* element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
* `hud_get(id)`: gets the HUD element definition structure of the specified ID
* `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
* 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
- * 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
* `count`: number of items, must be between `1` and `23`
* `hud_get_hotbar_itemcount`: returns number of visible items
void toggleChat(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);
void toggleFog(float *statustext_time, bool *flag);
void toggleDebug(float *statustext_time, bool *show_debug,
} else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_TOGGLE_HUD])) {
toggleHud(statustext_time, &flags->show_hud);
} 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]));
} else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_TOGGLE_CHAT])) {
toggleChat(statustext_time, &flags->show_chat);
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 (shift_pressed) {
- mapper->toggleMinimapShape();
- return;
- }
- MinimapMode 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 = L"Minimap hidden";
- }
- *statustext_time = 0;
- mapper->setMinimapMode(mode);
+ if (!show_hud || !g_settings->getBool("enable_minimap"))
+ return;
+
+ if (shift_pressed) {
+ mapper->toggleMinimapShape();
+ return;
}
+
+ 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)
#define HUD_CORNER_LOWER 1
#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_HEALTHBAR_VISIBLE (1 << 1)
#define HUD_FLAG_CROSSHAIR_VISIBLE (1 << 2)
#define HUD_FLAG_WIELDITEM_VISIBLE (1 << 3)
#define HUD_FLAG_BREATHBAR_VISIBLE (1 << 4)
+#define HUD_FLAG_MINIMAP_VISIBLE (1 << 5)
#define HUD_PARAM_HOTBAR_ITEMCOUNT 1
#define HUD_PARAM_HOTBAR_IMAGE 2
std::string hotbar_selected_image;
bool use_hotbar_selected_image;
v3s16 camera_offset;
-
+
Hud(video::IVideoDriver *driver,scene::ISceneManager* smgr,
gui::IGUIEnvironment* guienv, IGameDef *gamedef, LocalPlayer *player,
Inventory *inventory);
-
+
void drawHotbar(u16 playeritem);
void resizeHotbar();
void drawCrosshair();
private:
void drawStatbar(v2s32 pos, u16 corner, u16 drawdir, std::string texture,
s32 count, v2s32 offset, v2s32 size=v2s32());
-
+
void drawItems(v2s32 upperleftpos, s32 itemcount, s32 offset,
InventoryList *mainlist, u16 selectitem, u16 direction);
void drawItem(const ItemStack &item, const core::rect<s32>& rect, bool selected);
-
+
v2u32 m_screensize;
v2s32 m_displaycenter;
s32 m_hotbar_imagesize;
"listring[]"
"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_air = 2 * BS;
movement_acceleration_fast = 10 * BS;
physics_override_sneak = true;
physics_override_sneak_glitch = true;
- hud_flags = HUD_FLAG_HOTBAR_VISIBLE | HUD_FLAG_HEALTHBAR_VISIBLE |
- HUD_FLAG_CROSSHAIR_VISIBLE | HUD_FLAG_WIELDITEM_VISIBLE |
- HUD_FLAG_BREATHBAR_VISIBLE;
+ hud_flags =
+ 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_hotbar_itemcount = HUD_HOTBAR_ITEMCOUNT_DEFAULT;
}
{HUD_FLAG_CROSSHAIR_VISIBLE, "crosshair"},
{HUD_FLAG_WIELDITEM_VISIBLE, "wielditem"},
{HUD_FLAG_BREATHBAR_VISIBLE, "breathbar"},
+ {HUD_FLAG_MINIMAP_VISIBLE, "minimap"},
{0, NULL},
};
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");
return 1;
}