/assets
@@ -270,6 +270,7 @@ LOCAL_SRC_FILES := \
jni/src/settings.cpp \
jni/src/wieldmesh.cpp \
jni/src/client/clientlauncher.cpp \
jni/src/client/hud.cpp \
jni/src/client/inputhandler.cpp \
jni/src/client/renderingengine.cpp \
jni/src/client/tile.cpp \
@@ -7,15 +7,14 @@ dofile("preview:example.lua")
core.register_on_shutdown(function()
print("[PREVIEW] shutdown client")
end)

local id = 0
core.register_on_connect(function()
print("[PREVIEW] Player connection completed")
local server_info = core.get_server_info()
print("Server version: " .. server_info.protocol_version)
print("Server ip: " .. server_info.ip)
print("Server address: " .. server_info.address)
print("Server port: " .. server_info.port)

mod_channel = core.mod_channel_join("experimental_preview")

core.after(4, function()
@@ -25,6 +24,19 @@ core.register_on_connect(function()
end)
end)

core.after(1, function()
id = core.localplayer:hud_add({
hud_elem_type = "text",
name = "example",
number = 0xff0000,
position = {x=0, y=1},
offset = {x=8, y=-8},
text = "You are using the preview mod",
scale = {x=200, y=60},
alignment = {x=1, y=-1},
})
end)

core.register_on_modchannel_message(function(channel, sender, message)
print("[PREVIEW][modchannels] Received message `" .. message .. "` on channel `"
.. channel .. "` from sender `" .. sender .. "`")
@@ -184,3 +196,9 @@ core.register_chatcommand("privs", {
return true, core.privs_to_string(minetest.get_privilege_list())
end,
})

core.register_chatcommand("text", {
func = function(param)
return core.localplayer:hud_change(id, "text", param)
end,
})
@@ -1025,6 +1025,17 @@ Methods:
* returns last look vertical angle
* `get_key_pressed()`:
* returns last key typed by the player
* `hud_add(definition)`
* add a HUD element described by HUD def, returns ID number on success and `nil` on failure.
* See [`HUD definition`](#hud-definition-hud_add-hud_get)
* `hud_get(id)`
* returns the [`definition`](#hud-definition-hud_add-hud_get) of the HUD with that ID number or `nil`, if non-existent.
* `hud_remove(id)`
* remove the HUD element of the specified id, returns `true` on success
* `hud_change(id, stat, value)`
* change a value of a previously added HUD element
* element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
* Returns `true` on success, otherwise returns `nil`

### Settings
An interface to read config files in the format of `minetest.conf`.
@@ -1163,6 +1174,30 @@ Can be obtained via `minetest.get_meta(pos)`.
}
```

### HUD Definition (`hud_add`, `hud_get`)
```lua
{
hud_elem_type = "image", -- see HUD element types, default "text"
-- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
position = {x=0.5, y=0.5},
-- ^ Left corner position of element, default `{x=0,y=0}`.
name = "<name>", -- default ""
scale = {x=2, y=2}, -- default {x=0,y=0}
text = "<text>", -- default ""
number = 2, -- default 0
item = 3, -- default 0
-- ^ Selected item in inventory. 0 for no item selected.
direction = 0, -- default 0
-- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
alignment = {x=0, y=0}, -- default {x=0, y=0}
-- ^ See "HUD Element Types"
offset = {x=0, y=0}, -- default {x=0, y=0}
-- ^ See "HUD Element Types"
size = { x=100, y=100 }, -- default {x=0, y=0}
-- ^ Size of element in pixels
}
```

Escape sequences
----------------
Most text can contain escape sequences, that can for example color the text.
@@ -1206,3 +1241,80 @@ value must (always) be two hexadecimal digits.
`Color`
-------------
`{a = alpha, r = red, g = green, b = blue}` defines an ARGB8 color.

HUD element types
-----------------
The position field is used for all element types.

To account for differing resolutions, the position coordinates are the percentage
of the screen, ranging in value from `0` to `1`.

The name field is not yet used, but should contain a description of what the
HUD element represents. The direction field is the direction in which something
is drawn.

`0` draws from left to right, `1` draws from right to left, `2` draws from
top to bottom, and `3` draws from bottom to top.

The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
Fractional values can be used.

The `offset` field specifies a pixel offset from the position. Contrary to position,
the offset is not scaled to screen size. This allows for some precisely-positioned
items in the HUD.

**Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!

Below are the specific uses for fields in each type; fields not listed for that type are ignored.

**Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
in the experimental stages.

### `image`
Displays an image on the HUD.

* `scale`: The scale of the image, with 1 being the original texture size.
Only the X coordinate scale is used (positive values).
Negative values represent that percentage of the screen it
should take; e.g. `x=-100` means 100% (width).
* `text`: The name of the texture that is displayed.
* `alignment`: The alignment of the image.
* `offset`: offset in pixels from position.

### `text`
Displays text on the HUD.

* `scale`: Defines the bounding rectangle of the text.
A value such as `{x=100, y=100}` should work.
* `text`: The text to be displayed in the HUD element.
* `number`: An integer containing the RGB value of the color used to draw the text.
Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
* `alignment`: The alignment of the text.
* `offset`: offset in pixels from position.

### `statbar`
Displays a horizontal bar made up of half-images.

* `text`: The name of the texture that is used.
* `number`: The number of half-textures that are displayed.
If odd, will end with a vertically center-split texture.
* `direction`
* `offset`: offset in pixels from position.
* `size`: If used, will force full-image size to this value (override texture pack image size)

### `inventory`
* `text`: The name of the inventory list to be displayed.
* `number`: Number of items in the inventory to be displayed.
* `item`: Position of item that is selected.
* `direction`
* `offset`: offset in pixels from position.

### `waypoint`
Displays distance to selected world position.

* `name`: The name of the waypoint.
* `text`: Distance suffix. Can be blank.
* `number:` An integer containing the RGB value of the color used to draw the text.
* `world_pos`: World position of the waypoint.

@@ -448,6 +448,7 @@ set(common_SRCS
version.cpp
voxel.cpp
voxelalgorithms.cpp
hud.cpp
${common_network_SRCS}
${JTHREAD_SRCS}
${common_SCRIPT_SRCS}
@@ -30,7 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "gamedef.h"
#include "inventorymanager.h"
#include "localplayer.h"
#include "hud.h"
#include "client/hud.h"
#include "particles.h"
#include "mapnode.h"
#include "tileanimation.h"
@@ -554,6 +554,10 @@ class Client : public con::PeerHandler, public InventoryManager, public IGameDef
// And relations to objects
std::unordered_map<int, u16> m_sounds_to_objects;

// HUD
// Mapping from server hud ids to internal hud ids
std::unordered_map<u32, u32> m_hud_server_to_client;

// Privileges
std::unordered_set<std::string> m_privileges;

@@ -13,5 +13,6 @@ set(client_SRCS
${CMAKE_CURRENT_SOURCE_DIR}/inputhandler.cpp
${CMAKE_CURRENT_SOURCE_DIR}/tile.cpp
${CMAKE_CURRENT_SOURCE_DIR}/joystick_controller.cpp
${CMAKE_CURRENT_SOURCE_DIR}/hud.cpp
PARENT_SCOPE
)

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