Generalize hud_builtin_enable into hud_set_flags

This commit is contained in:
kwolekr 2013-04-25 19:27:22 -04:00
parent d83602d98e
commit d3f0ce6224
12 changed files with 85 additions and 107 deletions

@ -1434,9 +1434,10 @@ Player-only: (no-op for other objects)
- 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
- hud_builtin_enable(what, flag): enable or disable built-in HUD items
^ what: "hotbar", "healthbar", "crosshair", "wielditem"
^ flag: true/false
- hud_set_flags(flags): sets specified HUD flags to true/false
^ flags: (is visible) hotbar, healthbar, crosshair, wielditem
^ pass a table containing a true/false value of each flag to be set or unset
^ if a flag is nil, the flag is not modified
InvRef: Reference to an inventory
methods:

@ -2097,8 +2097,8 @@ void Client::ProcessData(u8 *data, u32 datasize, u16 sender_peer_id)
u32 id = readU32(is);
u8 stat = (HudElementStat)readU8(is);
if (stat == HUD_STAT_POS || stat == HUD_STAT_SCALE
|| stat == HUD_STAT_ALIGN || stat == HUD_STAT_OFFSET)
if (stat == HUD_STAT_POS || stat == HUD_STAT_SCALE ||
stat == HUD_STAT_ALIGN || stat == HUD_STAT_OFFSET)
v2fdata = readV2F1000(is);
else if (stat == HUD_STAT_NAME || stat == HUD_STAT_TEXT)
sdata = deSerializeString(is);
@ -2114,19 +2114,19 @@ void Client::ProcessData(u8 *data, u32 datasize, u16 sender_peer_id)
event.hudchange.data = intdata;
m_client_event_queue.push_back(event);
}
else if(command == TOCLIENT_HUD_BUILTIN_ENABLE)
else if(command == TOCLIENT_HUD_SET_FLAGS)
{
std::string datastring((char *)&data[2], datasize - 2);
std::istringstream is(datastring, std::ios_base::binary);
u32 id = readU8(is);
bool flag = (readU8(is) ? true : false);
Player *player = m_env.getLocalPlayer();
assert(player != NULL);
ClientEvent event;
event.type = CE_HUD_BUILTIN_ENABLE;
event.hudbuiltin.id = (HudBuiltinElement)id;
event.hudbuiltin.flag = flag;
m_client_event_queue.push_back(event);
u32 flags = readU32(is);
u32 mask = readU32(is);
player->hud_flags &= ~mask;
player->hud_flags |= flags;
}
else
{

@ -163,8 +163,7 @@ enum ClientEventType
CE_DELETE_PARTICLESPAWNER,
CE_HUDADD,
CE_HUDRM,
CE_HUDCHANGE,
CE_HUD_BUILTIN_ENABLE
CE_HUDCHANGE
};
struct ClientEvent
@ -244,10 +243,6 @@ struct ClientEvent
std::string *sdata;
u32 data;
} hudchange;
struct{
u32 id;
u32 flag;
} hudbuiltin;
};
};

@ -474,11 +474,11 @@ enum ToClientCommand
u32 data]
*/
TOCLIENT_HUD_BUILTIN_ENABLE = 0x4c,
TOCLIENT_HUD_SET_FLAGS = 0x4c,
/*
u16 command
u8 id
u8 flag
u32 flags
u32 mask
*/
};

@ -2186,14 +2186,6 @@ void the_game(
delete event.hudchange.v2fdata;
delete event.hudchange.sdata;
}
else if (event.type == CE_HUD_BUILTIN_ENABLE) {
u32 bit = (u32)event.hudbuiltin.id;
u32 mask = 1 << bit;
if (event.hudbuiltin.flag)
player->hud_flags |= mask;
else
player->hud_flags &= ~mask;
}
}
}
@ -3078,7 +3070,7 @@ void the_game(
/*
Wielded tool
*/
if(show_hud && (player->hud_flags & HUD_DRAW_WIELDITEM))
if(show_hud && (player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE))
{
// Warning: This clears the Z buffer.
camera.drawWieldedTool();
@ -3102,7 +3094,7 @@ void the_game(
/*
Draw crosshair
*/
if (show_hud && (player->hud_flags & HUD_DRAW_CROSSHAIR))
if (show_hud)
hud.drawCrosshair();
} // timer
@ -3117,8 +3109,7 @@ void the_game(
if (show_hud)
{
hud.drawHotbar(v2s32(displaycenter.X, screensize.Y),
client.getHP(), client.getPlayerItem(),
player->hud_flags);
client.getHP(), client.getPlayerItem());
}
/*

