448 lines
15 KiB
Lua
448 lines
15 KiB
Lua
local S = minetest.get_translator("unified_inventory")
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local F = minetest.formspec_escape
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local ui = unified_inventory
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-- This pair of encoding functions is used where variable text must go in
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-- button names, where the text might contain formspec metacharacters.
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-- We can escape button names for the formspec, to avoid screwing up
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-- form structure overall, but they then don't get de-escaped, and so
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-- the input we get back from the button contains the formspec escaping.
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-- This is a game engine bug, and in the anticipation that it might be
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-- fixed some day we don't want to rely on it. So for safety we apply
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-- an encoding that avoids all formspec metacharacters.
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function ui.mangle_for_formspec(str)
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return string.gsub(str, "([^A-Za-z0-9])", function (c) return string.format("_%d_", string.byte(c)) end)
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end
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function ui.demangle_for_formspec(str)
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return string.gsub(str, "_([0-9]+)_", function (v) return string.char(v) end)
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end
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-- Get the player-specific unified_inventory style
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function ui.get_per_player_formspec(player_name)
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local draw_lite_mode = ui.lite_mode and not minetest.check_player_privs(player_name, {ui_full=true})
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local style = table.copy(draw_lite_mode and ui.style_lite or ui.style_full)
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style.is_lite_mode = draw_lite_mode
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return style
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end
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-- Creates an item image or regular image button with a tooltip
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local function formspec_button(ui_peruser, name, image, offset, pos, scale, label)
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local element = 'image_button'
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if minetest.registered_items[image] then
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element = 'item_image_button'
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elseif image:find(":", 1, true) then
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image = "unknown_item.png"
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end
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local spc = (1-scale)*ui_peruser.btn_size/2
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local size = ui_peruser.btn_size*scale
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return string.format("%s[%f,%f;%f,%f;%s;%s;]", element,
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(offset.x or offset[1]) + ( ui_peruser.btn_spc * (pos.x or pos[1]) ) + spc,
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(offset.y or offset[2]) + ( ui_peruser.btn_spc * (pos.y or pos[2]) ) + spc,
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size, size, image, name) ..
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string.format("tooltip[%s;%s]", name, F(label or name))
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end
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-- Add registered buttons (tabs)
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local function formspec_tab_buttons(player, formspec, style)
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local n = #formspec + 1
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-- Main buttons
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local filtered_inv_buttons = {}
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for _, def in pairs(ui.buttons) do
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if not (style.is_lite_mode and def.hide_lite) then
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if def.condition == nil or def.condition(player) or not ui.hide_disabled_buttons then
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table.insert(filtered_inv_buttons, def)
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end
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end
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end
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local needs_scrollbar = #filtered_inv_buttons > style.main_button_cols * style.main_button_rows
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formspec[n] = ("scroll_container[%g,%g;%g,%g;tabbtnscroll;vertical]"):format(
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style.main_button_x, style.main_button_y, -- position
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style.main_button_cols * style.btn_spc, style.main_button_rows -- size
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)
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n = n + 1
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for i, def in pairs(filtered_inv_buttons) do
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local pos_x = ((i - 1) % style.main_button_cols) * style.btn_spc
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local pos_y = math.floor((i - 1) / style.main_button_cols) * style.btn_spc
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if def.type == "image" then
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if (def.condition == nil or def.condition(player)) then
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formspec[n] = string.format("image_button[%g,%g;%g,%g;%s;%s;]",
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pos_x, pos_y, style.btn_size, style.btn_size,
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F(def.image),
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F(def.name))
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formspec[n+1] = "tooltip["..F(def.name)..";"..(def.tooltip or "").."]"
