Handle ingredient quantities in craft guide

Alloy cooking recipes have quantities for the ingredients, which need to
be shown.  The buttons on which the ingredients are shown don't natively
support showing an item count, so hack it up with the label facility.
Also, the button names, supporting clicking to see recipes recursively,
need to be based only on the item name part of the ingredient, dropping
the quantity part.
This commit is contained in:
Zefram 2014-05-01 14:22:25 +01:00 committed by RealBadAngel
parent b3d83bc953
commit 5d34b235dd
2 changed files with 39 additions and 19 deletions

View File

@ -123,12 +123,12 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
for name, value in pairs(fields) do
if string.sub(name, 1, 12) == "item_button_" then
clicked_item = string.sub(name, 13)
if string.sub(clicked_item, 1, 6) == "group:" then
minetest.sound_play("click", {to_player=player_name, gain = 0.1})
unified_inventory.apply_filter(player, clicked_item)
return
end
break
elseif string.sub(name, 1, 11) == "item_group_" then
minetest.sound_play("click",
{to_player=player_name, gain = 0.1})
unified_inventory.apply_filter(player, "group:"..string.sub(name, 12))
return
end
end
if clicked_item then

View File

@ -134,6 +134,39 @@ unified_inventory.register_page("craft", {
end,
})
-- stack_image_button(): generate a form button displaying a stack of items
--
-- Normally a simple item_image_button[] is used. If the stack contains
-- more than one item, item_image_button[] doesn't have an option to
-- display an item count in the way that an inventory slot does, so
-- we have to fake it using the label facility. This doesn't let us
-- specify that the count should appear at bottom right, so we use some
-- dodgy whitespace to shift it away from the centre of the button.
-- Unfortunately the correct amount of whitespace depends on display
-- resolution, so the results from this will be variable. This should be
-- replaced as soon as the engine adds support for a proper item count,
-- or at least label placement control, on buttons.
--
-- The specified item may be a group. In that case, an image_button[]
-- is used, displaying an image that just indicates grouping, with a
-- label giving the name of the specific group. It very often happens
-- that the group name doesn't fit within the confines of the button and
-- gets cropped. Group names are also not brilliantly readable against
-- the background of the group image.
local function stack_image_button(x, y, w, h, buttonname_prefix, stackstring)
local st = ItemStack(stackstring)
local n = st:get_name()
local c = st:get_count()
local clab = c == 1 and "" or string.format("%9d", c)
local buttonname = buttonname_prefix..n
local xywh = x..","..y..";"..w..","..h
if string.sub(n, 1, 6) == "group:" then
return "image_button["..xywh..";".."ui_group.png;"..minetest.formspec_escape(buttonname)..";"..minetest.formspec_escape(string.sub(n, 7)).."\n\n"..clab.."]"
else
return "item_image_button["..xywh..";"..minetest.formspec_escape(n)..";"..minetest.formspec_escape(buttonname_prefix..n)..";\n\n"..clab.."]"
end
end
unified_inventory.register_page("craftguide", {
get_formspec = function(player)
local player_name = player:get_player_name()
@ -188,20 +221,7 @@ unified_inventory.register_page("craftguide", {
for x = 1, width do
local item = craft.items[i]
if item then
if string.sub(item, 1, 6) == "group:" then
local group = string.sub(item, 7)
formspec = formspec.."image_button["
..(1.0 + x)..","..(0.0 + y)..";1.1,1.1;"
.."ui_group.png;"
.."item_group_"..minetest.formspec_escape(group)..";"
..minetest.formspec_escape(group).."]"
else
formspec = formspec.."item_image_button["
..(1.0 + x)..","..(0.0 + y)..";1.1,1.1;"
..minetest.formspec_escape(item)..";"
.."item_button_"
..minetest.formspec_escape(item)..";]"
end
formspec = formspec..stack_image_button(1.0+x, 0.0+y, 1.1, 1.1, "item_button_", item)
end
i = i + 1
end