Re-built onto the new API formerly part of my street_signs mod
Any sign can now use a 15 or 31 px font, at any reasonable visual scale,
line width, number of lines, etc.
Split most signs off into a separate mod, basic_signs, which depends on
this one. Only the default minetest_game wood and steel signs remain in
signs_lib, completely redefined. The wall/yard/ceiling function for
wooden signs has been rewitten and moved to basic_signs, too.
signs_lib can now put almost any wall sign onto almost any kind of
posts/fence, as with most signs in my street_signs mod. Mods can add
their fences/posts to its "allowed" list, if needed (signs_lib tries to
detect most kinds of suitable fences, poles, posts, etc).
All signs affected by these changes are similar to what they've always
been, for continuity. The main difference is that they all use a 15px
font now, with a slightly larger scale, and the positions of some have
changed slightly.
Dropped the old "@KEYWORD" feature (but it could be re-added if it turns
out to be needed), and most of the old cruft like "|" for line breaks.
Created new wood and steel sign textures, derived from HDX.
See standard_signs.lua for examples of how the new API is used. The
"standard" text sizing/position/etc. variables are all at the top of
api.lua.
2019-09-11 18:03:04 +02:00
-- signs_lib api, backported from street_signs
local S = signs_lib.gettext
signs_lib.lbm_restore_nodes = { }
signs_lib.old_fenceposts = { }
signs_lib.old_fenceposts_replacement_signs = { }
signs_lib.old_fenceposts_with_signs = { }
-- Settings used for a standard wood or steel wall sign
signs_lib.standard_lines = 6
2019-09-12 06:29:40 +02:00
signs_lib.standard_hscale = 1
signs_lib.standard_vscale = 1
Re-built onto the new API formerly part of my street_signs mod
Any sign can now use a 15 or 31 px font, at any reasonable visual scale,
line width, number of lines, etc.
Split most signs off into a separate mod, basic_signs, which depends on
this one. Only the default minetest_game wood and steel signs remain in
signs_lib, completely redefined. The wall/yard/ceiling function for
wooden signs has been rewitten and moved to basic_signs, too.
signs_lib can now put almost any wall sign onto almost any kind of
posts/fence, as with most signs in my street_signs mod. Mods can add
their fences/posts to its "allowed" list, if needed (signs_lib tries to
detect most kinds of suitable fences, poles, posts, etc).
All signs affected by these changes are similar to what they've always
been, for continuity. The main difference is that they all use a 15px
font now, with a slightly larger scale, and the positions of some have
changed slightly.
Dropped the old "@KEYWORD" feature (but it could be re-added if it turns
out to be needed), and most of the old cruft like "|" for line breaks.
Created new wood and steel sign textures, derived from HDX.
See standard_signs.lua for examples of how the new API is used. The
"standard" text sizing/position/etc. variables are all at the top of
api.lua.
2019-09-11 18:03:04 +02:00
signs_lib.standard_lspace = 1
signs_lib.standard_fsize = 15
2019-09-12 06:29:40 +02:00
signs_lib.standard_xoffs = 4
2019-09-15 02:46:20 +02:00
signs_lib.standard_yoffs = 0
2019-09-12 06:29:40 +02:00
signs_lib.standard_cpl = 35
Re-built onto the new API formerly part of my street_signs mod
Any sign can now use a 15 or 31 px font, at any reasonable visual scale,
line width, number of lines, etc.
Split most signs off into a separate mod, basic_signs, which depends on
this one. Only the default minetest_game wood and steel signs remain in
signs_lib, completely redefined. The wall/yard/ceiling function for
wooden signs has been rewitten and moved to basic_signs, too.
signs_lib can now put almost any wall sign onto almost any kind of
posts/fence, as with most signs in my street_signs mod. Mods can add
their fences/posts to its "allowed" list, if needed (signs_lib tries to
detect most kinds of suitable fences, poles, posts, etc).
All signs affected by these changes are similar to what they've always
been, for continuity. The main difference is that they all use a 15px
font now, with a slightly larger scale, and the positions of some have
changed slightly.
Dropped the old "@KEYWORD" feature (but it could be re-added if it turns
out to be needed), and most of the old cruft like "|" for line breaks.
Created new wood and steel sign textures, derived from HDX.
See standard_signs.lua for examples of how the new API is used. The
"standard" text sizing/position/etc. variables are all at the top of
api.lua.
2019-09-11 18:03:04 +02:00
2019-09-14 23:42:51 +02:00
signs_lib.standard_wood_groups = table.copy ( minetest.registered_items [ " default:sign_wall_wood " ] . groups )
signs_lib.standard_wood_groups . sign = 1
2019-09-15 02:46:20 +02:00
signs_lib.standard_wood_groups . attached_node = nil
2019-09-14 23:42:51 +02:00
signs_lib.standard_steel_groups = table.copy ( minetest.registered_items [ " default:sign_wall_steel " ] . groups )
signs_lib.standard_steel_groups . sign = 1
2019-09-15 02:46:20 +02:00
signs_lib.standard_steel_groups . attached_node = nil
Re-built onto the new API formerly part of my street_signs mod
Any sign can now use a 15 or 31 px font, at any reasonable visual scale,
line width, number of lines, etc.
Split most signs off into a separate mod, basic_signs, which depends on
this one. Only the default minetest_game wood and steel signs remain in
signs_lib, completely redefined. The wall/yard/ceiling function for
wooden signs has been rewitten and moved to basic_signs, too.
signs_lib can now put almost any wall sign onto almost any kind of
posts/fence, as with most signs in my street_signs mod. Mods can add
their fences/posts to its "allowed" list, if needed (signs_lib tries to
detect most kinds of suitable fences, poles, posts, etc).
All signs affected by these changes are similar to what they've always
been, for continuity. The main difference is that they all use a 15px
font now, with a slightly larger scale, and the positions of some have
changed slightly.
Dropped the old "@KEYWORD" feature (but it could be re-added if it turns
out to be needed), and most of the old cruft like "|" for line breaks.
Created new wood and steel sign textures, derived from HDX.
See standard_signs.lua for examples of how the new API is used. The
"standard" text sizing/position/etc. variables are all at the top of
api.lua.
2019-09-11 18:03:04 +02:00
2019-09-14 23:59:21 +02:00
signs_lib.standard_wood_sign_sounds = table.copy ( minetest.registered_items [ " default:sign_wall_wood " ] . sounds )
signs_lib.standard_steel_sign_sounds = table.copy ( minetest.registered_items [ " default:sign_wall_steel " ] . sounds )
2019-09-18 19:51:53 +02:00
signs_lib.default_text_scale = { x = 10 , y = 10 }
2019-09-22 03:38:31 +02:00
signs_lib.old_widefont_signs = { }
signs_lib.block_list = { }
signs_lib.totalblocks = 0
Re-built onto the new API formerly part of my street_signs mod
Any sign can now use a 15 or 31 px font, at any reasonable visual scale,
line width, number of lines, etc.
Split most signs off into a separate mod, basic_signs, which depends on
this one. Only the default minetest_game wood and steel signs remain in
signs_lib, completely redefined. The wall/yard/ceiling function for
wooden signs has been rewitten and moved to basic_signs, too.
signs_lib can now put almost any wall sign onto almost any kind of
posts/fence, as with most signs in my street_signs mod. Mods can add
their fences/posts to its "allowed" list, if needed (signs_lib tries to
detect most kinds of suitable fences, poles, posts, etc).
All signs affected by these changes are similar to what they've always
been, for continuity. The main difference is that they all use a 15px
font now, with a slightly larger scale, and the positions of some have
changed slightly.
Dropped the old "@KEYWORD" feature (but it could be re-added if it turns
out to be needed), and most of the old cruft like "|" for line breaks.
Created new wood and steel sign textures, derived from HDX.
See standard_signs.lua for examples of how the new API is used. The
"standard" text sizing/position/etc. variables are all at the top of
api.lua.
2019-09-11 18:03:04 +02:00
signs_lib.standard_yaw = {
0 ,
math.pi / - 2 ,
math.pi ,
math.pi / 2 ,
}
signs_lib.wallmounted_yaw = {
nil ,
nil ,
math.pi / - 2 ,
math.pi / 2 ,
0 ,
math.pi ,
}
signs_lib.fdir_to_back = {
{ 0 , - 1 } ,
{ - 1 , 0 } ,
{ 0 , 1 } ,
{ 1 , 0 } ,
}
signs_lib.wall_fdir_to_back = {
nil ,
nil ,
{ 0 , 1 } ,
{ 0 , - 1 } ,
{ - 1 , 0 } ,
{ 1 , 0 } ,
}
2019-09-21 21:45:48 +02:00
signs_lib.fdir_flip_to_back = {
[ 0 ] = { 0 , 2 } ,
[ 1 ] = { 2 , 0 } ,
[ 2 ] = { 0 , - 2 } ,
[ 3 ] = { - 2 , 0 }
}
signs_lib.wall_fdir_flip_to_back = {
[ 2 ] = { 2 , 0 } ,
[ 3 ] = { - 2 , 0 } ,
[ 4 ] = { 0 , 2 } ,
[ 5 ] = { 0 , - 2 } ,
}
2019-09-19 01:47:50 +02:00
signs_lib.fdir_to_back_left = {
[ 0 ] = { - 1 , 1 } ,
[ 1 ] = { 1 , 1 } ,
[ 2 ] = { 1 , - 1 } ,
[ 3 ] = { - 1 , - 1 }
}
signs_lib.wall_fdir_to_back_left = {
[ 2 ] = { 1 , 1 } ,
[ 3 ] = { - 1 , - 1 } ,
[ 4 ] = { - 1 , 1 } ,
[ 5 ] = { 1 , - 1 }
}
signs_lib.rotate_walldir = {
[ 0 ] = 4 ,
[ 1 ] = 0 ,
[ 2 ] = 5 ,
[ 3 ] = 1 ,
[ 4 ] = 2 ,
[ 5 ] = 3
}
signs_lib.rotate_walldir_simple = {
[ 0 ] = 4 ,
[ 1 ] = 4 ,
[ 2 ] = 5 ,
[ 3 ] = 4 ,
[ 4 ] = 2 ,
[ 5 ] = 3
}
2019-09-11 23:03:48 +02:00
signs_lib.rotate_facedir = {
[ 0 ] = 1 ,
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[ 1 ] = 2 ,
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[ 2 ] = 3 ,
2019-09-19 01:47:50 +02:00
[ 3 ] = 4 ,
[ 4 ] = 6 ,
2019-09-11 23:03:48 +02:00
[ 5 ] = 6 ,
2019-09-19 01:47:50 +02:00
[ 6 ] = 0
2019-09-11 23:03:48 +02:00
}
2019-09-19 01:47:50 +02:00
signs_lib.rotate_facedir_simple = {
2019-09-11 23:03:48 +02:00
[ 0 ] = 1 ,
2019-09-19 01:47:50 +02:00
[ 1 ] = 2 ,
[ 2 ] = 3 ,
[ 3 ] = 0 ,
[ 4 ] = 0 ,
[ 5 ] = 0
2019-09-11 23:03:48 +02:00
}
2019-09-21 21:45:48 +02:00
signs_lib.flip_facedir = {
[ 0 ] = 2 ,
[ 1 ] = 3 ,
[ 2 ] = 0 ,
[ 3 ] = 1 ,
[ 4 ] = 6 ,
[ 5 ] = 4 ,
[ 6 ] = 4
}
signs_lib.flip_walldir = {
[ 0 ] = 1 ,
[ 1 ] = 0 ,
[ 2 ] = 3 ,
[ 3 ] = 2 ,
[ 4 ] = 5 ,
[ 5 ] = 4
}
Re-built onto the new API formerly part of my street_signs mod
Any sign can now use a 15 or 31 px font, at any reasonable visual scale,
line width, number of lines, etc.
Split most signs off into a separate mod, basic_signs, which depends on
this one. Only the default minetest_game wood and steel signs remain in
signs_lib, completely redefined. The wall/yard/ceiling function for
wooden signs has been rewitten and moved to basic_signs, too.
signs_lib can now put almost any wall sign onto almost any kind of
posts/fence, as with most signs in my street_signs mod. Mods can add
their fences/posts to its "allowed" list, if needed (signs_lib tries to
detect most kinds of suitable fences, poles, posts, etc).
All signs affected by these changes are similar to what they've always
been, for continuity. The main difference is that they all use a 15px
font now, with a slightly larger scale, and the positions of some have
changed slightly.
Dropped the old "@KEYWORD" feature (but it could be re-added if it turns
out to be needed), and most of the old cruft like "|" for line breaks.
Created new wood and steel sign textures, derived from HDX.
See standard_signs.lua for examples of how the new API is used. The
"standard" text sizing/position/etc. variables are all at the top of
api.lua.
2019-09-11 18:03:04 +02:00
-- Initialize character texture cache
local ctexcache = { }
2019-09-18 19:51:53 +02:00
-- entity handling
minetest.register_entity ( " signs_lib:text " , {
collisionbox = { 0 , 0 , 0 , 0 , 0 , 0 } ,
visual = " mesh " ,
mesh = " signs_lib_standard_wall_sign_entity.obj " ,
textures = { } ,
2019-09-19 07:02:44 +02:00
static_save = false ,
backface_culling = false
2019-09-18 19:51:53 +02:00
} )
function signs_lib . delete_objects ( pos )
local objects = minetest.get_objects_inside_radius ( pos , 0.5 )
for _ , v in ipairs ( objects ) do
2019-09-25 21:31:56 +02:00
if v then
local e = v : get_luaentity ( )
if e and string.match ( e.name , " sign.*text " ) then
v : remove ( )
end
end
2019-09-18 19:51:53 +02:00
end
end
function signs_lib . spawn_entity ( pos , texture )
local node = minetest.get_node ( pos )
local def = minetest.registered_items [ node.name ]
2019-09-18 23:23:07 +02:00
if not def or not def.entity_info then return end
2019-09-18 19:51:53 +02:00
local text_scale = ( node and node.text_scale ) or signs_lib.default_text_scale
local objects = minetest.get_objects_inside_radius ( pos , 0.5 )
local obj
if # objects > 0 then
2019-09-25 21:31:56 +02:00
for _ , v in ipairs ( objects ) do
if v then
local e = v : get_luaentity ( )
if e and e.name == " signs_lib:text " then
obj = v
end
end
end
end
if not obj then
2019-09-18 19:51:53 +02:00
obj = minetest.add_entity ( pos , " signs_lib:text " )
end
2019-09-18 23:23:07 +02:00
local yaw = def.entity_info . yaw [ node.param2 + 1 ]
local pitch = 0
if not string.find ( node.name , " onpole " ) and not string.find ( node.name , " hanging " ) then
local rot90 = math.pi / 2
if def.paramtype2 == " wallmounted " then
if node.param2 == 1 then -- on floor
pitch = - rot90
yaw = 0
elseif node.param2 == 0 then -- on ceiling
pitch = rot90
yaw = math.pi
end
elseif def.paramtype2 == " facedir " then
if node.param2 == 4 then
pitch = - rot90
yaw = 0
elseif node.param2 == 6 then
pitch = rot90
yaw = math.pi
end
end
end
2019-09-18 19:51:53 +02:00
2019-09-18 23:23:07 +02:00
if yaw then
obj : set_rotation ( { x = pitch , y = yaw , z = 0 } )
if not texture then
obj : set_properties ( {
mesh = def.entity_info . mesh ,
visual_size = text_scale ,
} )
else
obj : set_properties ( {
mesh = def.entity_info . mesh ,
visual_size = text_scale ,
textures = { texture } ,
} )
end
2019-09-18 19:51:53 +02:00
end
end
2019-09-25 21:31:56 +02:00
function signs_lib . set_obj_text ( pos , text )
local split = signs_lib.split_lines_and_words
local text_ansi = Utf8ToAnsi ( text )
local n = minetest.registered_nodes [ minetest.get_node ( pos ) . name ]
signs_lib.delete_objects ( pos )
signs_lib.spawn_entity ( pos , signs_lib.make_sign_texture ( split ( text_ansi ) , pos ) )
end
2019-09-18 19:51:53 +02:00
-- rotation
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function signs_lib . handle_rotation ( pos , node , user , mode )
if not signs_lib.can_modify ( pos , user )
or mode ~= screwdriver.ROTATE_FACE then
2019-09-11 21:54:50 +02:00
return false
end
2019-09-19 01:47:50 +02:00
local newparam2
local tpos = pos
local def = minetest.registered_items [ node.name ]
2019-09-11 23:03:48 +02:00
2019-09-19 01:47:50 +02:00
if string.match ( node.name , " _onpole " ) then
2019-09-21 21:45:48 +02:00
if not string.match ( node.name , " _horiz " ) then
newparam2 = signs_lib.rotate_walldir_simple [ node.param2 ] or 4
local t = signs_lib.wall_fdir_to_back_left
2019-09-11 23:03:48 +02:00
2019-09-21 21:45:48 +02:00
if def.paramtype2 ~= " wallmounted " then
newparam2 = signs_lib.rotate_facedir_simple [ node.param2 ] or 0
t = signs_lib.fdir_to_back_left
end
Re-built onto the new API formerly part of my street_signs mod
Any sign can now use a 15 or 31 px font, at any reasonable visual scale,
line width, number of lines, etc.
Split most signs off into a separate mod, basic_signs, which depends on
this one. Only the default minetest_game wood and steel signs remain in
signs_lib, completely redefined. The wall/yard/ceiling function for
wooden signs has been rewitten and moved to basic_signs, too.
signs_lib can now put almost any wall sign onto almost any kind of
posts/fence, as with most signs in my street_signs mod. Mods can add
their fences/posts to its "allowed" list, if needed (signs_lib tries to
detect most kinds of suitable fences, poles, posts, etc).
All signs affected by these changes are similar to what they've always
been, for continuity. The main difference is that they all use a 15px
font now, with a slightly larger scale, and the positions of some have
changed slightly.
Dropped the old "@KEYWORD" feature (but it could be re-added if it turns
out to be needed), and most of the old cruft like "|" for line breaks.
Created new wood and steel sign textures, derived from HDX.
See standard_signs.lua for examples of how the new API is used. The
"standard" text sizing/position/etc. variables are all at the top of
api.lua.
