UI HUD
A HUD module: the same layers and components a ui_view uses, but anchored to a corner
instead of filling the screen, and drawn permanently rather than opened.
| Field | What it does |
|---|---|
corner | TOP_LEFT, TOP_RIGHT, BOTTOM_LEFT, BOTTOM_RIGHT. |
priority | Higher is drawn over lower. |
visibility | Permission and fact conditions gating the whole module. |
layers | Its content, authored exactly like a view's. |
Placement is measured inwards from the corner, on both axes. A bottom-right module at offset (0, 0) touches the bottom-right corner exactly as a top-left one at (0, 0) touches the top-left — which is what lets a HUD be mirrored by changing one field.
A module that falls outside the grid is reported and not drawn, rather than slid back into view: one pushed back inside would overlap its neighbour and look like a layout bug, where one that refuses to draw and says so is a mistake an author can find.
The HUD stands down automatically
A HUD is suspended while the player is reading anything else — a view, a dialogue, a cinematic, the full-screen map. It is cleared, not merely left unrefreshed, so a screen never opens over a stale HUD.
A player reading a screen is not walking anywhere, so the minimap and its waypoints have nothing to say to them, and the space belongs to what they are reading.
Placement note
MINIMAP exists in the placement list for pages written before the map moved, and resolves to
nothing. The map is a HUD element rather than a menu component: a menu holds the player still, so a
map inside one could never show anything move.