@ -277,7 +277,7 @@ void Hud::drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture, s
}
void Hud::drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem, u32 flags) {
void Hud::drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem) {
InventoryList *mainlist = inventory->getList("main");
if (mainlist == NULL) {
errorstream << "draw_hotbar(): mainlist == NULL" << std::endl;
@ -288,19 +288,21 @@ void Hud::drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem, u
s32 width = hotbar_itemcount * (hotbar_imagesize + padding * 2);
v2s32 pos = centerlowerpos - v2s32(width / 2, hotbar_imagesize + padding * 2);
if (flags & HUD_DRAW_HOTBAR)
if (player->hud_flags & HUD_FLAG_HOTBAR_VISIBLE)
drawItem(pos, hotbar_imagesize, hotbar_itemcount, mainlist, playeritem + 1, 0);
if (flags & HUD_DRAW_HEALTHBAR)
if (player->hud_flags & HUD_FLAG_HEALTHBAR_VISIBLE)
drawStatbar(pos - v2s32(0, 4), HUD_CORNER_LOWER, HUD_DIR_LEFT_RIGHT,
"heart.png", halfheartcount, v2s32(0, 0));
}
void Hud::drawCrosshair() {
if (player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) {
driver->draw2DLine(displaycenter - v2s32(10, 0),
displaycenter + v2s32(10, 0), crosshair_argb);
driver->draw2DLine(displaycenter - v2s32(0, 10),
displaycenter + v2s32(0, 10), crosshair_argb);
}
}

@ -31,10 +31,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define HUD_CORNER_LOWER 1
#define HUD_CORNER_CENTER 2
#define HUD_DRAW_HOTBAR (1 << 0)
#define HUD_DRAW_HEALTHBAR (1 << 1)
#define HUD_DRAW_CROSSHAIR (1 << 2)
#define HUD_DRAW_WIELDITEM (1 << 3)
#define HUD_FLAG_HOTBAR_VISIBLE (1 << 0)
#define HUD_FLAG_HEALTHBAR_VISIBLE (1 << 1)
#define HUD_FLAG_CROSSHAIR_VISIBLE (1 << 2)
#define HUD_FLAG_WIELDITEM_VISIBLE (1 << 3)
class Player;
@ -71,14 +71,6 @@ struct HudElement {
};
enum HudBuiltinElement {
HUD_BUILTIN_HOTBAR = 0,
HUD_BUILTIN_HEALTHBAR,
HUD_BUILTIN_CROSSHAIR,
HUD_BUILTIN_WIELDITEM
};
inline u32 hud_get_free_id(Player *player) {
size_t size = player->hud.size();
for (size_t i = 0; i != size; i++) {
@ -123,9 +115,10 @@ public:
void drawItem(v2s32 upperleftpos, s32 imgsize, s32 itemcount,
InventoryList *mainlist, u16 selectitem, u16 direction);
void drawLuaElements();
void drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture, s32 count, v2s32 offset);
void drawStatbar(v2s32 pos, u16 corner, u16 drawdir,
std::string texture, s32 count, v2s32 offset);
void drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem, u32 flags);
void drawHotbar(v2s32 centerlowerpos, s32 halfheartcount, u16 playeritem);
void resizeHotbar();
void drawCrosshair();

@ -79,10 +79,8 @@ Player::Player(IGameDef *gamedef):
physics_override_jump = 1;
physics_override_gravity = 1;
hud_flags = HUD_DRAW_HOTBAR
| HUD_DRAW_HEALTHBAR
| HUD_DRAW_CROSSHAIR
| HUD_DRAW_WIELDITEM;
hud_flags = HUD_FLAG_HOTBAR_VISIBLE | HUD_FLAG_HEALTHBAR_VISIBLE |
HUD_FLAG_CROSSHAIR_VISIBLE | HUD_FLAG_WIELDITEM_VISIBLE;
}
Player::~Player()