2019-09-11 18:03:04 +02:00
2019-09-21 21:45:48 +02:00
tpos = {
x = pos.x + t [ node.param2 ] [ 1 ] ,
y = pos.y ,
z = pos.z + t [ node.param2 ] [ 2 ]
}
else
-- flip the sign to the other side of the horizontal pole
newparam2 = signs_lib.flip_walldir [ node.param2 ] or 4
local t = signs_lib.wall_fdir_flip_to_back
2019-09-11 21:54:50 +02:00
2019-09-21 21:45:48 +02:00
if def.paramtype2 ~= " wallmounted " then
newparam2 = signs_lib.flip_facedir [ node.param2 ] or 0
t = signs_lib.fdir_flip_to_back
end
tpos = {
x = pos.x + t [ node.param2 ] [ 1 ] ,
y = pos.y ,
z = pos.z + t [ node.param2 ] [ 2 ]
}
end
2019-09-19 01:47:50 +02:00
local node2 = minetest.get_node ( tpos )
local def2 = minetest.registered_items [ node2.name ]
if not def2 or not def2.buildable_to then return true end -- undefined, or not buildable_to.
2019-09-11 21:54:50 +02:00
2019-09-19 01:47:50 +02:00
minetest.set_node ( tpos , { name = node.name , param2 = newparam2 } )
minetest.get_meta ( tpos ) : from_table ( minetest.get_meta ( pos ) : to_table ( ) )
minetest.remove_node ( pos )
signs_lib.delete_objects ( pos )
elseif string.match ( node.name , " _hanging " ) or string.match ( node.name , " yard " ) then
minetest.swap_node ( tpos , { name = node.name , param2 = signs_lib.rotate_facedir_simple [ node.param2 ] or 0 } )
elseif minetest.registered_items [ node.name ] . paramtype2 == " wallmounted " then
minetest.swap_node ( tpos , { name = node.name , param2 = signs_lib.rotate_walldir [ node.param2 ] or 0 } )
else
minetest.swap_node ( tpos , { name = node.name , param2 = signs_lib.rotate_facedir [ node.param2 ] or 0 } )
end
signs_lib.update_sign ( tpos )
Re-built onto the new API formerly part of my street_signs mod
Any sign can now use a 15 or 31 px font, at any reasonable visual scale,
line width, number of lines, etc.
Split most signs off into a separate mod, basic_signs, which depends on
this one. Only the default minetest_game wood and steel signs remain in
signs_lib, completely redefined. The wall/yard/ceiling function for
wooden signs has been rewitten and moved to basic_signs, too.
signs_lib can now put almost any wall sign onto almost any kind of
posts/fence, as with most signs in my street_signs mod. Mods can add
their fences/posts to its "allowed" list, if needed (signs_lib tries to
detect most kinds of suitable fences, poles, posts, etc).
All signs affected by these changes are similar to what they've always
been, for continuity. The main difference is that they all use a 15px
font now, with a slightly larger scale, and the positions of some have
changed slightly.
Dropped the old "@KEYWORD" feature (but it could be re-added if it turns
out to be needed), and most of the old cruft like "|" for line breaks.
Created new wood and steel sign textures, derived from HDX.
See standard_signs.lua for examples of how the new API is used. The
"standard" text sizing/position/etc. variables are all at the top of
api.lua.
2019-09-11 18:03:04 +02:00
return true
end
-- infinite stacks
if not minetest.settings : get_bool ( " creative_mode " ) then
signs_lib.expect_infinite_stacks = false
else
signs_lib.expect_infinite_stacks = true
end
-- CONSTANTS
-- Path to the textures.
local TP = signs_lib.path .. " /textures "
-- Font file formatter
local CHAR_FILE = " %s_%02x.png "
-- Fonts path
local CHAR_PATH = TP .. " / " .. CHAR_FILE
-- Lots of overkill here. KISS advocates, go away, shoo! ;) -- kaeza
local PNG_HDR = string.char ( 0x89 , 0x50 , 0x4E , 0x47 , 0x0D , 0x0A , 0x1A , 0x0A )
-- check if a file does exist
-- to avoid reopening file after checking again
-- pass TRUE as second argument
local function file_exists ( name , return_handle , mode )
mode = mode or " r " ;
local f = io.open ( name , mode )
if f ~= nil then
if ( return_handle ) then
return f
end
io.close ( f )
return true
else
return false
end
end
-- Read the image size from a PNG file.
-- Returns image_w, image_h.
-- Only the LSB is read from each field!
function signs_lib . read_image_size ( filename )
local f = file_exists ( filename , true , " rb " )
-- file might not exist (don't crash the game)
if ( not f ) then
return 0 , 0
end
f : seek ( " set " , 0x0 )
local hdr = f : read ( string.len ( PNG_HDR ) )
if hdr ~= PNG_HDR then
f : close ( )
return
end
f : seek ( " set " , 0x13 )
local ws = f : read ( 1 )
f : seek ( " set " , 0x17 )
local hs = f : read ( 1 )
f : close ( )
return ws : byte ( ) , hs : byte ( )
end
-- 4 rows, max 80 chars per, plus a bit of fudge to
-- avoid excess trimming (e.g. due to color codes)
local MAX_INPUT_CHARS = 400
-- helper functions to trim sign text input/output
local function trim_input ( text )
return text : sub ( 1 , math.min ( MAX_INPUT_CHARS , text : len ( ) ) )
end
local function build_char_db ( font_size )
local cw = { }
-- To calculate average char width.
local total_width = 0
local char_count = 0
for c = 32 , 255 do
local w , h = signs_lib.read_image_size ( CHAR_PATH : format ( " signs_lib_font_ " .. font_size .. " px " , c ) )
if w and h then
local ch = string.char ( c )
cw [ ch ] = w
total_width = total_width + w
char_count = char_count + 1
end
end
local cbw , cbh = signs_lib.read_image_size ( TP .. " /signs_lib_color_ " .. font_size .. " px_n.png " )
assert ( cbw and cbh , " error reading bg dimensions " )
return cw , cbw , cbh , ( total_width / char_count )
end
signs_lib.charwidth15 ,
signs_lib.colorbgw15 ,
signs_lib.lineheight15 ,
signs_lib.avgwidth15 = build_char_db ( 15 )
signs_lib.charwidth31 ,
signs_lib.colorbgw31 ,
signs_lib.lineheight31 ,
signs_lib.avgwidth31 = build_char_db ( 31 )
local sign_groups = { choppy = 2 , dig_immediate = 2 }
local fences_with_sign = { }
-- some local helper functions
local math_max = math.max
local function fill_line ( x , y , w , c , font_size , colorbgw )
c = c or " 0 "
local tex = { }
for xx = 0 , math.max ( 0 , w ) , colorbgw do
table.insert ( tex , ( " :%d,%d=signs_lib_color_ " .. font_size .. " px_%s.png " ) : format ( x + xx , y , c ) )
end
return table.concat ( tex )
end
-- make char texture file name
-- if texture file does not exist use fallback texture instead
local function char_tex ( font_name , ch )
if ctexcache [ font_name .. ch ] then
return ctexcache [ font_name .. ch ] , true
else
local c = ch : byte ( )
local exists , tex = file_exists ( CHAR_PATH : format ( font_name , c ) )
if exists and c ~= 14 then
tex = CHAR_FILE : format ( font_name , c )
else
tex = CHAR_FILE : format ( font_name , 0x0 )
end
ctexcache [ font_name .. ch ] = tex
return tex , exists
end
end
local function make_line_texture ( line , lineno , pos , line_width , line_height , cwidth_tab , font_size , colorbgw )
local width = 0
local maxw = 0
local font_name = " signs_lib_font_ " .. font_size .. " px "
local words = { }
local node = minetest.get_node ( pos )
local def = minetest.registered_items [ node.name ]
local default_color = def.default_color or 0
local cur_color = tonumber ( default_color , 16 )
-- We check which chars are available here.
for word_i , word in ipairs ( line ) do
local chars = { }
local ch_offs = 0
word = string.gsub ( word , " %^[12345678abcdefgh] " , {
[ " ^1 " ] = string.char ( 0x81 ) ,
[ " ^2 " ] = string.char ( 0x82 ) ,
[ " ^3 " ] = string.char ( 0x83 ) ,
[ " ^4 " ] = string.char ( 0x84 ) ,
[ " ^5 " ] = string.char ( 0x85 ) ,
[ " ^6 " ] = string.char ( 0x86 ) ,
[ " ^7 " ] = string.char ( 0x87 ) ,
[ " ^8 " ] = string.char ( 0x88 ) ,
[ " ^a " ] = string.char ( 0x8a ) ,
[ " ^b " ] = string.char ( 0x8b ) ,
[ " ^c " ] = string.char ( 0x8c ) ,
[ " ^d " ] = string.char ( 0x8d ) ,
[ " ^e " ] = string.char ( 0x8e ) ,
[ " ^f " ] = string.char ( 0x8f ) ,
[ " ^g " ] = string.char ( 0x90 ) ,
[ " ^h " ] = string.char ( 0x91 )
} )
local word_l = # word
local i = 1
while i <= word_l do
local c = word : sub ( i , i )
if c == " # " then
local cc = tonumber ( word : sub ( i + 1 , i + 1 ) , 16 )
if cc then
i = i + 1
cur_color = cc
end
else
local w = cwidth_tab [ c ]
if w then
width = width + w + 1
if width >= ( line_width - cwidth_tab [ " " ] ) then
width = 0
else
maxw = math_max ( width , maxw )
end
if # chars < MAX_INPUT_CHARS then
table.insert ( chars , {
off = ch_offs ,
tex = char_tex ( font_name , c ) ,
col = ( " %X " ) : format ( cur_color ) ,
} )
end
ch_offs = ch_offs + w
end
end
i = i + 1
end
width = width + cwidth_tab [ " " ] + 1
maxw = math_max ( width , maxw )
table.insert ( words , { chars = chars , w = ch_offs } )
end
-- Okay, we actually build the "line texture" here.
local texture = { }
local start_xpos = math.floor ( ( line_width - maxw ) / 2 ) + def.x_offset
local xpos = start_xpos
local ypos = ( line_height + def.line_spacing ) * lineno + def.y_offset
cur_color = nil
for word_i , word in ipairs ( words ) do
local xoffs = ( xpos - start_xpos )
if ( xoffs > 0 ) and ( ( xoffs + word.w ) > maxw ) then
table.insert ( texture , fill_line ( xpos , ypos , maxw , " n " , font_size , colorbgw ) )
xpos = start_xpos
ypos = ypos + line_height + def.line_spacing
lineno = lineno + 1
if lineno >= def.number_of_lines then break end
table.insert ( texture , fill_line ( xpos , ypos , maxw , cur_color , font_size , colorbgw ) )
end
for ch_i , ch in ipairs ( word.chars ) do
if ch.col ~= cur_color then
cur_color = ch.col
table.insert ( texture , fill_line ( xpos + ch.off , ypos , maxw , cur_color , font_size , colorbgw ) )
end
table.insert ( texture , ( " :%d,%d=%s " ) : format ( xpos + ch.off , ypos , ch.tex ) )
end
table.insert (
texture ,
( " :%d,%d= " ) : format ( xpos + word.w , ypos ) .. char_tex ( font_name , " " )
)
xpos = xpos + word.w + cwidth_tab [ " " ]
if xpos >= ( line_width + cwidth_tab [ " " ] ) then break end
end
table.insert ( texture , fill_line ( xpos , ypos , maxw , " n " , font_size , colorbgw ) )
table.insert ( texture , fill_line ( start_xpos , ypos + line_height , maxw , " n " , font_size , colorbgw ) )
return table.concat ( texture ) , lineno
end
2019-09-25 21:31:56 +02:00
function signs_lib . make_sign_texture ( lines , pos )
Re-built onto the new API formerly part of my street_signs mod
Any sign can now use a 15 or 31 px font, at any reasonable visual scale,
line width, number of lines, etc.
Split most signs off into a separate mod, basic_signs, which depends on
this one. Only the default minetest_game wood and steel signs remain in
signs_lib, completely redefined. The wall/yard/ceiling function for
wooden signs has been rewitten and moved to basic_signs, too.
signs_lib can now put almost any wall sign onto almost any kind of
posts/fence, as with most signs in my street_signs mod. Mods can add
their fences/posts to its "allowed" list, if needed (signs_lib tries to
detect most kinds of suitable fences, poles, posts, etc).
All signs affected by these changes are similar to what they've always
been, for continuity. The main difference is that they all use a 15px
font now, with a slightly larger scale, and the positions of some have
changed slightly.
Dropped the old "@KEYWORD" feature (but it could be re-added if it turns
out to be needed), and most of the old cruft like "|" for line breaks.
Created new wood and steel sign textures, derived from HDX.
See standard_signs.lua for examples of how the new API is used. The
"standard" text sizing/position/etc. variables are all at the top of
api.lua.
2019-09-11 18:03:04 +02:00
local node = minetest.get_node ( pos )
2019-09-22 03:38:31 +02:00
local meta = minetest.get_meta ( pos )
Re-built onto the new API formerly part of my street_signs mod
Any sign can now use a 15 or 31 px font, at any reasonable visual scale,
line width, number of lines, etc.
Split most signs off into a separate mod, basic_signs, which depends on
this one. Only the default minetest_game wood and steel signs remain in
signs_lib, completely redefined. The wall/yard/ceiling function for
wooden signs has been rewitten and moved to basic_signs, too.
signs_lib can now put almost any wall sign onto almost any kind of
posts/fence, as with most signs in my street_signs mod. Mods can add
their fences/posts to its "allowed" list, if needed (signs_lib tries to
detect most kinds of suitable fences, poles, posts, etc).
All signs affected by these changes are similar to what they've always
been, for continuity. The main difference is that they all use a 15px
font now, with a slightly larger scale, and the positions of some have
changed slightly.
Dropped the old "@KEYWORD" feature (but it could be re-added if it turns
out to be needed), and most of the old cruft like "|" for line breaks.
Created new wood and steel sign textures, derived from HDX.
See standard_signs.lua for examples of how the new API is used. The
"standard" text sizing/position/etc. variables are all at the top of
api.lua.
2019-09-11 18:03:04 +02:00
local def = minetest.registered_items [ node.name ]
2019-09-18 20:21:56 +02:00
if not def or not def.entity_info then return end
Re-built onto the new API formerly part of my street_signs mod
Any sign can now use a 15 or 31 px font, at any reasonable visual scale,
line width, number of lines, etc.
Split most signs off into a separate mod, basic_signs, which depends on
this one. Only the default minetest_game wood and steel signs remain in
signs_lib, completely redefined. The wall/yard/ceiling function for
wooden signs has been rewitten and moved to basic_signs, too.
signs_lib can now put almost any wall sign onto almost any kind of
posts/fence, as with most signs in my street_signs mod. Mods can add
their fences/posts to its "allowed" list, if needed (signs_lib tries to
detect most kinds of suitable fences, poles, posts, etc).
All signs affected by these changes are similar to what they've always
been, for continuity. The main difference is that they all use a 15px
font now, with a slightly larger scale, and the positions of some have
changed slightly.
Dropped the old "@KEYWORD" feature (but it could be re-added if it turns
out to be needed), and most of the old cruft like "|" for line breaks.
Created new wood and steel sign textures, derived from HDX.
See standard_signs.lua for examples of how the new API is used. The
"standard" text sizing/position/etc. variables are all at the top of
api.lua.
2019-09-11 18:03:04 +02:00
local font_size
local line_width
local line_height
local char_width
local colorbgw
2019-09-22 03:38:31 +02:00
local widemult = 1
if meta : get_int ( " widefont " ) == 1 then
widemult = 0.5
end
Re-built onto the new API formerly part of my street_signs mod
Any sign can now use a 15 or 31 px font, at any reasonable visual scale,
line width, number of lines, etc.
Split most signs off into a separate mod, basic_signs, which depends on
this one. Only the default minetest_game wood and steel signs remain in
signs_lib, completely redefined. The wall/yard/ceiling function for
wooden signs has been rewitten and moved to basic_signs, too.
signs_lib can now put almost any wall sign onto almost any kind of
posts/fence, as with most signs in my street_signs mod. Mods can add
their fences/posts to its "allowed" list, if needed (signs_lib tries to
detect most kinds of suitable fences, poles, posts, etc).
All signs affected by these changes are similar to what they've always
been, for continuity. The main difference is that they all use a 15px
font now, with a slightly larger scale, and the positions of some have
changed slightly.
Dropped the old "@KEYWORD" feature (but it could be re-added if it turns
out to be needed), and most of the old cruft like "|" for line breaks.
Created new wood and steel sign textures, derived from HDX.
See standard_signs.lua for examples of how the new API is used. The
"standard" text sizing/position/etc. variables are all at the top of
api.lua.
2019-09-11 18:03:04 +02:00
if def.font_size and def.font_size == 31 then
font_size = 31
2019-09-22 03:38:31 +02:00
line_width = math.floor ( signs_lib.avgwidth31 * def.chars_per_line ) * ( def.horiz_scaling * widemult )
Re-built onto the new API formerly part of my street_signs mod
Any sign can now use a 15 or 31 px font, at any reasonable visual scale,
line width, number of lines, etc.
Split most signs off into a separate mod, basic_signs, which depends on
this one. Only the default minetest_game wood and steel signs remain in
signs_lib, completely redefined. The wall/yard/ceiling function for
wooden signs has been rewitten and moved to basic_signs, too.
signs_lib can now put almost any wall sign onto almost any kind of
posts/fence, as with most signs in my street_signs mod. Mods can add
their fences/posts to its "allowed" list, if needed (signs_lib tries to
detect most kinds of suitable fences, poles, posts, etc).
All signs affected by these changes are similar to what they've always
been, for continuity. The main difference is that they all use a 15px
font now, with a slightly larger scale, and the positions of some have
changed slightly.
Dropped the old "@KEYWORD" feature (but it could be re-added if it turns
out to be needed), and most of the old cruft like "|" for line breaks.
Created new wood and steel sign textures, derived from HDX.
See standard_signs.lua for examples of how the new API is used. The
"standard" text sizing/position/etc. variables are all at the top of
api.lua.
2019-09-11 18:03:04 +02:00
line_height = signs_lib.lineheight31
char_width = signs_lib.charwidth31
colorbgw = signs_lib.colorbgw31
else
font_size = 15
2019-09-22 03:38:31 +02:00
line_width = math.floor ( signs_lib.avgwidth15 * def.chars_per_line ) * ( def.horiz_scaling * widemult )
Re-built onto the new API formerly part of my street_signs mod
Any sign can now use a 15 or 31 px font, at any reasonable visual scale,
line width, number of lines, etc.
Split most signs off into a separate mod, basic_signs, which depends on
this one. Only the default minetest_game wood and steel signs remain in
signs_lib, completely redefined. The wall/yard/ceiling function for
wooden signs has been rewitten and moved to basic_signs, too.
signs_lib can now put almost any wall sign onto almost any kind of
posts/fence, as with most signs in my street_signs mod. Mods can add
their fences/posts to its "allowed" list, if needed (signs_lib tries to
detect most kinds of suitable fences, poles, posts, etc).
