forked from Mirrorlandia_minetest/minetest
Readd basic_debug as a HUD flag (#12020)
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44fc888bd6
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b9e886726c
@ -6772,17 +6772,18 @@ object you are working with still exists.
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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 of player.
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* `flags`: A table with the following fields set to boolean values
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* hotbar
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* healthbar
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* crosshair
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* wielditem
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* breathbar
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* minimap
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* minimap_radar
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* `hotbar`
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* `healthbar`
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* `crosshair`
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* `wielditem`
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* `breathbar`
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* `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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* `minimap_radar`: is only usable when `minimap` is true
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* `basic_debug`: Allow showing basic debug info that might give a gameplay advantage.
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This includes map seed, player position, look direction, the pointed node and block bounds.
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Does not affect players with the `debug` privilege.
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* If a flag equals `nil`, the flag is not modified
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* `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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* `minimap_radar` is only usable when `minimap` is true
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* `hud_get_flags()`: returns a table of player HUD flags with boolean values.
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* See `hud_set_flags` for a list of flags that can be toggled.
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* `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
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@ -723,7 +723,7 @@ protected:
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void processClientEvents(CameraOrientation *cam);
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void updateCamera(f32 dtime);
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void updateSound(f32 dtime);
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void processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug);
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void processPlayerInteraction(f32 dtime, bool show_hud);
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/*!
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* Returns the object or node the player is pointing at.
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* Also updates the selected thing in the Hud.
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@ -1134,8 +1134,7 @@ void Game::run()
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updateDebugState();
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updateCamera(dtime);
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updateSound(dtime);
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processPlayerInteraction(dtime, m_game_ui->m_flags.show_hud,
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m_game_ui->m_flags.show_basic_debug);
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processPlayerInteraction(dtime, m_game_ui->m_flags.show_hud);
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updateFrame(&graph, &stats, dtime, cam_view);
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updateProfilerGraphs(&graph);
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@ -1740,17 +1739,16 @@ void Game::processQueues()
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void Game::updateDebugState()
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{
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const bool has_basic_debug = true;
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LocalPlayer *player = client->getEnv().getLocalPlayer();
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bool has_debug = client->checkPrivilege("debug");
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bool has_basic_debug = has_debug || (player->hud_flags & HUD_FLAG_BASIC_DEBUG);
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if (m_game_ui->m_flags.show_basic_debug) {
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if (!has_basic_debug) {
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if (!has_basic_debug)
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m_game_ui->m_flags.show_basic_debug = false;
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}
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} else if (m_game_ui->m_flags.show_minimal_debug) {
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if (has_basic_debug) {
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if (has_basic_debug)
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m_game_ui->m_flags.show_basic_debug = true;
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}
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}
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if (!has_basic_debug)
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hud->disableBlockBounds();
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@ -2211,27 +2209,27 @@ void Game::toggleCinematic()
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void Game::toggleBlockBounds()
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{
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if (true /* basic_debug */) {
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enum Hud::BlockBoundsMode newmode = hud->toggleBlockBounds();
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switch (newmode) {
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case Hud::BLOCK_BOUNDS_OFF:
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m_game_ui->showTranslatedStatusText("Block bounds hidden");
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break;
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case Hud::BLOCK_BOUNDS_CURRENT:
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m_game_ui->showTranslatedStatusText("Block bounds shown for current block");
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break;
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case Hud::BLOCK_BOUNDS_NEAR:
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m_game_ui->showTranslatedStatusText("Block bounds shown for nearby blocks");
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break;
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case Hud::BLOCK_BOUNDS_MAX:
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m_game_ui->showTranslatedStatusText("Block bounds shown for all blocks");
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break;
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default:
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break;
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}
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} else {
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m_game_ui->showTranslatedStatusText("Can't show block bounds (need 'basic_debug' privilege)");
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LocalPlayer *player = client->getEnv().getLocalPlayer();
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if (!(client->checkPrivilege("debug") || (player->hud_flags & HUD_FLAG_BASIC_DEBUG))) {
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m_game_ui->showTranslatedStatusText("Can't show block bounds (disabled by mod or game)");
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return;
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}
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enum Hud::BlockBoundsMode newmode = hud->toggleBlockBounds();
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switch (newmode) {
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case Hud::BLOCK_BOUNDS_OFF:
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m_game_ui->showTranslatedStatusText("Block bounds hidden");
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break;
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case Hud::BLOCK_BOUNDS_CURRENT:
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m_game_ui->showTranslatedStatusText("Block bounds shown for current block");
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break;
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case Hud::BLOCK_BOUNDS_NEAR:
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m_game_ui->showTranslatedStatusText("Block bounds shown for nearby blocks");
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break;
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case Hud::BLOCK_BOUNDS_MAX:
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m_game_ui->showTranslatedStatusText("Block bounds shown for all blocks");
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break;
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default:
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break;
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}
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}
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@ -2298,6 +2296,9 @@ void Game::toggleFog()
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void Game::toggleDebug()
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{
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LocalPlayer *player = client->getEnv().getLocalPlayer();
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bool has_debug = client->checkPrivilege("debug");
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bool has_basic_debug = has_debug || (player->hud_flags & HUD_FLAG_BASIC_DEBUG);
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// Initial: No debug info
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// 1x toggle: Debug text
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// 2x toggle: Debug text with profiler graph
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@ -2307,9 +2308,8 @@ void Game::toggleDebug()
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// The debug text can be in 2 modes: minimal and basic.
