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Minetest-WorldEdit/worldedit_gui/init.lua

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worldedit = worldedit or {}
--[[
Example:
worldedit.register_gui_function("worldedit_gui_hollow_cylinder", {
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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.
The `privs` field may not be `nil`.
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`
]]
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worldedit.pages = {} --mapping of identifiers to options
local identifiers = {} --ordered list of identifiers
worldedit.register_gui_function = function(identifier, options)
if options.privs == nil or next(options.privs) == nil then
error("privs unset")
end
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worldedit.pages[identifier] = options
table.insert(identifiers, identifier)
end
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--[[
Example:
worldedit.register_gui_handler("worldedit_gui_hollow_cylinder", function(name, fields)
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print(minetest.serialize(fields))
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end)
]]
worldedit.register_gui_handler = function(identifier, handler)
local enabled = true
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minetest.register_on_player_receive_fields(function(player, formname, fields)
if not enabled or formname ~= "" or fields.worldedit_gui then return false end
enabled = false
minetest.after(0.2, function() enabled = true end)
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local name = player:get_player_name()
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--ensure the player has permission to perform the action
local entry = worldedit.pages[identifier]
if entry and minetest.check_player_privs(name, entry.privs) then
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return handler(name, fields)
end
return false
end)
end
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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)
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if worldedit.pages[identifier] then
return worldedit.pages[identifier].get_formspec(name)
end
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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
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if minetest.global_exists("unified_inventory") then -- unified inventory installed
local old_func = worldedit.register_gui_function
worldedit.register_gui_function = function(identifier, options)
old_func(identifier, options)
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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",
tooltip = "Edit your World!",
condition = function(player)
return minetest.check_player_privs(player:get_player_name(), {worldedit=true})
end,
})
minetest.register_on_player_receive_fields(function(player, formname, fields)
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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
local player = minetest.get_player_by_name(name)
if player then
unified_inventory.set_inventory_formspec(player, "craft")
end
return true
end
return false
end)
worldedit.show_page = function(name, page)
local player = minetest.get_player_by_name(name)
if player then
player:set_inventory_formspec(get_formspec(name, page))
end
end
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elseif minetest.global_exists("inventory_plus") then -- inventory++ installed
minetest.register_on_joinplayer(function(player)
local can_worldedit = minetest.check_player_privs(player:get_player_name(), {worldedit=true})
if can_worldedit then
inventory_plus.register_button(player, "worldedit_gui", "WorldEdit")
end
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, inventory_plus.get_formspec(player, "main"))
end
return true
end
return false
end)
worldedit.show_page = function(name, page)
local player = minetest.get_player_by_name(name)
if player then
inventory_plus.set_inventory_formspec(player, get_formspec(name, page))
end
end
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elseif minetest.global_exists("smart_inventory") then -- smart_inventory installed
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-- redefinition: Update the code element on inventory page to show the we-page
function worldedit.show_page(name, page)
local state = smart_inventory.get_page_state("worldedit_gui", name)
if state then
state:get("code"):set_we_formspec(page)
state.location.rootState:show() -- update inventory page
end
end
-- smart_inventory page callback. Contains just a "custom code" element
local function smart_worldedit_gui_callback(state)
local codebox = state:element("code", { name = "code", code = "" })
function codebox:set_we_formspec(we_page)
local new_formspec = get_formspec(state.location.rootState.location.player, we_page)
new_formspec = new_formspec:gsub('button_exit','button') --no inventory closing
self.data.code = "container[1,1]".. new_formspec .. "container_end[]"
end
codebox:set_we_formspec("worldedit_gui")
-- process input (the back button)
state:onInput(function(state, fields, player)
if fields.worldedit_gui then --main page
state:get("code"):set_we_formspec("worldedit_gui")
elseif fields.worldedit_gui_exit then --return to original page
state:get("code"):set_we_formspec("worldedit_gui")
state.location.parentState:get("crafting_button"):submit() -- switch to the crafting tab
end
end)
end
-- all handler should return false to force inventory UI update
local orig_register_gui_handler = worldedit.register_gui_handler
worldedit.register_gui_handler = function(identifier, handler)
local wrapper = function(...)
handler(...)
return false
end
orig_register_gui_handler(identifier, wrapper)
end
-- register the inventory button
smart_inventory.register_page({
name = "worldedit_gui",
tooltip = "Edit your World!",
icon = "inventory_plus_worldedit_gui.png",
smartfs_callback = smart_worldedit_gui_callback,
sequence = 99
})
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elseif minetest.global_exists("sfinv") then -- sfinv installed
assert(sfinv.enabled)
local orig_get = sfinv.pages["sfinv:crafting"].get
sfinv.override_page("sfinv:crafting", {
get = function(self, player, context)
local can_worldedit = minetest.check_player_privs(player, {worldedit=true})
local fs = orig_get(self, player, context)
return fs .. (can_worldedit and "image_button[0,0;1,1;inventory_plus_worldedit_gui.png;worldedit_gui;]" ..
"tooltip[worldedit_gui;Edit your World!]" or "")
end
})
--show the form when the button is pressed and hide it when done
minetest.register_on_player_receive_fields(function(player, formname, fields)
if fields.worldedit_gui then --main page
worldedit.show_page(player:get_player_name(), "worldedit_gui")
return true
elseif fields.worldedit_gui_exit then --return to original page
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sfinv.set_page(player, "sfinv:crafting")
return true
end
return false
end)
worldedit.show_page = function(name, page)
local player = minetest.get_player_by_name(name)
if player then
player:set_inventory_formspec(get_formspec(name, page))
end
end
else
return minetest.log("error",
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"worldedit_gui requires a supported gui management mod to be installed.\n"..
"To use the it you need to either:\n"..
"* use minetest_game or another sfinv-compatible subgame\n"..
"* install Unified Inventory, Inventory++ or Smart Inventory\n"..
"If you don't want to use worldedit_gui, disable it by editing world.mt or from the main menu."
)
end
worldedit.register_gui_function("worldedit_gui", {
name = "WorldEdit GUI",
privs = {interact=true},
get_formspec = function(name)
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--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
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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
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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,
})
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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
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--ensure player has permission to perform action
local has_privs, missing_privs = minetest.check_player_privs(name, entry.privs)
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if not has_privs then
worldedit.player_notify(name, "you are not allowed to use this function (missing privileges: " .. table.concat(missing_privs, ", ") .. ")", "error")
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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")