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 = { }
signs_lib.allowed_poles = { }
-- 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
signs_lib.standard_yoffs = 2
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
signs_lib.standard_steel_groups = table.copy ( minetest.registered_items [ " default:sign_wall_steel " ] . groups )
signs_lib.standard_steel_groups . sign = 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
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 )
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 } ,
}
2019-09-11 23:03:48 +02:00
signs_lib.rotate_facedir = {
[ 0 ] = 1 ,
[ 1 ] = 6 ,
[ 2 ] = 3 ,
[ 3 ] = 0 ,
[ 4 ] = 2 ,
[ 5 ] = 6 ,
[ 6 ] = 4
}
signs_lib.rotate_walldir = {
[ 0 ] = 1 ,
[ 1 ] = 5 ,
[ 2 ] = 0 ,
[ 3 ] = 4 ,
[ 4 ] = 2 ,
[ 5 ] = 3
}
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 = { }
signs_lib.wallmounted_rotate = function ( pos , node , user , mode )
2019-09-11 21:54:50 +02:00
if not signs_lib.can_modify ( pos , user ) then return false end
if mode ~= screwdriver.ROTATE_FACE or string.match ( node.name , " _onpole " ) then
return false
end
2019-09-11 23:03:48 +02:00
local newparam2 = signs_lib.rotate_walldir [ node.param2 ] or 0
minetest.swap_node ( pos , { name = node.name , param2 = newparam2 } )
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
for _ , v in ipairs ( minetest.get_objects_inside_radius ( pos , 0.5 ) ) do
local e = v : get_luaentity ( )
if e and e.name == " signs_lib:text " then
v : remove ( )
end
end
signs_lib.update_sign ( pos )
return true
end
signs_lib.facedir_rotate = function ( pos , node , user , mode )
2019-09-11 21:54:50 +02:00
if not signs_lib.can_modify ( pos , user ) then return false end
if mode ~= screwdriver.ROTATE_FACE or string.match ( node.name , " _onpole " ) then
return false
end
2019-09-11 23:03:48 +02:00
local newparam2 = signs_lib.rotate_facedir [ node.param2 ] or 0
2019-09-11 21:54:50 +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
minetest.swap_node ( pos , { name = node.name , param2 = newparam2 } )
for _ , v in ipairs ( minetest.get_objects_inside_radius ( pos , 0.5 ) ) do
local e = v : get_luaentity ( )
if e and e.name == " signs_lib:text " then
v : remove ( )
end
end
signs_lib.update_sign ( pos )
return true
end
local DEFAULT_TEXT_SCALE = { x = 10 , y = 10 }
-- 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 function split_lines_and_words ( text )
if not text then return end
local lines = { }
for _ , line in ipairs ( text : split ( " \n " ) ) do
table.insert ( lines , line : split ( " " ) )
end
return lines
end
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
local function make_sign_texture ( lines , pos )
local node = minetest.get_node ( pos )
local def = minetest.registered_items [ node.name ]
local font_size
local line_width
local line_height
local char_width
local colorbgw
if def.font_size and def.font_size == 31 then
font_size = 31
line_width = math.floor ( signs_lib.avgwidth31 * def.chars_per_line ) * def.horiz_scaling
line_height = signs_lib.lineheight31
char_width = signs_lib.charwidth31
colorbgw = signs_lib.colorbgw31
else
font_size = 15
line_width = math.floor ( signs_lib.avgwidth15 * def.chars_per_line ) * def.horiz_scaling
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
local function set_obj_text ( obj , text , x , pos )
local split = split_lines_and_words
local text_ansi = Utf8ToAnsi ( text )
local n = minetest.registered_nodes [ minetest.get_node ( pos ) . name ]
local text_scale = ( n and n.text_scale ) or DEFAULT_TEXT_SCALE
local texture = make_sign_texture ( split ( text_ansi ) , pos )
obj : set_properties ( {
textures = { texture } ,
visual_size = text_scale ,
} )
end
signs_lib.construct_sign = function ( pos )
local meta = minetest.get_meta ( pos )
meta : set_string (
" formspec " ,
" size[6,4] " ..
" textarea[0,-0.3;6.5,3;text;;${text}] " ..
" button_exit[2,3.4;2,1;ok; " .. S ( " Write " ) .. " ] " ..
