Added facedir node support to display_lib, created font_lib, updated mods accordingly

This commit is contained in:
Pierre-Yves Rollo 2015-11-28 20:44:04 +01:00
parent 9b4513bf9d
commit 1b39bf7ae3
134 changed files with 426 additions and 390 deletions

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This modpack provides mods with dynamic display. Mods are :
- **display_lib**: A library for adding display entities to nodes;
- **font_lib**: A library for displaying fonts on entities;
- **ontime_clocks**: A mod providing clocks which display the ingame time;
- **signs**: A mod providing signs and direction signs displaying text;
- **signs_road**: A mod providing road signs displaying text;
- **steles**: A mod providing stone steles with text;

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# Display Lib API
This document describes Display Lib API. Display Lib allows to add a dynamic display on a node. Node must be wallmounted and Display Lib limits its rotation to vertical positions.
This document describes Display Lib API. Display Lib allows to add a dynamic display on a node. Display Lib limits node rotations. For wallmounted, only vertical positionning is available, and for facedir, only first four position are availabel (those with default axis).
## Provided methods
### update\_entities
**display\_lib.update\_entities(pos)**
@ -38,7 +39,12 @@ This is a helper to register entities used for display.
* Register display entities with **register\_display\_entity**
* Register node with :
- **on\_place**, **on\_construct**, **on\_destruct** and **on\_rotate** callbacks using **display\_lib** callbacks.
- a **display\_entities** field in node definition containing a entity name indexed table. For each entity, two fields : **depth** indicates the entity position (-0.5 to 0.5) and **on_display_update** is a callback in charge of setting up entity texture.
- a **display\_entities** field in node definition containing a entity name indexed table. See below for description of each display\_entities fields.
### Display_entities fields
**depth**, **right** and **height** : Entity position regarding to node facedir/wallmounted main axis. Values for these fields can be any number between -0.5 and 0.5 (default value is 0). Position 0,0,0 is the center of the node. **depth** goes from front (-0.5) to rear (0.5), **height** goes from bottom (-0.5) to top (0.5) and **height** goes from left (-0.5) to right (0.5).
**on_display_update** is a callback in charge of setting up entity texture. If not set, entity will have no texture and will be displayed as unknown item.
### Example
@ -60,9 +66,9 @@ This is a helper to register entities used for display.
paramtype2 = "wallmounted",
...
display_entities = {
["mymod:entity1"] = { depth = -0.3,
["mymod:entity1"] = { depth = 0.3,
on_display_update = my_display_update1},
["mymod:entity1"] = { depth = -0.2,
["mymod:entity1"] = { depth = 0.2, height = 0.1,
on_display_update = my_display_update2},
},
...

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# Dislpay Lib
This library's purpose is to ease creation of wallmounted nodes with a display on front side. For example, signs and clocks. Display can be dynamic and/or different for each node instance.
This library's purpose is to ease creation of nodes with one or more displays on sides. For example, signs and clocks. Display can be dynamic and/or different for each node instance.
**Limitations**: This lib uses entities to draw display. This means display has to be vertical. So display nodes are only wallmounted vertically.
**Limitations**: This lib uses entities to draw display. This means display has to be vertical. So display nodes rotation are limitated to "upside up" positions.
**Dependancies**:default

