minimap: Add ability to disable from server

This commit is contained in:
kwolekr 2015-08-13 03:16:50 -04:00
parent a670ecfde4
commit be9024a397
5 changed files with 69 additions and 47 deletions

@ -2519,11 +2519,13 @@ This is basically a reference to a C++ `ServerActiveObject`
* element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir` * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
* `hud_get(id)`: gets the HUD element definition structure of the specified ID * `hud_get(id)`: gets the HUD element definition structure of the specified ID
* `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false` * `hud_set_flags(flags)`: sets specified HUD flags to `true`/`false`
* `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem` * `flags`: (is visible) `hotbar`, `healthbar`, `crosshair`, `wielditem`, `minimap`
* pass a table containing a `true`/`false` value of each flag to be set or unset * pass a table containing a `true`/`false` value of each flag to be set or unset
* if a flag equals `nil`, the flag is not modified * if a flag equals `nil`, the flag is not modified
* note that setting `minimap` modifies the client's permission to view the minimap -
* the client may locally elect to not view the minimap
* `hud_get_flags()`: returns a table containing status of hud flags * `hud_get_flags()`: returns a table containing status of hud flags
* returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true }` * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true, minimap=true }`
* `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
* `count`: number of items, must be between `1` and `23` * `count`: number of items, must be between `1` and `23`
* `hud_get_hotbar_itemcount`: returns number of visible items * `hud_get_hotbar_itemcount`: returns number of visible items

@ -1497,7 +1497,7 @@ protected:
void toggleChat(float *statustext_time, bool *flag); void toggleChat(float *statustext_time, bool *flag);
void toggleHud(float *statustext_time, bool *flag); void toggleHud(float *statustext_time, bool *flag);
void toggleMinimap(float *statustext_time, bool *flag1, bool *flag2, void toggleMinimap(float *statustext_time, bool *flag, bool show_hud,
bool shift_pressed); bool shift_pressed);
void toggleFog(float *statustext_time, bool *flag); void toggleFog(float *statustext_time, bool *flag);
void toggleDebug(float *statustext_time, bool *show_debug, void toggleDebug(float *statustext_time, bool *show_debug,
@ -2642,7 +2642,7 @@ void Game::processKeyboardInput(VolatileRunFlags *flags,
} else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_TOGGLE_HUD])) { } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_TOGGLE_HUD])) {
toggleHud(statustext_time, &flags->show_hud); toggleHud(statustext_time, &flags->show_hud);
} else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_MINIMAP])) { } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_MINIMAP])) {
toggleMinimap(statustext_time, &flags->show_minimap, &flags->show_hud, toggleMinimap(statustext_time, &flags->show_minimap, flags->show_hud,
input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_SNEAK])); input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_SNEAK]));
} else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_TOGGLE_CHAT])) { } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_TOGGLE_CHAT])) {
toggleChat(statustext_time, &flags->show_chat); toggleChat(statustext_time, &flags->show_chat);
@ -2864,43 +2864,54 @@ void Game::toggleHud(float *statustext_time, bool *flag)
client->setHighlighted(client->getHighlighted(), *flag); client->setHighlighted(client->getHighlighted(), *flag);
} }
void Game::toggleMinimap(float *statustext_time, bool *flag, bool *show_hud, bool shift_pressed) void Game::toggleMinimap(float *statustext_time, bool *flag,
bool show_hud, bool shift_pressed)
{ {
if (*show_hud && g_settings->getBool("enable_minimap")) { if (!show_hud || !g_settings->getBool("enable_minimap"))
if (shift_pressed) { return;
mapper->toggleMinimapShape();
return; if (shift_pressed) {
} mapper->toggleMinimapShape();
MinimapMode mode = mapper->getMinimapMode(); return;
mode = (MinimapMode)((int)(mode) + 1);
*flag = true;
switch (mode) {
case MINIMAP_MODE_SURFACEx1:
statustext = L"Minimap in surface mode, Zoom x1";
break;
case MINIMAP_MODE_SURFACEx2:
statustext = L"Minimap in surface mode, Zoom x2";
break;
case MINIMAP_MODE_SURFACEx4:
statustext = L"Minimap in surface mode, Zoom x4";
break;
case MINIMAP_MODE_RADARx1:
statustext = L"Minimap in radar mode, Zoom x1";
break;
case MINIMAP_MODE_RADARx2:
statustext = L"Minimap in radar mode, Zoom x2";
break;
case MINIMAP_MODE_RADARx4:
statustext = L"Minimap in radar mode, Zoom x4";
break;
default:
mode = MINIMAP_MODE_OFF;
*flag = false;
statustext = L"Minimap hidden";
}
*statustext_time = 0;
mapper->setMinimapMode(mode);
} }
u32 hud_flags = client->getEnv().getLocalPlayer()->hud_flags;
MinimapMode mode = MINIMAP_MODE_OFF;
if (hud_flags & HUD_FLAG_MINIMAP_VISIBLE) {
mode = mapper->getMinimapMode();
mode = (MinimapMode)((int)mode + 1);
}
*flag = true;
switch (mode) {
case MINIMAP_MODE_SURFACEx1:
statustext = L"Minimap in surface mode, Zoom x1";
break;
case MINIMAP_MODE_SURFACEx2:
statustext = L"Minimap in surface mode, Zoom x2";
break;
case MINIMAP_MODE_SURFACEx4:
statustext = L"Minimap in surface mode, Zoom x4";
break;
case MINIMAP_MODE_RADARx1:
statustext = L"Minimap in radar mode, Zoom x1";
break;
case MINIMAP_MODE_RADARx2:
statustext = L"Minimap in radar mode, Zoom x2";
break;
case MINIMAP_MODE_RADARx4:
statustext = L"Minimap in radar mode, Zoom x4";
break;
default:
mode = MINIMAP_MODE_OFF;
*flag = false;
statustext = (hud_flags & HUD_FLAG_MINIMAP_VISIBLE) ?
L"Minimap hidden" : L"Minimap disabled by server";
}
*statustext_time = 0;
mapper->setMinimapMode(mode);
} }
void Game::toggleFog(float *statustext_time, bool *flag) void Game::toggleFog(float *statustext_time, bool *flag)