All signs affected by these changes are similar to what they've always
been, for continuity. The main difference is that they all use a 15px
font now, with a slightly larger scale, and the positions of some have
changed slightly.
Dropped the old "@KEYWORD" feature (but it could be re-added if it turns
out to be needed), and most of the old cruft like "|" for line breaks.
Created new wood and steel sign textures, derived from HDX.
See standard_signs.lua for examples of how the new API is used. The
"standard" text sizing/position/etc. variables are all at the top of
api.lua.
2019-09-11 18:03:04 +02:00
line_height = signs_lib.lineheight15
char_width = signs_lib.charwidth15
colorbgw = signs_lib.colorbgw15
end
local texture = { ( " [combine:%dx%d " ) : format ( line_width , ( line_height + def.line_spacing ) * def.number_of_lines * def.vert_scaling ) }
local lineno = 0
for i = 1 , # lines do
if lineno >= def.number_of_lines then break end
local linetex , ln = make_line_texture ( lines [ i ] , lineno , pos , line_width , line_height , char_width , font_size , colorbgw )
table.insert ( texture , linetex )
lineno = ln + 1
end
table.insert ( texture , " ^[makealpha:0,0,0 " )
return table.concat ( texture , " " )
end
2019-09-18 19:51:53 +02:00
function signs_lib . split_lines_and_words ( text )
if not text then return end
local lines = { }
2019-09-22 04:04:24 +02:00
for _ , line in ipairs ( text : split ( " \n " , true ) ) do
2019-09-18 19:51:53 +02:00
table.insert ( lines , line : split ( " " ) )
end
return lines
end
2019-09-15 22:10:11 +02:00
function signs_lib . construct_sign ( pos )
local form = " size[6,4] " ..
Re-built onto the new API formerly part of my street_signs mod
Any sign can now use a 15 or 31 px font, at any reasonable visual scale,
line width, number of lines, etc.
Split most signs off into a separate mod, basic_signs, which depends on
this one. Only the default minetest_game wood and steel signs remain in
signs_lib, completely redefined. The wall/yard/ceiling function for
wooden signs has been rewitten and moved to basic_signs, too.
signs_lib can now put almost any wall sign onto almost any kind of
posts/fence, as with most signs in my street_signs mod. Mods can add
their fences/posts to its "allowed" list, if needed (signs_lib tries to
detect most kinds of suitable fences, poles, posts, etc).
All signs affected by these changes are similar to what they've always
been, for continuity. The main difference is that they all use a 15px
font now, with a slightly larger scale, and the positions of some have
changed slightly.
Dropped the old "@KEYWORD" feature (but it could be re-added if it turns
out to be needed), and most of the old cruft like "|" for line breaks.
Created new wood and steel sign textures, derived from HDX.
See standard_signs.lua for examples of how the new API is used. The
"standard" text sizing/position/etc. variables are all at the top of
api.lua.
2019-09-11 18:03:04 +02:00
" textarea[0,-0.3;6.5,3;text;;${text}] " ..
2019-09-15 22:10:11 +02:00
" background[-0.5,-0.5;7,5;signs_lib_sign_bg.jpg] "
local node = minetest.get_node ( pos )
2019-09-22 03:38:31 +02:00
local def = minetest.registered_items [ node.name ]
local meta = minetest.get_meta ( pos )
2019-09-15 22:10:11 +02:00
2019-09-22 03:38:31 +02:00
if def.allow_widefont then
2019-09-15 22:10:11 +02:00
local state = " off "
2019-09-22 03:38:31 +02:00
if meta : get_int ( " widefont " ) == 1 then state = " on " end
2019-09-15 22:10:11 +02:00
form = form .. " label[1,3.4;Use wide font] " ..
" image_button[1.1,3.7;1,0.6;signs_lib_switch_ " ..
state .. " .png; " ..
state .. " ;;;false;signs_lib_switch_interm.png] " ..
" button_exit[3,3.4;2,1;ok; " .. S ( " Write " ) .. " ] "
else
form = form .. " button_exit[2,3.4;2,1;ok; " .. S ( " Write " ) .. " ] "
end
meta : set_string ( " formspec " , form )
2019-09-12 17:31:19 +02:00
local i = meta : get_string ( " infotext " )
if i == " " then -- it wasn't even set, so set it.
meta : set_string ( " infotext " , " " )
end
Re-built onto the new API formerly part of my street_signs mod
Any sign can now use a 15 or 31 px font, at any reasonable visual scale,
line width, number of lines, etc.
Split most signs off into a separate mod, basic_signs, which depends on
this one. Only the default minetest_game wood and steel signs remain in
signs_lib, completely redefined. The wall/yard/ceiling function for
wooden signs has been rewitten and moved to basic_signs, too.
signs_lib can now put almost any wall sign onto almost any kind of
posts/fence, as with most signs in my street_signs mod. Mods can add
their fences/posts to its "allowed" list, if needed (signs_lib tries to
detect most kinds of suitable fences, poles, posts, etc).
All signs affected by these changes are similar to what they've always
been, for continuity. The main difference is that they all use a 15px
font now, with a slightly larger scale, and the positions of some have
changed slightly.
Dropped the old "@KEYWORD" feature (but it could be re-added if it turns
out to be needed), and most of the old cruft like "|" for line breaks.
Created new wood and steel sign textures, derived from HDX.
See standard_signs.lua for examples of how the new API is used. The
"standard" text sizing/position/etc. variables are all at the top of
api.lua.
2019-09-11 18:03:04 +02:00
end
function signs_lib . destruct_sign ( pos )
2019-09-18 19:51:53 +02:00
signs_lib.delete_objects ( pos )
Re-built onto the new API formerly part of my street_signs mod
Any sign can now use a 15 or 31 px font, at any reasonable visual scale,
line width, number of lines, etc.
Split most signs off into a separate mod, basic_signs, which depends on
this one. Only the default minetest_game wood and steel signs remain in
signs_lib, completely redefined. The wall/yard/ceiling function for
wooden signs has been rewitten and moved to basic_signs, too.
signs_lib can now put almost any wall sign onto almost any kind of
posts/fence, as with most signs in my street_signs mod. Mods can add
their fences/posts to its "allowed" list, if needed (signs_lib tries to
detect most kinds of suitable fences, poles, posts, etc).
All signs affected by these changes are similar to what they've always
been, for continuity. The main difference is that they all use a 15px
font now, with a slightly larger scale, and the positions of some have
changed slightly.
Dropped the old "@KEYWORD" feature (but it could be re-added if it turns
out to be needed), and most of the old cruft like "|" for line breaks.
Created new wood and steel sign textures, derived from HDX.
See standard_signs.lua for examples of how the new API is used. The
"standard" text sizing/position/etc. variables are all at the top of
api.lua.
2019-09-11 18:03:04 +02:00
end
local function make_infotext ( text )
text = trim_input ( text )
2019-09-18 19:51:53 +02:00
local lines = signs_lib.split_lines_and_words ( text ) or { }
Re-built onto the new API formerly part of my street_signs mod
Any sign can now use a 15 or 31 px font, at any reasonable visual scale,
line width, number of lines, etc.
Split most signs off into a separate mod, basic_signs, which depends on
this one. Only the default minetest_game wood and steel signs remain in
signs_lib, completely redefined. The wall/yard/ceiling function for
wooden signs has been rewitten and moved to basic_signs, too.
signs_lib can now put almost any wall sign onto almost any kind of
posts/fence, as with most signs in my street_signs mod. Mods can add
their fences/posts to its "allowed" list, if needed (signs_lib tries to
detect most kinds of suitable fences, poles, posts, etc).
All signs affected by these changes are similar to what they've always
been, for continuity. The main difference is that they all use a 15px
font now, with a slightly larger scale, and the positions of some have
changed slightly.
Dropped the old "@KEYWORD" feature (but it could be re-added if it turns
out to be needed), and most of the old cruft like "|" for line breaks.
Created new wood and steel sign textures, derived from HDX.
See standard_signs.lua for examples of how the new API is used. The
"standard" text sizing/position/etc. variables are all at the top of
api.lua.
2019-09-11 18:03:04 +02:00
local lines2 = { }
for _ , line in ipairs ( lines ) do
table.insert ( lines2 , ( table.concat ( line , " " ) : gsub ( " #[0-9a-fA-F] " , " " ) : gsub ( " ## " , " # " ) ) )
end
return table.concat ( lines2 , " \n " )
end
function signs_lib . update_sign ( pos , fields )
local meta = minetest.get_meta ( pos )
local text = fields and fields.text or meta : get_string ( " text " )
text = trim_input ( text )
local owner = meta : get_string ( " owner " )
2019-09-18 19:55:19 +02:00
local ownstr = " "
Re-built onto the new API formerly part of my street_signs mod
Any sign can now use a 15 or 31 px font, at any reasonable visual scale,
line width, number of lines, etc.
Split most signs off into a separate mod, basic_signs, which depends on
this one. Only the default minetest_game wood and steel signs remain in
signs_lib, completely redefined. The wall/yard/ceiling function for
wooden signs has been rewitten and moved to basic_signs, too.
signs_lib can now put almost any wall sign onto almost any kind of
posts/fence, as with most signs in my street_signs mod. Mods can add
their fences/posts to its "allowed" list, if needed (signs_lib tries to
detect most kinds of suitable fences, poles, posts, etc).
All signs affected by these changes are similar to what they've always
been, for continuity. The main difference is that they all use a 15px
font now, with a slightly larger scale, and the positions of some have
changed slightly.
Dropped the old "@KEYWORD" feature (but it could be re-added if it turns
out to be needed), and most of the old cruft like "|" for line breaks.
Created new wood and steel sign textures, derived from HDX.
See standard_signs.lua for examples of how the new API is used. The
"standard" text sizing/position/etc. variables are all at the top of
api.lua.
2019-09-11 18:03:04 +02:00
if owner ~= " " then ownstr = S ( " Locked sign, owned by @1 \n " , owner ) end
meta : set_string ( " text " , text )
meta : set_string ( " infotext " , ownstr .. make_infotext ( text ) .. " " )
2019-09-18 19:51:53 +02:00
signs_lib.set_obj_text ( pos , text )
Re-built onto the new API formerly part of my street_signs mod
Any sign can now use a 15 or 31 px font, at any reasonable visual scale,
line width, number of lines, etc.
Split most signs off into a separate mod, basic_signs, which depends on
this one. Only the default minetest_game wood and steel signs remain in
signs_lib, completely redefined. The wall/yard/ceiling function for
wooden signs has been rewitten and moved to basic_signs, too.
signs_lib can now put almost any wall sign onto almost any kind of
posts/fence, as with most signs in my street_signs mod. Mods can add
their fences/posts to its "allowed" list, if needed (signs_lib tries to
detect most kinds of suitable fences, poles, posts, etc).
All signs affected by these changes are similar to what they've always
been, for continuity. The main difference is that they all use a 15px
font now, with a slightly larger scale, and the positions of some have
changed slightly.
Dropped the old "@KEYWORD" feature (but it could be re-added if it turns
out to be needed), and most of the old cruft like "|" for line breaks.
Created new wood and steel sign textures, derived from HDX.
See standard_signs.lua for examples of how the new API is used. The
"standard" text sizing/position/etc. variables are all at the top of
api.lua.
2019-09-11 18:03:04 +02:00
end
function signs_lib . receive_fields ( pos , formname , fields , sender )
2019-09-15 22:10:11 +02:00
if not fields or not signs_lib.can_modify ( pos , sender ) then return end
if fields.text and fields.ok then
Re-built onto the new API formerly part of my street_signs mod
Any sign can now use a 15 or 31 px font, at any reasonable visual scale,
line width, number of lines, etc.
Split most signs off into a separate mod, basic_signs, which depends on
this one. Only the default minetest_game wood and steel signs remain in
signs_lib, completely redefined. The wall/yard/ceiling function for
wooden signs has been rewitten and moved to basic_signs, too.
signs_lib can now put almost any wall sign onto almost any kind of
posts/fence, as with most signs in my street_signs mod. Mods can add
their fences/posts to its "allowed" list, if needed (signs_lib tries to
detect most kinds of suitable fences, poles, posts, etc).
All signs affected by these changes are similar to what they've always
been, for continuity. The main difference is that they all use a 15px
font now, with a slightly larger scale, and the positions of some have
changed slightly.
Dropped the old "@KEYWORD" feature (but it could be re-added if it turns
out to be needed), and most of the old cruft like "|" for line breaks.
Created new wood and steel sign textures, derived from HDX.
See standard_signs.lua for examples of how the new API is used. The
"standard" text sizing/position/etc. variables are all at the top of
api.lua.
2019-09-11 18:03:04 +02:00
minetest.log ( " action " , S ( " @1 wrote \" @2 \" to sign at @3 " ,
( sender : get_player_name ( ) or " " ) ,
fields.text : gsub ( ' \\ ' , ' \\ \\ ' ) : gsub ( " \n " , " \\ n " ) ,
minetest.pos_to_string ( pos )
) )
signs_lib.update_sign ( pos , fields )
2019-09-15 22:10:11 +02:00
elseif fields.on or fields.off then
local node = minetest.get_node ( pos )
2019-09-22 03:38:31 +02:00
local meta = minetest.get_meta ( pos )
local change
if fields.on and meta : get_int ( " widefont " ) == 1 then
meta : set_int ( " widefont " , 0 )
change = true
elseif fields.off and meta : get_int ( " widefont " ) == 0 then
meta : set_int ( " widefont " , 1 )
change = true
2019-09-15 22:10:11 +02:00
end
2019-09-22 03:38:31 +02:00
if change then
2019-09-15 22:10:11 +02:00
minetest.log ( " action " , S ( " @1 flipped the wide-font switch to \" @2 \" at @3 " ,
( sender : get_player_name ( ) or " " ) ,
( fields.on and " off " or " on " ) ,
minetest.pos_to_string ( pos )
) )
signs_lib.construct_sign ( pos )
signs_lib.update_sign ( pos , fields )
end
Re-built onto the new API formerly part of my street_signs mod
Any sign can now use a 15 or 31 px font, at any reasonable visual scale,
line width, number of lines, etc.
Split most signs off into a separate mod, basic_signs, which depends on
this one. Only the default minetest_game wood and steel signs remain in
signs_lib, completely redefined. The wall/yard/ceiling function for
wooden signs has been rewitten and moved to basic_signs, too.
signs_lib can now put almost any wall sign onto almost any kind of
posts/fence, as with most signs in my street_signs mod. Mods can add
their fences/posts to its "allowed" list, if needed (signs_lib tries to
detect most kinds of suitable fences, poles, posts, etc).
All signs affected by these changes are similar to what they've always
been, for continuity. The main difference is that they all use a 15px
font now, with a slightly larger scale, and the positions of some have
changed slightly.
Dropped the old "@KEYWORD" feature (but it could be re-added if it turns
out to be needed), and most of the old cruft like "|" for line breaks.
Created new wood and steel sign textures, derived from HDX.
See standard_signs.lua for examples of how the new API is used. The
"standard" text sizing/position/etc. variables are all at the top of
api.lua.
2019-09-11 18:03:04 +02:00
end
end
function signs_lib . can_modify ( pos , player )
local meta = minetest.get_meta ( pos )
local owner = meta : get_string ( " owner " )
local playername = player : get_player_name ( )
if minetest.is_protected ( pos , playername ) then
minetest.record_protection_violation ( pos , playername )
return false
end
if owner == " "
or playername == owner
or ( minetest.check_player_privs ( playername , { sign_editor = true } ) )
or ( playername == minetest.settings : get ( " name " ) ) then
return true
end
minetest.record_protection_violation ( pos , playername )
return false
end
-- make selection boxes
-- sizex/sizey specified in inches because that's what MUTCD uses.
2019-09-15 02:46:20 +02:00
function signs_lib . make_selection_boxes ( sizex , sizey , foo , xoffs , yoffs , zoffs , is_facedir )
Re-built onto the new API formerly part of my street_signs mod
Any sign can now use a 15 or 31 px font, at any reasonable visual scale,
line width, number of lines, etc.
Split most signs off into a separate mod, basic_signs, which depends on
this one. Only the default minetest_game wood and steel signs remain in
signs_lib, completely redefined. The wall/yard/ceiling function for
wooden signs has been rewitten and moved to basic_signs, too.
signs_lib can now put almost any wall sign onto almost any kind of
posts/fence, as with most signs in my street_signs mod. Mods can add
their fences/posts to its "allowed" list, if needed (signs_lib tries to
detect most kinds of suitable fences, poles, posts, etc).
All signs affected by these changes are similar to what they've always
been, for continuity. The main difference is that they all use a 15px
font now, with a slightly larger scale, and the positions of some have
changed slightly.
Dropped the old "@KEYWORD" feature (but it could be re-added if it turns
out to be needed), and most of the old cruft like "|" for line breaks.
Created new wood and steel sign textures, derived from HDX.
See standard_signs.lua for examples of how the new API is used. The
"standard" text sizing/position/etc. variables are all at the top of
api.lua.
2019-09-11 18:03:04 +02:00
local tx = ( sizex * 0.0254 ) / 2
local ty = ( sizey * 0.0254 ) / 2
local xo = xoffs and xoffs * 0.0254 or 0
local yo = yoffs and yoffs * 0.0254 or 0
local zo = zoffs and zoffs * 0.0254 or 0
2019-09-15 02:46:20 +02:00
if not is_facedir then
return {
type = " wallmounted " ,
wall_side = { - 0.5 + zo , - ty + yo , - tx + xo , - 0.4375 + zo , ty + yo , tx + xo } ,
wall_top = { - tx - xo , 0.5 + zo , - ty + yo , tx - xo , 0.4375 + zo , ty + yo } ,
wall_bottom = { - tx - xo , - 0.5 + zo , - ty + yo , tx - xo , - 0.4375 + zo , ty + yo }
}
Re-built onto the new API formerly part of my street_signs mod
Any sign can now use a 15 or 31 px font, at any reasonable visual scale,
line width, number of lines, etc.
Split most signs off into a separate mod, basic_signs, which depends on
this one. Only the default minetest_game wood and steel signs remain in
signs_lib, completely redefined. The wall/yard/ceiling function for
wooden signs has been rewitten and moved to basic_signs, too.
signs_lib can now put almost any wall sign onto almost any kind of
posts/fence, as with most signs in my street_signs mod. Mods can add
their fences/posts to its "allowed" list, if needed (signs_lib tries to
detect most kinds of suitable fences, poles, posts, etc).
All signs affected by these changes are similar to what they've always
been, for continuity. The main difference is that they all use a 15px
font now, with a slightly larger scale, and the positions of some have
changed slightly.
