HUD: Rewrite chapter
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@ -10,106 +10,283 @@ Heads Up Display (HUD) elements allow you to show text, images, and other graphi
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The HUD doesn't accept user input. For that, you should use a [Formspec](formspecs.html).
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The HUD doesn't accept user input. For that, you should use a [Formspec](formspecs.html).
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* [Basic Interface](#basic-interface)
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* [Positioning](#positioning)
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* [Positioning](#positioning)
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* [Position and Offset](#position-and-offset)
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* [Alignment](#alignment)
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* [Scoreboard](#scoreboard)
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* [Text Elements](#text-elements)
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* [Text Elements](#text-elements)
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* [Parameters](#parameters)
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* [Our Example](#our-example)
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* [Image Elements](#image-elements)
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* [Image Elements](#image-elements)
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* [Parameters](#parameters-1)
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* [Scale](#scale)
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* [Changing an Element](#changing-an-element)
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* [Storing IDs](#storing-ids)
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* [Other Elements](#other-elements)
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* [Other Elements](#other-elements)
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## Basic Interface
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HUD elements are created using a player object.
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You can get the player object from a username:
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{% highlight lua %}
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local player = minetest.get_player_by_name("username")
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{% endhighlight %}
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Once you have the player object, you can create a HUD element:
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{% highlight lua %}
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local idx = player:hud_add({
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hud_elem_type = "text",
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position = {x = 1, y = 0},
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offset = {x=-100, y = 20},
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scale = {x = 100, y = 100},
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text = "My Text"
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})
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{% endhighlight %}
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The attributes in the HUD element table and what they do vary depending on
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the `hud_elem_type`.\\
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The `hud_add` function returns a number which is needed to identify the HUD element
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if you wanted to change or delete it.
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You can change an attribute after creating a HUD element. For example, you can change
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the text:
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{% highlight lua %}
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player:hud_change(idx, "text", "New Text")
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{% endhighlight %}
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You can also delete the element:
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{% highlight lua %}
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player:hud_remove(idx)
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{% endhighlight %}
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## Positioning
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## Positioning
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Screens come in different sizes, and HUD elements need to work well on all screens.
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### Position and Offset
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You locate an element using a combination of a position and an offset.
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The position is a co-ordinate between (0, 0) and (1, 1) which determines where,
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<figure class="right_image">
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relative to the screen width and height, the element is located.
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<img
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For example, an element with a position of (0.5, 0.5) will be in the center of the screen.
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width="300"
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src="{{ page.root }}/static/hud_diagram_center.svg"
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alt="Diagram showing a centered text element">
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</figure>
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The offset applies a pixel offset to the position.\\
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Screens come in a variety of different physical sizes and resolutions, and
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For example, an element with a position of (0, 0) and an offset of (10, 10) will be at the screen
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the HUD needs to work well on all screen types.
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co-ordinates (0 * width + 10, 0 * height + 10).
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Please note that offset scales to DPI and a user defined factor.
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Minetest's solution to this is to specify the location of an element using both
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a percentage position and an offset.
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The percentage position is relative to the screen size, so to place an element
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in the center of the screen you would need to provide a percentage position of half
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the screen, eg (50%, 50%), and an offset of (0, 0).
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The offset is then used to move an element relative to the percentage position.
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<div style="clear:both;"></div>
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### Alignment
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Alignment is where the result of position and offset is on the element -
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for example, `{x = -1.0, y = 0.0}` will make the result of position and offset point
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to the left of the element's bounds. This is particularly useful when you want to
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make a text element left, center, or right justified.
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<figure>
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<img
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width="500"
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src="{{ page.root }}/static/hud_diagram_alignment.svg"
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alt="Diagram showing alignment">
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</figure>
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The above diagram shows 3 windows (blue), each with a single HUD element (yellow)
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with a different alignment each time. The arrow is the result of the position
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and offset calculation.
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### Scoreboard
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For the purposes of this chapter, you will learn how to position and update a
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score panel like so:
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<figure>
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<img
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src="{{ page.root }}/static/hud_final.png"
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alt="screenshot of the HUD we're aiming for">
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</figure>
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In the above screenshot all of the elements have the same percentage position -
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(100%, 50%) - but different offsets. This allows the whole thing to be anchored
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to the right of the window, but to resize without breaking.
