-- Convert a given x,y string into a table {x=given_x, y=given_y} and return -- it to be used of the screen location parameters in the HUD definition local _mtimer_location_value = function (o) local x = o:gsub(',[^,]+$', '') local y = o:gsub('^[^,]+,', '') return {x=x, y=y} end local _mtimer_get_options = function () local path = minetest.get_modpath(minetest.get_current_modname()) local file = io.open(path..DIR_DELIM..'settingtypes.txt', 'rb') local result = {} for line in file:lines() do if line:match("^([a-zA-Z])") then local name = line:gsub(' .+', '') local default_value = line:gsub('^[^ ]+ %b() %a+ ', '') local set_value = minetest.setting_get(name) result[name] = set_value or default_value end end return result end local _options = _mtimer_get_options() local interval = _options['mtimer_update_interval'] local placeholder = _options['mtimer_placeholder'] local font_color = _options['mtimer_font_color'] local format = { locale = _options['mtimer_locale'], start = _options['mtimer_session_start'], runtime = _options['mtimer_session_runtime'], current = _options['mtimer_current_time'], ingame = _options['mtimer_ingame_time'], output = _options['mtimer_output_format'] } local location = { position = _mtimer_location_value(_options['mtimer_position']), alignment = _mtimer_location_value(_options['mtimer_alignment']), offset = _mtimer_location_value(_options['mtimer_offset']) } local playerData = {} minetest.register_on_joinplayer(function(player) minetest.after(1, function(player) local playerName = player:get_player_name() local _hudID = player:hud_add({ hud_elem_type = 'text', position = location.position, alignment = location.alignment, offset = location.offset, text = placeholder, number = '0x'..font_color }) playerData[playerName] = { startTime = os.time(), hudID = _hudID } minetest.after(5, _mtimer_changeText, player) end, player) end) minetest.register_on_leaveplayer(function(player) local playerName = player:get_player_name() playerData[playerName] = nil end) function _mtimer_changeText(player) local playerName = player:get_player_name() if playerName == '' then return end -- Save the game-detected locale. Fun fact: changing the locale on runtime -- from within a mod causes the UI to glitch out completely. local currentLocale = os.setlocale(nil) os.setlocale(format.locale) local startTime = playerData[playerName].startTime local hudID = playerData[playerName].hudID local time = 24*60*minetest.get_timeofday() local h = tostring((math.floor(time/60) % 60)) local m = tostring((math.floor(time) % 60)) local res = format.output:gsub('(+.)', { ['+s'] = os.date(format.start, startTime), ['+c'] = os.date(format.current), ['+r'] = os.date('!'..format.runtime:gsub('(+.)', { ['+h'] = '%H', ['+m'] = '%M', ['+s'] = '%S' }), os.time() - startTime), ['+i'] = format.ingame:gsub('(+.)', { ['+h'] = string.rep('0', 2-#h)..h, ['+m'] = string.rep('0', 2-#m)..m }), ['+n'] = "\n" }) os.setlocale(currentLocale) -- Restore game-detected locale player:hud_change(hudID, 'text', res) minetest.after(interval, _mtimer_changeText, player) end