forked from Mirrorlandia_minetest/minetest
Minimap: Add new HUD flag for minimap radar mode
Flag default is true to not change default behaviour. The existing minimap HUD flag remains the master control for minimap.
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a3441638c6
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7657fe7a50
@ -3310,13 +3310,16 @@ This is basically a reference to a C++ `ServerActiveObject`
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* element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
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* element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
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* `hud_get(id)`: gets the HUD element definition structure of the specified ID
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* `hud_get(id)`: gets the HUD element definition structure of the specified ID
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* `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
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* `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
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* `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `minimap`
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* `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `breathbar`,
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`minimap`, `minimap_radar`
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* pass a table containing a `true`/`false` value of each flag to be set or unset
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* pass a table containing a `true`/`false` value of each flag to be set or unset
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* if a flag equals `nil`, the flag is not modified
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* if a flag equals `nil`, the flag is not modified
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* note that setting `minimap` modifies the client's permission to view the minimap -
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* note that setting `minimap` modifies the client's permission to view the minimap -
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* the client may locally elect to not view the minimap
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* the client may locally elect to not view the minimap
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* minimap `radar` is only usable when `minimap` is true
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* `hud_get_flags()`: returns a table containing status of hud flags
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* `hud_get_flags()`: returns a table containing status of hud flags
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* returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true, minimap=true }`
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* returns `{hotbar=true, healthbar=true, crosshair=true, wielditem=true,
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breathbar=true, minimap=true, minimap_radar=true}`
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* `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
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* `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
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* `count`: number of items, must be between `1` and `23`
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* `count`: number of items, must be between `1` and `23`
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* `hud_get_hotbar_itemcount`: returns number of visible items
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* `hud_get_hotbar_itemcount`: returns number of visible items
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@ -2818,6 +2818,9 @@ void Game::toggleMinimap(bool shift_pressed)
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if (hud_flags & HUD_FLAG_MINIMAP_VISIBLE) {
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if (hud_flags & HUD_FLAG_MINIMAP_VISIBLE) {
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mode = mapper->getMinimapMode();
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mode = mapper->getMinimapMode();
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mode = (MinimapMode)((int)mode + 1);
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mode = (MinimapMode)((int)mode + 1);
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// If radar is disabled and in, or switching to, radar mode
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if (!(hud_flags & HUD_FLAG_MINIMAP_RADAR_VISIBLE) && mode > 3)
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mode = MINIMAP_MODE_OFF;
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}
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}
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flags.show_minimap = true;
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flags.show_minimap = true;
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13
src/hud.h
13
src/hud.h
@ -34,12 +34,13 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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// Note that these visibility flags do not determine if the hud items are
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// Note that these visibility flags do not determine if the hud items are
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// actually drawn, but rather, whether to draw the item should the rest
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// actually drawn, but rather, whether to draw the item should the rest
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// of the game state permit it.
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// of the game state permit it.
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#define HUD_FLAG_HOTBAR_VISIBLE (1 << 0)
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#define HUD_FLAG_HOTBAR_VISIBLE (1 << 0)
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#define HUD_FLAG_HEALTHBAR_VISIBLE (1 << 1)
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#define HUD_FLAG_HEALTHBAR_VISIBLE (1 << 1)
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#define HUD_FLAG_CROSSHAIR_VISIBLE (1 << 2)
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#define HUD_FLAG_CROSSHAIR_VISIBLE (1 << 2)
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#define HUD_FLAG_WIELDITEM_VISIBLE (1 << 3)
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#define HUD_FLAG_WIELDITEM_VISIBLE (1 << 3)
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#define HUD_FLAG_BREATHBAR_VISIBLE (1 << 4)
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#define HUD_FLAG_BREATHBAR_VISIBLE (1 << 4)
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#define HUD_FLAG_MINIMAP_VISIBLE (1 << 5)
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#define HUD_FLAG_MINIMAP_VISIBLE (1 << 5)
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#define HUD_FLAG_MINIMAP_RADAR_VISIBLE (1 << 6)
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#define HUD_PARAM_HOTBAR_ITEMCOUNT 1
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#define HUD_PARAM_HOTBAR_ITEMCOUNT 1
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#define HUD_PARAM_HOTBAR_IMAGE 2
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#define HUD_PARAM_HOTBAR_IMAGE 2
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@ -1183,18 +1183,23 @@ void Client::handleCommand_HudSetFlags(NetworkPacket* pkt)
