This API allows you to add, change, hide and unhide custom HUD bars for this mod.
To give you a very brief overview over this API, here is the basic workflow on how to add your own custom HUD bar:
hb.register_hudbar
to make the definition of the HUD bar known to this modhb.init_hudbar
for each player for which you want to use previously defined HUD barhb.change_hudbar
whenever you need to change the values of a HUD bar of a certain playerhb.hide_hudbar
and hb.unhide_hudbar
to hide or unhide HUD bars of a certain playerIn order to use this API, you should be aware of a few basic rules in order to understand it:
These are soft rules, the HUD bars mod will not enforce all of these. But this mod has been programmed under the assumption that these rules are followed, for integrity.
To make a new HUD bar known to this mod, you need …
hb.register_hudbar
The image for the bar will be repeated horizontally to denote the “value” of the HUD bar. It must be of size 2×16. If neccessary, the image will be split vertically in half, and only the left half of the image is displayed. So the final HUD bar will always be displayed on a per-pixel basis.
The default bar images are single-colored, but you can use other styles as well, for instance, a vertical gradient.
A 16×16 image shown left of the HUD bar. This is optional.
hb.register_hudbar(identifier, text_color, label, textures, default_start_value, default_start_max, default_start_hidden, format_string, format_string_config)
This function registers a new custom HUD bar definition to the HUD bars mod, so it can be later used to be displayed, changed, hidden and unhidden on a per-player basis. Note this does not yet display the HUD bar.
The HUD bars will be displayed in a “first come, first serve” order. This API does not allow fow a custom order or a way to set it
manually in a reliable way. However, you can use the setting hudbars_sorting
for this. See the advanced setting menu in Minetest
for more information.
identifier
: A globally unique internal name for the HUD bar, will be used later to refer to it. Please only rely on alphanumeric characters for now. The identifiers “health
” and “breath
” are used internally for the built-in health and breath bar, respectively. Please do not use these names.text_color
: A 3-octet number defining the color of the text. The octets denote, in this order red, green and blue and range from 0x00
(complete lack of this component) to 0xFF
(full intensity of this component). Example: 0xFFFFFF
for white.label
: A string which is displayed on the HUD bar itself to describe the HUD bar. Try to keep this string short.textures
: A table with the following fields:
bar
: The file name of the bar image (as string). This is only used for the progress_bar
bar type (see README.txt
, settings section).icon
: The file name of the icon, as string. For the progress_bar
type, it is shown as single image left of the bar, for the two statbar bar types, it is used as the statbar icon and will be repeated. This field can be nil
, in which case no icon will be used, but this is not recommended, because the HUD bar will be invisible if the one of the statbar bar types is used.bgicon
: The file name of the background icon, it is used as the background for the modern statbar mode only. This field can be nil
, in which case no background icon will be displayed in this mode.default_start_value
: If this HUD bar is added to a player, and no initial value is specified, this value will be used as initial current valuedefault_max_value
: If this HUD bar is added to a player, and no initial maximum value is specified, this value will be used as initial maximum valuedefault_start_hidden
: The HUD bar will be initially start hidden by default when added to a player. Use hb.unhide_hudbar
to unhide it.format_string
: Optional; You can specify an alternative format string to use for the final text on the HUD bar. The default format string is “@1: @2/@3
” (The “@” numbers are placeholders that have a meaning in this order: @1 = Label, @2 = current value, @3 = maximum value). Do not use minetest.translator on this string, the string will be translated by hudbars
, but you still must put this string into the translation catalogue file.format_string_config
: Required if format_string
is set. This allows to change which parameters to use in the format string. It's a table with these fields:
textdomain
: Text domain of the format string, used by minetest.translate
order
: Table that contains the order of the placeholders. It's also possible to remove placeholders. Default order: { "label", "value", "max_value" }
format_value
: Format string to apply when displaying value
. Syntax is same as in string.format
. Default: "%d"
format_max_value
: Same as format_value
but is applied to max_value
Example (mostly) from hbarmor
mod:
hb.register_hudbar("armor", 0xFFFFFF, minetest.translator("hbarmor", "Armor"), { icon = "hbarmor_icon.png", bgicon = "hbarmor_bgicon.png", bar = "hbarmor_bar.png" }, 0, 100, hbarmor.autohide, N("@1: @2%"), { order = { "label", "value" }, textdomain = "hbarmor" } )
Displays an armor HUD bar with a label of the form „Armor: 53%“. (N
is a dummy function that returns its argument, used to make the string visible for translator scripts.)
Always nil
.
After a HUD bar has been registered, they are not yet displayed yet for any player. HUD bars must be explicitly initialized on a per-player basis.