Dropped the old "@KEYWORD" feature (but it could be re-added if it turns
out to be needed), and most of the old cruft like "|" for line breaks.
Created new wood and steel sign textures, derived from HDX.
See standard_signs.lua for examples of how the new API is used. The
"standard" text sizing/position/etc. variables are all at the top of
api.lua.
2019-09-11 18:03:04 +02:00
else
2019-09-15 02:46:20 +02:00
return {
type = " fixed " ,
fixed = { - tx + xo , - ty + yo , 0.5 + zo , tx + xo , ty + yo , 0.4375 + zo }
}
Re-built onto the new API formerly part of my street_signs mod
Any sign can now use a 15 or 31 px font, at any reasonable visual scale,
line width, number of lines, etc.
Split most signs off into a separate mod, basic_signs, which depends on
this one. Only the default minetest_game wood and steel signs remain in
signs_lib, completely redefined. The wall/yard/ceiling function for
wooden signs has been rewitten and moved to basic_signs, too.
signs_lib can now put almost any wall sign onto almost any kind of
posts/fence, as with most signs in my street_signs mod. Mods can add
their fences/posts to its "allowed" list, if needed (signs_lib tries to
detect most kinds of suitable fences, poles, posts, etc).
All signs affected by these changes are similar to what they've always
been, for continuity. The main difference is that they all use a 15px
font now, with a slightly larger scale, and the positions of some have
changed slightly.
Dropped the old "@KEYWORD" feature (but it could be re-added if it turns
out to be needed), and most of the old cruft like "|" for line breaks.
Created new wood and steel sign textures, derived from HDX.
See standard_signs.lua for examples of how the new API is used. The
"standard" text sizing/position/etc. variables are all at the top of
api.lua.
2019-09-11 18:03:04 +02:00
end
end
function signs_lib . check_for_pole ( pos , pointed_thing )
local ppos = minetest.get_pointed_thing_position ( pointed_thing )
local pnode = minetest.get_node ( ppos )
local pdef = minetest.registered_items [ pnode.name ]
2019-09-22 09:19:31 +02:00
if not pdef then return end
2019-09-26 07:00:15 +02:00
if signs_lib.check_for_ceiling ( pointed_thing ) or signs_lib.check_for_floor ( pointed_thing ) then
return false
end
2019-09-22 09:19:31 +02:00
if type ( pdef.check_for_pole ) == " function " then
local node = minetest.get_node ( pos )
local def = minetest.registered_items [ node.name ]
return pdef.check_for_pole ( pos , node , def , ppos , pnode , pdef )
elseif pdef.check_for_pole
or pdef.drawtype == " fencelike "
2019-09-21 21:45:48 +02:00
or string.find ( pnode.name , " _post " )
2019-09-22 09:19:31 +02:00
or string.find ( pnode.name , " fencepost " ) then
Re-built onto the new API formerly part of my street_signs mod
Any sign can now use a 15 or 31 px font, at any reasonable visual scale,
line width, number of lines, etc.
Split most signs off into a separate mod, basic_signs, which depends on
this one. Only the default minetest_game wood and steel signs remain in
signs_lib, completely redefined. The wall/yard/ceiling function for
wooden signs has been rewitten and moved to basic_signs, too.
signs_lib can now put almost any wall sign onto almost any kind of
posts/fence, as with most signs in my street_signs mod. Mods can add
their fences/posts to its "allowed" list, if needed (signs_lib tries to
detect most kinds of suitable fences, poles, posts, etc).
All signs affected by these changes are similar to what they've always
been, for continuity. The main difference is that they all use a 15px
font now, with a slightly larger scale, and the positions of some have
changed slightly.
Dropped the old "@KEYWORD" feature (but it could be re-added if it turns
out to be needed), and most of the old cruft like "|" for line breaks.
Created new wood and steel sign textures, derived from HDX.
See standard_signs.lua for examples of how the new API is used. The
"standard" text sizing/position/etc. variables are all at the top of
api.lua.
2019-09-11 18:03:04 +02:00
return true
end
end
2019-09-21 21:45:48 +02:00
function signs_lib . check_for_horizontal_pole ( pos , pointed_thing )
local ppos = minetest.get_pointed_thing_position ( pointed_thing )
local pnode = minetest.get_node ( ppos )
2019-09-22 09:19:31 +02:00
local pdef = minetest.registered_items [ pnode.name ]
if not pdef then return end
2019-09-26 07:00:15 +02:00
if signs_lib.check_for_ceiling ( pointed_thing ) or signs_lib.check_for_floor ( pointed_thing ) then
return false
end
2019-09-22 09:19:31 +02:00
if type ( pdef.check_for_horiz_pole ) == " function " then
local node = minetest.get_node ( pos )
local def = minetest.registered_items [ node.name ]
return pdef.check_for_horiz_pole ( pos , node , def , ppos , pnode , pdef )
2019-09-21 21:45:48 +02:00
end
end
2019-09-15 07:23:40 +02:00
function signs_lib . check_for_ceiling ( pointed_thing )
if pointed_thing.above . x == pointed_thing.under . x
and pointed_thing.above . z == pointed_thing.under . z
and pointed_thing.above . y < pointed_thing.under . y then
return true
end
end
2019-09-19 02:12:31 +02:00
function signs_lib . check_for_floor ( pointed_thing )
if pointed_thing.above . x == pointed_thing.under . x
and pointed_thing.above . z == pointed_thing.under . z
and pointed_thing.above . y > pointed_thing.under . y then
return true
end
end
Re-built onto the new API formerly part of my street_signs mod
Any sign can now use a 15 or 31 px font, at any reasonable visual scale,
line width, number of lines, etc.
Split most signs off into a separate mod, basic_signs, which depends on
this one. Only the default minetest_game wood and steel signs remain in
signs_lib, completely redefined. The wall/yard/ceiling function for
wooden signs has been rewitten and moved to basic_signs, too.
signs_lib can now put almost any wall sign onto almost any kind of
posts/fence, as with most signs in my street_signs mod. Mods can add
their fences/posts to its "allowed" list, if needed (signs_lib tries to
detect most kinds of suitable fences, poles, posts, etc).
All signs affected by these changes are similar to what they've always
been, for continuity. The main difference is that they all use a 15px
font now, with a slightly larger scale, and the positions of some have
changed slightly.
Dropped the old "@KEYWORD" feature (but it could be re-added if it turns
out to be needed), and most of the old cruft like "|" for line breaks.
Created new wood and steel sign textures, derived from HDX.
See standard_signs.lua for examples of how the new API is used. The
"standard" text sizing/position/etc. variables are all at the top of
api.lua.
2019-09-11 18:03:04 +02:00
function signs_lib . after_place_node ( pos , placer , itemstack , pointed_thing , locked )
2019-09-15 02:46:20 +02:00
local playername = placer : get_player_name ( )
API changes to allow for more mounting styles
NODE NAMES:
The base name of a node can be whatever you want. The basic wall sign
will keep the node name you give, while its hanging, on-pole, and yard
variants will, where applicable, use the same name, with "_onpole",
"_hanging", or "_yard" appended.
One exception:
If your node has "_wall" in its name, that bit will be stripped-out when
generating the above node variations. For example:
"default:sign_wall_wood"
...will become...
"default:sign_wood_onpole"
"default:sign_wood_hanging"
"default:sign_wood_yard"
MODELS:
The base sign model and entity files must now be named:
sign: mymod_foosign_wall.obj
mymod_foosign_facedir_wall.obj
entity: mymod_foosign_entity_wall.obj
their other variants, where applicable, must be:
mymod_foosign_onpole.obj
mymod_foosign_hanging.obj
mymod_foosign_yard.obj
mymod_foosign_entity_onpole.obj
mymod_foosign_entity_hanging.obj
mymod_foosign_entity_yard.obj
For `facedir` signs, the "_facedir" in the base sign model filename is
automatically stripped from the name when generating the entity model
filename, as entities don't have a concept of wallmounted/facedir/etc.
For example:
"mymod_foosign_facedir_wall.obj"
...will become...
"mymod_foosign_entity_wall.obj"
* allow passing custom onpole, hanging, and yard sign models, for
situations where the filename(s) thereof can't be derived from the base
sign model filename.
* allow passing a custom pole mount, hanging, and yard sign stick
textures as the third, fourth, and fifth tiles{} entries, respectively
(independent of the above model file option)
* fine-tuned the pole mount on the standard sign models to eliminate
overlapping faces (so it looks better with basic_signs' glass sign.
* Move basic_signs wooden yard sign back to signs_lib.
2019-09-26 06:48:53 +02:00
local signname = itemstack : get_name ( )
local no_wall_name = string.gsub ( signname , " _wall " , " " )
local def = minetest.registered_items [ signname ]
2019-09-15 02:46:20 +02:00
Re-built onto the new API formerly part of my street_signs mod
Any sign can now use a 15 or 31 px font, at any reasonable visual scale,
line width, number of lines, etc.
Split most signs off into a separate mod, basic_signs, which depends on
this one. Only the default minetest_game wood and steel signs remain in
signs_lib, completely redefined. The wall/yard/ceiling function for
wooden signs has been rewitten and moved to basic_signs, too.
signs_lib can now put almost any wall sign onto almost any kind of
posts/fence, as with most signs in my street_signs mod. Mods can add
their fences/posts to its "allowed" list, if needed (signs_lib tries to
detect most kinds of suitable fences, poles, posts, etc).
All signs affected by these changes are similar to what they've always
been, for continuity. The main difference is that they all use a 15px
font now, with a slightly larger scale, and the positions of some have
changed slightly.
Dropped the old "@KEYWORD" feature (but it could be re-added if it turns
out to be needed), and most of the old cruft like "|" for line breaks.
Created new wood and steel sign textures, derived from HDX.
See standard_signs.lua for examples of how the new API is used. The
"standard" text sizing/position/etc. variables are all at the top of
api.lua.
2019-09-11 18:03:04 +02:00
local ppos = minetest.get_pointed_thing_position ( pointed_thing )
local pnode = minetest.get_node ( ppos )
local pdef = minetest.registered_items [ pnode.name ]
API changes to allow for more mounting styles
NODE NAMES:
The base name of a node can be whatever you want. The basic wall sign
will keep the node name you give, while its hanging, on-pole, and yard
variants will, where applicable, use the same name, with "_onpole",
"_hanging", or "_yard" appended.
One exception:
If your node has "_wall" in its name, that bit will be stripped-out when
generating the above node variations. For example:
"default:sign_wall_wood"
...will become...
"default:sign_wood_onpole"
"default:sign_wood_hanging"
"default:sign_wood_yard"
MODELS:
The base sign model and entity files must now be named:
sign: mymod_foosign_wall.obj
mymod_foosign_facedir_wall.obj
entity: mymod_foosign_entity_wall.obj
their other variants, where applicable, must be:
mymod_foosign_onpole.obj
mymod_foosign_hanging.obj
mymod_foosign_yard.obj
mymod_foosign_entity_onpole.obj
mymod_foosign_entity_hanging.obj
mymod_foosign_entity_yard.obj
For `facedir` signs, the "_facedir" in the base sign model filename is
automatically stripped from the name when generating the entity model
filename, as entities don't have a concept of wallmounted/facedir/etc.
For example:
"mymod_foosign_facedir_wall.obj"
...will become...
"mymod_foosign_entity_wall.obj"
* allow passing custom onpole, hanging, and yard sign models, for
situations where the filename(s) thereof can't be derived from the base
sign model filename.
* allow passing a custom pole mount, hanging, and yard sign stick
textures as the third, fourth, and fifth tiles{} entries, respectively
(independent of the above model file option)
* fine-tuned the pole mount on the standard sign models to eliminate
overlapping faces (so it looks better with basic_signs' glass sign.
* Move basic_signs wooden yard sign back to signs_lib.
2019-09-26 06:48:53 +02:00
2019-09-21 21:56:45 +02:00
if def.allow_onpole and signs_lib.check_for_pole ( pos , pointed_thing ) then
2019-09-19 02:22:30 +02:00
local newparam2
local lookdir = minetest.yaw_to_dir ( placer : get_look_horizontal ( ) )
if def.paramtype2 == " wallmounted " then
newparam2 = minetest.dir_to_wallmounted ( lookdir )
else
newparam2 = minetest.dir_to_facedir ( lookdir )
end
Re-built onto the new API formerly part of my street_signs mod
Any sign can now use a 15 or 31 px font, at any reasonable visual scale,
line width, number of lines, etc.
Split most signs off into a separate mod, basic_signs, which depends on
this one. Only the default minetest_game wood and steel signs remain in
signs_lib, completely redefined. The wall/yard/ceiling function for
wooden signs has been rewitten and moved to basic_signs, too.
signs_lib can now put almost any wall sign onto almost any kind of
posts/fence, as with most signs in my street_signs mod. Mods can add
their fences/posts to its "allowed" list, if needed (signs_lib tries to
detect most kinds of suitable fences, poles, posts, etc).
All signs affected by these changes are similar to what they've always
been, for continuity. The main difference is that they all use a 15px
font now, with a slightly larger scale, and the positions of some have
changed slightly.
Dropped the old "@KEYWORD" feature (but it could be re-added if it turns
out to be needed), and most of the old cruft like "|" for line breaks.
Created new wood and steel sign textures, derived from HDX.
See standard_signs.lua for examples of how the new API is used. The
"standard" text sizing/position/etc. variables are all at the top of
api.lua.
2019-09-11 18:03:04 +02:00
local node = minetest.get_node ( pos )
API changes to allow for more mounting styles
NODE NAMES:
The base name of a node can be whatever you want. The basic wall sign
will keep the node name you give, while its hanging, on-pole, and yard
variants will, where applicable, use the same name, with "_onpole",
"_hanging", or "_yard" appended.
One exception:
If your node has "_wall" in its name, that bit will be stripped-out when
generating the above node variations. For example:
"default:sign_wall_wood"
...will become...
"default:sign_wood_onpole"
"default:sign_wood_hanging"
"default:sign_wood_yard"
MODELS:
The base sign model and entity files must now be named:
sign: mymod_foosign_wall.obj
mymod_foosign_facedir_wall.obj
entity: mymod_foosign_entity_wall.obj
their other variants, where applicable, must be:
mymod_foosign_onpole.obj
mymod_foosign_hanging.obj
mymod_foosign_yard.obj
mymod_foosign_entity_onpole.obj
mymod_foosign_entity_hanging.obj
mymod_foosign_entity_yard.obj
For `facedir` signs, the "_facedir" in the base sign model filename is
automatically stripped from the name when generating the entity model
filename, as entities don't have a concept of wallmounted/facedir/etc.
For example:
"mymod_foosign_facedir_wall.obj"
...will become...
"mymod_foosign_entity_wall.obj"
* allow passing custom onpole, hanging, and yard sign models, for
situations where the filename(s) thereof can't be derived from the base
sign model filename.
* allow passing a custom pole mount, hanging, and yard sign stick
textures as the third, fourth, and fifth tiles{} entries, respectively
(independent of the above model file option)
* fine-tuned the pole mount on the standard sign models to eliminate
overlapping faces (so it looks better with basic_signs' glass sign.
* Move basic_signs wooden yard sign back to signs_lib.
2019-09-26 06:48:53 +02:00
minetest.swap_node ( pos , { name = no_wall_name .. " _onpole " , param2 = newparam2 } )
2019-09-21 21:45:48 +02:00
elseif def.allow_onpole_horizontal and signs_lib.check_for_horizontal_pole ( pos , pointed_thing ) then
local newparam2
local lookdir = minetest.yaw_to_dir ( placer : get_look_horizontal ( ) )
if def.paramtype2 == " wallmounted " then
newparam2 = minetest.dir_to_wallmounted ( lookdir )
else
newparam2 = minetest.dir_to_facedir ( lookdir )
end
local node = minetest.get_node ( pos )
API changes to allow for more mounting styles
NODE NAMES:
The base name of a node can be whatever you want. The basic wall sign
will keep the node name you give, while its hanging, on-pole, and yard
variants will, where applicable, use the same name, with "_onpole",
"_hanging", or "_yard" appended.
One exception:
If your node has "_wall" in its name, that bit will be stripped-out when
generating the above node variations. For example:
"default:sign_wall_wood"
...will become...
"default:sign_wood_onpole"
"default:sign_wood_hanging"
"default:sign_wood_yard"
MODELS:
The base sign model and entity files must now be named:
sign: mymod_foosign_wall.obj
mymod_foosign_facedir_wall.obj
entity: mymod_foosign_entity_wall.obj
their other variants, where applicable, must be:
mymod_foosign_onpole.obj
mymod_foosign_hanging.obj
mymod_foosign_yard.obj
mymod_foosign_entity_onpole.obj
mymod_foosign_entity_hanging.obj
mymod_foosign_entity_yard.obj
For `facedir` signs, the "_facedir" in the base sign model filename is
automatically stripped from the name when generating the entity model
filename, as entities don't have a concept of wallmounted/facedir/etc.
For example:
"mymod_foosign_facedir_wall.obj"
...will become...
"mymod_foosign_entity_wall.obj"
* allow passing custom onpole, hanging, and yard sign models, for
situations where the filename(s) thereof can't be derived from the base
sign model filename.
* allow passing a custom pole mount, hanging, and yard sign stick
textures as the third, fourth, and fifth tiles{} entries, respectively
(independent of the above model file option)
* fine-tuned the pole mount on the standard sign models to eliminate
overlapping faces (so it looks better with basic_signs' glass sign.
* Move basic_signs wooden yard sign back to signs_lib.
2019-09-26 06:48:53 +02:00
minetest.swap_node ( pos , { name = no_wall_name .. " _onpole_horiz " , param2 = newparam2 } )
2019-09-15 07:23:40 +02:00
elseif def.allow_hanging and signs_lib.check_for_ceiling ( pointed_thing ) then
local newparam2 = minetest.dir_to_facedir ( placer : get_look_dir ( ) )
local node = minetest.get_node ( pos )
API changes to allow for more mounting styles
NODE NAMES:
The base name of a node can be whatever you want. The basic wall sign
will keep the node name you give, while its hanging, on-pole, and yard
variants will, where applicable, use the same name, with "_onpole",
"_hanging", or "_yard" appended.
One exception:
If your node has "_wall" in its name, that bit will be stripped-out when
generating the above node variations. For example:
"default:sign_wall_wood"
...will become...
