Allow setting default text color in sign node def

Caveat: signs used to reset the text color to black at the start of each
line. Now, they reset to the node's default text color, after which
users' "#x" color codes are applied.  This means some signs will change
to a new color where the user didn't explicitly set it.  This will only
be visible on green, red w/white border, white w/red border, blue, and
brown metal signs, as these have either white or red as the new default
color.  All other signs will render in black, as usual.
This commit is contained in:
Vanessa Ezekowitz 2016-09-09 05:37:36 -04:00
parent b85eabb58d
commit a6be7f222d
1 changed files with 15 additions and 10 deletions

View File

@ -304,14 +304,16 @@ local function fill_line(x, y, w, c)
return table.concat(tex)
end
local function make_line_texture(line, lineno)
local function make_line_texture(line, lineno, pos)
local width = 0
local maxw = 0
local words = { }
local n = minetest.registered_nodes[minetest.get_node(pos).name]
local defaultcolor = n.defaultcolor or 0
local cur_color = 0
local cur_color = tonumber(defaultcolor, 16)
-- We check which chars are available here.
for word_i, word in ipairs(line) do
@ -392,12 +394,12 @@ local function make_line_texture(line, lineno)
return table.concat(texture), lineno
end
local function make_sign_texture(lines)
local function make_sign_texture(lines, pos)
local texture = { ("[combine:%dx%d"):format(SIGN_WIDTH, LINE_HEIGHT * NUMBER_OF_LINES) }
local lineno = 0
for i = 1, #lines do
if lineno >= NUMBER_OF_LINES then break end
local linetex, ln = make_line_texture(lines[i], lineno)
local linetex, ln = make_line_texture(lines[i], lineno, pos)
table.insert(texture, linetex)
lineno = ln + 1
end
@ -405,10 +407,10 @@ local function make_sign_texture(lines)
return table.concat(texture, "")
end
local function set_obj_text(obj, text, new)
local function set_obj_text(obj, text, new, pos)
local split = new and split_lines_and_words or split_lines_and_words_old
obj:set_properties({
textures={make_sign_texture(split(text))},
textures={make_sign_texture(split(text), pos)},
visual_size = TEXT_SCALE,
})
end
@ -498,7 +500,7 @@ signs_lib.update_sign = function(pos, fields, owner)
if found then
v:remove()
else
set_obj_text(v, text, new)
set_obj_text(v, text, new, pos)
found = true
end
end
@ -841,8 +843,9 @@ end
-- metal, colored signs
local sign_colors = { "green", "yellow", "red", "white_red", "white_black", "orange", "blue", "brown" }
local sign_default_text_colors = { "f", "0", "f", "4", "0", "0", "f", "f" }
for _, color in ipairs(sign_colors) do
for i, color in ipairs(sign_colors) do
minetest.register_node(":signs:sign_wall_"..color, {
description = S("Sign ("..color..", metal)"),
inventory_image = "signs_"..color.."_inv.png",
@ -861,6 +864,7 @@ for _, color in ipairs(sign_colors) do
"signs_metal_back.png",
"signs_"..color.."_front.png"
},
defaultcolor = sign_default_text_colors[i],
groups = sign_groups,
on_place = function(itemstack, placer, pointed_thing)
return signs_lib.determine_sign_type(itemstack, placer, pointed_thing)
@ -883,12 +887,13 @@ end
local signs_text_on_activate
signs_text_on_activate = function(self)
local meta = minetest.get_meta(self.object:getpos())
local pos = self.object:getpos()
local meta = minetest.get_meta(pos)
local text = meta:get_string("text")
local new = (meta:get_int("__signslib_new_format") ~= 0)
if text then
text = trim_input(text)
set_obj_text(self.object, text, new)
set_obj_text(self.object, text, new, pos)
end
end