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mirror of https://github.com/sys4-fr/server-nalc.git synced 2024-11-11 12:50:41 +01:00
server-nalc/mods/WorldEdit/worldedit_gui/init.lua
2017-05-14 22:41:16 +02:00

299 lines
10 KiB
Lua
Executable File

worldedit = worldedit or {}
--[[
Example:
worldedit.register_gui_function("worldedit_gui_hollow_cylinder", {
name = "Make Hollow Cylinder",
privs = {worldedit=true},
get_formspec = function(name) return "some formspec here" end,
on_select = function(name) print(name .. " clicked the button!") end,
})
Use `nil` for the `options` parameter to unregister the function associated with the given identifier.
Use `nil` for the `get_formspec` field to denote that the function does not have its own screen.
The `privs` field may not be `nil`.
If the identifier is already registered to another function, it will be replaced by the new one.
The `on_select` function must not call `worldedit.show_page`
]]
worldedit.pages = {} --mapping of identifiers to options
local identifiers = {} --ordered list of identifiers
worldedit.register_gui_function = function(identifier, options)
if options.privs == nil or next(options.privs) == nil then
error("privs unset")
end
worldedit.pages[identifier] = options
table.insert(identifiers, identifier)
end
--[[
Example:
worldedit.register_gui_handler("worldedit_gui_hollow_cylinder", function(name, fields)
print(minetest.serialize(fields))
end)
]]
worldedit.register_gui_handler = function(identifier, handler)
local enabled = true
minetest.register_on_player_receive_fields(function(player, formname, fields)
if not enabled then return false end
enabled = false
minetest.after(0.2, function() enabled = true end)
local name = player:get_player_name()
--ensure the player has permission to perform the action
local entry = worldedit.pages[identifier]
if entry and minetest.check_player_privs(name, entry.privs) then
return handler(name, fields)
end
return false
end)
end
worldedit.get_formspec_header = function(identifier)
local entry = worldedit.pages[identifier] or {}
return "button[0,0;2,0.5;worldedit_gui;Back]" ..
string.format("label[2,0;WorldEdit GUI > %s]", entry.name or "")
end
local get_formspec = function(name, identifier)
if worldedit.pages[identifier] then
return worldedit.pages[identifier].get_formspec(name)
end
return worldedit.pages["worldedit_gui"].get_formspec(name) --default to showing main page if an unknown page is given
end
--implement worldedit.show_page(name, page) in different ways depending on the available APIs
if rawget(_G, "unified_inventory") then --unified inventory installed
local old_func = worldedit.register_gui_function
worldedit.register_gui_function = function(identifier, options)
old_func(identifier, options)
unified_inventory.register_page(identifier, {get_formspec=function(player) return {formspec=options.get_formspec(player:get_player_name())} end})
end
unified_inventory.register_button("worldedit_gui", {
type = "image",
image = "inventory_plus_worldedit_gui.png",
tooltip = "Worldedit GUI",
show_with = "worldedit", --Modiff MFF (Crabman 30/06/2015)
})
minetest.register_on_player_receive_fields(function(player, formname, fields)
local name = player:get_player_name()
if fields.worldedit_gui then --main page
worldedit.show_page(name, "worldedit_gui")
return true
elseif fields.worldedit_gui_exit then --return to original page
local player = minetest.get_player_by_name(name)
if player then
unified_inventory.set_inventory_formspec(player, "craft")
end
return true
end
return false
end)
worldedit.show_page = function(name, page)
local player = minetest.get_player_by_name(name)
if player then
player:set_inventory_formspec(get_formspec(name, page))
end
end
elseif rawget(_G, "inventory_plus") then --inventory++ installed
minetest.register_on_joinplayer(function(player)
local can_worldedit = minetest.check_player_privs(player:get_player_name(), {worldedit=true})
if can_worldedit then
inventory_plus.register_button(player, "worldedit_gui", "WorldEdit")
end
end)
--show the form when the button is pressed and hide it when done
local gui_player_formspecs = {}
minetest.register_on_player_receive_fields(function(player, formname, fields)
local name = player:get_player_name()
if fields.worldedit_gui then --main page
gui_player_formspecs[name] = player:get_inventory_formspec()
worldedit.show_page(name, "worldedit_gui")
return true
elseif fields.worldedit_gui_exit then --return to original page
if gui_player_formspecs[name] then
inventory_plus.set_inventory_formspec(player, inventory_plus.get_formspec(player, "main"))
end
return true
end
return false
end)
worldedit.show_page = function(name, page)
local player = minetest.get_player_by_name(name)
if player then
inventory_plus.set_inventory_formspec(player, get_formspec(name, page))
end
end
elseif rawget(_G, "sfinv") then --sfinv installed (part of minetest_game since 0.4.15)
assert(sfinv.enabled)
local orig_get = sfinv.pages["sfinv:crafting"].get
sfinv.override_page("sfinv:crafting", {
get = function(self, player, context)
local can_worldedit = minetest.check_player_privs(player, {worldedit=true})
local fs = orig_get(self, player, context)
return fs .. (can_worldedit and "image_button[0,0;1,1;inventory_plus_worldedit_gui.png;worldedit_gui;]" or "")
end
})
--show the form when the button is pressed and hide it when done
minetest.register_on_player_receive_fields(function(player, formname, fields)
if fields.worldedit_gui then --main page
worldedit.show_page(player:get_player_name(), "worldedit_gui")
return true
elseif fields.worldedit_gui_exit then --return to original page
sfinv.set_page(player, "sfinv:crafting")
return true
end
return false
end)
worldedit.show_page = function(name, page)
local player = minetest.get_player_by_name(name)
if player then
player:set_inventory_formspec(get_formspec(name, page))
end
end
else --fallback button
-- FIXME: this is a huge clusterfuck and the back button is broken
local player_formspecs = {}
local update_main_formspec = function(name)
local formspec = player_formspecs[name]
if not formspec then
return
end
local player = minetest.get_player_by_name(name)
if not player then --this is in case the player signs off while the media is loading
return
end
if (minetest.check_player_privs(name, {creative=true}) or
minetest.setting_getbool("creative_mode")) and
creative then --creative is active, add button to modified formspec
local creative_formspec = player:get_inventory_formspec()
local tab_id = tonumber(creative_formspec:match("tabheader%[.-;(%d+)%;"))
if tab_id == 1 then
formspec = creative_formspec ..