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n = n+2
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else
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formspec[n] = string.format("image[%g,%g;%g,%g;%s^[colorize:#808080:alpha]",
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pos_x, pos_y, style.btn_size, style.btn_size,
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def.image)
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n = n+1
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end
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end
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end
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formspec[n] = "scroll_container_end[]"
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if needs_scrollbar then
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local total_rows = math.ceil(#filtered_inv_buttons / style.main_button_cols)
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formspec[n+1] = ("scrollbaroptions[max=%i;arrows=hide]"):format(
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-- This calculation is not 100% accurate but "good enough"
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(total_rows - style.main_button_rows) * style.btn_spc * 10
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)
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formspec[n+2] = ("scrollbar[%g,%g;0.4,%g;vertical;tabbtnscroll;0]"):format(
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style.main_button_x + style.main_button_cols * style.btn_spc - 0.1, -- x pos
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style.main_button_y, -- y pos
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style.main_button_rows * style.btn_spc -- height
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)
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formspec[n+3] = "scrollbaroptions[max=1000;arrows=default]"
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end
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end
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-- Add category GUI elements (top right)
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local function formspec_add_categories(player, formspec, ui_peruser)
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local player_name = player:get_player_name()
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local n = #formspec + 1
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local categories_pos = {
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ui_peruser.page_x,
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ui_peruser.page_y-ui_peruser.btn_spc-0.5
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}
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local categories_scroll_pos = {
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ui_peruser.page_x,
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ui_peruser.form_header_y - (ui_peruser.is_lite_mode and 0 or 0.2)
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}
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formspec[n] = string.format("background9[%f,%f;%f,%f;%s;false;16]",
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ui_peruser.page_x-0.15, categories_scroll_pos[2],
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(ui_peruser.btn_spc * ui_peruser.pagecols) + 0.2, 1.4 + (ui_peruser.is_lite_mode and 0 or 0.2),
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"ui_smallbg_9_sliced.png")
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n = n + 1
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formspec[n] = string.format("label[%f,%f;%s]",
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ui_peruser.page_x,
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ui_peruser.form_header_y + (ui_peruser.is_lite_mode and 0.3 or 0.2), F(S("Category:")))
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n = n + 1
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local scroll_offset = 0
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local category_count = #ui.category_list
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if category_count > ui_peruser.pagecols then
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scroll_offset = ui.current_category_scroll[player_name]
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end
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for index, category in ipairs(ui.category_list) do
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local column = index - scroll_offset
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if column > 0 and column <= ui_peruser.pagecols then
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local scale = 0.8
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if ui.current_category[player_name] == category.name then
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scale = 1
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end
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formspec[n] = formspec_button(ui_peruser, "category_"..category.name, category.symbol, categories_pos, {column-1, 0}, scale, category.label)
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n = n + 1
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end
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end
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if category_count > ui_peruser.pagecols and scroll_offset > 0 then
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-- prev
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formspec[n] = formspec_button(ui_peruser, "prev_category", "ui_left_icon.png", categories_scroll_pos, {ui_peruser.pagecols - 2, 0}, 0.8, S("Scroll categories left"))
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n = n + 1
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end
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if category_count > ui_peruser.pagecols and category_count - scroll_offset > ui_peruser.pagecols then
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-- next
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formspec[n] = formspec_button(ui_peruser, "next_category", "ui_right_icon.png", categories_scroll_pos, {ui_peruser.pagecols - 1, 0}, 0.8, S("Scroll categories right"))
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end
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end
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local function formspec_add_search_box(player, formspec, ui_peruser)
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local player_name = player:get_player_name()
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local n = #formspec + 1
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formspec[n] = "field_close_on_enter[searchbox;false]"
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formspec[n+1] = string.format("field[%f,%f;%f,%f;searchbox;;%s]",
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ui_peruser.page_buttons_x, ui_peruser.page_buttons_y,
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ui_peruser.searchwidth - 0.1, ui_peruser.btn_size,
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F(ui.current_searchbox[player_name]))
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formspec[n+2] = string.format("image_button[%f,%f;%f,%f;ui_search_icon.png;searchbutton;]",
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ui_peruser.page_buttons_x + ui_peruser.searchwidth, ui_peruser.page_buttons_y,
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ui_peruser.btn_size,ui_peruser.btn_size)
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formspec[n+3] = "tooltip[searchbutton;" ..F(S("Search")) .. "]"
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formspec[n+4] = string.format("image_button[%f,%f;%f,%f;ui_reset_icon.png;searchresetbutton;]",
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ui_peruser.page_buttons_x + ui_peruser.searchwidth + ui_peruser.btn_spc,
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ui_peruser.page_buttons_y,
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ui_peruser.btn_size, ui_peruser.btn_size)
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formspec[n+5] = "tooltip[searchresetbutton;"..F(S("Reset search and display everything")).."]"
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if ui.activefilter[player_name] ~= "" then
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formspec[n+6] = string.format("label[%f,%f;%s: %s]",
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ui_peruser.page_x, ui_peruser.page_y - 0.25,
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F(S("Filter")), F(ui.activefilter[player_name]))
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end
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end
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local function formspec_add_item_browser(player, formspec, ui_peruser)
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local player_name = player:get_player_name()
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local n = #formspec + 1
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-- Controls to flip items pages
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local btnlist = {
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{ "ui_skip_backward_icon.png", "start_list", S("First page") },
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{ "ui_doubleleft_icon.png", "rewind3", S("Back three pages") },
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{ "ui_left_icon.png", "rewind1", S("Back one page") },
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{ "ui_right_icon.png", "forward1", S("Forward one page") },
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{ "ui_doubleright_icon.png", "forward3", S("Forward three pages") },
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{ "ui_skip_forward_icon.png", "end_list", S("Last page") },
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}
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if ui_peruser.is_lite_mode then
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btnlist[2] = nil
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btnlist[5] = nil
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end
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local bn = 0
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for _, b in pairs(btnlist) do
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formspec[n] = string.format("image_button[%f,%f;%f,%f;%s;%s;]",
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ui_peruser.page_buttons_x + ui_peruser.btn_spc*bn,
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ui_peruser.page_buttons_y + ui_peruser.btn_spc,
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ui_peruser.btn_size, ui_peruser.btn_size,
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b[1],b[2])
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formspec[n+1] = "tooltip["..b[2]..";"..F(b[3]).."]"