"default:sign_wood_onpole"
"default:sign_wood_hanging"
"default:sign_wood_yard"
MODELS:
The base sign model and entity files must now be named:
sign: mymod_foosign_wall.obj
mymod_foosign_facedir_wall.obj
entity: mymod_foosign_entity_wall.obj
their other variants, where applicable, must be:
mymod_foosign_onpole.obj
mymod_foosign_hanging.obj
mymod_foosign_yard.obj
mymod_foosign_entity_onpole.obj
mymod_foosign_entity_hanging.obj
mymod_foosign_entity_yard.obj
For `facedir` signs, the "_facedir" in the base sign model filename is
automatically stripped from the name when generating the entity model
filename, as entities don't have a concept of wallmounted/facedir/etc.
For example:
"mymod_foosign_facedir_wall.obj"
...will become...
"mymod_foosign_entity_wall.obj"
* allow passing custom onpole, hanging, and yard sign models, for
situations where the filename(s) thereof can't be derived from the base
sign model filename.
* allow passing a custom pole mount, hanging, and yard sign stick
textures as the third, fourth, and fifth tiles{} entries, respectively
(independent of the above model file option)
* fine-tuned the pole mount on the standard sign models to eliminate
overlapping faces (so it looks better with basic_signs' glass sign.
* Move basic_signs wooden yard sign back to signs_lib.
2019-09-26 06:48:53 +02:00
minetest.swap_node ( pos , { name = no_wall_name .. " _hanging " , param2 = newparam2 } )
elseif def.allow_yard and signs_lib.check_for_floor ( pointed_thing ) then
local newparam2 = minetest.dir_to_facedir ( placer : get_look_dir ( ) )
local node = minetest.get_node ( pos )
minetest.swap_node ( pos , { name = no_wall_name .. " _yard " , param2 = newparam2 } )
2019-09-19 02:12:31 +02:00
elseif def.paramtype2 == " facedir " and signs_lib.check_for_ceiling ( pointed_thing ) then
API changes to allow for more mounting styles
NODE NAMES:
The base name of a node can be whatever you want. The basic wall sign
will keep the node name you give, while its hanging, on-pole, and yard
variants will, where applicable, use the same name, with "_onpole",
"_hanging", or "_yard" appended.
One exception:
If your node has "_wall" in its name, that bit will be stripped-out when
generating the above node variations. For example:
"default:sign_wall_wood"
...will become...
"default:sign_wood_onpole"
"default:sign_wood_hanging"
"default:sign_wood_yard"
MODELS:
The base sign model and entity files must now be named:
sign: mymod_foosign_wall.obj
mymod_foosign_facedir_wall.obj
entity: mymod_foosign_entity_wall.obj
their other variants, where applicable, must be:
mymod_foosign_onpole.obj
mymod_foosign_hanging.obj
mymod_foosign_yard.obj
mymod_foosign_entity_onpole.obj
mymod_foosign_entity_hanging.obj
mymod_foosign_entity_yard.obj
For `facedir` signs, the "_facedir" in the base sign model filename is
automatically stripped from the name when generating the entity model
filename, as entities don't have a concept of wallmounted/facedir/etc.
For example:
"mymod_foosign_facedir_wall.obj"
...will become...
"mymod_foosign_entity_wall.obj"
* allow passing custom onpole, hanging, and yard sign models, for
situations where the filename(s) thereof can't be derived from the base
sign model filename.
* allow passing a custom pole mount, hanging, and yard sign stick
textures as the third, fourth, and fifth tiles{} entries, respectively
(independent of the above model file option)
* fine-tuned the pole mount on the standard sign models to eliminate
overlapping faces (so it looks better with basic_signs' glass sign.
* Move basic_signs wooden yard sign back to signs_lib.
2019-09-26 06:48:53 +02:00
minetest.swap_node ( pos , { name = signname , param2 = 6 } )
2019-09-19 02:12:31 +02:00
elseif def.paramtype2 == " facedir " and signs_lib.check_for_floor ( pointed_thing ) then
API changes to allow for more mounting styles
NODE NAMES:
The base name of a node can be whatever you want. The basic wall sign
will keep the node name you give, while its hanging, on-pole, and yard
variants will, where applicable, use the same name, with "_onpole",
"_hanging", or "_yard" appended.
One exception:
If your node has "_wall" in its name, that bit will be stripped-out when
generating the above node variations. For example:
"default:sign_wall_wood"
...will become...
"default:sign_wood_onpole"
"default:sign_wood_hanging"
"default:sign_wood_yard"
MODELS:
The base sign model and entity files must now be named:
sign: mymod_foosign_wall.obj
mymod_foosign_facedir_wall.obj
entity: mymod_foosign_entity_wall.obj
their other variants, where applicable, must be:
mymod_foosign_onpole.obj
mymod_foosign_hanging.obj
mymod_foosign_yard.obj
mymod_foosign_entity_onpole.obj
mymod_foosign_entity_hanging.obj
mymod_foosign_entity_yard.obj
For `facedir` signs, the "_facedir" in the base sign model filename is
automatically stripped from the name when generating the entity model
filename, as entities don't have a concept of wallmounted/facedir/etc.
For example:
"mymod_foosign_facedir_wall.obj"
...will become...
"mymod_foosign_entity_wall.obj"
* allow passing custom onpole, hanging, and yard sign models, for
situations where the filename(s) thereof can't be derived from the base
sign model filename.
* allow passing a custom pole mount, hanging, and yard sign stick
textures as the third, fourth, and fifth tiles{} entries, respectively
(independent of the above model file option)
* fine-tuned the pole mount on the standard sign models to eliminate
overlapping faces (so it looks better with basic_signs' glass sign.
* Move basic_signs wooden yard sign back to signs_lib.
2019-09-26 06:48:53 +02:00
minetest.swap_node ( pos , { name = signname , param2 = 4 } )
Re-built onto the new API formerly part of my street_signs mod
Any sign can now use a 15 or 31 px font, at any reasonable visual scale,
line width, number of lines, etc.
Split most signs off into a separate mod, basic_signs, which depends on
this one. Only the default minetest_game wood and steel signs remain in
signs_lib, completely redefined. The wall/yard/ceiling function for
wooden signs has been rewitten and moved to basic_signs, too.
signs_lib can now put almost any wall sign onto almost any kind of
posts/fence, as with most signs in my street_signs mod. Mods can add
their fences/posts to its "allowed" list, if needed (signs_lib tries to
detect most kinds of suitable fences, poles, posts, etc).
All signs affected by these changes are similar to what they've always
been, for continuity. The main difference is that they all use a 15px
font now, with a slightly larger scale, and the positions of some have
changed slightly.
Dropped the old "@KEYWORD" feature (but it could be re-added if it turns
out to be needed), and most of the old cruft like "|" for line breaks.
Created new wood and steel sign textures, derived from HDX.
See standard_signs.lua for examples of how the new API is used. The
"standard" text sizing/position/etc. variables are all at the top of
api.lua.
2019-09-11 18:03:04 +02:00
end
if locked then
local meta = minetest.get_meta ( pos )
meta : set_string ( " owner " , playername )
meta : set_string ( " infotext " , S ( " Locked sign, owned by @1 \n " , playername ) )
end
end
function signs_lib . register_fence_with_sign ( )
minetest.log ( " warning " , " [signs_lib] " .. " Attempt to call no longer used function signs_lib.register_fence_with_sign() " )
end
API changes to allow for more mounting styles
NODE NAMES:
The base name of a node can be whatever you want. The basic wall sign
will keep the node name you give, while its hanging, on-pole, and yard
variants will, where applicable, use the same name, with "_onpole",
"_hanging", or "_yard" appended.
One exception:
If your node has "_wall" in its name, that bit will be stripped-out when
generating the above node variations. For example:
"default:sign_wall_wood"
...will become...
"default:sign_wood_onpole"
"default:sign_wood_hanging"
"default:sign_wood_yard"
MODELS:
The base sign model and entity files must now be named:
sign: mymod_foosign_wall.obj
mymod_foosign_facedir_wall.obj
entity: mymod_foosign_entity_wall.obj
their other variants, where applicable, must be:
mymod_foosign_onpole.obj
mymod_foosign_hanging.obj
mymod_foosign_yard.obj
mymod_foosign_entity_onpole.obj
mymod_foosign_entity_hanging.obj
mymod_foosign_entity_yard.obj
For `facedir` signs, the "_facedir" in the base sign model filename is
automatically stripped from the name when generating the entity model
filename, as entities don't have a concept of wallmounted/facedir/etc.
For example:
"mymod_foosign_facedir_wall.obj"
...will become...
"mymod_foosign_entity_wall.obj"
* allow passing custom onpole, hanging, and yard sign models, for
situations where the filename(s) thereof can't be derived from the base
sign model filename.
* allow passing a custom pole mount, hanging, and yard sign stick
textures as the third, fourth, and fifth tiles{} entries, respectively
(independent of the above model file option)
* fine-tuned the pole mount on the standard sign models to eliminate
overlapping faces (so it looks better with basic_signs' glass sign.
* Move basic_signs wooden yard sign back to signs_lib.
2019-09-26 06:48:53 +02:00
function signs_lib . register_sign ( name , raw_def )
local def = table.copy ( raw_def )
2019-09-15 02:46:20 +02:00
API changes to allow for more mounting styles
NODE NAMES:
The base name of a node can be whatever you want. The basic wall sign
will keep the node name you give, while its hanging, on-pole, and yard
variants will, where applicable, use the same name, with "_onpole",
"_hanging", or "_yard" appended.
One exception:
If your node has "_wall" in its name, that bit will be stripped-out when
generating the above node variations. For example:
"default:sign_wall_wood"
...will become...
"default:sign_wood_onpole"
"default:sign_wood_hanging"
"default:sign_wood_yard"
MODELS:
The base sign model and entity files must now be named:
sign: mymod_foosign_wall.obj
mymod_foosign_facedir_wall.obj
entity: mymod_foosign_entity_wall.obj
their other variants, where applicable, must be:
mymod_foosign_onpole.obj
mymod_foosign_hanging.obj
mymod_foosign_yard.obj
mymod_foosign_entity_onpole.obj
mymod_foosign_entity_hanging.obj
mymod_foosign_entity_yard.obj
For `facedir` signs, the "_facedir" in the base sign model filename is
automatically stripped from the name when generating the entity model
filename, as entities don't have a concept of wallmounted/facedir/etc.
For example:
"mymod_foosign_facedir_wall.obj"
...will become...
"mymod_foosign_entity_wall.obj"
* allow passing custom onpole, hanging, and yard sign models, for
situations where the filename(s) thereof can't be derived from the base
sign model filename.
* allow passing a custom pole mount, hanging, and yard sign stick
textures as the third, fourth, and fifth tiles{} entries, respectively
(independent of the above model file option)
* fine-tuned the pole mount on the standard sign models to eliminate
overlapping faces (so it looks better with basic_signs' glass sign.
* Move basic_signs wooden yard sign back to signs_lib.
2019-09-26 06:48:53 +02:00
if raw_def.entity_info == " standard " then
2019-09-15 02:46:20 +02:00
def.entity_info = {
API changes to allow for more mounting styles
NODE NAMES:
The base name of a node can be whatever you want. The basic wall sign
will keep the node name you give, while its hanging, on-pole, and yard
variants will, where applicable, use the same name, with "_onpole",
"_hanging", or "_yard" appended.
One exception:
If your node has "_wall" in its name, that bit will be stripped-out when
generating the above node variations. For example:
"default:sign_wall_wood"
...will become...
"default:sign_wood_onpole"
"default:sign_wood_hanging"
"default:sign_wood_yard"
MODELS:
The base sign model and entity files must now be named:
sign: mymod_foosign_wall.obj
mymod_foosign_facedir_wall.obj
entity: mymod_foosign_entity_wall.obj
their other variants, where applicable, must be:
mymod_foosign_onpole.obj
mymod_foosign_hanging.obj
mymod_foosign_yard.obj
mymod_foosign_entity_onpole.obj
mymod_foosign_entity_hanging.obj
mymod_foosign_entity_yard.obj
For `facedir` signs, the "_facedir" in the base sign model filename is
automatically stripped from the name when generating the entity model
filename, as entities don't have a concept of wallmounted/facedir/etc.
For example:
"mymod_foosign_facedir_wall.obj"
...will become...
"mymod_foosign_entity_wall.obj"
* allow passing custom onpole, hanging, and yard sign models, for
situations where the filename(s) thereof can't be derived from the base
sign model filename.
* allow passing a custom pole mount, hanging, and yard sign stick
textures as the third, fourth, and fifth tiles{} entries, respectively
(independent of the above model file option)
* fine-tuned the pole mount on the standard sign models to eliminate
overlapping faces (so it looks better with basic_signs' glass sign.
* Move basic_signs wooden yard sign back to signs_lib.
2019-09-26 06:48:53 +02:00
mesh = " signs_lib_standard_sign_entity_wall.obj " ,
2019-09-15 02:46:20 +02:00
yaw = signs_lib.wallmounted_yaw
}
API changes to allow for more mounting styles
NODE NAMES:
The base name of a node can be whatever you want. The basic wall sign
will keep the node name you give, while its hanging, on-pole, and yard
variants will, where applicable, use the same name, with "_onpole",
"_hanging", or "_yard" appended.
One exception:
If your node has "_wall" in its name, that bit will be stripped-out when
generating the above node variations. For example:
"default:sign_wall_wood"
...will become...
"default:sign_wood_onpole"
"default:sign_wood_hanging"
"default:sign_wood_yard"
MODELS:
The base sign model and entity files must now be named:
sign: mymod_foosign_wall.obj
mymod_foosign_facedir_wall.obj
entity: mymod_foosign_entity_wall.obj
their other variants, where applicable, must be:
mymod_foosign_onpole.obj
mymod_foosign_hanging.obj
mymod_foosign_yard.obj
mymod_foosign_entity_onpole.obj
mymod_foosign_entity_hanging.obj
mymod_foosign_entity_yard.obj
For `facedir` signs, the "_facedir" in the base sign model filename is
automatically stripped from the name when generating the entity model
filename, as entities don't have a concept of wallmounted/facedir/etc.
For example:
"mymod_foosign_facedir_wall.obj"
...will become...
"mymod_foosign_entity_wall.obj"
* allow passing custom onpole, hanging, and yard sign models, for
situations where the filename(s) thereof can't be derived from the base
sign model filename.
* allow passing a custom pole mount, hanging, and yard sign stick
textures as the third, fourth, and fifth tiles{} entries, respectively
(independent of the above model file option)
* fine-tuned the pole mount on the standard sign models to eliminate
overlapping faces (so it looks better with basic_signs' glass sign.
* Move basic_signs wooden yard sign back to signs_lib.
2019-09-26 06:48:53 +02:00
elseif raw_def.entity_info then
def.entity_info = raw_def.entity_info
end
def.after_place_node = raw_def.after_place_node or signs_lib.after_place_node
if raw_def.entity_info then
def.on_rightclick = raw_def.on_rightclick or signs_lib.construct_sign
def.on_construct = raw_def.on_construct or signs_lib.construct_sign
def.on_destruct = raw_def.on_destruct or signs_lib.destruct_sign
def.on_receive_fields = raw_def.on_receive_fields or signs_lib.receive_fields
def.on_punch = raw_def.on_punch or signs_lib.update_sign
def.number_of_lines = raw_def.number_of_lines or signs_lib.standard_lines
def.horiz_scaling = raw_def.horiz_scaling or signs_lib.standard_hscale
def.vert_scaling = raw_def.vert_scaling or signs_lib.standard_vscale
def.line_spacing = raw_def.line_spacing or signs_lib.standard_lspace
def.font_size = raw_def.font_size or signs_lib.standard_fsize
def.x_offset = raw_def.x_offset or signs_lib.standard_xoffs
def.y_offset = raw_def.y_offset or signs_lib.standard_yoffs
def.chars_per_line = raw_def.chars_per_line or signs_lib.standard_cpl
def.default_color = raw_def.default_color or " 0 "
if raw_def.locked and not raw_def.after_place_node then
2019-09-15 02:46:20 +02:00
def.after_place_node = function ( pos , placer , itemstack , pointed_thing )
signs_lib.after_place_node ( pos , placer , itemstack , pointed_thing , true )
end
end
end
API changes to allow for more mounting styles
NODE NAMES:
The base name of a node can be whatever you want. The basic wall sign
will keep the node name you give, while its hanging, on-pole, and yard
variants will, where applicable, use the same name, with "_onpole",
"_hanging", or "_yard" appended.
One exception:
If your node has "_wall" in its name, that bit will be stripped-out when
generating the above node variations. For example:
"default:sign_wall_wood"
...will become...
"default:sign_wood_onpole"
"default:sign_wood_hanging"
"default:sign_wood_yard"
MODELS:
The base sign model and entity files must now be named:
sign: mymod_foosign_wall.obj
mymod_foosign_facedir_wall.obj
entity: mymod_foosign_entity_wall.obj
their other variants, where applicable, must be:
mymod_foosign_onpole.obj
mymod_foosign_hanging.obj
mymod_foosign_yard.obj
mymod_foosign_entity_onpole.obj
mymod_foosign_entity_hanging.obj
mymod_foosign_entity_yard.obj
For `facedir` signs, the "_facedir" in the base sign model filename is
automatically stripped from the name when generating the entity model
filename, as entities don't have a concept of wallmounted/facedir/etc.
For example:
"mymod_foosign_facedir_wall.obj"
...will become...
"mymod_foosign_entity_wall.obj"
* allow passing custom onpole, hanging, and yard sign models, for
situations where the filename(s) thereof can't be derived from the base
sign model filename.
* allow passing a custom pole mount, hanging, and yard sign stick
textures as the third, fourth, and fifth tiles{} entries, respectively
(independent of the above model file option)
* fine-tuned the pole mount on the standard sign models to eliminate
overlapping faces (so it looks better with basic_signs' glass sign.
* Move basic_signs wooden yard sign back to signs_lib.
2019-09-26 06:48:53 +02:00
def.paramtype = raw_def.paramtype or " light "
def.drawtype = raw_def.drawtype or " mesh "
def.mesh = raw_def.mesh or " signs_lib_standard_sign_wall.obj "
def.wield_image = raw_def.wield_image or def.inventory_image
def.drop = raw_def.drop or name
def.sounds = raw_def.sounds or signs_lib.standard_wood_sign_sounds
def.paramtype2 = raw_def.paramtype2 or " wallmounted "
def.on_rotate = raw_def.on_rotate or signs_lib.handle_rotation
if raw_def.groups then
def.groups = raw_def.groups
2019-09-15 02:46:20 +02:00
else
def.groups = signs_lib.standard_wood_groups
end
2019-09-18 22:33:56 +02:00
local cbox = signs_lib.make_selection_boxes ( 35 , 25 )
2019-09-15 02:46:20 +02:00
API changes to allow for more mounting styles
NODE NAMES:
The base name of a node can be whatever you want. The basic wall sign
will keep the node name you give, while its hanging, on-pole, and yard
variants will, where applicable, use the same name, with "_onpole",
"_hanging", or "_yard" appended.
