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. 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` ]] 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 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) local enabled = true 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) 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) 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 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) 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", 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) 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 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 elseif minetest.global_exists("smart_inventory") then -- smart_inventory installed -- 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 }) 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;]" 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 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", "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) --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) 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")