--wip: make back buttons images in all screens --wip: support unified_inventory, it even seems to have some sort of API now 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. ]] local pages = {} --mapping of identifiers to options local identifiers = {} --ordered list of identifiers worldedit.register_gui_function = function(identifier, options) pages[identifier] = options table.insert(identifiers, identifier) end local get_formspec = function(name, identifier) if pages[identifier] then return pages[identifier].get_formspec(name) end return pages["worldedit_gui"].get_formspec(name) end worldedit.show_page = function(name, page) --wip print("not implemented") end --add button to inventory_plus if it is installed if inventory_plus then minetest.register_on_joinplayer(function(player) --ensure player has permission to perform action if minetest.check_player_privs(player:get_player_name(), {worldedit=true}) then inventory_plus.register_button(player, "worldedit_gui", "WorldEdit") end end) --show the form when the button is pressed minetest.register_on_player_receive_fields(function(player, formname, fields) local name = player:get_player_name() --ensure player has permission to perform action if not minetest.check_player_privs(name, {worldedit=true}) then return false end --check for showing of main GUI local next_page = nil if fields.worldedit_gui then --main page worldedit.show_page(name, "worldedit_gui") 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 end minetest.register_on_player_receive_fields(function(player, formname, fields) if fields.quit then return false end --check for WorldEdit GUI main formspec button selection for identifier, entry in pairs(pages) do if fields[identifier] then local name = player:get_player_name() --ensure player has permission to perform action if entry.privs and not minetest.check_player_privs(name, entry.privs) then 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) 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 = 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 return string.format("size[%g,%g]", columns * width, y + 0.5) .. (inventory_plus and "button[0,0;2,0.5;main;Back]" or "button_exit[0,0;2,0.5;main;Exit]") .. "label[2,0;WorldEdit GUI]" .. table.concat(buttons) end, }) dofile(minetest.get_modpath(minetest.get_current_modname()) .. "/functionality.lua")