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assert(player != NULL);
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assert(player != NULL);
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bool was_minimap_visible = player->hud_flags & HUD_FLAG_MINIMAP_VISIBLE;
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bool was_minimap_visible = player->hud_flags & HUD_FLAG_MINIMAP_VISIBLE;
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bool was_minimap_radar_visible = player->hud_flags & HUD_FLAG_MINIMAP_RADAR_VISIBLE;
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player->hud_flags &= ~mask;
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player->hud_flags &= ~mask;
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player->hud_flags |= flags;
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player->hud_flags |= flags;
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m_minimap_disabled_by_server = !(player->hud_flags & HUD_FLAG_MINIMAP_VISIBLE);
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m_minimap_disabled_by_server = !(player->hud_flags & HUD_FLAG_MINIMAP_VISIBLE);
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bool m_minimap_radar_disabled_by_server = !(player->hud_flags & HUD_FLAG_MINIMAP_RADAR_VISIBLE);
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// Hide minimap if it has been disabled by the server
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// Hide minimap if it has been disabled by the server
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if (m_minimap && m_minimap_disabled_by_server && was_minimap_visible) {
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if (m_minimap && m_minimap_disabled_by_server && was_minimap_visible)
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// defers a minimap update, therefore only call it if really
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// defers a minimap update, therefore only call it if really
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// needed, by checking that minimap was visible before
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// needed, by checking that minimap was visible before
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m_minimap->setMinimapMode(MINIMAP_MODE_OFF);
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m_minimap->setMinimapMode(MINIMAP_MODE_OFF);
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}
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// Switch to surface mode if radar disabled by server
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if (m_minimap && m_minimap_radar_disabled_by_server && was_minimap_radar_visible)
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m_minimap->setMinimapMode(MINIMAP_MODE_SURFACEx1);
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}
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}
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void Client::handleCommand_HudSetParam(NetworkPacket* pkt)
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void Client::handleCommand_HudSetParam(NetworkPacket* pkt)
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@ -70,7 +70,8 @@ Player::Player(const char *name, IItemDefManager *idef):
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hud_flags =
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hud_flags =
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HUD_FLAG_HOTBAR_VISIBLE | HUD_FLAG_HEALTHBAR_VISIBLE |
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HUD_FLAG_HOTBAR_VISIBLE | HUD_FLAG_HEALTHBAR_VISIBLE |
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HUD_FLAG_CROSSHAIR_VISIBLE | HUD_FLAG_WIELDITEM_VISIBLE |
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HUD_FLAG_CROSSHAIR_VISIBLE | HUD_FLAG_WIELDITEM_VISIBLE |
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HUD_FLAG_BREATHBAR_VISIBLE | HUD_FLAG_MINIMAP_VISIBLE;
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HUD_FLAG_BREATHBAR_VISIBLE | HUD_FLAG_MINIMAP_VISIBLE |
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HUD_FLAG_MINIMAP_RADAR_VISIBLE;
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hud_hotbar_itemcount = HUD_HOTBAR_ITEMCOUNT_DEFAULT;
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hud_hotbar_itemcount = HUD_HOTBAR_ITEMCOUNT_DEFAULT;
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}
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}
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@ -60,12 +60,13 @@ struct EnumString es_HudElementStat[] =
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struct EnumString es_HudBuiltinElement[] =
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struct EnumString es_HudBuiltinElement[] =
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{
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{
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{HUD_FLAG_HOTBAR_VISIBLE, "hotbar"},
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{HUD_FLAG_HOTBAR_VISIBLE, "hotbar"},
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{HUD_FLAG_HEALTHBAR_VISIBLE, "healthbar"},
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{HUD_FLAG_HEALTHBAR_VISIBLE, "healthbar"},
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{HUD_FLAG_CROSSHAIR_VISIBLE, "crosshair"},
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{HUD_FLAG_CROSSHAIR_VISIBLE, "crosshair"},
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{HUD_FLAG_WIELDITEM_VISIBLE, "wielditem"},
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{HUD_FLAG_WIELDITEM_VISIBLE, "wielditem"},
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{HUD_FLAG_BREATHBAR_VISIBLE, "breathbar"},
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{HUD_FLAG_BREATHBAR_VISIBLE, "breathbar"},
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{HUD_FLAG_MINIMAP_VISIBLE, "minimap"},
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{HUD_FLAG_MINIMAP_VISIBLE, "minimap"},
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{HUD_FLAG_MINIMAP_RADAR_VISIBLE, "minimap_radar"},
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{0, NULL},
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{0, NULL},
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};
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};
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@ -1569,6 +1570,8 @@ int ObjectRef::l_hud_get_flags(lua_State *L)
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lua_setfield(L, -2, "breathbar");
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lua_setfield(L, -2, "breathbar");
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lua_pushboolean(L, player->hud_flags & HUD_FLAG_MINIMAP_VISIBLE);
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lua_pushboolean(L, player->hud_flags & HUD_FLAG_MINIMAP_VISIBLE);
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lua_setfield(L, -2, "minimap");
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lua_setfield(L, -2, "minimap");
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lua_pushboolean(L, player->hud_flags & HUD_FLAG_MINIMAP_RADAR_VISIBLE);
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lua_setfield(L, -2, "minimap_radar");
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return 1;
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return 1;
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}
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}
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