From 9649e4721467dab348011633c814a63a184bd018 Mon Sep 17 00:00:00 2001 From: red-001 Date: Sat, 20 Jan 2018 13:09:58 +0000 Subject: [CSM] Add basic HUD manipulation. (#6067) * [CSM] Add basic HUD manipulation. Workaround for on_connect not working right now. --- doc/client_lua_api.txt | 112 +++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 112 insertions(+) (limited to 'doc/client_lua_api.txt') diff --git a/doc/client_lua_api.txt b/doc/client_lua_api.txt index d79b644d7..435cc5b2e 100644 --- a/doc/client_lua_api.txt +++ b/doc/client_lua_api.txt @@ -1025,6 +1025,17 @@ Methods: * returns last look vertical angle * `get_key_pressed()`: * returns last key typed by the player +* `hud_add(definition)` + * add a HUD element described by HUD def, returns ID number on success and `nil` on failure. + * See [`HUD definition`](#hud-definition-hud_add-hud_get) +* `hud_get(id)` + * returns the [`definition`](#hud-definition-hud_add-hud_get) of the HUD with that ID number or `nil`, if non-existent. +* `hud_remove(id)` + * remove the HUD element of the specified id, returns `true` on success +* `hud_change(id, stat, value)` + * change a value of a previously added HUD element + * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir` + * Returns `true` on success, otherwise returns `nil` ### Settings An interface to read config files in the format of `minetest.conf`. @@ -1163,6 +1174,30 @@ Can be obtained via `minetest.get_meta(pos)`. } ``` +### HUD Definition (`hud_add`, `hud_get`) +```lua + { + hud_elem_type = "image", -- see HUD element types, default "text" + -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory" + position = {x=0.5, y=0.5}, + -- ^ Left corner position of element, default `{x=0,y=0}`. + name = "", -- default "" + scale = {x=2, y=2}, -- default {x=0,y=0} + text = "", -- default "" + number = 2, -- default 0 + item = 3, -- default 0 + -- ^ Selected item in inventory. 0 for no item selected. + direction = 0, -- default 0 + -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top + alignment = {x=0, y=0}, -- default {x=0, y=0} + -- ^ See "HUD Element Types" + offset = {x=0, y=0}, -- default {x=0, y=0} + -- ^ See "HUD Element Types" + size = { x=100, y=100 }, -- default {x=0, y=0} + -- ^ Size of element in pixels + } +``` + Escape sequences ---------------- Most text can contain escape sequences, that can for example color the text. @@ -1206,3 +1241,80 @@ value must (always) be two hexadecimal digits. `Color` ------------- `{a = alpha, r = red, g = green, b = blue}` defines an ARGB8 color. + +HUD element types +----------------- +The position field is used for all element types. + +To account for differing resolutions, the position coordinates are the percentage +of the screen, ranging in value from `0` to `1`. + +The name field is not yet used, but should contain a description of what the +HUD element represents. The direction field is the direction in which something +is drawn. + +`0` draws from left to right, `1` draws from right to left, `2` draws from +top to bottom, and `3` draws from bottom to top. + +The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`, +with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down. +Fractional values can be used. + +The `offset` field specifies a pixel offset from the position. Contrary to position, +the offset is not scaled to screen size. This allows for some precisely-positioned +items in the HUD. + +**Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor! + +Below are the specific uses for fields in each type; fields not listed for that type are ignored. + +**Note**: Future revisions to the HUD API may be incompatible; the HUD API is still +in the experimental stages. + +### `image` +Displays an image on the HUD. + +* `scale`: The scale of the image, with 1 being the original texture size. + Only the X coordinate scale is used (positive values). + Negative values represent that percentage of the screen it + should take; e.g. `x=-100` means 100% (width). +* `text`: The name of the texture that is displayed. +* `alignment`: The alignment of the image. +* `offset`: offset in pixels from position. + +### `text` +Displays text on the HUD. + +* `scale`: Defines the bounding rectangle of the text. + A value such as `{x=100, y=100}` should work. +* `text`: The text to be displayed in the HUD element. +* `number`: An integer containing the RGB value of the color used to draw the text. + Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on. +* `alignment`: The alignment of the text. +* `offset`: offset in pixels from position. + +### `statbar` +Displays a horizontal bar made up of half-images. + +* `text`: The name of the texture that is used. +* `number`: The number of half-textures that are displayed. + If odd, will end with a vertically center-split texture. +* `direction` +* `offset`: offset in pixels from position. +* `size`: If used, will force full-image size to this value (override texture pack image size) + +### `inventory` +* `text`: The name of the inventory list to be displayed. +* `number`: Number of items in the inventory to be displayed. +* `item`: Position of item that is selected. +* `direction` +* `offset`: offset in pixels from position. + +### `waypoint` +Displays distance to selected world position. + +* `name`: The name of the waypoint. +* `text`: Distance suffix. Can be blank. +* `number:` An integer containing the RGB value of the color used to draw the text. +* `world_pos`: World position of the waypoint. + -- cgit v1.2.3