@ -32,11 +32,15 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define HUD_CORNER_LOWER 1 #define HUD_CORNER_LOWER 1
#define HUD_CORNER_CENTER 2 #define HUD_CORNER_CENTER 2
// Note that these visibility flags do not determine if the hud items are
// actually drawn, but rather, allows the item to be drawn should the rest of
// the game state permit it.
#define HUD_FLAG_HOTBAR_VISIBLE (1 << 0) #define HUD_FLAG_HOTBAR_VISIBLE (1 << 0)
#define HUD_FLAG_HEALTHBAR_VISIBLE (1 << 1) #define HUD_FLAG_HEALTHBAR_VISIBLE (1 << 1)
#define HUD_FLAG_CROSSHAIR_VISIBLE (1 << 2) #define HUD_FLAG_CROSSHAIR_VISIBLE (1 << 2)
#define HUD_FLAG_WIELDITEM_VISIBLE (1 << 3) #define HUD_FLAG_WIELDITEM_VISIBLE (1 << 3)
#define HUD_FLAG_BREATHBAR_VISIBLE (1 << 4) #define HUD_FLAG_BREATHBAR_VISIBLE (1 << 4)
#define HUD_FLAG_MINIMAP_VISIBLE (1 << 5)
#define HUD_PARAM_HOTBAR_ITEMCOUNT 1 #define HUD_PARAM_HOTBAR_ITEMCOUNT 1
#define HUD_PARAM_HOTBAR_IMAGE 2 #define HUD_PARAM_HOTBAR_IMAGE 2
@ -116,11 +120,11 @@ public:
std::string hotbar_selected_image; std::string hotbar_selected_image;
bool use_hotbar_selected_image; bool use_hotbar_selected_image;
v3s16 camera_offset; v3s16 camera_offset;
Hud(video::IVideoDriver *driver,scene::ISceneManager* smgr, Hud(video::IVideoDriver *driver,scene::ISceneManager* smgr,
gui::IGUIEnvironment* guienv, IGameDef *gamedef, LocalPlayer *player, gui::IGUIEnvironment* guienv, IGameDef *gamedef, LocalPlayer *player,
Inventory *inventory); Inventory *inventory);
void drawHotbar(u16 playeritem); void drawHotbar(u16 playeritem);
void resizeHotbar(); void resizeHotbar();
void drawCrosshair(); void drawCrosshair();
@ -129,12 +133,12 @@ public:
private: private:
void drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture, void drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture,
s32 count, v2s32 offset, v2s32 size=v2s32()); s32 count, v2s32 offset, v2s32 size=v2s32());
void drawItems(v2s32 upperleftpos, s32 itemcount, s32 offset, void drawItems(v2s32 upperleftpos, s32 itemcount, s32 offset,
InventoryList *mainlist, u16 selectitem, u16 direction); InventoryList *mainlist, u16 selectitem, u16 direction);
void drawItem(const ItemStack &item, const core::rect<s32>& rect, bool selected); void drawItem(const ItemStack &item, const core::rect<s32>& rect, bool selected);
v2u32 m_screensize; v2u32 m_screensize;
v2s32 m_displaycenter; v2s32 m_displaycenter;
s32 m_hotbar_imagesize; s32 m_hotbar_imagesize;

