1 /**
2 HUD Adapter
3
4 Clonk-side scripts for the HUD. This object basically redirects the
5 engine callbacks for the clonk to the HUD. All crew members that
6 are to be shown in the HUD have to include this object and return
7 _inherited(...); if they overload one of the callbacks used here.
8
9 This adapter redirects to the per player HUD controller and also
10 directly to the per clonk HUD selector.
11
12 Requires the ClonkControl.ocd to be included in the clonk too.
13
14 @authors Newton
15 */
16
17 local HUDcontroller;
18
IsHUDAdapter()19 public func IsHUDAdapter()
20 {
21 return true;
22 }
23
24 // Either returns the current HUD controller or creates one.
25 // But only if owner is a human otherwise returns nil.
GetHUDController()26 private func GetHUDController()
27 {
28 var plr = GetOwner();
29 // During runtime join, plr isn't a valid player in the joining client yet
30 // when this function is called from OnSynchronized(). This code previously
31 // checked player validity before returning a cached HUD object which would
32 // cause a desync.
33 if (HUDcontroller) return HUDcontroller;
34 if (GetPlayerType(plr) != C4PT_User) return nil;
35 var controllerDef = Library_HUDController->GetGUIControllerID();
36 HUDcontroller = FindObject(Find_ID(controllerDef), Find_Owner(plr));
37 if (!HUDcontroller)
38 HUDcontroller = CreateObject(controllerDef, AbsX(0), AbsY(0), plr);
39 return HUDcontroller;
40 }
41
42 // Update HUD controller e.g. when it was reinitialized
SetHUDController(object new_controller)43 public func SetHUDController(object new_controller)
44 {
45 HUDcontroller = new_controller;
46 return true;
47 }
48
49 /*-- Engine callbacks --*/
50
51 // Bootstrap the HUD on the recruitement of a crew member.
Recruitment(int plr)52 private func Recruitment(int plr)
53 {
54 if (GetHUDController())
55 {
56 HUDcontroller->~OnCrewRecruitment(this, plr, ...);
57 HUDcontroller->~ScheduleUpdateInventory();
58 }
59 return _inherited(plr, ...);
60 }
61
62 // On savegame load or after section change, ensure that there's a HUD adapter
OnSynchronized(...)63 public func OnSynchronized(...)
64 {
65 if (GetHUDController())
66 HUDcontroller->~ScheduleUpdateInventory();
67 return _inherited(...);
68 }
69
DeRecruitment(int plr)70 private func DeRecruitment(int plr)
71 {
72 if (HUDcontroller)
73 HUDcontroller->~OnCrewDeRecruitment(this, plr, ...);
74 return _inherited(plr, ...);
75 }
76
Death(int killed_by)77 private func Death(int killed_by)
78 {
79 if (HUDcontroller)
80 HUDcontroller->~OnCrewDeath(this, killed_by, ...);
81 return _inherited(killed_by, ...);
82 }
83
Destruction()84 private func Destruction()
85 {
86 if (HUDcontroller)
87 HUDcontroller->~OnCrewDestruction(this, ...);
88 return _inherited(...);
89 }
90
ControlHotkey(int hotindex)91 public func ControlHotkey(int hotindex)
92 {
93 if (HUDcontroller)
94 return HUDcontroller->~ControlHotkey(hotindex);
95 }
96
OnPromotion()97 private func OnPromotion()
98 {
99 if (HUDcontroller)
100 HUDcontroller->~OnCrewRankChange(this);
101 return _inherited(...);
102 }
103
OnEnergyChange(int change,int cause,int caused_by)104 private func OnEnergyChange(int change, int cause, int caused_by)
105 {
106 if (HUDcontroller)
107 HUDcontroller->~OnCrewHealthChange(this, change, cause, caused_by);
108 return _inherited(change, cause, caused_by, ...);
109
110 }
OnBreathChange(int change)111 private func OnBreathChange(int change)