One exception:
If your node has "_wall" in its name, that bit will be stripped-out when
generating the above node variations. For example:
"default:sign_wall_wood"
...will become...
"default:sign_wood_onpole"
"default:sign_wood_hanging"
"default:sign_wood_yard"
MODELS:
The base sign model and entity files must now be named:
sign: mymod_foosign_wall.obj
mymod_foosign_facedir_wall.obj
entity: mymod_foosign_entity_wall.obj
their other variants, where applicable, must be:
mymod_foosign_onpole.obj
mymod_foosign_hanging.obj
mymod_foosign_yard.obj
mymod_foosign_entity_onpole.obj
mymod_foosign_entity_hanging.obj
mymod_foosign_entity_yard.obj
For `facedir` signs, the "_facedir" in the base sign model filename is
automatically stripped from the name when generating the entity model
filename, as entities don't have a concept of wallmounted/facedir/etc.
For example:
"mymod_foosign_facedir_wall.obj"
...will become...
"mymod_foosign_entity_wall.obj"
* allow passing custom onpole, hanging, and yard sign models, for
situations where the filename(s) thereof can't be derived from the base
sign model filename.
* allow passing a custom pole mount, hanging, and yard sign stick
textures as the third, fourth, and fifth tiles{} entries, respectively
(independent of the above model file option)
* fine-tuned the pole mount on the standard sign models to eliminate
overlapping faces (so it looks better with basic_signs' glass sign.
* Move basic_signs wooden yard sign back to signs_lib.
2019-09-26 06:48:53 +02:00
def.selection_box = raw_def.selection_box or cbox
def.node_box = table.copy ( raw_def.node_box or raw_def.selection_box or cbox )
2019-09-15 02:46:20 +02:00
if def.sunlight_propagates ~= false then
def.sunlight_propagates = true
end
API changes to allow for more mounting styles
NODE NAMES:
The base name of a node can be whatever you want. The basic wall sign
will keep the node name you give, while its hanging, on-pole, and yard
variants will, where applicable, use the same name, with "_onpole",
"_hanging", or "_yard" appended.
One exception:
If your node has "_wall" in its name, that bit will be stripped-out when
generating the above node variations. For example:
"default:sign_wall_wood"
...will become...
"default:sign_wood_onpole"
"default:sign_wood_hanging"
"default:sign_wood_yard"
MODELS:
The base sign model and entity files must now be named:
sign: mymod_foosign_wall.obj
mymod_foosign_facedir_wall.obj
entity: mymod_foosign_entity_wall.obj
their other variants, where applicable, must be:
mymod_foosign_onpole.obj
mymod_foosign_hanging.obj
mymod_foosign_yard.obj
mymod_foosign_entity_onpole.obj
mymod_foosign_entity_hanging.obj
mymod_foosign_entity_yard.obj
For `facedir` signs, the "_facedir" in the base sign model filename is
automatically stripped from the name when generating the entity model
filename, as entities don't have a concept of wallmounted/facedir/etc.
For example:
"mymod_foosign_facedir_wall.obj"
...will become...
"mymod_foosign_entity_wall.obj"
* allow passing custom onpole, hanging, and yard sign models, for
situations where the filename(s) thereof can't be derived from the base
sign model filename.
* allow passing a custom pole mount, hanging, and yard sign stick
textures as the third, fourth, and fifth tiles{} entries, respectively
(independent of the above model file option)
* fine-tuned the pole mount on the standard sign models to eliminate
overlapping faces (so it looks better with basic_signs' glass sign.
* Move basic_signs wooden yard sign back to signs_lib.
2019-09-26 06:48:53 +02:00
def.tiles [ 3 ] = " signs_lib_blank.png "
def.tiles [ 4 ] = " signs_lib_blank.png "
def.tiles [ 5 ] = " signs_lib_blank.png "
def.tiles [ 6 ] = " signs_lib_blank.png "
2019-09-15 02:46:20 +02:00
minetest.register_node ( " : " .. name , def )
table.insert ( signs_lib.lbm_restore_nodes , name )
API changes to allow for more mounting styles
NODE NAMES:
The base name of a node can be whatever you want. The basic wall sign
will keep the node name you give, while its hanging, on-pole, and yard
variants will, where applicable, use the same name, with "_onpole",
"_hanging", or "_yard" appended.
One exception:
If your node has "_wall" in its name, that bit will be stripped-out when
generating the above node variations. For example:
"default:sign_wall_wood"
...will become...
"default:sign_wood_onpole"
"default:sign_wood_hanging"
"default:sign_wood_yard"
MODELS:
The base sign model and entity files must now be named:
sign: mymod_foosign_wall.obj
mymod_foosign_facedir_wall.obj
entity: mymod_foosign_entity_wall.obj
their other variants, where applicable, must be:
mymod_foosign_onpole.obj
mymod_foosign_hanging.obj
mymod_foosign_yard.obj
mymod_foosign_entity_onpole.obj
mymod_foosign_entity_hanging.obj
mymod_foosign_entity_yard.obj
For `facedir` signs, the "_facedir" in the base sign model filename is
automatically stripped from the name when generating the entity model
filename, as entities don't have a concept of wallmounted/facedir/etc.
For example:
"mymod_foosign_facedir_wall.obj"
...will become...
"mymod_foosign_entity_wall.obj"
* allow passing custom onpole, hanging, and yard sign models, for
situations where the filename(s) thereof can't be derived from the base
sign model filename.
* allow passing a custom pole mount, hanging, and yard sign stick
textures as the third, fourth, and fifth tiles{} entries, respectively
(independent of the above model file option)
* fine-tuned the pole mount on the standard sign models to eliminate
overlapping faces (so it looks better with basic_signs' glass sign.
* Move basic_signs wooden yard sign back to signs_lib.
2019-09-26 06:48:53 +02:00
local no_wall_name = string.gsub ( name , " _wall " , " " )
local othermounts_def = table.copy ( def )
2019-09-15 02:46:20 +02:00
API changes to allow for more mounting styles
NODE NAMES:
The base name of a node can be whatever you want. The basic wall sign
will keep the node name you give, while its hanging, on-pole, and yard
variants will, where applicable, use the same name, with "_onpole",
"_hanging", or "_yard" appended.
One exception:
If your node has "_wall" in its name, that bit will be stripped-out when
generating the above node variations. For example:
"default:sign_wall_wood"
...will become...
"default:sign_wood_onpole"
"default:sign_wood_hanging"
"default:sign_wood_yard"
MODELS:
The base sign model and entity files must now be named:
sign: mymod_foosign_wall.obj
mymod_foosign_facedir_wall.obj
entity: mymod_foosign_entity_wall.obj
their other variants, where applicable, must be:
mymod_foosign_onpole.obj
mymod_foosign_hanging.obj
mymod_foosign_yard.obj
mymod_foosign_entity_onpole.obj
mymod_foosign_entity_hanging.obj
mymod_foosign_entity_yard.obj
For `facedir` signs, the "_facedir" in the base sign model filename is
automatically stripped from the name when generating the entity model
filename, as entities don't have a concept of wallmounted/facedir/etc.
For example:
"mymod_foosign_facedir_wall.obj"
...will become...
"mymod_foosign_entity_wall.obj"
* allow passing custom onpole, hanging, and yard sign models, for
situations where the filename(s) thereof can't be derived from the base
sign model filename.
* allow passing a custom pole mount, hanging, and yard sign stick
textures as the third, fourth, and fifth tiles{} entries, respectively
(independent of the above model file option)
* fine-tuned the pole mount on the standard sign models to eliminate
overlapping faces (so it looks better with basic_signs' glass sign.
* Move basic_signs wooden yard sign back to signs_lib.
2019-09-26 06:48:53 +02:00
if raw_def.allow_onpole or raw_def.allow_onpole_horizontal then
2019-09-15 02:46:20 +02:00
local offset = 0.3125
API changes to allow for more mounting styles
NODE NAMES:
The base name of a node can be whatever you want. The basic wall sign
will keep the node name you give, while its hanging, on-pole, and yard
variants will, where applicable, use the same name, with "_onpole",
"_hanging", or "_yard" appended.
One exception:
If your node has "_wall" in its name, that bit will be stripped-out when
generating the above node variations. For example:
"default:sign_wall_wood"
...will become...
"default:sign_wood_onpole"
"default:sign_wood_hanging"
"default:sign_wood_yard"
MODELS:
The base sign model and entity files must now be named:
sign: mymod_foosign_wall.obj
mymod_foosign_facedir_wall.obj
entity: mymod_foosign_entity_wall.obj
their other variants, where applicable, must be:
mymod_foosign_onpole.obj
mymod_foosign_hanging.obj
mymod_foosign_yard.obj
mymod_foosign_entity_onpole.obj
mymod_foosign_entity_hanging.obj
mymod_foosign_entity_yard.obj
For `facedir` signs, the "_facedir" in the base sign model filename is
automatically stripped from the name when generating the entity model
filename, as entities don't have a concept of wallmounted/facedir/etc.
For example:
"mymod_foosign_facedir_wall.obj"
...will become...
"mymod_foosign_entity_wall.obj"
* allow passing custom onpole, hanging, and yard sign models, for
situations where the filename(s) thereof can't be derived from the base
sign model filename.
* allow passing a custom pole mount, hanging, and yard sign stick
textures as the third, fourth, and fifth tiles{} entries, respectively
(independent of the above model file option)
* fine-tuned the pole mount on the standard sign models to eliminate
overlapping faces (so it looks better with basic_signs' glass sign.
* Move basic_signs wooden yard sign back to signs_lib.
2019-09-26 06:48:53 +02:00
if othermounts_def.uses_slim_pole_mount then
2019-09-15 02:46:20 +02:00
offset = 0.35
end
API changes to allow for more mounting styles
NODE NAMES:
The base name of a node can be whatever you want. The basic wall sign
will keep the node name you give, while its hanging, on-pole, and yard
variants will, where applicable, use the same name, with "_onpole",
"_hanging", or "_yard" appended.
One exception:
If your node has "_wall" in its name, that bit will be stripped-out when
generating the above node variations. For example:
"default:sign_wall_wood"
...will become...
"default:sign_wood_onpole"
"default:sign_wood_hanging"
"default:sign_wood_yard"
MODELS:
The base sign model and entity files must now be named:
sign: mymod_foosign_wall.obj
mymod_foosign_facedir_wall.obj
entity: mymod_foosign_entity_wall.obj
their other variants, where applicable, must be:
mymod_foosign_onpole.obj
mymod_foosign_hanging.obj
mymod_foosign_yard.obj
mymod_foosign_entity_onpole.obj
mymod_foosign_entity_hanging.obj
mymod_foosign_entity_yard.obj
For `facedir` signs, the "_facedir" in the base sign model filename is
automatically stripped from the name when generating the entity model
filename, as entities don't have a concept of wallmounted/facedir/etc.
For example:
"mymod_foosign_facedir_wall.obj"
...will become...
"mymod_foosign_entity_wall.obj"
* allow passing custom onpole, hanging, and yard sign models, for
situations where the filename(s) thereof can't be derived from the base
sign model filename.
* allow passing a custom pole mount, hanging, and yard sign stick
textures as the third, fourth, and fifth tiles{} entries, respectively
(independent of the above model file option)
* fine-tuned the pole mount on the standard sign models to eliminate
overlapping faces (so it looks better with basic_signs' glass sign.
* Move basic_signs wooden yard sign back to signs_lib.
2019-09-26 06:48:53 +02:00
othermounts_def.selection_box = raw_def.onpole_selection_box or othermounts_def.selection_box
othermounts_def.node_box = raw_def.onpole_node_box or othermounts_def.selection_box
2019-09-15 07:56:41 +02:00
API changes to allow for more mounting styles
NODE NAMES:
The base name of a node can be whatever you want. The basic wall sign
will keep the node name you give, while its hanging, on-pole, and yard
variants will, where applicable, use the same name, with "_onpole",
"_hanging", or "_yard" appended.
One exception:
If your node has "_wall" in its name, that bit will be stripped-out when
generating the above node variations. For example:
"default:sign_wall_wood"
...will become...
"default:sign_wood_onpole"
"default:sign_wood_hanging"
"default:sign_wood_yard"
MODELS:
The base sign model and entity files must now be named:
sign: mymod_foosign_wall.obj
mymod_foosign_facedir_wall.obj
entity: mymod_foosign_entity_wall.obj
their other variants, where applicable, must be:
mymod_foosign_onpole.obj
mymod_foosign_hanging.obj
mymod_foosign_yard.obj
mymod_foosign_entity_onpole.obj
mymod_foosign_entity_hanging.obj
mymod_foosign_entity_yard.obj
For `facedir` signs, the "_facedir" in the base sign model filename is
automatically stripped from the name when generating the entity model
filename, as entities don't have a concept of wallmounted/facedir/etc.
For example:
"mymod_foosign_facedir_wall.obj"
...will become...
"mymod_foosign_entity_wall.obj"
* allow passing custom onpole, hanging, and yard sign models, for
situations where the filename(s) thereof can't be derived from the base
sign model filename.
* allow passing a custom pole mount, hanging, and yard sign stick
textures as the third, fourth, and fifth tiles{} entries, respectively
(independent of the above model file option)
* fine-tuned the pole mount on the standard sign models to eliminate
overlapping faces (so it looks better with basic_signs' glass sign.
* Move basic_signs wooden yard sign back to signs_lib.
2019-09-26 06:48:53 +02:00
if othermounts_def.paramtype2 == " wallmounted " then
othermounts_def.node_box . wall_side [ 1 ] = def.node_box . wall_side [ 1 ] - offset
othermounts_def.node_box . wall_side [ 4 ] = def.node_box . wall_side [ 4 ] - offset
2019-09-15 02:46:20 +02:00
API changes to allow for more mounting styles
NODE NAMES:
The base name of a node can be whatever you want. The basic wall sign
will keep the node name you give, while its hanging, on-pole, and yard
variants will, where applicable, use the same name, with "_onpole",
"_hanging", or "_yard" appended.
One exception:
If your node has "_wall" in its name, that bit will be stripped-out when
generating the above node variations. For example:
"default:sign_wall_wood"
...will become...
"default:sign_wood_onpole"
"default:sign_wood_hanging"
"default:sign_wood_yard"
MODELS:
The base sign model and entity files must now be named:
sign: mymod_foosign_wall.obj
mymod_foosign_facedir_wall.obj
entity: mymod_foosign_entity_wall.obj
their other variants, where applicable, must be:
mymod_foosign_onpole.obj
mymod_foosign_hanging.obj
mymod_foosign_yard.obj
mymod_foosign_entity_onpole.obj
mymod_foosign_entity_hanging.obj
mymod_foosign_entity_yard.obj
For `facedir` signs, the "_facedir" in the base sign model filename is
automatically stripped from the name when generating the entity model
filename, as entities don't have a concept of wallmounted/facedir/etc.
For example:
"mymod_foosign_facedir_wall.obj"
...will become...
"mymod_foosign_entity_wall.obj"
* allow passing custom onpole, hanging, and yard sign models, for
situations where the filename(s) thereof can't be derived from the base
sign model filename.
* allow passing a custom pole mount, hanging, and yard sign stick
textures as the third, fourth, and fifth tiles{} entries, respectively
(independent of the above model file option)
* fine-tuned the pole mount on the standard sign models to eliminate
overlapping faces (so it looks better with basic_signs' glass sign.
* Move basic_signs wooden yard sign back to signs_lib.
2019-09-26 06:48:53 +02:00
othermounts_def.selection_box . wall_side [ 1 ] = def.selection_box . wall_side [ 1 ] - offset
othermounts_def.selection_box . wall_side [ 4 ] = def.selection_box . wall_side [ 4 ] - offset
2019-09-15 02:46:20 +02:00
else
API changes to allow for more mounting styles
NODE NAMES:
The base name of a node can be whatever you want. The basic wall sign
will keep the node name you give, while its hanging, on-pole, and yard
variants will, where applicable, use the same name, with "_onpole",
"_hanging", or "_yard" appended.
One exception:
If your node has "_wall" in its name, that bit will be stripped-out when
generating the above node variations. For example:
"default:sign_wall_wood"
...will become...
"default:sign_wood_onpole"
"default:sign_wood_hanging"
"default:sign_wood_yard"
MODELS:
The base sign model and entity files must now be named:
sign: mymod_foosign_wall.obj
mymod_foosign_facedir_wall.obj
entity: mymod_foosign_entity_wall.obj
their other variants, where applicable, must be:
mymod_foosign_onpole.obj
mymod_foosign_hanging.obj
mymod_foosign_yard.obj
mymod_foosign_entity_onpole.obj
mymod_foosign_entity_hanging.obj
mymod_foosign_entity_yard.obj
For `facedir` signs, the "_facedir" in the base sign model filename is
automatically stripped from the name when generating the entity model
filename, as entities don't have a concept of wallmounted/facedir/etc.
For example:
"mymod_foosign_facedir_wall.obj"
...will become...
"mymod_foosign_entity_wall.obj"
* allow passing custom onpole, hanging, and yard sign models, for
situations where the filename(s) thereof can't be derived from the base
sign model filename.
* allow passing a custom pole mount, hanging, and yard sign stick
textures as the third, fourth, and fifth tiles{} entries, respectively
(independent of the above model file option)
* fine-tuned the pole mount on the standard sign models to eliminate
overlapping faces (so it looks better with basic_signs' glass sign.
* Move basic_signs wooden yard sign back to signs_lib.
2019-09-26 06:48:53 +02:00
othermounts_def.node_box . fixed [ 3 ] = def.node_box . fixed [ 3 ] + offset
othermounts_def.node_box . fixed [ 6 ] = def.node_box . fixed [ 6 ] + offset
2019-09-15 02:46:20 +02:00
API changes to allow for more mounting styles
NODE NAMES:
The base name of a node can be whatever you want. The basic wall sign
will keep the node name you give, while its hanging, on-pole, and yard
variants will, where applicable, use the same name, with "_onpole",
"_hanging", or "_yard" appended.
One exception:
If your node has "_wall" in its name, that bit will be stripped-out when
generating the above node variations. For example:
"default:sign_wall_wood"
...will become...
"default:sign_wood_onpole"
"default:sign_wood_hanging"
"default:sign_wood_yard"
MODELS:
The base sign model and entity files must now be named:
sign: mymod_foosign_wall.obj
mymod_foosign_facedir_wall.obj
entity: mymod_foosign_entity_wall.obj
their other variants, where applicable, must be:
mymod_foosign_onpole.obj
mymod_foosign_hanging.obj
mymod_foosign_yard.obj
mymod_foosign_entity_onpole.obj
mymod_foosign_entity_hanging.obj
mymod_foosign_entity_yard.obj
For `facedir` signs, the "_facedir" in the base sign model filename is
automatically stripped from the name when generating the entity model
filename, as entities don't have a concept of wallmounted/facedir/etc.
