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Split HUD code off to hud.cpp, make into a class, extensive Lua HUD modification

This commit is contained in:
kwolekr 2013-04-13 18:20:22 -04:00
parent 49f6e347f0
commit 666aae3593
12 changed files with 793 additions and 816 deletions

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@ -401,6 +401,43 @@ Currently supported flags: absheight
Also produce this same ore between the height range of -height_max and -height_min.
Useful for having ore in sky realms without having to duplicate ore entries.
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.
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.
- text: The name of the texture that is displayed.
- 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.
- 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.
- 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: Direction in which the inventory list 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.
Representations of simple things
--------------------------------
Position/vector:
@ -1379,19 +1416,11 @@ Player-only: (no-op for other objects)
modifies per-player walking speed, jump height, and gravity.
Values default to 1 and act as offsets to the physics settings
in minetest.conf. nil will keep the current setting.
- hud_add(id, hud definition)
^ id is used for later reference
^ If this id has already been used, it will reset its drawform
- hud_rm(id): remove an id from the lua hud
- hud_change(id, stat, value): change a value of a previously added element
^ stat/table key: 0/position, 1/name, 2/scale, 3/text, 4/number,
^ 5/item, 6/dir
- hud_get_next_id(): get the next available id for a hud element
- hud_lock_next_bar(right): add a non-conflicting statbar
^ if right, will claim spot on right side, rather then left
^ returns element id on success, false otherwise
- hud_unlock_bar(id): remove a non-conflicting statbar
^ id is the value returned by calling hud_lock_next_bar()
- hud_add(hud definition): add a HUD element described by HUD def, returns ID number on success
- hud_remove(id): remove the HUD element of the specified id
- 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
InvRef: Reference to an inventory
methods:
@ -1815,20 +1844,18 @@ Detached inventory callbacks
^ No return value
}
HUD Definition (hud_add)
HUD Definition (hud_add, hud_get)
{
type = "I", -- One of "I"(image), "S"(statbar),
^ "T"(text), "i"(inv)
position = {x=0.5, y=0.5}, -- Left corner position
type = "image",
^ 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
name = "<name>",
scale = {x=2, y=2},
text = "<text>",
^ Used as texture name for statbars and images, and as list name
^ for inv
number = 2,
^ Used as stat for statbar, and as # of items for inv
item = 3, -- Selected item in inv. 0 -> no item selected
item = 3,
^ Selected item in inventory. 0 for no item selected.
dir = 0,
^ dir/inv direction: 0/left-right, 1/right-left,
^ 2/top-bottom, 3/bottom-top
^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
}