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@ -6,14 +6,59 @@ display_lib = {}
-- Miscelaneous values depending on wallmounted param2
local wallmounted_values = {
[0]={dx=0, dz=0, lx=0, lz=0, yaw=0, rotate=0}, -- Should never be used
{dx=1, dz=0, lx=0, lz=0, yaw=0, rotate=1}, -- Should never be used
{dx=1, dz=0, lx=0, lz=-1, yaw=-math.pi/2, rotate=4},
{dx=-1, dz=0, lx=0, lz=1, yaw=math.pi/2, rotate=5},
{dx=0, dz=1, lx=1, lz=0, yaw=0, rotate=3},
{dx=0, dz=-1, lx=-1, lz=0, yaw=math.pi, rotate=2}
[0]={dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0}, -- Should never be used
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=1}, -- Should never be used
{dx=-1, dz=0, rx=0, rz=-1, yaw=-math.pi/2, rotate=5},
{dx=1, dz=0, rx=0, rz=1, yaw=math.pi/2, rotate=4},
{dx=0, dz=-1, rx=1, rz=0, yaw=0, rotate=2},
{dx=0, dz=1, rx=-1, rz=0, yaw=math.pi, rotate=3}
}
-- Miscelaneous values depending on facedir param2
local facedir_values = {
[0]={dx=0, dz=-1, rx=1, rz=0, yaw=0, rotate=1},
{dx=-1, dz=0, rx=0, rz=-1, yaw=-math.pi/2, rotate=2},
{dx=0, dz=1, rx=-1, rz=0, yaw=math.pi, rotate=3},
{dx=1, dz=0, rx=0, rz=1, yaw=math.pi/2, rotate=0},
-- Forbiden values :
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0},
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0},
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0},
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0},
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0},
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0},
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0},
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0},
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0},
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0},
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0},
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0},
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0},
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0},
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0},
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0},
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0},
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0},
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0},
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0},
}
-- dx/dy = depth vector, rx/ly = right vector, yaw = yaw of entity,
-- rotate = next facedir/wallmount on rotate
local function get_values(node)
local ndef = minetest.registered_nodes[node.name]
if ndef then
if ndef.paramtype2 == "wallmounted" then
return wallmounted_values[node.param2]
end
if ndef.paramtype2 == "facedir" then
return facedir_values[node.param2]
end
end
end
--- Gets the display entities attached with a node. Removes extra ones
local function get_entities(pos)
local objrefs = {}
@ -45,23 +90,24 @@ end
local function place_entities(pos)
local node = minetest.get_node(pos)
local ndef = minetest.registered_nodes[node.name]
local values = wallmounted_values[node.param2]
local values = get_values(node)
local objrefs = get_entities(pos)
if ndef and ndef.display_entities then
if values and ndef and ndef.display_entities then
for entity_name, props in pairs(ndef.display_entities) do
local depth = clip_pos_prop(props.depth)
local top = clip_pos_prop(props.top)
local left = clip_pos_prop(props.left)
local height = clip_pos_prop(props.height)
local right = clip_pos_prop(props.right)
if not objrefs[entity_name] then
objrefs[entity_name] = minetest.add_entity(pos, entity_name)
end
objrefs[entity_name]:setpos({
x = pos.x - values.dx * depth + values.lx * left,
y = pos.y + top,
z = pos.z - values.dz * depth + values.lz * left})
x = pos.x - values.dx * depth + values.rx * right,
y = pos.y + height,
z = pos.z - values.dz * depth + values.rz * right})
objrefs[entity_name]:setyaw(values.yaw)
end
@ -97,19 +143,26 @@ end
--- On_place callback for display_lib items. Does nothing more than preventing item
--- from being placed on ceiling or ground
function display_lib.on_place(itemstack, placer, pointed_thing)
local ndef = minetest.registered_nodes[itemstack.name]
local above = pointed_thing.above
local under = pointed_thing.under
local dir = {x = under.x - above.x,
y = under.y - above.y,
z = under.z - above.z}
local wdir = minetest.dir_to_wallmounted(dir)
if wdir == 0 or wdir == 1 then
dir = placer:get_look_dir()
dir.y = 0
wdir = minetest.dir_to_wallmounted(dir)
if ndef and ndef.paramtype2 == "wallmounted" then
local wdir = minetest.dir_to_wallmounted(dir)
if wdir == 0 or wdir == 1 then
dir = placer:get_look_dir()
dir.y = 0
wdir = minetest.dir_to_wallmounted(dir)
end
return minetest.item_place(itemstack, placer, pointed_thing, wdir)
else
return minetest.item_place(itemstack, placer, pointed_thing)
end
return minetest.item_place(itemstack, placer, pointed_thing, wdir)
end
--- On_construct callback for display_lib items. Creates entities and update them.
@ -126,13 +179,14 @@ function display_lib.on_destruct(pos)
end
end
-- On_rotate (screwdriver) callback for display_lib items. Prevents axis rotation and reorients entities.
function display_lib.on_rotate(pos, node, user, mode, new_param2)
if mode ~= screwdriver.ROTATE_FACE then return false end
if wallmounted_values[node.param2] then
minetest.swap_node(pos, {name = node.name, param1 = node.param1, param2 = wallmounted_values[node.param2].rotate})
local values = get_values(node)
if values then
minetest.swap_node(pos, {name = node.name, param1 = node.param1, param2 = values.rotate})
place_entities(pos)
return true
else

47
font_lib/API.md Normal file
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@ -0,0 +1,47 @@
# Font Lib API
This document describes Font Lib API. Font Lib creates textures for font display on entities.
## Provided methods
### get\_line\_width
**font\_lib.get\_line\_width(text)**
Computes line width for a given font height and text
**text**: Text to be rendered
**Returns**: rendered text width
### make\_line\_texture
**font\_lib.make\_line\_texture(text, texturew, x, y)**
Builds texture part for a text line
**text**: Text to be rendered
**texturew**: Width of the texture (extra text is not rendered)
**x**: Starting x position in texture
**y**: Vertical position of the line in texture
**Returns**: Texture string
### make\_multiline\_texture
**font\_lib.make\_multiline\_texture(text, texturew, textureh, maxlines, valign, color)**
Builds texture for a multiline colored text
**text**: Text to be rendered
**texturew**: Width of the texture (extra text will be truncated)
**textureh**: Height of the texture
**maxlines**: Maximum number of lines
**valign**: Vertical text align ("top" or "center")
**color**: Color of the text
**Returns**: Texture string

13
font_lib/LICENSE.txt Normal file
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@ -0,0 +1,13 @@
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
Version 2, December 2004
Copyright (C) 2004 Sam Hocevar <sam@hocevar.net>
Everyone is permitted to copy and distribute verbatim or modified
copies of this license document, and changing it is allowed as long
as the name is changed.
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. You just DO WHAT THE FUCK YOU WANT TO.

