BlockColor-CDB/mods/Menu/hud/api.lua

276 lines
6.6 KiB
Lua
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-- global values
hud.registered_items = {}
hud.damage_events = {}
hud.breath_events = {}
-- keep id handling internal
local hud_id = {} -- hud item ids
local sb_bg = {} -- statbar background ids
-- localize often used table
local items = hud.registered_items
local function throw_error(msg)
minetest.log("error", "Better HUD[error]: " .. msg)
end
--
-- API
--
function hud.register(name, def)
if not name or not def then
throw_error("not enough parameters given")
return false
end
--TODO: allow other elements
if def.hud_elem_type ~= "statbar" then
throw_error("The given HUD element is no statbar")
return false
end
if items[name] ~= nil then
throw_error("A statbar with that name already exists")
return false
end
-- actually register
-- add background first since draworder is based on id :\
if def.hud_elem_type == "statbar" and def.background ~= nil then
sb_bg[name] = table.copy(def)
sb_bg[name].text = def.background
if not def.autohide_bg and def.max then
sb_bg[name].number = def.max
end
end
-- add item itself
items[name] = def
-- register events
if def.events then
for _,v in pairs(def.events) do
if v and v.type and v.func then
if v.type == "damage" then
table.insert(hud.damage_events, v)
end
if v.type == "breath" then
table.insert(hud.breath_events, v)
end
end
end
end
-- no error so far, return success
return true
end
-- swaps stabar positions
function hud.swap_statbar(player, item1, item2)
if not player or not item1 or not item2 then
throw_error("Not enough parameters given to swap statbars")
return false
end
local def1 = items[item1] or nil
local def2 = items[item2] or nil
if not def1 or not def2 then
throw_error("Can't swap statbars. Given statbars are not correct")
return false
end
local pos_swap = false
local p_name = player:get_player_name()
local elem1 = hud_id[p_name.."_"..item1]
local elem2 = hud_id[p_name.."_"..item2]
if not elem1 or not elem2 or not elem1.id or not elem2.id then
return false
end
player:hud_change(elem2.id, "offset", def1.offset)
player:hud_change(elem1.id, "offset", def2.offset)
if def1.position.x ~= def2.position.x or def1.position.y ~= def2.position.y then
player:hud_change(elem2.id, "position", def1.position)
player:hud_change(elem1.id, "position", def2.position)
pos_swap = true
end
-- do the items have backgrounds? if so, swap them aswell
local bg1 = hud_id[p_name.."_"..item1.."_bg"] or nil
local bg2 = hud_id[p_name.."_"..item2.."_bg"] or nil
if bg1 ~= nil and bg1.id then
player:hud_change(bg1.id, "offset", def2.offset)
if pos_swap == true then
player:hud_change(bg1.id, "position", def2.position)
end
end
if bg2 ~= nil and bg2.id then
player:hud_change(bg2.id, "offset", def1.offset)
if pos_swap == true then
player:hud_change(bg2.id, "position", def1.position)
end
end
return true
end
function hud.change_item(player, name, def)
if not player or not player:is_player() or not name or not def then
throw_error("Not enough parameters given to change HUD item")
return false
end
local i_name = player:get_player_name().."_"..name
local elem = hud_id[i_name]
if not elem then
throw_error("Given HUD element " .. dump(name) .. " does not exist".." h<><68><EFBFBD><EFBFBD>")
return false
end
-- Only update if values supported and value actually changed
-- update supported values (currently number and text only)
if def.number and elem.number then
if def.number ~= elem.number then
if elem.max and def.number > elem.max and not def.max then
def.number = elem.max
end
if def.max then
elem.max = def.max
end
player:hud_change(elem.id, "number", def.number)
elem.number = def.number
-- hide background when set
local bg = hud_id[i_name.."_bg"]
if elem.autohide_bg then
if def.number < 1 then
player:hud_change(bg.id, "number", 0)
else
local num = bg.number
if bg.max then
num = bg.max
end
player:hud_change(bg.id, "number", num)
end
else
if bg and bg.max and bg.max < 1 and def.max and def.max > bg.max then
player:hud_change(bg.id, "number", def.max)
bg.max = def.max
bg.number = def.max
end
end
end
end
if def.text and elem.text then
if def.text ~= elem.text then
player:hud_change(elem.id, "text", def.text)
elem.text = def.text
end
end
if def.offset and elem.offset then
if def.item_name and def.offset == "item" then
-- for legacy reasons
if def.item_name then
hud.swap_statbar(player, name, def.item_name)
end
else
player:hud_change(elem.id, "offset", def.offset)
elem.offset = def.offset
end
end
return true
end
function hud.remove_item(player, name)
if not player or not name then
throw_error("Not enough parameters given")
return false
end
local i_name = player:get_player_name().."_"..name
if hud_id[i_name] == nil then
throw_error("Given HUD element " .. dump(name) .. " does not exist")
return false
end
player:hud_remove(hud_id[i_name].id)
hud_id[i_name] = nil
return true
end
--
-- Add registered HUD items to joining players
--
-- Following code is placed here to keep HUD ids internal
local function add_hud_item(player, name, def)
if not player or not name or not def then
throw_error("not enough parameters given")
return false
end
local i_name = player:get_player_name().."_"..name
hud_id[i_name] = def
hud_id[i_name].id = player:hud_add(def)
end
minetest.register_on_joinplayer(function(player)
-- first: hide the default statbars
local hud_flags = player:hud_get_flags()
hud_flags.healthbar = false
hud_flags.breathbar = false
player:hud_set_flags(hud_flags)
-- now add the backgrounds for statbars
for _,item in pairs(sb_bg) do
add_hud_item(player, _.."_bg", item)
end
-- and finally the actual HUD items
for _,item in pairs(items) do
add_hud_item(player, _, item)
end
-- fancy hotbar (only when no crafting mod present)
if minetest.get_modpath("crafting") == nil then
minetest.after(0.5, function()
player:hud_set_hotbar_image("hud_hotbar.png")
player:hud_set_hotbar_selected_image("hud_hotbar_selected.png")
end)
end
end)
function hud.player_event(player, event)
if not player then return end -- ADDED
--needed for first update called by on_join
minetest.after(0, function(player) -- ADDED (player)
if event == "health_changed" then
for _,v in pairs(hud.damage_events) do
if v.func then
v.func(player)
end
end
end
if event == "breath_changed" then
for _,v in pairs(hud.breath_events) do
if v.func then
v.func(player)
end
end
end
if event == "hud_changed" then--called when flags changed
end
end, player) -- ADDED , player)
end
core.register_playerevent(hud.player_event)