For example:
"mymod_foosign_facedir_wall.obj"
...will become...
"mymod_foosign_entity_wall.obj"
* allow passing custom onpole, hanging, and yard sign models, for
situations where the filename(s) thereof can't be derived from the base
sign model filename.
* allow passing a custom pole mount, hanging, and yard sign stick
textures as the third, fourth, and fifth tiles{} entries, respectively
(independent of the above model file option)
* fine-tuned the pole mount on the standard sign models to eliminate
overlapping faces (so it looks better with basic_signs' glass sign.
* Move basic_signs wooden yard sign back to signs_lib.
2019-09-26 06:48:53 +02:00
othermounts_def.selection_box . fixed [ 3 ] = def.selection_box . fixed [ 3 ] + offset
othermounts_def.selection_box . fixed [ 6 ] = def.selection_box . fixed [ 6 ] + offset
2019-09-15 02:46:20 +02:00
end
API changes to allow for more mounting styles
NODE NAMES:
The base name of a node can be whatever you want. The basic wall sign
will keep the node name you give, while its hanging, on-pole, and yard
variants will, where applicable, use the same name, with "_onpole",
"_hanging", or "_yard" appended.
One exception:
If your node has "_wall" in its name, that bit will be stripped-out when
generating the above node variations. For example:
"default:sign_wall_wood"
...will become...
"default:sign_wood_onpole"
"default:sign_wood_hanging"
"default:sign_wood_yard"
MODELS:
The base sign model and entity files must now be named:
sign: mymod_foosign_wall.obj
mymod_foosign_facedir_wall.obj
entity: mymod_foosign_entity_wall.obj
their other variants, where applicable, must be:
mymod_foosign_onpole.obj
mymod_foosign_hanging.obj
mymod_foosign_yard.obj
mymod_foosign_entity_onpole.obj
mymod_foosign_entity_hanging.obj
mymod_foosign_entity_yard.obj
For `facedir` signs, the "_facedir" in the base sign model filename is
automatically stripped from the name when generating the entity model
filename, as entities don't have a concept of wallmounted/facedir/etc.
For example:
"mymod_foosign_facedir_wall.obj"
...will become...
"mymod_foosign_entity_wall.obj"
* allow passing custom onpole, hanging, and yard sign models, for
situations where the filename(s) thereof can't be derived from the base
sign model filename.
* allow passing a custom pole mount, hanging, and yard sign stick
textures as the third, fourth, and fifth tiles{} entries, respectively
(independent of the above model file option)
* fine-tuned the pole mount on the standard sign models to eliminate
overlapping faces (so it looks better with basic_signs' glass sign.
* Move basic_signs wooden yard sign back to signs_lib.
2019-09-26 06:48:53 +02:00
othermounts_def.groups . not_in_creative_inventory = 1
othermounts_def.mesh = raw_def.onpole_mesh or string.gsub ( othermounts_def.mesh , " wall.obj$ " , " onpole.obj " )
2019-09-15 02:46:20 +02:00
API changes to allow for more mounting styles
NODE NAMES:
The base name of a node can be whatever you want. The basic wall sign
will keep the node name you give, while its hanging, on-pole, and yard
variants will, where applicable, use the same name, with "_onpole",
"_hanging", or "_yard" appended.
One exception:
If your node has "_wall" in its name, that bit will be stripped-out when
generating the above node variations. For example:
"default:sign_wall_wood"
...will become...
"default:sign_wood_onpole"
"default:sign_wood_hanging"
"default:sign_wood_yard"
MODELS:
The base sign model and entity files must now be named:
sign: mymod_foosign_wall.obj
mymod_foosign_facedir_wall.obj
entity: mymod_foosign_entity_wall.obj
their other variants, where applicable, must be:
mymod_foosign_onpole.obj
mymod_foosign_hanging.obj
mymod_foosign_yard.obj
mymod_foosign_entity_onpole.obj
mymod_foosign_entity_hanging.obj
mymod_foosign_entity_yard.obj
For `facedir` signs, the "_facedir" in the base sign model filename is
automatically stripped from the name when generating the entity model
filename, as entities don't have a concept of wallmounted/facedir/etc.
For example:
"mymod_foosign_facedir_wall.obj"
...will become...
"mymod_foosign_entity_wall.obj"
* allow passing custom onpole, hanging, and yard sign models, for
situations where the filename(s) thereof can't be derived from the base
sign model filename.
* allow passing a custom pole mount, hanging, and yard sign stick
textures as the third, fourth, and fifth tiles{} entries, respectively
(independent of the above model file option)
* fine-tuned the pole mount on the standard sign models to eliminate
overlapping faces (so it looks better with basic_signs' glass sign.
* Move basic_signs wooden yard sign back to signs_lib.
2019-09-26 06:48:53 +02:00
if othermounts_def.entity_info then
othermounts_def.entity_info . mesh = string.gsub ( othermounts_def.entity_info . mesh , " entity_wall.obj$ " , " entity_onpole.obj " )
2019-09-15 02:46:20 +02:00
end
2019-09-21 21:45:48 +02:00
end
-- setting one of item 3 or 4 to a texture and leaving the other "blank",
-- reveals either the vertical or horizontal pole mount part of the model
API changes to allow for more mounting styles
NODE NAMES:
The base name of a node can be whatever you want. The basic wall sign
will keep the node name you give, while its hanging, on-pole, and yard
variants will, where applicable, use the same name, with "_onpole",
"_hanging", or "_yard" appended.
One exception:
If your node has "_wall" in its name, that bit will be stripped-out when
generating the above node variations. For example:
"default:sign_wall_wood"
...will become...
"default:sign_wood_onpole"
"default:sign_wood_hanging"
"default:sign_wood_yard"
MODELS:
The base sign model and entity files must now be named:
sign: mymod_foosign_wall.obj
mymod_foosign_facedir_wall.obj
entity: mymod_foosign_entity_wall.obj
their other variants, where applicable, must be:
mymod_foosign_onpole.obj
mymod_foosign_hanging.obj
mymod_foosign_yard.obj
mymod_foosign_entity_onpole.obj
mymod_foosign_entity_hanging.obj
mymod_foosign_entity_yard.obj
For `facedir` signs, the "_facedir" in the base sign model filename is
automatically stripped from the name when generating the entity model
filename, as entities don't have a concept of wallmounted/facedir/etc.
For example:
"mymod_foosign_facedir_wall.obj"
...will become...
"mymod_foosign_entity_wall.obj"
* allow passing custom onpole, hanging, and yard sign models, for
situations where the filename(s) thereof can't be derived from the base
sign model filename.
* allow passing a custom pole mount, hanging, and yard sign stick
textures as the third, fourth, and fifth tiles{} entries, respectively
(independent of the above model file option)
* fine-tuned the pole mount on the standard sign models to eliminate
overlapping faces (so it looks better with basic_signs' glass sign.
* Move basic_signs wooden yard sign back to signs_lib.
2019-09-26 06:48:53 +02:00
if raw_def.allow_onpole then
othermounts_def.tiles [ 3 ] = raw_def.tiles [ 3 ] or " signs_lib_pole_mount.png "
othermounts_def.tiles [ 4 ] = " signs_lib_blank.png "
othermounts_def.tiles [ 5 ] = " signs_lib_blank.png "
othermounts_def.tiles [ 6 ] = " signs_lib_blank.png "
minetest.register_node ( " : " .. no_wall_name .. " _onpole " , othermounts_def )
table.insert ( signs_lib.lbm_restore_nodes , no_wall_name .. " _onpole " )
2019-09-15 02:46:20 +02:00
end
2019-09-15 07:23:40 +02:00
API changes to allow for more mounting styles
NODE NAMES:
The base name of a node can be whatever you want. The basic wall sign
will keep the node name you give, while its hanging, on-pole, and yard
variants will, where applicable, use the same name, with "_onpole",
"_hanging", or "_yard" appended.
One exception:
If your node has "_wall" in its name, that bit will be stripped-out when
generating the above node variations. For example:
"default:sign_wall_wood"
...will become...
"default:sign_wood_onpole"
"default:sign_wood_hanging"
"default:sign_wood_yard"
MODELS:
The base sign model and entity files must now be named:
sign: mymod_foosign_wall.obj
mymod_foosign_facedir_wall.obj
entity: mymod_foosign_entity_wall.obj
their other variants, where applicable, must be:
mymod_foosign_onpole.obj
mymod_foosign_hanging.obj
mymod_foosign_yard.obj
mymod_foosign_entity_onpole.obj
mymod_foosign_entity_hanging.obj
mymod_foosign_entity_yard.obj
For `facedir` signs, the "_facedir" in the base sign model filename is
automatically stripped from the name when generating the entity model
filename, as entities don't have a concept of wallmounted/facedir/etc.
For example:
"mymod_foosign_facedir_wall.obj"
...will become...
"mymod_foosign_entity_wall.obj"
* allow passing custom onpole, hanging, and yard sign models, for
situations where the filename(s) thereof can't be derived from the base
sign model filename.
* allow passing a custom pole mount, hanging, and yard sign stick
textures as the third, fourth, and fifth tiles{} entries, respectively
(independent of the above model file option)
* fine-tuned the pole mount on the standard sign models to eliminate
overlapping faces (so it looks better with basic_signs' glass sign.
* Move basic_signs wooden yard sign back to signs_lib.
2019-09-26 06:48:53 +02:00
if raw_def.allow_onpole_horizontal then
local onpole_horiz_def = table.copy ( othermounts_def )
2019-09-21 21:45:48 +02:00
API changes to allow for more mounting styles
NODE NAMES:
The base name of a node can be whatever you want. The basic wall sign
will keep the node name you give, while its hanging, on-pole, and yard
variants will, where applicable, use the same name, with "_onpole",
"_hanging", or "_yard" appended.
One exception:
If your node has "_wall" in its name, that bit will be stripped-out when
generating the above node variations. For example:
"default:sign_wall_wood"
...will become...
"default:sign_wood_onpole"
"default:sign_wood_hanging"
"default:sign_wood_yard"
MODELS:
The base sign model and entity files must now be named:
sign: mymod_foosign_wall.obj
mymod_foosign_facedir_wall.obj
entity: mymod_foosign_entity_wall.obj
their other variants, where applicable, must be:
mymod_foosign_onpole.obj
mymod_foosign_hanging.obj
mymod_foosign_yard.obj
mymod_foosign_entity_onpole.obj
mymod_foosign_entity_hanging.obj
mymod_foosign_entity_yard.obj
For `facedir` signs, the "_facedir" in the base sign model filename is
automatically stripped from the name when generating the entity model
filename, as entities don't have a concept of wallmounted/facedir/etc.
For example:
"mymod_foosign_facedir_wall.obj"
...will become...
"mymod_foosign_entity_wall.obj"
* allow passing custom onpole, hanging, and yard sign models, for
situations where the filename(s) thereof can't be derived from the base
sign model filename.
* allow passing a custom pole mount, hanging, and yard sign stick
textures as the third, fourth, and fifth tiles{} entries, respectively
(independent of the above model file option)
* fine-tuned the pole mount on the standard sign models to eliminate
overlapping faces (so it looks better with basic_signs' glass sign.
* Move basic_signs wooden yard sign back to signs_lib.
2019-09-26 06:48:53 +02:00
onpole_horiz_def.tiles [ 3 ] = " signs_lib_blank.png "
onpole_horiz_def.tiles [ 4 ] = raw_def.tiles [ 3 ] or " signs_lib_pole_mount.png "
onpole_horiz_def.tiles [ 5 ] = " signs_lib_blank.png "
onpole_horiz_def.tiles [ 6 ] = " signs_lib_blank.png "
minetest.register_node ( " : " .. no_wall_name .. " _onpole_horiz " , onpole_horiz_def )
table.insert ( signs_lib.lbm_restore_nodes , no_wall_name .. " _onpole_horiz " )
2019-09-21 21:45:48 +02:00
end
API changes to allow for more mounting styles
NODE NAMES:
The base name of a node can be whatever you want. The basic wall sign
will keep the node name you give, while its hanging, on-pole, and yard
variants will, where applicable, use the same name, with "_onpole",
"_hanging", or "_yard" appended.
One exception:
If your node has "_wall" in its name, that bit will be stripped-out when
generating the above node variations. For example:
"default:sign_wall_wood"
...will become...
"default:sign_wood_onpole"
"default:sign_wood_hanging"
"default:sign_wood_yard"
MODELS:
The base sign model and entity files must now be named:
sign: mymod_foosign_wall.obj
mymod_foosign_facedir_wall.obj
entity: mymod_foosign_entity_wall.obj
their other variants, where applicable, must be:
mymod_foosign_onpole.obj
mymod_foosign_hanging.obj
mymod_foosign_yard.obj
mymod_foosign_entity_onpole.obj
mymod_foosign_entity_hanging.obj
mymod_foosign_entity_yard.obj
For `facedir` signs, the "_facedir" in the base sign model filename is
automatically stripped from the name when generating the entity model
filename, as entities don't have a concept of wallmounted/facedir/etc.
For example:
"mymod_foosign_facedir_wall.obj"
...will become...
"mymod_foosign_entity_wall.obj"
* allow passing custom onpole, hanging, and yard sign models, for
situations where the filename(s) thereof can't be derived from the base
sign model filename.
* allow passing a custom pole mount, hanging, and yard sign stick
textures as the third, fourth, and fifth tiles{} entries, respectively
(independent of the above model file option)
* fine-tuned the pole mount on the standard sign models to eliminate
overlapping faces (so it looks better with basic_signs' glass sign.
* Move basic_signs wooden yard sign back to signs_lib.
2019-09-26 06:48:53 +02:00
if raw_def.allow_hanging then
2019-09-15 07:23:40 +02:00
API changes to allow for more mounting styles
NODE NAMES:
The base name of a node can be whatever you want. The basic wall sign
will keep the node name you give, while its hanging, on-pole, and yard
variants will, where applicable, use the same name, with "_onpole",
"_hanging", or "_yard" appended.
One exception:
If your node has "_wall" in its name, that bit will be stripped-out when
generating the above node variations. For example:
"default:sign_wall_wood"
...will become...
"default:sign_wood_onpole"
"default:sign_wood_hanging"
"default:sign_wood_yard"
MODELS:
The base sign model and entity files must now be named:
sign: mymod_foosign_wall.obj
mymod_foosign_facedir_wall.obj
entity: mymod_foosign_entity_wall.obj
their other variants, where applicable, must be:
mymod_foosign_onpole.obj
mymod_foosign_hanging.obj
mymod_foosign_yard.obj
mymod_foosign_entity_onpole.obj
mymod_foosign_entity_hanging.obj
mymod_foosign_entity_yard.obj
For `facedir` signs, the "_facedir" in the base sign model filename is
automatically stripped from the name when generating the entity model
filename, as entities don't have a concept of wallmounted/facedir/etc.
For example:
"mymod_foosign_facedir_wall.obj"
...will become...
"mymod_foosign_entity_wall.obj"
* allow passing custom onpole, hanging, and yard sign models, for
situations where the filename(s) thereof can't be derived from the base
sign model filename.
* allow passing a custom pole mount, hanging, and yard sign stick
textures as the third, fourth, and fifth tiles{} entries, respectively
(independent of the above model file option)
* fine-tuned the pole mount on the standard sign models to eliminate
overlapping faces (so it looks better with basic_signs' glass sign.
* Move basic_signs wooden yard sign back to signs_lib.
2019-09-26 06:48:53 +02:00
local hanging_def = table.copy ( def )
hanging_def.paramtype2 = " facedir "
2019-09-15 07:23:40 +02:00
2019-09-18 22:33:56 +02:00
local hcbox = signs_lib.make_selection_boxes ( 35 , 32 , nil , 0 , 3 , - 18.5 , true )
2019-09-15 07:26:05 +02:00
API changes to allow for more mounting styles
NODE NAMES:
The base name of a node can be whatever you want. The basic wall sign
will keep the node name you give, while its hanging, on-pole, and yard
variants will, where applicable, use the same name, with "_onpole",
"_hanging", or "_yard" appended.
One exception:
If your node has "_wall" in its name, that bit will be stripped-out when
generating the above node variations. For example:
"default:sign_wall_wood"
...will become...
"default:sign_wood_onpole"
"default:sign_wood_hanging"
"default:sign_wood_yard"
MODELS:
The base sign model and entity files must now be named:
sign: mymod_foosign_wall.obj
mymod_foosign_facedir_wall.obj
entity: mymod_foosign_entity_wall.obj
their other variants, where applicable, must be:
mymod_foosign_onpole.obj
mymod_foosign_hanging.obj
mymod_foosign_yard.obj
mymod_foosign_entity_onpole.obj
mymod_foosign_entity_hanging.obj
mymod_foosign_entity_yard.obj
For `facedir` signs, the "_facedir" in the base sign model filename is
automatically stripped from the name when generating the entity model
filename, as entities don't have a concept of wallmounted/facedir/etc.
For example:
"mymod_foosign_facedir_wall.obj"
...will become...
"mymod_foosign_entity_wall.obj"
* allow passing custom onpole, hanging, and yard sign models, for
situations where the filename(s) thereof can't be derived from the base
sign model filename.
* allow passing a custom pole mount, hanging, and yard sign stick
textures as the third, fourth, and fifth tiles{} entries, respectively
(independent of the above model file option)
* fine-tuned the pole mount on the standard sign models to eliminate
overlapping faces (so it looks better with basic_signs' glass sign.
* Move basic_signs wooden yard sign back to signs_lib.
