Full unified_inventory and inventory_plus support!

This commit is contained in:
Uberi 2013-12-20 19:50:13 -05:00
parent c48cf3c051
commit 06cb2934b1

View File

@ -1,6 +1,3 @@
--wip: support unified_inventory, it even seems to have some sort of API now
--wip: make it look good with image buttons and stuff
worldedit = worldedit or {}
--[[
@ -20,6 +17,8 @@ Use `nil` for the `get_formspec` field to denote that the function does not have
Use `nil` for the `privs` field to denote that no special privileges are required to use the function.
If the identifier is already registered to another function, it will be replaced by the new one.
The `on_select` function must not call `worldedit.show_page`
]]
worldedit.pages = {} --mapping of identifiers to options
@ -68,21 +67,47 @@ local get_formspec = function(name, identifier)
return worldedit.pages["worldedit_gui"].get_formspec(name) --default to showing main page if an unknown page is given
end
worldedit.show_page = function(name, page)
--wip
print("not implemented")
if unified_inventory then
local old_func = worldedit.register_gui_function
worldedit.register_gui_function = function(identifier, options)
old_func(identifier, options)
unified_inventory.register_page(identifier, {get_formspec=function(player) return {formspec=options.get_formspec(player:get_player_by_name())} end})
end
--add button to inventory_plus if it is installed
if inventory_plus then
unified_inventory.register_button("worldedit_gui", {
type = "image",
image = "inventory_plus_worldedit_gui.png",
})
minetest.register_on_player_receive_fields(function(player, formname, fields)
if fields.worldedit_gui_exit then
unified_inventory.set_inventory_formspec(minetest.get_player_by_name(name), "craft")
return true
end
return false
end)
worldedit.show_page = function(name, page)
minetest.get_player_by_name(name):set_inventory_formspec(get_formspec(name, page))
end
elseif inventory_plus then
minetest.register_on_joinplayer(function(player)
inventory_plus.register_button(player, "worldedit_gui", "WorldEdit")
end)
--show the form when the button is pressed
--show the form when the button is pressed and hide it when done
local gui_player_formspecs = {}
minetest.register_on_player_receive_fields(function(player, formname, fields)
local name = player:get_player_name()
if fields.worldedit_gui then --main page
worldedit.show_page(player:get_player_name(), "worldedit_gui")
gui_player_formspecs[name] = player:get_inventory_formspec()
worldedit.show_page(name, "worldedit_gui")
return true
elseif fields.worldedit_gui_exit then --return to original page
if gui_player_formspecs[name] then
inventory_plus.set_inventory_formspec(player, gui_player_formspecs[name])
end
return true
end
return false
@ -91,6 +116,11 @@ if inventory_plus then
worldedit.show_page = function(name, page)
inventory_plus.set_inventory_formspec(minetest.get_player_by_name(name), get_formspec(name, page))
end
else
worldedit.show_page = function(name, page)
minetest.log("error", "WorldEdit GUI cannot be shown, requires unified_inventory or inventory_plus")
end
minetest.log("error", "WorldEdit GUI is unavailable, requires unified_inventory or inventory_plus")
end
worldedit.register_gui_function("worldedit_gui", {
@ -117,16 +147,15 @@ worldedit.register_gui_function("worldedit_gui", {
y = y - height
end
return string.format("size[%g,%g]", math.max(columns * width, 5), math.max(y + 0.5, 3)) ..
(inventory_plus and "button[0,0;2,0.5;main;Back]" or "button_exit[0,0;2,0.5;main;Exit]") ..
"button[0,0;2,0.5;worldedit_gui_exit;Back]" ..
"label[2,0;WorldEdit GUI]" ..
table.concat(buttons)
end,
})
worldedit.register_gui_handler("worldedit_gui", function(name, fields)
--check for WorldEdit GUI main formspec button selection
for identifier, entry in pairs(worldedit.pages) do
if fields[identifier] then
for identifier, entry in pairs(worldedit.pages) do --check for WorldEdit GUI main formspec button selection
if fields[identifier] and identifier ~= "worldedit_gui" then
--ensure player has permission to perform action
local has_privs, missing_privs = minetest.check_player_privs(name, entry.privs or {})
if not has_privs then