" background[-0.5,-0.5;7,5;signs_lib_sign_bg.jpg] " )
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 )
local objects = minetest.get_objects_inside_radius ( pos , 0.5 )
for _ , v in ipairs ( objects ) do
local e = v : get_luaentity ( )
if e and e.name == " signs_lib:text " then
v : remove ( )
end
end
end
local function make_infotext ( text )
text = trim_input ( text )
local lines = split_lines_and_words ( text ) or { }
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 " )
ownstr = " "
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 ) .. " " )
local objects = minetest.get_objects_inside_radius ( pos , 0.5 )
local found
for _ , v in ipairs ( objects ) do
local e = v : get_luaentity ( )
if e and e.name == " signs_lib:text " then
if found then
v : remove ( )
else
set_obj_text ( v , text , nil , pos )
found = true
end
end
end
if found then
return
end
-- if there is no entity
local signnode = minetest.get_node ( pos )
local signname = signnode.name
local def = minetest.registered_items [ signname ]
if not def.entity_info or not def.entity_info . yaw [ signnode.param2 + 1 ] then return end
local obj = minetest.add_entity ( pos , " signs_lib:text " )
obj : setyaw ( def.entity_info . yaw [ signnode.param2 + 1 ] )
obj : set_properties ( {
mesh = def.entity_info . mesh ,
} )
end
function signs_lib . receive_fields ( pos , formname , fields , sender )
if fields and fields.text and fields.ok and signs_lib.can_modify ( pos , sender ) then
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 )
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
local signs_text_on_activate = function ( self )
local pos = self.object : getpos ( )
local meta = minetest.get_meta ( pos )
local signnode = minetest.get_node ( pos )
local signname = signnode.name
local def = minetest.registered_items [ signname ]
local text = meta : get_string ( " text " )
if text and def and def.entity_info then
text = trim_input ( text )
set_obj_text ( self.object , text , nil , pos )
self.object : set_properties ( {
mesh = def.entity_info . mesh ,
} )
end
end
minetest.register_entity ( " signs_lib:text " , {
collisionbox = { 0 , 0 , 0 , 0 , 0 , 0 } ,
visual = " mesh " ,
2019-09-12 06:29:40 +02:00
mesh = " signs_lib_standard_wall_sign_entity.obj " ,
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
textures = { } ,
on_activate = signs_text_on_activate ,
} )
-- make selection boxes
-- sizex/sizey specified in inches because that's what MUTCD uses.
function signs_lib . make_selection_boxes ( sizex , sizey , onpole , xoffs , yoffs , zoffs , fdir )
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
if onpole == " _onpole " then
if not fdir then
return {
type = " wallmounted " ,
wall_side = { - 0.5 - 0.3125 + zo , - ty + yo , - tx + xo , - 0.4375 - 0.3125 + zo , ty + yo , tx + xo } ,
wall_top = { - 0.5 , - 0.5 , - 0.5 , 0.5 , 0.5 , 0.5 } ,
wall_bottom = { - 0.5 , - 0.5 , - 0.5 , 0.5 , 0.5 , 0.5 } ,
}
else
return {
type = " fixed " ,
fixed = { - tx + xo , - ty + yo , 0.5 + 0.3125 + zo , tx + xo , ty + yo , 0.4375 + 0.3125 + zo }
}
end
else
if not fdir then
return {
type = " wallmounted " ,
2019-09-11 22:21:44 +02:00
wall_side = { - 0.5 + zo , - ty + yo , - tx + xo , - 0.4375 + zo , ty + yo , tx + xo } ,
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
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 }
}
else
return {
type = " fixed " ,
fixed = { - tx + xo , - ty + yo , 0.5 + zo , tx + xo , ty + yo , 0.4375 + zo }
}
end
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 ]
2019-09-11 21:17:19 +02:00
print ( dump ( pos ) )
print ( dump ( ppos ) )
if ( signs_lib.allowed_poles [ pnode.name ]
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
or ( pdef and pdef.drawtype == " fencelike " )
or string.find ( pnode.name , " default:fence_ " )
or string.find ( pnode.name , " _post " )
or string.find ( pnode.name , " fencepost " )
or ( pnode.name == " streets:bigpole " and pnode.param2 < 4 )
2019-09-11 21:17:19 +02:00
or ( pnode.name == " streets:bigpole " and pnode.param2 > 19 and pnode.param2 < 24 )
)
and
( pos.x ~= ppos.x or pos.z ~= ppos.z ) then
print ( " signs_lib.check_for_pole returned true " )
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
function signs_lib . after_place_node ( pos , placer , itemstack , pointed_thing , locked )
local ppos = minetest.get_pointed_thing_position ( pointed_thing )
local pnode = minetest.get_node ( ppos )
local pdef = minetest.registered_items [ pnode.name ]
local playername = placer : get_player_name ( )
if signs_lib.check_for_pole ( pos , pointed_thing ) then
local node = minetest.get_node ( pos )
minetest.swap_node ( pos , { name = itemstack : get_name ( ) .. " _onpole " , param2 = node.param2 } )
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
-- 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 ]
for _ , v in ipairs ( minetest.get_objects_inside_radius ( pos , 0.5 ) ) do
local e = v : get_luaentity ( )
if e and e.name == " signs_lib:text " then
v : remove ( )
end
end
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
} )
2019-09-13 22:51:51 +02:00
signs_lib.block_list = { }
signs_lib.totalblocks = 0
-- 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 = " " ,
2019-09-13 23:12:40 +02:00
privs = { server = true } ,
2019-09-13 22:51:51 +02:00
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
local objects = minetest.get_objects_inside_radius ( pos , 0.5 )
if # objects > 0 then
for _ , v in ipairs ( objects ) do
v : remove ( )
end
end
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
} )