- hud_change(id, stat, value): change a value of a previously added HUD element
^ element stat values: position, name, scale, text, number, item, dir
- hud_get(id): gets the HUD element definition structure of the specified ID
-- hud_builtin_enable(what, flag): enable or disable built-in HUD items
- ^ what: "hotbar", "healthbar", "crosshair", "wielditem"
- ^ flag: true/false
+- hud_set_flags(flags): sets specified HUD flags to true/false
+ ^ flags: (is visible) hotbar, healthbar, crosshair, wielditem
+ ^ pass a table containing a true/false value of each flag to be set or unset
+ ^ if a flag is nil, the flag is not modified
InvRef: Reference to an inventory
methods:
u32 id = readU32(is);
u8 stat = (HudElementStat)readU8(is);
- if (stat == HUD_STAT_POS || stat == HUD_STAT_SCALE
- || stat == HUD_STAT_ALIGN || stat == HUD_STAT_OFFSET)
+ if (stat == HUD_STAT_POS || stat == HUD_STAT_SCALE ||
+ stat == HUD_STAT_ALIGN || stat == HUD_STAT_OFFSET)
v2fdata = readV2F1000(is);
else if (stat == HUD_STAT_NAME || stat == HUD_STAT_TEXT)
sdata = deSerializeString(is);
event.hudchange.data = intdata;
m_client_event_queue.push_back(event);
}
- else if(command == TOCLIENT_HUD_BUILTIN_ENABLE)
+ else if(command == TOCLIENT_HUD_SET_FLAGS)
{
std::string datastring((char *)&data[2], datasize - 2);
std::istringstream is(datastring, std::ios_base::binary);
- u32 id = readU8(is);
- bool flag = (readU8(is) ? true : false);
+ Player *player = m_env.getLocalPlayer();
+ assert(player != NULL);
- ClientEvent event;
- event.type = CE_HUD_BUILTIN_ENABLE;
- event.hudbuiltin.id = (HudBuiltinElement)id;
- event.hudbuiltin.flag = flag;
- m_client_event_queue.push_back(event);
+ u32 flags = readU32(is);
+ u32 mask = readU32(is);
+
+ player->hud_flags &= ~mask;
+ player->hud_flags |= flags;
}
else
{
CE_DELETE_PARTICLESPAWNER,
CE_HUDADD,
CE_HUDRM,
- CE_HUDCHANGE,
- CE_HUD_BUILTIN_ENABLE
+ CE_HUDCHANGE
};
struct ClientEvent
std::string *sdata;
u32 data;
} hudchange;
- struct{
- u32 id;
- u32 flag;
- } hudbuiltin;
};
};
u32 data]
*/
- TOCLIENT_HUD_BUILTIN_ENABLE = 0x4c,
+ TOCLIENT_HUD_SET_FLAGS = 0x4c,
/*
u16 command
- u8 id
- u8 flag
+ u32 flags
+ u32 mask
*/
};
delete event.hudchange.v2fdata;
delete event.hudchange.sdata;
}
- else if (event.type == CE_HUD_BUILTIN_ENABLE) {
- u32 bit = (u32)event.hudbuiltin.id;
- u32 mask = 1 << bit;
- if (event.hudbuiltin.flag)
- player->hud_flags |= mask;
- else
- player->hud_flags &= ~mask;
- }
}
}
/*
Wielded tool
*/
- if(show_hud && (player->hud_flags & HUD_DRAW_WIELDITEM))
+ if(show_hud && (player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE))
{
// Warning: This clears the Z buffer.