@ -54,10 +54,10 @@ struct EnumString es_HudElementStat[] =
struct EnumString es_HudBuiltinElement[] =
{
{HUD_BUILTIN_HOTBAR, "hotbar"},
{HUD_BUILTIN_HEALTHBAR, "healthbar"},
{HUD_BUILTIN_CROSSHAIR, "crosshair"},
{HUD_BUILTIN_WIELDITEM, "wielditem"},
{HUD_FLAG_HOTBAR_VISIBLE, "hotbar"},
{HUD_FLAG_HEALTHBAR_VISIBLE, "healthbar"},
{HUD_FLAG_CROSSHAIR_VISIBLE, "crosshair"},
{HUD_FLAG_WIELDITEM_VISIBLE, "wielditem"},
{0, NULL},
};
@ -911,30 +911,29 @@ int ObjectRef::l_hud_get(lua_State *L)
return 1;
}
// hud_builtin_enable(self, id, flag)
int ObjectRef::l_hud_builtin_enable(lua_State *L)
// hud_set_flags(self, flags)
int ObjectRef::l_hud_set_flags(lua_State *L)
{
ObjectRef *ref = checkobject(L, 1);
Player *player = getplayer(ref);
if (player == NULL)
return 0;
HudBuiltinElement id;
int id_i;
u32 flags = 0;
u32 mask = 0;
bool flag;
std::string s(lua_tostring(L, 2));
// Return nil if component is not in enum
if (!string_to_enum(es_HudBuiltinElement, id_i, s))
const EnumString *esp = es_HudBuiltinElement;
for (int i = 0; esp[i].str; i++) {
if (getboolfield(L, 2, esp[i].str, flag)) {
flags |= esp[i].num * flag;
mask |= esp[i].num;
}
}
if (!get_server(L)->hudSetFlags(player, flags, mask))
return 0;
id = (HudBuiltinElement)id_i;
bool flag = (bool)lua_toboolean(L, 3);
bool ok = get_server(L)->hudBuiltinEnable(player, id, flag);
lua_pushboolean(L, (int)ok);
lua_pushboolean(L, true);
return 1;
}
@ -1048,9 +1047,7 @@ const luaL_reg ObjectRef::methods[] = {
luamethod(ObjectRef, hud_remove),
luamethod(ObjectRef, hud_change),
luamethod(ObjectRef, hud_get),
luamethod(ObjectRef, hud_builtin_enable),
//luamethod(ObjectRef, hud_lock_next_bar),
//luamethod(ObjectRef, hud_unlock_bar),
luamethod(ObjectRef, hud_set_flags),
{0,0}
};

@ -202,8 +202,8 @@ private:
// hud_get(self, id)
static int l_hud_get(lua_State *L);
// hud_builtin_enable(self, id, flag)
static int l_hud_builtin_enable(lua_State *L);
// hud_set_flags(self, flags)
static int l_hud_set_flags(lua_State *L);
public:
ObjectRef(ServerActiveObject *object);

@ -3675,18 +3675,18 @@ void Server::SendHUDChange(u16 peer_id, u32 id, HudElementStat stat, void *value
m_con.Send(peer_id, 0, data, true);
}
void Server::SendHUDBuiltinEnable(u16 peer_id, u32 id, bool flag)
void Server::SendHUDSetFlags(u16 peer_id, u32 flags, u32 mask)
{
std::ostringstream os(std::ios_base::binary);
// Write command
writeU16(os, TOCLIENT_HUD_BUILTIN_ENABLE);
writeU8(os, id);
writeU8(os, (flag ? 1 : 0));
writeU16(os, TOCLIENT_HUD_SET_FLAGS);
writeU32(os, flags);
writeU32(os, mask);
// Make data buffer
std::string s = os.str();
SharedBuffer<u8> data((u8*)s.c_str(), s.size());
SharedBuffer<u8> data((u8 *)s.c_str(), s.size());
// Send as reliable
m_con.Send(peer_id, 0, data, true);
}
@ -4680,11 +4680,11 @@ bool Server::hudChange(Player *player, u32 id, HudElementStat stat, void *data)
return true;
}
bool Server::hudBuiltinEnable(Player *player, u32 id, bool flag) {
bool Server::hudSetFlags(Player *player, u32 flags, u32 mask) {
if (!player)
return false;
SendHUDBuiltinEnable(player->peer_id, id, flag);
SendHUDSetFlags(player->peer_id, flags, mask);
return true;
}

@ -540,7 +540,7 @@ public:
u32 hudAdd(Player *player, HudElement *element);
bool hudRemove(Player *player, u32 id);
bool hudChange(Player *player, u32 id, HudElementStat stat, void *value);
bool hudBuiltinEnable(Player *player, u32 id, bool flag);
bool hudSetFlags(Player *player, u32 flags, u32 mask);
private:
@ -584,7 +584,8 @@ private:
void SendHUDAdd(u16 peer_id, u32 id, HudElement *form);
void SendHUDRemove(u16 peer_id, u32 id);
void SendHUDChange(u16 peer_id, u32 id, HudElementStat stat, void *value);
void SendHUDBuiltinEnable(u16 peer_id, u32 id, bool flag);
void SendHUDSetFlags(u16 peer_id, u32 flags, u32 mask);
/*
Send a node removal/addition event to all clients except ignore_id.
Additionally, if far_players!=NULL, players further away than