2019-09-26 06:48:53 +02:00
hanging_def.selection_box = raw_def.hanging_selection_box or hcbox
hanging_def.node_box = raw_def.hanging_node_box or raw_def.hanging_selection_box or hcbox
hanging_def.groups . not_in_creative_inventory = 1
hanging_def.tiles [ 3 ] = raw_def.tiles [ 5 ] or " signs_lib_hangers.png "
hanging_def.tiles [ 4 ] = " signs_lib_blank.png "
hanging_def.tiles [ 5 ] = " signs_lib_blank.png "
hanging_def.tiles [ 6 ] = " signs_lib_blank.png "
hanging_def.mesh = raw_def.hanging_mesh or string.gsub ( string.gsub ( hanging_def.mesh , " wall.obj$ " , " hanging.obj " ) , " _facedir " , " " )
if hanging_def.entity_info then
hanging_def.entity_info . mesh = string.gsub ( string.gsub ( hanging_def.entity_info . mesh , " entity_wall.obj$ " , " entity_hanging.obj " ) , " _facedir " , " " )
hanging_def.entity_info . yaw = signs_lib.standard_yaw
end
minetest.register_node ( " : " .. no_wall_name .. " _hanging " , hanging_def )
table.insert ( signs_lib.lbm_restore_nodes , no_wall_name .. " _hanging " )
end
if raw_def.allow_yard then
local ydef = table.copy ( def )
ydef.paramtype2 = " facedir "
local ycbox = signs_lib.make_selection_boxes ( 35 , 34.5 , false , 0 , - 1.25 , - 19.69 , true )
ydef.selection_box = raw_def.yard_selection_box or ycbox
ydef.tiles [ 3 ] = raw_def.tiles [ 6 ] or " default_wood.png "
ydef.tiles [ 4 ] = " signs_lib_blank.png "
ydef.tiles [ 5 ] = " signs_lib_blank.png "
ydef.tiles [ 6 ] = " signs_lib_blank.png "
ydef.node_box = raw_def.yard_node_box or raw_def.yard_selection_box or ycbox
2019-09-15 07:23:40 +02:00
API changes to allow for more mounting styles
NODE NAMES:
The base name of a node can be whatever you want. The basic wall sign
will keep the node name you give, while its hanging, on-pole, and yard
variants will, where applicable, use the same name, with "_onpole",
"_hanging", or "_yard" appended.
One exception:
If your node has "_wall" in its name, that bit will be stripped-out when
generating the above node variations. For example:
"default:sign_wall_wood"
...will become...
"default:sign_wood_onpole"
"default:sign_wood_hanging"
"default:sign_wood_yard"
MODELS:
The base sign model and entity files must now be named:
sign: mymod_foosign_wall.obj
mymod_foosign_facedir_wall.obj
entity: mymod_foosign_entity_wall.obj
their other variants, where applicable, must be:
mymod_foosign_onpole.obj
mymod_foosign_hanging.obj
mymod_foosign_yard.obj
mymod_foosign_entity_onpole.obj
mymod_foosign_entity_hanging.obj
mymod_foosign_entity_yard.obj
For `facedir` signs, the "_facedir" in the base sign model filename is
automatically stripped from the name when generating the entity model
filename, as entities don't have a concept of wallmounted/facedir/etc.
For example:
"mymod_foosign_facedir_wall.obj"
...will become...
"mymod_foosign_entity_wall.obj"
* allow passing custom onpole, hanging, and yard sign models, for
situations where the filename(s) thereof can't be derived from the base
sign model filename.
* allow passing a custom pole mount, hanging, and yard sign stick
textures as the third, fourth, and fifth tiles{} entries, respectively
(independent of the above model file option)
* fine-tuned the pole mount on the standard sign models to eliminate
overlapping faces (so it looks better with basic_signs' glass sign.
* Move basic_signs wooden yard sign back to signs_lib.
2019-09-26 06:48:53 +02:00
ydef.groups . not_in_creative_inventory = 1
ydef.mesh = raw_def.yard_mesh or string.gsub ( string.gsub ( ydef.mesh , " wall.obj$ " , " yard.obj " ) , " _facedir " , " " )
2019-09-15 07:23:40 +02:00
API changes to allow for more mounting styles
NODE NAMES:
The base name of a node can be whatever you want. The basic wall sign
will keep the node name you give, while its hanging, on-pole, and yard
variants will, where applicable, use the same name, with "_onpole",
"_hanging", or "_yard" appended.
One exception:
If your node has "_wall" in its name, that bit will be stripped-out when
generating the above node variations. For example:
"default:sign_wall_wood"
...will become...
"default:sign_wood_onpole"
"default:sign_wood_hanging"
"default:sign_wood_yard"
MODELS:
The base sign model and entity files must now be named:
sign: mymod_foosign_wall.obj
mymod_foosign_facedir_wall.obj
entity: mymod_foosign_entity_wall.obj
their other variants, where applicable, must be:
mymod_foosign_onpole.obj
mymod_foosign_hanging.obj
mymod_foosign_yard.obj
mymod_foosign_entity_onpole.obj
mymod_foosign_entity_hanging.obj
mymod_foosign_entity_yard.obj
For `facedir` signs, the "_facedir" in the base sign model filename is
automatically stripped from the name when generating the entity model
filename, as entities don't have a concept of wallmounted/facedir/etc.
For example:
"mymod_foosign_facedir_wall.obj"
...will become...
"mymod_foosign_entity_wall.obj"
* allow passing custom onpole, hanging, and yard sign models, for
situations where the filename(s) thereof can't be derived from the base
sign model filename.
* allow passing a custom pole mount, hanging, and yard sign stick
textures as the third, fourth, and fifth tiles{} entries, respectively
(independent of the above model file option)
* fine-tuned the pole mount on the standard sign models to eliminate
overlapping faces (so it looks better with basic_signs' glass sign.
* Move basic_signs wooden yard sign back to signs_lib.
2019-09-26 06:48:53 +02:00
if ydef.entity_info then
ydef.entity_info . mesh = string.gsub ( string.gsub ( ydef.entity_info . mesh , " entity_wall.obj$ " , " entity_yard.obj " ) , " _facedir " , " " )
ydef.entity_info . yaw = signs_lib.standard_yaw
2019-09-15 07:23:40 +02:00
end
API changes to allow for more mounting styles
NODE NAMES:
The base name of a node can be whatever you want. The basic wall sign
will keep the node name you give, while its hanging, on-pole, and yard
variants will, where applicable, use the same name, with "_onpole",
"_hanging", or "_yard" appended.
One exception:
If your node has "_wall" in its name, that bit will be stripped-out when
generating the above node variations. For example:
"default:sign_wall_wood"
...will become...
"default:sign_wood_onpole"
"default:sign_wood_hanging"
"default:sign_wood_yard"
MODELS:
The base sign model and entity files must now be named:
sign: mymod_foosign_wall.obj
mymod_foosign_facedir_wall.obj
entity: mymod_foosign_entity_wall.obj
their other variants, where applicable, must be:
mymod_foosign_onpole.obj
mymod_foosign_hanging.obj
mymod_foosign_yard.obj
mymod_foosign_entity_onpole.obj
mymod_foosign_entity_hanging.obj
mymod_foosign_entity_yard.obj
For `facedir` signs, the "_facedir" in the base sign model filename is
automatically stripped from the name when generating the entity model
filename, as entities don't have a concept of wallmounted/facedir/etc.
For example:
"mymod_foosign_facedir_wall.obj"
...will become...
"mymod_foosign_entity_wall.obj"
* allow passing custom onpole, hanging, and yard sign models, for
situations where the filename(s) thereof can't be derived from the base
sign model filename.
* allow passing a custom pole mount, hanging, and yard sign stick
textures as the third, fourth, and fifth tiles{} entries, respectively
(independent of the above model file option)
* fine-tuned the pole mount on the standard sign models to eliminate
overlapping faces (so it looks better with basic_signs' glass sign.
* Move basic_signs wooden yard sign back to signs_lib.
2019-09-26 06:48:53 +02:00
minetest.register_node ( " : " .. no_wall_name .. " _yard " , ydef )
table.insert ( signs_lib.lbm_restore_nodes , no_wall_name .. " _yard " )
2019-09-15 07:23:40 +02:00
end
2019-09-15 22:10:11 +02:00
API changes to allow for more mounting styles
NODE NAMES:
The base name of a node can be whatever you want. The basic wall sign
will keep the node name you give, while its hanging, on-pole, and yard
variants will, where applicable, use the same name, with "_onpole",
"_hanging", or "_yard" appended.
One exception:
If your node has "_wall" in its name, that bit will be stripped-out when
generating the above node variations. For example:
"default:sign_wall_wood"
...will become...
"default:sign_wood_onpole"
"default:sign_wood_hanging"
"default:sign_wood_yard"
MODELS:
The base sign model and entity files must now be named:
sign: mymod_foosign_wall.obj
mymod_foosign_facedir_wall.obj
entity: mymod_foosign_entity_wall.obj
their other variants, where applicable, must be:
mymod_foosign_onpole.obj
mymod_foosign_hanging.obj
mymod_foosign_yard.obj
mymod_foosign_entity_onpole.obj
mymod_foosign_entity_hanging.obj
mymod_foosign_entity_yard.obj
For `facedir` signs, the "_facedir" in the base sign model filename is
automatically stripped from the name when generating the entity model
filename, as entities don't have a concept of wallmounted/facedir/etc.
For example:
"mymod_foosign_facedir_wall.obj"
...will become...
"mymod_foosign_entity_wall.obj"
* allow passing custom onpole, hanging, and yard sign models, for
situations where the filename(s) thereof can't be derived from the base
sign model filename.
* allow passing a custom pole mount, hanging, and yard sign stick
textures as the third, fourth, and fifth tiles{} entries, respectively
(independent of the above model file option)
* fine-tuned the pole mount on the standard sign models to eliminate
overlapping faces (so it looks better with basic_signs' glass sign.
* Move basic_signs wooden yard sign back to signs_lib.
2019-09-26 06:48:53 +02:00
if raw_def.allow_widefont then
2019-09-22 03:38:31 +02:00
table.insert ( signs_lib.old_widefont_signs , name .. " _widefont " )
2019-09-22 10:28:01 +02:00
table.insert ( signs_lib.old_widefont_signs , name .. " _widefont_onpole " )
2019-09-22 12:01:32 +02:00
table.insert ( signs_lib.old_widefont_signs , name .. " _widefont_hanging " )
API changes to allow for more mounting styles
NODE NAMES:
The base name of a node can be whatever you want. The basic wall sign
will keep the node name you give, while its hanging, on-pole, and yard
variants will, where applicable, use the same name, with "_onpole",
"_hanging", or "_yard" appended.
One exception:
If your node has "_wall" in its name, that bit will be stripped-out when
generating the above node variations. For example:
"default:sign_wall_wood"
...will become...
"default:sign_wood_onpole"
"default:sign_wood_hanging"
"default:sign_wood_yard"
MODELS:
The base sign model and entity files must now be named:
sign: mymod_foosign_wall.obj
mymod_foosign_facedir_wall.obj
entity: mymod_foosign_entity_wall.obj
their other variants, where applicable, must be:
mymod_foosign_onpole.obj
mymod_foosign_hanging.obj
mymod_foosign_yard.obj
mymod_foosign_entity_onpole.obj
mymod_foosign_entity_hanging.obj
mymod_foosign_entity_yard.obj
For `facedir` signs, the "_facedir" in the base sign model filename is
automatically stripped from the name when generating the entity model
filename, as entities don't have a concept of wallmounted/facedir/etc.
For example:
"mymod_foosign_facedir_wall.obj"
...will become...
"mymod_foosign_entity_wall.obj"
* allow passing custom onpole, hanging, and yard sign models, for
situations where the filename(s) thereof can't be derived from the base
sign model filename.
* allow passing a custom pole mount, hanging, and yard sign stick
textures as the third, fourth, and fifth tiles{} entries, respectively
(independent of the above model file option)
* fine-tuned the pole mount on the standard sign models to eliminate
overlapping faces (so it looks better with basic_signs' glass sign.
* Move basic_signs wooden yard sign back to signs_lib.
2019-09-26 06:48:53 +02:00
table.insert ( signs_lib.old_widefont_signs , name .. " _widefont_yard " )
2019-09-15 22:10:11 +02:00
end
2019-09-15 02:46:20 +02:00
end
Re-built onto the new API formerly part of my street_signs mod
Any sign can now use a 15 or 31 px font, at any reasonable visual scale,
line width, number of lines, etc.
Split most signs off into a separate mod, basic_signs, which depends on
this one. Only the default minetest_game wood and steel signs remain in
signs_lib, completely redefined. The wall/yard/ceiling function for
wooden signs has been rewitten and moved to basic_signs, too.
signs_lib can now put almost any wall sign onto almost any kind of
posts/fence, as with most signs in my street_signs mod. Mods can add
their fences/posts to its "allowed" list, if needed (signs_lib tries to
detect most kinds of suitable fences, poles, posts, etc).
All signs affected by these changes are similar to what they've always
been, for continuity. The main difference is that they all use a 15px
font now, with a slightly larger scale, and the positions of some have
changed slightly.
Dropped the old "@KEYWORD" feature (but it could be re-added if it turns
out to be needed), and most of the old cruft like "|" for line breaks.
Created new wood and steel sign textures, derived from HDX.
See standard_signs.lua for examples of how the new API is used. The
"standard" text sizing/position/etc. variables are all at the top of
api.lua.
2019-09-11 18:03:04 +02:00
-- restore signs' text after /clearobjects and the like, the next time
-- a block is reloaded by the server.
minetest.register_lbm ( {
nodenames = signs_lib.lbm_restore_nodes ,
name = " signs_lib:restore_sign_text " ,
label = " Restore sign text " ,
run_at_every_load = true ,
action = function ( pos , node )
signs_lib.update_sign ( pos , nil , nil , node )
end
} )
-- Convert old signs on fenceposts into signs on.. um.. fence posts :P
minetest.register_lbm ( {
nodenames = signs_lib.old_fenceposts_with_signs ,
name = " signs_lib:fix_fencepost_signs " ,
label = " Change single-node signs on fences into normal " ,
run_at_every_load = true ,
action = function ( pos , node )
local fdir = node.param2 % 8
local signpos = {
x = pos.x + signs_lib.fdir_to_back [ fdir + 1 ] [ 1 ] ,
y = pos.y ,
z = pos.z + signs_lib.fdir_to_back [ fdir + 1 ] [ 2 ]
}
if minetest.get_node ( signpos ) . name == " air " then
local new_wmdir = minetest.dir_to_wallmounted ( minetest.facedir_to_dir ( fdir ) )
local oldfence = signs_lib.old_fenceposts [ node.name ]
local newsign = signs_lib.old_fenceposts_replacement_signs [ node.name ]
2019-09-18 19:51:53 +02:00
signs_lib.delete_objects ( pos )
Re-built onto the new API formerly part of my street_signs mod
Any sign can now use a 15 or 31 px font, at any reasonable visual scale,
line width, number of lines, etc.
Split most signs off into a separate mod, basic_signs, which depends on
this one. Only the default minetest_game wood and steel signs remain in
signs_lib, completely redefined. The wall/yard/ceiling function for
wooden signs has been rewitten and moved to basic_signs, too.
signs_lib can now put almost any wall sign onto almost any kind of
posts/fence, as with most signs in my street_signs mod. Mods can add
their fences/posts to its "allowed" list, if needed (signs_lib tries to
detect most kinds of suitable fences, poles, posts, etc).
All signs affected by these changes are similar to what they've always
been, for continuity. The main difference is that they all use a 15px
font now, with a slightly larger scale, and the positions of some have
changed slightly.
Dropped the old "@KEYWORD" feature (but it could be re-added if it turns
out to be needed), and most of the old cruft like "|" for line breaks.
Created new wood and steel sign textures, derived from HDX.
See standard_signs.lua for examples of how the new API is used. The
"standard" text sizing/position/etc. variables are all at the top of
api.lua.
2019-09-11 18:03:04 +02:00
local oldmeta = minetest.get_meta ( pos ) : to_table ( )
minetest.set_node ( pos , { name = oldfence } )
minetest.set_node ( signpos , { name = newsign , param2 = new_wmdir } )
local newmeta = minetest.get_meta ( signpos )
newmeta : from_table ( oldmeta )
signs_lib.update_sign ( signpos )
end
end
} )
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-- Convert widefont sign nodes to use one base node with meta flag to select wide mode
minetest.register_lbm ( {
nodenames = signs_lib.old_widefont_signs ,
name = " signs_lib:convert_widefont_signs " ,
label = " Convert widefont sign nodes " ,
run_at_every_load = false ,
action = function ( pos , node )
local basename = string.gsub ( node.name , " _widefont " , " " )
minetest.swap_node ( pos , { name = basename , param2 = node.param2 } )
local meta = minetest.get_meta ( pos )
meta : set_int ( " widefont " , 1 )
signs_lib.update_sign ( pos )
end
} )
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-- Maintain a list of currently-loaded blocks
minetest.register_lbm ( {
nodenames = { " group:sign " } ,
name = " signs_lib:update_block_list " ,
label = " Update list of loaded blocks, log only those with signs " ,
run_at_every_load = true ,
action = function ( pos , node )
-- yeah, yeah... I know I'm hashing a block pos, but it's still just a set of coords
local hash = minetest.hash_node_position ( vector.floor ( vector.divide ( pos , core.MAP_BLOCKSIZE ) ) )
if not signs_lib.block_list [ hash ] then
signs_lib.block_list [ hash ] = true
signs_lib.totalblocks = signs_lib.totalblocks + 1
end
end
} )
minetest.register_chatcommand ( " regen_signs " , {
params = " " ,
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privs = { server = true } ,
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description = " Skims through all currently-loaded sign-bearing mapblocks, clears away any entities within each sign's node space, and regenerates their text entities, if any. " ,
func = function ( player_name , params )
local allsigns = { }
local totalsigns = 0
for b in pairs ( signs_lib.block_list ) do
local blockpos = minetest.get_position_from_hash ( b )
local pos1 = vector.multiply ( blockpos , core.MAP_BLOCKSIZE )
local pos2 = vector.add ( pos1 , core.MAP_BLOCKSIZE - 1 )
if minetest.get_node_or_nil ( vector.add ( pos1 , core.MAP_BLOCKSIZE / 2 ) ) then
local signs_in_block = minetest.find_nodes_in_area ( pos1 , pos2 , { " group:sign " } )
allsigns [ # allsigns + 1 ] = signs_in_block
totalsigns = totalsigns + # signs_in_block
else
signs_lib.block_list [ b ] = nil -- if the block is no longer loaded, remove it from the table
signs_lib.totalblocks = signs_lib.totalblocks - 1
end
end
if signs_lib.totalblocks < 0 then signs_lib.totalblocks = 0 end
if totalsigns == 0 then
minetest.chat_send_player ( player_name , " There are no signs in the currently-loaded terrain. " )
signs_lib.block_list = { }
return
end
minetest.chat_send_player ( player_name , " Found a total of " .. totalsigns .. " sign nodes across " .. signs_lib.totalblocks .. " blocks. " )
minetest.chat_send_player ( player_name , " Regenerating sign entities... " )
for _ , b in pairs ( allsigns ) do
for _ , pos in ipairs ( b ) do
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signs_lib.delete_objects ( pos )
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local node = minetest.get_node ( pos )
local def = minetest.registered_items [ node.name ]
if def and def.entity_info then
signs_lib.update_sign ( pos )
end
end
end
minetest.chat_send_player ( player_name , " Finished. " )
end
} )