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// * Minimal: Only technical client info that not gameplay-relevant
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// * Basic: Info that might give gameplay advantage, e.g. pos, angle
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// Basic mode is always used.
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const bool has_basic_debug = true;
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// Basic mode is used when player has the debug HUD flag set,
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// otherwise the Minimal mode is used.
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if (!m_game_ui->m_flags.show_minimal_debug) {
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m_game_ui->m_flags.show_minimal_debug = true;
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if (has_basic_debug)
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@ -2333,7 +2333,7 @@ void Game::toggleDebug()
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m_game_ui->m_flags.show_basic_debug = false;
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m_game_ui->m_flags.show_profiler_graph = false;
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draw_control->show_wireframe = false;
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if (client->checkPrivilege("debug")) {
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if (has_debug) {
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m_game_ui->showTranslatedStatusText("Debug info, profiler graph, and wireframe hidden");
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} else {
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m_game_ui->showTranslatedStatusText("Debug info and profiler graph hidden");
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@ -3039,7 +3039,7 @@ void Game::updateSound(f32 dtime)
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}
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void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
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void Game::processPlayerInteraction(f32 dtime, bool show_hud)
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{
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LocalPlayer *player = client->getEnv().getLocalPlayer();
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@ -3157,7 +3157,8 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
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handlePointingAtNode(pointed, selected_item, hand_item, dtime);
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} else if (pointed.type == POINTEDTHING_OBJECT) {
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v3f player_position = player->getPosition();
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handlePointingAtObject(pointed, tool_item, player_position, show_debug);
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handlePointingAtObject(pointed, tool_item, player_position,
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client->checkPrivilege("debug") || (player->hud_flags & HUD_FLAG_BASIC_DEBUG));
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} else if (isKeyDown(KeyType::DIG)) {
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// When button is held down in air, show continuous animation
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runData.punching = true;
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@ -63,5 +63,6 @@ const struct EnumString es_HudBuiltinElement[] =
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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_RADAR_VISIBLE, "minimap_radar"},
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{HUD_FLAG_BASIC_DEBUG, "basic_debug"},
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{0, NULL},
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};
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@ -47,6 +47,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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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_RADAR_VISIBLE (1 << 6)
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#define HUD_FLAG_BASIC_DEBUG (1 << 7)
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#define HUD_PARAM_HOTBAR_ITEMCOUNT 1
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#define HUD_PARAM_HOTBAR_IMAGE 2
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@ -71,7 +71,7 @@ Player::Player(const char *name, IItemDefManager *idef):
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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_BREATHBAR_VISIBLE | HUD_FLAG_MINIMAP_VISIBLE |
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HUD_FLAG_MINIMAP_RADAR_VISIBLE;
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HUD_FLAG_MINIMAP_RADAR_VISIBLE | HUD_FLAG_BASIC_DEBUG;
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hud_hotbar_itemcount = HUD_HOTBAR_ITEMCOUNT_DEFAULT;
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@ -1617,20 +1617,11 @@ int ObjectRef::l_hud_get_flags(lua_State *L)
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return 0;
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lua_newtable(L);
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lua_pushboolean(L, player->hud_flags & HUD_FLAG_HOTBAR_VISIBLE);
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lua_setfield(L, -2, "hotbar");
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lua_pushboolean(L, player->hud_flags & HUD_FLAG_HEALTHBAR_VISIBLE);
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lua_setfield(L, -2, "healthbar");
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lua_pushboolean(L, player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE);
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lua_setfield(L, -2, "crosshair");
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lua_pushboolean(L, player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE);
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lua_setfield(L, -2, "wielditem");
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lua_pushboolean(L, player->hud_flags & HUD_FLAG_BREATHBAR_VISIBLE);
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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_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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const EnumString *esp = es_HudBuiltinElement;
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for (int i = 0; esp[i].str; i++) {
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lua_pushboolean(L, (player->hud_flags & esp[i].num) != 0);
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lua_setfield(L, -2, esp[i].str);
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}
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return 1;
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}
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