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authorLars Müller <34514239+appgurueu@users.noreply.github.com>2022-03-05 22:16:17 +0100
committerGitHub <noreply@github.com>2022-03-05 22:16:17 +0100
commitb9e886726c68613d39459acc8cb1a2f663b0362c (patch)
tree64fa90ee6201c209d28d0f7697728f4c1852f8e1 /src
parent44fc888bd64cc00836b0fea0666aa763b2565513 (diff)
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Readd basic_debug as a HUD flag (#12020)
Diffstat (limited to 'src')
-rw-r--r--src/client/game.cpp71
-rw-r--r--src/hud.cpp1
-rw-r--r--src/hud.h1
-rw-r--r--src/player.cpp2
-rw-r--r--src/script/lua_api/l_object.cpp19
5 files changed, 44 insertions, 50 deletions
diff --git a/src/client/game.cpp b/src/client/game.cpp
index 4337d308e..7450fb91c 100644
--- a/src/client/game.cpp
+++ b/src/client/game.cpp
@@ -723,7 +723,7 @@ protected:
void processClientEvents(CameraOrientation *cam);
void updateCamera(f32 dtime);
void updateSound(f32 dtime);
- void processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug);
+ void processPlayerInteraction(f32 dtime, bool show_hud);
/*!
* Returns the object or node the player is pointing at.
* Also updates the selected thing in the Hud.
@@ -1134,8 +1134,7 @@ void Game::run()
updateDebugState();
updateCamera(dtime);
updateSound(dtime);
- processPlayerInteraction(dtime, m_game_ui->m_flags.show_hud,
- m_game_ui->m_flags.show_basic_debug);
+ processPlayerInteraction(dtime, m_game_ui->m_flags.show_hud);
updateFrame(&graph, &stats, dtime, cam_view);
updateProfilerGraphs(&graph);
@@ -1740,17 +1739,16 @@ void Game::processQueues()
void Game::updateDebugState()
{
- const bool has_basic_debug = true;
+ LocalPlayer *player = client->getEnv().getLocalPlayer();
bool has_debug = client->checkPrivilege("debug");
+ bool has_basic_debug = has_debug || (player->hud_flags & HUD_FLAG_BASIC_DEBUG);
if (m_game_ui->m_flags.show_basic_debug) {
- if (!has_basic_debug) {
+ if (!has_basic_debug)
m_game_ui->m_flags.show_basic_debug = false;
- }
} else if (m_game_ui->m_flags.show_minimal_debug) {
- if (has_basic_debug) {
+ if (has_basic_debug)
m_game_ui->m_flags.show_basic_debug = true;
- }
}
if (!has_basic_debug)
hud->disableBlockBounds();
@@ -2211,27 +2209,27 @@ void Game::toggleCinematic()
void Game::toggleBlockBounds()
{
- if (true /* basic_debug */) {
- enum Hud::BlockBoundsMode newmode = hud->toggleBlockBounds();
- switch (newmode) {
- case Hud::BLOCK_BOUNDS_OFF:
- m_game_ui->showTranslatedStatusText("Block bounds hidden");
- break;
- case Hud::BLOCK_BOUNDS_CURRENT:
- m_game_ui->showTranslatedStatusText("Block bounds shown for current block");
- break;
- case Hud::BLOCK_BOUNDS_NEAR:
- m_game_ui->showTranslatedStatusText("Block bounds shown for nearby blocks");
- break;
- case Hud::BLOCK_BOUNDS_MAX:
- m_game_ui->showTranslatedStatusText("Block bounds shown for all blocks");
- break;
- default:
- break;
- }
-
- } else {
- m_game_ui->showTranslatedStatusText("Can't show block bounds (need 'basic_debug' privilege)");
+ LocalPlayer *player = client->getEnv().getLocalPlayer();
+ if (!(client->checkPrivilege("debug") || (player->hud_flags & HUD_FLAG_BASIC_DEBUG))) {
+ m_game_ui->showTranslatedStatusText("Can't show block bounds (disabled by mod or game)");
+ return;
+ }
+ enum Hud::BlockBoundsMode newmode = hud->toggleBlockBounds();
+ switch (newmode) {
+ case Hud::BLOCK_BOUNDS_OFF:
+ m_game_ui->showTranslatedStatusText("Block bounds hidden");
+ break;
+ case Hud::BLOCK_BOUNDS_CURRENT:
+ m_game_ui->showTranslatedStatusText("Block bounds shown for current block");
+ break;
+ case Hud::BLOCK_BOUNDS_NEAR:
+ m_game_ui->showTranslatedStatusText("Block bounds shown for nearby blocks");
+ break;
+ case Hud::BLOCK_BOUNDS_MAX:
+ m_game_ui->showTranslatedStatusText("Block bounds shown for all blocks");
+ break;
+ default:
+ break;
}
}
@@ -2298,6 +2296,9 @@ void Game::toggleFog()
void Game::toggleDebug()
{
+ LocalPlayer *player = client->getEnv().getLocalPlayer();
+ bool has_debug = client->checkPrivilege("debug");
+ bool has_basic_debug = has_debug || (player->hud_flags & HUD_FLAG_BASIC_DEBUG);
// Initial: No debug info
// 1x toggle: Debug text
// 2x toggle: Debug text with profiler graph
@@ -2307,9 +2308,8 @@ void Game::toggleDebug()
// The debug text can be in 2 modes: minimal and basic.
// * Minimal: Only technical client info that not gameplay-relevant
// * Basic: Info that might give gameplay advantage, e.g. pos, angle
- // Basic mode is always used.