"image_button[0,1;1,1;inventory_plus_worldedit_gui.png;worldedit_gui;]"
elseif not tab_id then
formspec = creative_formspec ..
"image_button[6,0;1,1;inventory_plus_worldedit_gui.png;worldedit_gui;]"
else
return
end
else
formspec = formspec .. "image_button[0,0;1,1;inventory_plus_worldedit_gui.png;worldedit_gui;]"
end
player:set_inventory_formspec(formspec)
end
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
minetest.after(1, function()
if minetest.get_player_by_name(name) then --ensure the player is still signed in
player_formspecs[name] = player:get_inventory_formspec()
minetest.after(0.01, function()
update_main_formspec(name)
end)
end
end)
end)
minetest.register_on_leaveplayer(function(player)
player_formspecs[player:get_player_name()] = nil
end)
local gui_player_formspecs = {}
minetest.register_on_player_receive_fields(function(player, formname, fields)
local name = player:get_player_name()
if fields.worldedit_gui then --main page
gui_player_formspecs[name] = player:get_inventory_formspec()
worldedit.show_page(name, "worldedit_gui")
return true
elseif fields.worldedit_gui_exit then --return to original page
if gui_player_formspecs[name] then
player:set_inventory_formspec(gui_player_formspecs[name])
end
return true
else --deal with creative_inventory setting the formspec on every single message
minetest.after(0.01,function()
update_main_formspec(name)
end)
return false --continue processing in creative inventory
end
end)
worldedit.show_page = function(name, page)
local player = minetest.get_player_by_name(name)
if player then
player:set_inventory_formspec(get_formspec(name, page))
end
end
end
worldedit.register_gui_function("worldedit_gui", {
name = "WorldEdit GUI",
privs = {interact=true},
get_formspec = function(name)
--create a form with all the buttons arranged in a grid
local buttons, x, y, index = {}, 0, 1, 0
local width, height = 3, 0.8
local columns = 5
for i, identifier in pairs(identifiers) do
if identifier ~= "worldedit_gui" then
local entry = worldedit.pages[identifier]
table.insert(buttons, string.format((entry.get_formspec and "button" or "button_exit") ..
"[%g,%g;%g,%g;%s;%s]", x, y, width, height, identifier, minetest.formspec_escape(entry.name)))
index, x = index + 1, x + width
if index == columns then --row is full
x, y = 0, y + height
index = 0
end
end
end
if index == 0 then --empty row
y = y - height
end
return string.format("size[%g,%g]", math.max(columns * width, 5), math.max(y + 0.5, 3)) ..
"button[0,0;2,0.5;worldedit_gui_exit;Back]" ..
"label[2,0;WorldEdit GUI]" ..
table.concat(buttons)
end,
})
worldedit.register_gui_handler("worldedit_gui", function(name, fields)
for identifier, entry in pairs(worldedit.pages) do --check for WorldEdit GUI main formspec button selection
if fields[identifier] and identifier ~= "worldedit_gui" then
--ensure player has permission to perform action
local has_privs, missing_privs = minetest.check_player_privs(name, entry.privs)
if not has_privs then
worldedit.player_notify(name, "you are not allowed to use this function (missing privileges: " .. table.concat(missing_privs, ", ") .. ")")
return false
end
if entry.on_select then
entry.on_select(name)
end
if entry.get_formspec then
worldedit.show_page(name, identifier)
end
return true
end
end
return false
end)
dofile(minetest.get_modpath(minetest.get_current_modname()) .. "/functionality.lua")