@ -75,7 +75,8 @@ Player::Player(IGameDef *gamedef, const char *name):
"listring[]" "listring[]"
"list[current_player;craftpreview;7,1;1,1;]"; "list[current_player;craftpreview;7,1;1,1;]";
// Initialize movement settings at default values, so movement can work if the server fails to send them // Initialize movement settings at default values, so movement can work
// if the server fails to send them
movement_acceleration_default = 3 * BS; movement_acceleration_default = 3 * BS;
movement_acceleration_air = 2 * BS; movement_acceleration_air = 2 * BS;
movement_acceleration_fast = 10 * BS; movement_acceleration_fast = 10 * BS;
@ -97,9 +98,10 @@ Player::Player(IGameDef *gamedef, const char *name):
physics_override_sneak = true; physics_override_sneak = true;
physics_override_sneak_glitch = true; physics_override_sneak_glitch = true;
hud_flags = HUD_FLAG_HOTBAR_VISIBLE | HUD_FLAG_HEALTHBAR_VISIBLE | hud_flags =
HUD_FLAG_CROSSHAIR_VISIBLE | HUD_FLAG_WIELDITEM_VISIBLE | HUD_FLAG_HOTBAR_VISIBLE | HUD_FLAG_HEALTHBAR_VISIBLE |
HUD_FLAG_BREATHBAR_VISIBLE; HUD_FLAG_CROSSHAIR_VISIBLE | HUD_FLAG_WIELDITEM_VISIBLE |
HUD_FLAG_BREATHBAR_VISIBLE | HUD_FLAG_MINIMAP_VISIBLE;
hud_hotbar_itemcount = HUD_HOTBAR_ITEMCOUNT_DEFAULT; hud_hotbar_itemcount = HUD_HOTBAR_ITEMCOUNT_DEFAULT;
} }

@ -68,6 +68,7 @@ struct EnumString es_HudBuiltinElement[] =
{HUD_FLAG_CROSSHAIR_VISIBLE, "crosshair"}, {HUD_FLAG_CROSSHAIR_VISIBLE, "crosshair"},
{HUD_FLAG_WIELDITEM_VISIBLE, "wielditem"}, {HUD_FLAG_WIELDITEM_VISIBLE, "wielditem"},
{HUD_FLAG_BREATHBAR_VISIBLE, "breathbar"}, {HUD_FLAG_BREATHBAR_VISIBLE, "breathbar"},
{HUD_FLAG_MINIMAP_VISIBLE, "minimap"},
{0, NULL}, {0, NULL},
}; };
@ -1384,6 +1385,8 @@ int ObjectRef::l_hud_get_flags(lua_State *L)
lua_setfield(L, -2, "wielditem"); lua_setfield(L, -2, "wielditem");
lua_pushboolean(L, player->hud_flags & HUD_FLAG_BREATHBAR_VISIBLE); lua_pushboolean(L, player->hud_flags & HUD_FLAG_BREATHBAR_VISIBLE);
lua_setfield(L, -2, "breathbar"); lua_setfield(L, -2, "breathbar");
lua_pushboolean(L, player->hud_flags & HUD_FLAG_MINIMAP_VISIBLE);
lua_setfield(L, -2, "minimap");
return 1; return 1;
} }