camera.drawWieldedTool();
/*
Draw crosshair
*/
- if (show_hud && (player->hud_flags & HUD_DRAW_CROSSHAIR))
+ if (show_hud)
hud.drawCrosshair();
} // timer
if (show_hud)
{
hud.drawHotbar(v2s32(displaycenter.X, screensize.Y),
- client.getHP(), client.getPlayerItem(),
- player->hud_flags);
+ client.getHP(), client.getPlayerItem());
}
/*
}
-void Hud::drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem, u32 flags) {
+void Hud::drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem) {
InventoryList *mainlist = inventory->getList("main");
if (mainlist == NULL) {
errorstream << "draw_hotbar(): mainlist == NULL" << std::endl;
s32 width = hotbar_itemcount * (hotbar_imagesize + padding * 2);
v2s32 pos = centerlowerpos - v2s32(width / 2, hotbar_imagesize + padding * 2);
- if (flags & HUD_DRAW_HOTBAR)
+ if (player->hud_flags & HUD_FLAG_HOTBAR_VISIBLE)
drawItem(pos, hotbar_imagesize, hotbar_itemcount, mainlist, playeritem + 1, 0);
- if (flags & HUD_DRAW_HEALTHBAR)
+ if (player->hud_flags & HUD_FLAG_HEALTHBAR_VISIBLE)
drawStatbar(pos - v2s32(0, 4), HUD_CORNER_LOWER, HUD_DIR_LEFT_RIGHT,
"heart.png", halfheartcount, v2s32(0, 0));
}
void Hud::drawCrosshair() {
- driver->draw2DLine(displaycenter - v2s32(10, 0),
- displaycenter + v2s32(10, 0), crosshair_argb);
- driver->draw2DLine(displaycenter - v2s32(0, 10),
- displaycenter + v2s32(0, 10), crosshair_argb);
+ if (player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) {
+ driver->draw2DLine(displaycenter - v2s32(10, 0),
+ displaycenter + v2s32(10, 0), crosshair_argb);
+ driver->draw2DLine(displaycenter - v2s32(0, 10),
+ displaycenter + v2s32(0, 10), crosshair_argb);
+ }
}
#define HUD_CORNER_LOWER 1
#define HUD_CORNER_CENTER 2
-#define HUD_DRAW_HOTBAR (1 << 0)
-#define HUD_DRAW_HEALTHBAR (1 << 1)
-#define HUD_DRAW_CROSSHAIR (1 << 2)
-#define HUD_DRAW_WIELDITEM (1 << 3)
+#define HUD_FLAG_HOTBAR_VISIBLE (1 << 0)
+#define HUD_FLAG_HEALTHBAR_VISIBLE (1 << 1)
+#define HUD_FLAG_CROSSHAIR_VISIBLE (1 << 2)
+#define HUD_FLAG_WIELDITEM_VISIBLE (1 << 3)
class Player;
};
-enum HudBuiltinElement {
- HUD_BUILTIN_HOTBAR = 0,
- HUD_BUILTIN_HEALTHBAR,
- HUD_BUILTIN_CROSSHAIR,
- HUD_BUILTIN_WIELDITEM
-};
-
-
inline u32 hud_get_free_id(Player *player) {
size_t size = player->hud.size();
for (size_t i = 0; i != size; i++) {
void drawItem(v2s32 upperleftpos, s32 imgsize, s32 itemcount,
InventoryList *mainlist, u16 selectitem, u16 direction);
void drawLuaElements();
- void drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture, s32 count, v2s32 offset);
+ void drawStatbar(v2s32 pos, u16 corner, u16 drawdir,
+ std::string texture, s32 count, v2s32 offset);
- void drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem, u32 flags);
+ void drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem);
void resizeHotbar();
void drawCrosshair();
inventory.addList("craftresult", 1);
// Can be redefined via Lua
- inventory_formspec = "size[8,7.5]"
+ inventory_formspec = "size[8,7.5]"
//"image[1,0.6;1,2;player.png]"
"list[current_player;main;0,3.5;8,4;]"
"list[current_player;craft;3,0;3,3;]"
"list[current_player;craftpreview;7,1;1,1;]";
// Initialize movement settings at default values, so movement can work if the server fails to send them
- movement_acceleration_default = 3 * BS;
- movement_acceleration_air = 2 * BS;
- movement_acceleration_fast = 10 * BS;
- movement_speed_walk = 4 * BS;
- movement_speed_crouch = 1.35 * BS;
- movement_speed_fast = 20 * BS;
- movement_speed_climb = 2 * BS;
- movement_speed_jump = 6.5 * BS;
- movement_liquid_fluidity = 1 * BS;
- movement_liquid_fluidity_smooth = 0.5 * BS;
- movement_liquid_sink = 10 * BS;
- movement_gravity = 9.81 * BS;
+ movement_acceleration_default = 3 * BS;
+ movement_acceleration_air = 2 * BS;
+ movement_acceleration_fast = 10 * BS;
+ movement_speed_walk = 4 * BS;
+ movement_speed_crouch = 1.35 * BS;
+ movement_speed_fast = 20 * BS;
+ movement_speed_climb = 2 * BS;
+ movement_speed_jump = 6.5 * BS;
+ movement_liquid_fluidity = 1 * BS;
+ movement_liquid_fluidity_smooth = 0.5 * BS;