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## Text Elements
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## Text Elements
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A text element is the simplest type of HUD element.\\
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You can create a hud element once you have a copy of the player object:
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Here is the earlier example, but with comments to explain each part:
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{% highlight lua %}
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{% highlight lua %}
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local player = minetest.get_player_by_name("username")
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local idx = player:hud_add({
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local idx = player:hud_add({
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hud_elem_type = "text", -- This is a text element
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hud_elem_type = "text",
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position = {x = 1, y = 0},
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position = {x = 0.5, y = 0.5},
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offset = {x=-100, y = 20},
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offset = {x = 0, y = 0},
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scale = {x = 100, y = 100}, -- Maximum size of text, text outside these bounds is cropped
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text = "Hello world!",
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text = "My Text" -- The actual text shown
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alignment = {x = 0, y = 0}, -- center aligned
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scale = {x = 100, y = 100}, -- covered later
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})
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})
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{% endhighlight %}
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{% endhighlight %}
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### Colors
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The `hud_add` function returns an element ID - this can be used later to modify
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or remove a HUD element.
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Use the `number` attribute to apply colors to the text.
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### Parameters
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Colors are in [Hexadecimal form](http://www.colorpicker.com/).
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For example:
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The element's type is given using the `hud_elem_type` property in the definition
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table. The meaning of other properties varies based on this type.
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`scale` is the maximum bounds of text, text outside these bounds is cropped, eg: `{x=100, y=100}`.
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The text's color in [Hexadecimal form](http://www.colorpicker.com/), eg: `0xFF0000`,
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and stored in
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### Our Example
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Let's go ahead, and place all of the text in our score panel:
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{% highlight lua %}
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player:hud_add({
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hud_elem_type = "text",
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position = {x = 1, y = 0.5},
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offset = {x = -120, y = -25},
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text = "Stats",
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alignment = 0,
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scale = { x = 100, y = 30},
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number = 0xFFFFFF,
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})
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-- Get the dig and place count from storage, or default to 0
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local digs = tonumber(player:get_attribute("scoreboard:digs") or 0)
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local digs_text = "Digs: " .. digs
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local places = tonumber(player:get_attribute("scoreboard:digs") or 0)
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local places_text = "Places: " .. places
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player:hud_add({
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hud_elem_type = "text",
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position = {x = 1, y = 0.5},
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offset = {x = -180, y = 0},
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text = digs_text,
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alignment = -1,
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scale = { x = 50, y = 10},
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number = 0xFFFFFF,
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})
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player:hud_add({
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hud_elem_type = "text",
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position = {x = 1, y = 0.5},
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offset = {x = -70, y = 0},
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text = places_text,
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alignment = -1,
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scale = { x = 50, y = 10},
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number = 0xFFFFFF,
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})
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{% endhighlight %}
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This results in the following:
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<figure>
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<img
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src="{{ page.root }}/static/hud_text.png"
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alt="screenshot of the HUD we're aiming for">
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</figure>
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## Image Elements
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Image elements are created in a very similar way to text elements:
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{% highlight lua %}
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player:hud_add({
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hud_elem_type = "image",
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position = {x = 1, y = 0.5},
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offset = {x = -220, y = 0},
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text = "scoreboard_background.png",
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scale = { x = 1, y = 1},
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alignment = { x = 1, y = 0 },
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})
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{% endhighlight %}
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You will now have this:
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<figure>
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<img
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src="{{ page.root }}/static/hud_background_img.png"
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alt="screenshot of the HUD so far">
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</figure>
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### Parameters
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The `text` field is used to provide the image name.
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If a co-ordinate is positive, then it is a scale factor with 1 being the
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original image size, and 2 being double the size, and so on.
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However, if a co-ordinate is negative it is a percentage of the screensize.
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For example, `x=-100` is 100% of the width.
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### Scale
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Let's make the progress bar for our score panel as an example of scale:
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{% highlight lua %}
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local percent = tonumber(player:get_attribute("scoreboard:score") or 0.2)
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player:hud_add({
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hud_elem_type = "image",
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position = {x = 1, y = 0.5},
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offset = {x = -215, y = 23},
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text = "scoreboard_bar_empty.png",
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scale = { x = 1, y = 1},
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alignment = { x = 1, y = 0 },
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})
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player:hud_add({
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hud_elem_type = "image",
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position = {x = 1, y = 0.5},
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offset = {x = -215, y = 23},
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text = "scoreboard_bar_full.png",
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scale = { x = percent, y = 1},
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alignment = { x = 1, y = 0 },
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})
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{% endhighlight %}
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We now have a HUD that looks like the one in the first post! There is one problem however, it won't update when the stats change
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## Changing an Element
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You can use the ID returned by the hud_add method to update or remove it later.