-
- const bool has_basic_debug = true;
+ // Basic mode is used when player has the debug HUD flag set,
+ // otherwise the Minimal mode is used.
if (!m_game_ui->m_flags.show_minimal_debug) {
m_game_ui->m_flags.show_minimal_debug = true;
if (has_basic_debug)
@@ -2333,7 +2333,7 @@ void Game::toggleDebug()
m_game_ui->m_flags.show_basic_debug = false;
m_game_ui->m_flags.show_profiler_graph = false;
draw_control->show_wireframe = false;
- if (client->checkPrivilege("debug")) {
+ if (has_debug) {
m_game_ui->showTranslatedStatusText("Debug info, profiler graph, and wireframe hidden");
} else {
m_game_ui->showTranslatedStatusText("Debug info and profiler graph hidden");
@@ -3039,7 +3039,7 @@ void Game::updateSound(f32 dtime)
}
-void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
+void Game::processPlayerInteraction(f32 dtime, bool show_hud)
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
@@ -3157,7 +3157,8 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
handlePointingAtNode(pointed, selected_item, hand_item, dtime);
} else if (pointed.type == POINTEDTHING_OBJECT) {
v3f player_position = player->getPosition();
- handlePointingAtObject(pointed, tool_item, player_position, show_debug);
+ handlePointingAtObject(pointed, tool_item, player_position,
+ client->checkPrivilege("debug") || (player->hud_flags & HUD_FLAG_BASIC_DEBUG));
} else if (isKeyDown(KeyType::DIG)) {
// When button is held down in air, show continuous animation
runData.punching = true;
diff --git a/src/hud.cpp b/src/hud.cpp
index e4ad7940f..841c90758 100644
--- a/src/hud.cpp
+++ b/src/hud.cpp
@@ -63,5 +63,6 @@ const struct EnumString es_HudBuiltinElement[] =
{HUD_FLAG_BREATHBAR_VISIBLE, "breathbar"},
{HUD_FLAG_MINIMAP_VISIBLE, "minimap"},
{HUD_FLAG_MINIMAP_RADAR_VISIBLE, "minimap_radar"},
+ {HUD_FLAG_BASIC_DEBUG, "basic_debug"},
{0, NULL},
};
diff --git a/src/hud.h b/src/hud.h
index 769966688..173633fcc 100644
--- a/src/hud.h
+++ b/src/hud.h
@@ -47,6 +47,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define HUD_FLAG_BREATHBAR_VISIBLE (1 << 4)
#define HUD_FLAG_MINIMAP_VISIBLE (1 << 5)
#define HUD_FLAG_MINIMAP_RADAR_VISIBLE (1 << 6)
+#define HUD_FLAG_BASIC_DEBUG (1 << 7)
#define HUD_PARAM_HOTBAR_ITEMCOUNT 1
#define HUD_PARAM_HOTBAR_IMAGE 2
diff --git a/src/player.cpp b/src/player.cpp
index 347be30f1..1e064c1da 100644
--- a/src/player.cpp
+++ b/src/player.cpp
@@ -71,7 +71,7 @@ Player::Player(const char *name, IItemDefManager *idef):
HUD_FLAG_HOTBAR_VISIBLE | HUD_FLAG_HEALTHBAR_VISIBLE |
HUD_FLAG_CROSSHAIR_VISIBLE | HUD_FLAG_WIELDITEM_VISIBLE |
HUD_FLAG_BREATHBAR_VISIBLE | HUD_FLAG_MINIMAP_VISIBLE |
- HUD_FLAG_MINIMAP_RADAR_VISIBLE;
+ HUD_FLAG_MINIMAP_RADAR_VISIBLE | HUD_FLAG_BASIC_DEBUG;
hud_hotbar_itemcount = HUD_HOTBAR_ITEMCOUNT_DEFAULT;
diff --git a/src/script/lua_api/l_object.cpp b/src/script/lua_api/l_object.cpp
index ba86fbc48..1ed6b0d5c 100644
--- a/src/script/lua_api/l_object.cpp
+++ b/src/script/lua_api/l_object.cpp
@@ -1617,20 +1617,11 @@ int ObjectRef::l_hud_get_flags(lua_State *L)
return 0;
lua_newtable(L);
- lua_pushboolean(L, player->hud_flags & HUD_FLAG_HOTBAR_VISIBLE);
- lua_setfield(L, -2, "hotbar");
- lua_pushboolean(L, player->hud_flags & HUD_FLAG_HEALTHBAR_VISIBLE);
- lua_setfield(L, -2, "healthbar");
- lua_pushboolean(L, player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE);
- lua_setfield(L, -2, "crosshair");
- lua_pushboolean(L, player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE);
- lua_setfield(L, -2, "wielditem");
- lua_pushboolean(L, player->hud_flags & HUD_FLAG_BREATHBAR_VISIBLE);
- lua_setfield(L, -2, "breathbar");
- lua_pushboolean(L, player->hud_flags & HUD_FLAG_MINIMAP_VISIBLE);
- lua_setfield(L, -2, "minimap");
- lua_pushboolean(L, player->hud_flags & HUD_FLAG_MINIMAP_RADAR_VISIBLE);
- lua_setfield(L, -2, "minimap_radar");
+ const EnumString *esp = es_HudBuiltinElement;
+ for (int i = 0; esp[i].str; i++) {
+ lua_pushboolean(L, (player->hud_flags & esp[i].num) != 0);
+ lua_setfield(L, -2, esp[i].str);
+ }
return 1;
}