+ movement_liquid_sink = 10 * BS;
+ movement_gravity = 9.81 * BS;
// Movement overrides are multipliers and must be 1 by default
- physics_override_speed = 1;
- physics_override_jump = 1;
+ physics_override_speed = 1;
+ physics_override_jump = 1;
physics_override_gravity = 1;
- hud_flags = HUD_DRAW_HOTBAR
- | HUD_DRAW_HEALTHBAR
- | HUD_DRAW_CROSSHAIR
- | HUD_DRAW_WIELDITEM;
+ hud_flags = HUD_FLAG_HOTBAR_VISIBLE | HUD_FLAG_HEALTHBAR_VISIBLE |
+ HUD_FLAG_CROSSHAIR_VISIBLE | HUD_FLAG_WIELDITEM_VISIBLE;
}
Player::~Player()
struct EnumString es_HudBuiltinElement[] =
{
- {HUD_BUILTIN_HOTBAR, "hotbar"},
- {HUD_BUILTIN_HEALTHBAR, "healthbar"},
- {HUD_BUILTIN_CROSSHAIR, "crosshair"},
- {HUD_BUILTIN_WIELDITEM, "wielditem"},
+ {HUD_FLAG_HOTBAR_VISIBLE, "hotbar"},
+ {HUD_FLAG_HEALTHBAR_VISIBLE, "healthbar"},
+ {HUD_FLAG_CROSSHAIR_VISIBLE, "crosshair"},
+ {HUD_FLAG_WIELDITEM_VISIBLE, "wielditem"},
{0, NULL},
};
return 1;
}
-// hud_builtin_enable(self, id, flag)
-int ObjectRef::l_hud_builtin_enable(lua_State *L)
+// hud_set_flags(self, flags)
+int ObjectRef::l_hud_set_flags(lua_State *L)
{
ObjectRef *ref = checkobject(L, 1);
Player *player = getplayer(ref);
if (player == NULL)
return 0;
- HudBuiltinElement id;
- int id_i;
+ u32 flags = 0;
+ u32 mask = 0;
+ bool flag;
- std::string s(lua_tostring(L, 2));
-
- // Return nil if component is not in enum
- if (!string_to_enum(es_HudBuiltinElement, id_i, s))
+ const EnumString *esp = es_HudBuiltinElement;
+ for (int i = 0; esp[i].str; i++) {
+ if (getboolfield(L, 2, esp[i].str, flag)) {
+ flags |= esp[i].num * flag;
+ mask |= esp[i].num;
+ }
+ }
+ if (!get_server(L)->hudSetFlags(player, flags, mask))
return 0;
-
- id = (HudBuiltinElement)id_i;
- bool flag = (bool)lua_toboolean(L, 3);
-
- bool ok = get_server(L)->hudBuiltinEnable(player, id, flag);
-
- lua_pushboolean(L, (int)ok);
+ lua_pushboolean(L, true);
return 1;
}
luamethod(ObjectRef, hud_remove),
luamethod(ObjectRef, hud_change),
luamethod(ObjectRef, hud_get),
- luamethod(ObjectRef, hud_builtin_enable),
- //luamethod(ObjectRef, hud_lock_next_bar),
- //luamethod(ObjectRef, hud_unlock_bar),
+ luamethod(ObjectRef, hud_set_flags),
{0,0}
};
// hud_get(self, id)
static int l_hud_get(lua_State *L);
- // hud_builtin_enable(self, id, flag)
- static int l_hud_builtin_enable(lua_State *L);
+ // hud_set_flags(self, flags)
+ static int l_hud_set_flags(lua_State *L);
public:
ObjectRef(ServerActiveObject *object);
m_con.Send(peer_id, 0, data, true);
}
-void Server::SendHUDBuiltinEnable(u16 peer_id, u32 id, bool flag)
+void Server::SendHUDSetFlags(u16 peer_id, u32 flags, u32 mask)
{
std::ostringstream os(std::ios_base::binary);
// Write command
- writeU16(os, TOCLIENT_HUD_BUILTIN_ENABLE);
- writeU8(os, id);
- writeU8(os, (flag ? 1 : 0));
+ writeU16(os, TOCLIENT_HUD_SET_FLAGS);
+ writeU32(os, flags);
+ writeU32(os, mask);
// Make data buffer
std::string s = os.str();
- SharedBuffer<u8> data((u8*)s.c_str(), s.size());
+ SharedBuffer<u8> data((u8 *)s.c_str(), s.size());
// Send as reliable
m_con.Send(peer_id, 0, data, true);
}
return true;
}
-bool Server::hudBuiltinEnable(Player *player, u32 id, bool flag) {
+bool Server::hudSetFlags(Player *player, u32 flags, u32 mask) {
if (!player)
return false;
- SendHUDBuiltinEnable(player->peer_id, id, flag);
+ SendHUDSetFlags(player->peer_id, flags, mask);
return true;
}
u32 hudAdd(Player *player, HudElement *element);
bool hudRemove(Player *player, u32 id);
bool hudChange(Player *player, u32 id, HudElementStat stat, void *value);
- bool hudBuiltinEnable(Player *player, u32 id, bool flag);
+ bool hudSetFlags(Player *player, u32 flags, u32 mask);
private:
void SendHUDAdd(u16 peer_id, u32 id, HudElement *form);
void SendHUDRemove(u16 peer_id, u32 id);
void SendHUDChange(u16 peer_id, u32 id, HudElementStat stat, void *value);
- void SendHUDBuiltinEnable(u16 peer_id, u32 id, bool flag);
+ void SendHUDSetFlags(u16 peer_id, u32 flags, u32 mask);
+
/*
Send a node removal/addition event to all clients except ignore_id.
Additionally, if far_players!=NULL, players further away than