worldedit = worldedit or {} --[[ Example: worldedit.register_gui_function("worldedit_gui_hollow_cylinder", { name = "Make Hollow Cylinder", privs = {worldedit=true}, get_formspec = function(name) return "some formspec here" end, on_select = function(name) print(name .. " clicked the button!") end, }) Use `nil` for the `options` parameter to unregister the function associated with the given identifier. Use `nil` for the `get_formspec` field to denote that the function does not have its own screen. 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 local identifiers = {} --ordered list of identifiers worldedit.register_gui_function = function(identifier, options) worldedit.pages[identifier] = options table.insert(identifiers, identifier) end --[[ Example: worldedit.register_gui_handler("worldedit_gui_hollow_cylinder", function(name, fields) print(minetest.serialize(fields)) end) ]] worldedit.register_gui_handler = function(identifier, handler) minetest.register_on_player_receive_fields(function(player, formname, fields) --ensure the form is not being exited since this is a duplicate message if fields.quit then return false end local name = player:get_player_name() --ensure the player has permission to perform the action local entry = worldedit.pages[identifier] if entry and minetest.check_player_privs(name, entry.privs or {}) then return handler(name, fields) end return false end) end worldedit.get_formspec_header = function(identifier) local entry = worldedit.pages[identifier] or {} return "button[0,0;2,0.5;worldedit_gui;Back]" .. string.format("label[2,0;WorldEdit GUI > %s]", entry.name or "") end local get_formspec = function(name, identifier) if worldedit.pages[identifier] then return worldedit.pages[identifier].get_formspec(name) end return worldedit.pages["worldedit_gui"].get_formspec(name) --default to showing main page if an unknown page is given end --implement worldedit.show_page(name, page) in different ways depending on the available APIs if unified_inventory then --unified inventory installed 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_name())} end}) end unified_inventory.register_button("worldedit_gui", { type = "image", image = "inventory_plus_worldedit_gui.png", }) 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(name, "worldedit_gui") return true elseif fields.worldedit_gui_exit then --return to original page 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 --inventory++ installed minetest.register_on_joinplayer(function(player) inventory_plus.register_button(player, "worldedit_gui", "WorldEdit") end) --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 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 end) worldedit.show_page = function(name, page) inventory_plus.set_inventory_formspec(minetest.get_player_by_name(name), get_formspec(name, page)) end else --fallback button local player_formspecs = {} local update_main_formspec = function(name) local formspec = player_formspecs[name] if not formspec then return end local player = minetest.get_player_by_name(name) if minetest.setting_getbool("creative_mode") and creative_inventory then --creative_inventory is active, add button to modified formspec formspec = player:get_inventory_formspec() .. "image_button[6,0;1,1;inventory_plus_worldedit_gui.png;worldedit_gui;]" else formspec = formspec .. "image_button[0,0;1,1;inventory_plus_worldedit_gui.png;worldedit_gui;]" end player:set_inventory_formspec(formspec) end minetest.register_on_joinplayer(function(player) local name = player:get_player_name() minetest.after(1, function() player_formspecs[name] = player:get_inventory_formspec() minetest.after(0.01, function() update_main_formspec(name) end) end) end) minetest.register_on_leaveplayer(function(player) player_formspecs[player:get_player_name()] = nil end) 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 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 player:set_inventory_formspec(gui_player_formspecs[name]) end return true else --deal with creative_inventory setting the formspec on every single message minetest.after(0.01,function() update_main_formspec(name) end) return false --continue processing in creative inventory end end) worldedit.show_page = function(name, page) local player = minetest.get_player_by_name(name) player:set_inventory_formspec(get_formspec(name, page)) end end worldedit.register_gui_function("worldedit_gui", { name = "WorldEdit GUI", get_formspec = function(name) --create a form with all the buttons arranged in a grid local buttons, x, y, index = {}, 0, 1, 0 local width, height = 3, 0.8 local columns = 5 for i, identifier in pairs(identifiers) do if identifier ~= "worldedit_gui" then local entry = worldedit.pages[identifier] table.insert(buttons, string.format((entry.get_formspec and "button" or "button_exit") .. "[%g,%g;%g,%g;%s;%s]", x, y, width, height, identifier, minetest.formspec_escape(entry.name))) index, x = index + 1, x + width if index == columns then --row is full x, y = 0, y + height index = 0 end end end if index == 0 then --empty row y = y - height end return string.format("size[%g,%g]", math.max(columns * width, 5), math.max(y + 0.5, 3)) .. "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) 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 worldedit.player_notify(name, "you are not allowed to use this function (missing privileges: " .. table.concat(missing_privs, ", ") .. ")") return false end if entry.on_select then entry.on_select(name) end if entry.get_formspec then worldedit.show_page(name, identifier) end return true end end return false end) dofile(minetest.get_modpath(minetest.get_current_modname()) .. "/functionality.lua")