You probably want to do this in the minetest.register_on_joinplayer
.
hb.init_hudbar(player, identifier, start_value, start_max, start_hidden)
This function initialzes and activates a previously registered HUD bar and assigns it to a
certain client/player. This has only to be done once per player and after that, you can change
the values using hb.change_hudbar
.
However, if start_hidden
was set to true
for the HUD bar (in hb.register_hudbar
), the HUD bar
will initially be hidden, but the HUD elements are still sent to the client. Otherwise,
the HUD bar will be initially be shown to the player.
player
: ObjectRef
of the player to which the new HUD bar should be displayed to.identifier
: The identifier of the HUD bar type, as specified in hb.register_hudbar
.start_value
: The initial current value of the HUD bar. This is optional, default_start_value
of the registration function will be used, if this is nil
.start_max
: The initial maximum value of the HUD bar. This is optional, default_start_max
of the registration function will be used, if this is nil
start_hidden
: Whether the HUD bar is initially hidden. This is optional, default_start_hidden
of the registration function will be used as defaulttrue
on success, false
otherwise.
After a HUD bar has been added, you can change the current and maximum value and other attributes on a per-player basis.
You use the function hb.change_hudbar
for this.
hb.change_hudbar(player, identifier, new_value, new_max_value, new_icon, new_bgicon, new_bar, new_label, new_text_color)
Changes the values and the appearance of an initialized HUD bar for a certain player. new_value
and new_max_value
are the most important parameters as they specify the new current and maximum new values, you do not need
to worry too much about the other parameters.
The following parameters are less important and provided for styling the HUD bar after registration (if
this is desired). The “styling” parameters parallel the parameters of hb.register_hudbar
. It is
recommended to not change the style of a HUD bar too often as this can be distracting or confusing
for players.
new_value
, new_max_value
new_icon
, new_bgicon
, new_bar
, new_label
and new_text_color
can be
nil
; if one of them is nil
, that means the value is unchanged. If all those values are nil
, this
function is a no-op.
This function tries to minimize the amount of calls to hud_change
of the Minetest Lua API
(and thus, network traffic), when you only change the value and/or maximum value. In this case,
hud_change
is only called if it is actually needed, e.g. when the actual length of the bar
or the displayed string changed, so you do not have to worry about it. There is, however, no
such network optimization for the “styling” parameters, so keep this in mind.
player
: ObjectRef
of the player to which the HUD bar belongs toidentifier
: The identifier of the HUD bar type to change, as specified in hb.register_hudbar
.new_value
: The new current value of the HUD barnew_max_value
: The new maximum value of the HUD barnew_icon
: File name of the new iconnew_bgicon
: File name of the new background icon for the modern-style statbarnew_bar
: File name of the new bar segment imagenew_label
: A new text label of the HUD bar. Note the format string still appliesnew_text_color
: A 3-octet number defining the new color of the text.true
on success, false
otherwise.
You can also hide custom HUD bars, meaning they will not be displayed for a certain player. You can still
use hb.change_hudbar
on a hidden HUD bar, the new values will be correctly displayed after the HUD bar
has been unhidden. Both functions will only call hud_change
if there has been an actual change to avoid
unneccessary traffic.
Note that the hidden state of a HUD bar will not be saved by this mod on server shutdown, so you may need
to write your own routines for this or by setting the correct value for start_hidden
when calling
hb.init_hudbar
.
hb.hide_hudbar(player, identifier)
Hides the specified HUD bar from the screen of the specified player.
player
: ObjectRef
of the player to which the HUD bar belongs toidentifier
: The identifier of the HUD bar type to hide, as specified in hb.register_hudbar
.true
on success, false
otherwise.
hb.unhide_hudbar(player, identifier)
Makes a previously hidden HUD bar visible again to a player.
player
: ObjectRef
of the player to which the HUD bar belongs toidentifier
: The identifier of the HUD bar type to unhide, as specified in hb.register_hudbar
.true
on success, false
otherwise.
It is also possible to read information about existing HUD bars.
hb.get_hudbar_state(player, identifier)
Returns the current state of the active player's HUD bar.
player
: ObjectRef
of the player to which the HUD bar belongs toidentifier
: The identifier of the HUD bar type to hide, as specified in hb.register_hudbar
.On success, returns a table which holds information on the current state of the HUD bar. Note the table is a deep copy of the internal HUD bar state, it is not a reference; the information hold by the table is only true for the moment you called this function. The fields of this table are:
value
: Current value of HUD bar.max
: Current maximum value of HUD bar.hidden
: Boolean denoting whether the HUD bar is hidden.barlength
: The length of the HUD bar in pixels. This field is meaningless if the HUD bar is currently hidden.text
: The text shown on the HUD bar. This fiels is meaningless if the HUD bar is currently hidden.If the player does not exist, returns nil
instead.
hb.get_hudbar_identifiers()
Returns a table of all currently registered HUD bar identifiers.