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- --[[
- 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 player_hud_ids = hud_ids[player_name]
- if player and player_hud_ids and player_hud_ids.breath then
- player:hud_remove(player_hud_ids.breath)
- player_hud_ids.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,
- })
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