112 {
113 if (HUDcontroller)
114 HUDcontroller->~OnCrewBreathChange(this, change);
115 return _inherited(...);
116 }
117
OnMagicEnergyChange(int change)118 private func OnMagicEnergyChange(int change)
119 {
120 if (HUDcontroller)
121 HUDcontroller->~OnCrewMagicChange(this, change);
122 return _inherited(...);
123 }
124
OnNameChanged()125 private func OnNameChanged()
126 {
127 if (HUDcontroller)
128 HUDcontroller->~OnCrewNameChange(this);
129 return _inherited(...);
130 }
131
OnPhysicalChange(string physical,int change)132 private func OnPhysicalChange(string physical, int change)
133 {
134 if (HUDcontroller)
135 {
136 if (!physical)
137 {
138 HUDcontroller->~OnCrewHealthChange(this, change);
139 HUDcontroller->~OnCrewBreathChange(this, change);
140 }
141 else if (physical == "Energy") HUDcontroller->~OnCrewHealthChange(this, change);
142 else if (physical == "Breath") HUDcontroller->~OnCrewBreathChange(this, change);
143 }
144 return _inherited(physical, change, ...);
145 }
146
CrewSelection(bool unselect)147 private func CrewSelection(bool unselect)
148 {
149 if (HUDcontroller)
150 HUDcontroller->~OnCrewSelection(this, unselect);
151 return _inherited(unselect, ...);
152 }
153
OnCrewEnabled()154 private func OnCrewEnabled()
155 {
156 if (HUDcontroller)
157 HUDcontroller->~OnCrewEnabled(this);
158 return _inherited(...);
159 }
160
OnCrewDisabled()161 private func OnCrewDisabled()
162 {
163 if (HUDcontroller)
164 HUDcontroller->~OnCrewDisabled(this);
165 return _inherited(...);
166 }
167
168 // from ClonkControl.ocd
OnSlotFull(int slot)169 private func OnSlotFull(int slot)
170 {
171 if (HUDcontroller)
172 HUDcontroller->~OnSlotObjectChanged(slot);
173 return _inherited(slot, ...);
174 }
175
OnSlotEmpty(int slot)176 private func OnSlotEmpty(int slot)
177 {
178 if (HUDcontroller)
179 HUDcontroller->~OnSlotObjectChanged(slot);
180 return _inherited(slot, ...);
181 }
182
183 // handled by GUI_Controller_ActionBars
StartInteractionCheck(object clonk)184 func StartInteractionCheck(object clonk)
185 {
186 if (HUDcontroller)
187 return HUDcontroller->~StartInteractionCheck(clonk, ...);
188 }
189
190 // handled by GUI_Controller_ActionBars
StopInteractionCheck()191 func StopInteractionCheck()
192 {
193 if (HUDcontroller)
194 return HUDcontroller->~StopInteractionCheck(...);
195 }
196
OnInventoryHotkeyPress(int slot)197 private func OnInventoryHotkeyPress(int slot)
198 {
199 if (HUDcontroller)
200 HUDcontroller->~OnInventoryHotkeyPress(slot);
201 return _inherited(slot, ...);
202 }
203
OnInventoryHotkeyRelease(int slot)204 private func OnInventoryHotkeyRelease(int slot)
205 {
206 if (HUDcontroller)
207 HUDcontroller->~OnInventoryHotkeyRelease(slot);
208 return _inherited(slot, ...);
209 }
210
211 // when something in the inventory changed
OnInventoryChange()212 private func OnInventoryChange()
213 {
214 if (HUDcontroller)
215 HUDcontroller->~ScheduleUpdateInventory();
216 return _inherited(...);
217 }
218
Collection2()219 public func Collection2()
220 {
221 if (HUDcontroller)
222 HUDcontroller->~ScheduleUpdateInventory();
223 return _inherited(...);
224 }
225
Ejection()226 public func Ejection()
227 {
228 if (HUDcontroller)
229 HUDcontroller->~ScheduleUpdateInventory();
230 return _inherited(...);
231 }
232
ControlContents()233 public func ControlContents()
234 {
235 if (HUDcontroller)
236 HUDcontroller->~ScheduleUpdateInventory();
237 return _inherited(...);
238 }
239