14
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@ -0,0 +1,14 @@
# Font Lib
This library for font display on entities (to be used with display_lib for sign creation).
**Dependancies**: default
**License**: WTFPL
(Font taken from VanessaE's homedecor/signs_lib)
**API**: See API.md document please.

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font_lib/depends.txt Normal file
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@ -0,0 +1 @@
default

139
font_lib/init.lua Normal file
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@ -0,0 +1,139 @@
-- Font lib mod by P.Y. Rollo
--
-- License: WTFPL
font_lib = {}
font_lib.path = minetest.get_modpath("font_lib")
font_lib.font_height = 10
font_lib.font = {}
-- Get png width, suposing png width is less than 256 (it is the case for all font textures)
local function get_png_width(filename)
local file=assert(io.open(filename,"rb"))
-- All font png are smaller than 256x256 --> read only last byte
file:seek("set",19)
local w = file:read(1)
file:close()
return w:byte()
end
-- Computes line width for a given font height and text
-- @param text Text to be rendered
-- @return Rendered text width
function font_lib.get_line_width(text)
local char
local width = 0
for p=1,#text
do
char = text:sub(p,p):byte()
if font_lib.font[char] then
width = width + font_lib.font[char].width
end
end
return width
end
--- Builds texture part for a text line
-- @param text Text to be rendered
-- @param texturew Width of the texture (extra text is not rendered)
-- @param x Starting x position in texture
-- @param y Vertical position of the line in texture
-- @return Texture string
function font_lib.make_line_texture(text, texturew, x, y)
local char
local texture = ""
for p=1,#text
do
char = text:sub(p,p):byte()
if font_lib.font[char] then
-- Add image only if it is visible (at least partly)
if x + font_lib.font[char].width >= 0 and x <= texturew then
texture = texture..string.format(":%d,%d=%s", x, y, font_lib.font[char].filename)
end
x = x + font_lib.font[char].width
end
end
return texture
end
local function split_lines(text, maxlines)
local splits = text:split("\n")
if maxlines then
local lines = {}
for num = 1,maxlines do
lines[num] = splits[num]
end
return lines
else
return splits
end
end
--- Builds texture for a multiline colored text
-- @param text Text to be rendered
-- @param texturew Width of the texture (extra text will be truncated)
-- @param textureh Height of the texture
-- @param maxlines Maximum number of lines
-- @param valign Vertical text align ("top" or "center")
-- @param color Color of the text
-- @return Texture string
function font_lib.make_multiline_texture(text, texturew, textureh, maxlines, valign, color)
local texture = ""
local lines = split_lines(text, maxlines)
local y
if valign == "top" then
y = font_lib.font_height / 2
else
y = (textureh - font_lib.font_height * #lines) / 2 + 1
end
for _, line in pairs(lines) do
texture = texture..font_lib.make_line_texture(line, texturew,
(texturew - font_lib.get_line_width(line)) / 2, y)
y = y + font_lib.font_height
end
texture = string.format("[combine:%dx%d", texturew, textureh)..texture
if color then texture = texture.."^[colorize:"..color end
return texture
end
--- Standard on_display_update entity callback.
-- Node should have a corresponding display_entity with size, resolution and maxlines fields and
-- optionally valign and color fields
-- @param pos Node position
-- @param objref Object reference of entity
function font_lib.on_display_update(pos, objref)
local meta = minetest.get_meta(pos)
local text = meta:get_string("display_text")
local ndef = minetest.registered_nodes[minetest.get_node(pos).name]
local entity = objref:get_luaentity()
if entity and ndef.display_entities[entity.name] then
local def = ndef.display_entities[entity.name]
objref:set_properties({
textures={font_lib.make_multiline_texture(
text, def.size.x*def.resolution.x, def.size.y*def.resolution.y,
def.maxlines, def.valign, def.color)},
visual_size = def.size
})
end
end
-- Populate fonts table
local w, filename
for charnum=32,126 do
filename = string.format("font_lib_%02x.png", charnum)
w = get_png_width(font_lib.path.."/textures/"..filename)
font_lib.font[charnum] = {filename=filename, width=w}
end

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