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https://github.com/minetest-mods/unified_inventory.git
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Correctly display multi-group ingredients
Extend the representative-item logic to handle ingredients specified as the intersection of multiple groups. Also add mangling of item button content, because comma for a multi-group ingredient is getting formspec-escaped and then not de-escaped.
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@ -122,7 +122,7 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
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local clicked_item = nil
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for name, value in pairs(fields) do
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if string.sub(name, 1, 12) == "item_button_" then
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clicked_item = string.sub(name, 13)
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clicked_item = unified_inventory.demangle_for_formspec(string.sub(name, 13))
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if string.sub(clicked_item, 1, 6) == "group:" then
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minetest.sound_play("click", {to_player=player_name, gain = 0.1})
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unified_inventory.apply_filter(player, clicked_item)
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31
group.lua
31
group.lua
@ -21,13 +21,23 @@ end
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-- those items we prefer the one registered for the group by a mod.
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-- Among equally-preferred items, we just pick the one with the
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-- lexicographically earliest name.
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--
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-- The parameter to this function isn't just a single group name.
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-- It may be a comma-separated list of group names. This is really a
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-- "group:..." ingredient specification, minus the "group:" prefix.
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local function compute_group_item(group_name)
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local function compute_group_item(group_name_list)
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local group_names = group_name_list:split(",")
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local candidate_items = {}
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for itemname, itemdef in pairs(minetest.registered_items) do
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if (itemdef.groups.not_in_creative_inventory or 0) == 0 and
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(itemdef.groups[group_name] or 0) ~= 0 then
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table.insert(candidate_items, itemname)
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if (itemdef.groups.not_in_creative_inventory or 0) == 0 then
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local all = true
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for _, group_name in ipairs(group_names) do
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if (itemdef.groups[group_name] or 0) == 0 then
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all = false
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end
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end
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if all then table.insert(candidate_items, itemname) end
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end
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end
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local num_candidates = #candidate_items
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@ -36,15 +46,22 @@ local function compute_group_item(group_name)
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elseif num_candidates == 1 then
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return {item = candidate_items[1], sole = true}
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end
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local is_group = {}
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local registered_rep = {}
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for _, group_name in ipairs(group_names) do
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is_group[group_name] = true
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local rep = unified_inventory.registered_group_items[group_name]
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if rep then registered_rep[rep] = true end
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end
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local bestitem = ""
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local bestpref = 0
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for _, item in ipairs(candidate_items) do
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local pref
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if item == unified_inventory.registered_group_items[group_name] then
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if registered_rep[item] then
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pref = 4
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elseif item == "default:"..group_name then
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elseif string.sub(item, 1, 8) == "default:" and is_group[string.sub(item, 9)] then
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pref = 3
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elseif item:gsub("^[^:]*:", "") == group_name then
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elseif is_group[item:gsub("^[^:]*:", "")] then
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pref = 2
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else
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pref = 1
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16
internal.lua
16
internal.lua
@ -1,3 +1,17 @@
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-- This pair of encoding functions is used where variable text must go in
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-- button names, where the text might contain formspec metacharacters.
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-- We can escape button names for the formspec, to avoid screwing up
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-- form structure overall, but they then don't get de-escaped, and so
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-- the input we get back from the button contains the formspec escaping.
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-- This is a game engine bug, and in the anticipation that it might be
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-- fixed some day we don't want to rely on it. So for safety we apply
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-- an encoding that avoids all formspec metacharacters.
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function unified_inventory.mangle_for_formspec(str)
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return string.gsub(str, "([^A-Za-z0-9])", function (c) return string.format("_%d_", string.byte(c)) end)
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end
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function unified_inventory.demangle_for_formspec(str)
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return string.gsub(str, "_([0-9]+)_", function (v) return string.char(v) end)
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end
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function unified_inventory.get_formspec(player, page)
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if not player then
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@ -71,7 +85,7 @@ function unified_inventory.get_formspec(player, page)
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..(8.2 + x * 0.7)..","
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..(1 + y * 0.7)..";.81,.81;"
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..name..";item_button_"
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..name..";]"
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..unified_inventory.mangle_for_formspec(name)..";]"
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list_index = list_index + 1
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end
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end
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@ -165,7 +165,7 @@ local function stack_image_button(x, y, w, h, buttonname_prefix, item)
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return string.format("item_image_button[%u,%u;%u,%u;%s;%s;%s]",
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x, y, w, h,
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minetest.formspec_escape(displayitem),
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minetest.formspec_escape(buttonname_prefix..selectitem),
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minetest.formspec_escape(buttonname_prefix..unified_inventory.mangle_for_formspec(selectitem)),
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label)
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end
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