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{% highlight lua %}
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{% highlight lua %}
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local idx = player:hud_add({
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local idx = player:hud_add({
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hud_elem_type = "text",
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hud_elem_type = "text",
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position = {x = 1, y = 0},
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text = "Hello world!",
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offset = {x=-100, y = 20},
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-- parameters removed for brevity
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scale = {x = 100, y = 100},
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})
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text = "My Text",
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number = 0xFF0000 -- Red
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player:hud_change(idx, "text", "New Text")
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player:hud_remove(idx)
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{% endhighlight %}
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The `hud_change` method takes the element ID, the property to change, and the new
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value. The above call changes the `text` property from "Hello World" to "Test".
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This means that doing the `hud_change` immediately after the `hud_add` is
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functionally equivalent to the following, in a rather inefficient way:
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{% highlight lua %}
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local idx = player:hud_add({
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hud_elem_type = "text",
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text = "New Text",
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})
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})
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{% endhighlight %}
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{% endhighlight %}
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## Image Elements
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## Storing IDs
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Image elements display an image on the HUD.
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{% highlight lua %}
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scoreboard = {}
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local saved_huds = {}
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The X co-ordinate of the `scale` attribute is the scale of the image, with 1 being the original texture size.
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function scoreboard.update_hud(player)
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Negative values represent the percentage of the screen the image should use. For example, x=-100 means 100% (width).
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local player_name = player:get_player_name()
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local digs = tonumber(player:get_attribute("scoreboard:digs") or 0)
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local digs_text = "Digs: " .. digs
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local places = tonumber(player:get_attribute("scoreboard:digs") or 0)
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local places_text = "Places: " .. places
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local percent = tonumber(player:get_attribute("scoreboard:score") or 0.2)
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local ids = saved_huds[player_name]
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if ids then
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player:hud_change(ids["places"], "text", places_text)
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player:hud_change(ids["digs"], "text", digs_text)
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player:hud_change(ids["bar_foreground"],
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"scale", { x = percent, y = 1 })
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else
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ids = {}
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saved_huds[player_name] = ids
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-- create HUD elements and set ids into `ids`
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end
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end
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minetest.register_on_joinplayer(scoreboard.update_hud)
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minetest.register_on_leaveplayer(function(player)
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saved_huds[player:get_player_name()] = nil
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end)
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{% endhighlight %}
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Use `text` to specify the name of the texture.
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## Other Elements
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## Other Elements
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BIN
static/hud_background_img.png
Normal file
BIN
static/hud_background_img.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 3.5 KiB |
436
static/hud_diagram_alignment.svg
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436
static/hud_diagram_alignment.svg
Normal file
@ -0,0 +1,436 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no"?>
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<!-- Created with Inkscape (http://www.inkscape.org/) -->
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<svg
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xmlns:dc="http://purl.org/dc/elements/1.1/"
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xmlns:cc="http://creativecommons.org/ns#"
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xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#"
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xmlns:svg="http://www.w3.org/2000/svg"
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xmlns="http://www.w3.org/2000/svg"
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xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd"
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xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape"
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width="175mm"
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height="50mm"
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viewBox="0 0 175 50"
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version="1.1"
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id="svg8"
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inkscape:version="0.92.1 r15371"
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sodipodi:docname="hud_diagram_alignment.svg">
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<defs
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id="defs2">
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<marker
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inkscape:isstock="true"
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style="overflow:visible"
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id="marker7113"
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refX="0"
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refY="0"
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orient="auto"
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inkscape:stockid="Arrow1Lend">
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<path
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inkscape:connector-curvature="0"
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transform="matrix(-0.8,0,0,-0.8,-10,0)"
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style="fill:#000000;fill-opacity:1;fill-rule:evenodd;stroke:#000000;stroke-width:1.00000003pt;stroke-opacity:1"
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d="M 0,0 5,-5 -12.5,0 5,5 Z"
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Loading…
Reference in New Issue
Block a user