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bn = bn + 1
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n = n + 2
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end
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-- Items list
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if #ui.filtered_items_list[player_name] == 0 then
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local no_matches = S("No matching items")
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if ui_peruser.is_lite_mode then
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no_matches = S("No matches.")
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end
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formspec[n] = "label["..ui_peruser.page_x..","..(ui_peruser.page_y+0.15)..";" .. F(no_matches) .. "]"
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return
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end
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local dir = ui.active_search_direction[player_name]
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local list_index = ui.current_index[player_name]
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local page2 = math.floor(list_index / (ui_peruser.items_per_page) + 1)
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local pagemax = math.floor(
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(#ui.filtered_items_list[player_name] - 1)
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/ (ui_peruser.items_per_page) + 1)
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for y = 0, ui_peruser.pagerows - 1 do
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for x = 0, ui_peruser.pagecols - 1 do
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local name = ui.filtered_items_list[player_name][list_index]
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local item = minetest.registered_items[name]
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if item then
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-- Clicked on current item: Flip crafting direction
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if name == ui.current_item[player_name] then
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local cdir = ui.current_craft_direction[player_name]
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if cdir == "recipe" then
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dir = "usage"
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elseif cdir == "usage" then
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dir = "recipe"
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end
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else
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-- Default: use active search direction by default
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dir = ui.active_search_direction[player_name]
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end
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local button_name = "item_button_" .. dir .. "_"
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.. ui.mangle_for_formspec(name)
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formspec[n] = ("item_image_button[%f,%f;%f,%f;%s;%s;]"):format(
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ui_peruser.page_x + x * ui_peruser.btn_spc,
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ui_peruser.page_y + y * ui_peruser.btn_spc,
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ui_peruser.btn_size, ui_peruser.btn_size,
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name, button_name
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)
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local tooltip = item.description
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if item.mod_origin then
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-- "mod_origin" may not be specified for items that were
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-- registered in a callback (during or before ServerEnv init)
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tooltip = tooltip .. " [" .. item.mod_origin .. "]"
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end
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formspec[n + 1] = ("tooltip[%s;%s]"):format(
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button_name, minetest.formspec_escape(tooltip)
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)
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n = n + 2
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end
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list_index = list_index + 1
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end
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end
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formspec[n] = "style[page_number;content_offset=0]"
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formspec[n + 1] = string.format("image_button[%f,%f;%f,0.4;;page_number;%s: %s;false;false;]",
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ui_peruser.page_buttons_x,
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ui_peruser.page_buttons_y + ui_peruser.btn_spc * 2 - 0.1,
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ui_peruser.btn_spc * (bn - 1) + ui_peruser.btn_size,
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F(S("Page")), S("@1 of @2",page2,pagemax))
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end
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function ui.get_formspec(player, page)
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if not player then
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return ""
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end
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local player_name = player:get_player_name()
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local ui_peruser = ui.get_per_player_formspec(player_name)
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ui.current_page[player_name] = page
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local pagedef = ui.pages[page]
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if not pagedef then
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return "" -- Invalid page name
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end
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local fs = {
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"formspec_version[4]",
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"size["..ui_peruser.formw..","..ui_peruser.formh.."]",
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pagedef.formspec_prepend and "" or "no_prepend[]",
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ui.standard_background
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}
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local perplayer_formspec = ui.get_per_player_formspec(player_name)
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local fsdata = pagedef.get_formspec(player, perplayer_formspec)
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fs[#fs + 1] = fsdata.formspec
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formspec_tab_buttons(player, fs, ui_peruser)
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if fsdata.draw_inventory ~= false then
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-- Player inventory
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fs[#fs + 1] = "listcolors[#00000000;#00000000]"
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fs[#fs + 1] = ui_peruser.standard_inv
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end
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if fsdata.draw_item_list == false then
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return table.concat(fs, "")
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end
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formspec_add_categories(player, fs, ui_peruser)
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formspec_add_search_box(player, fs, ui_peruser)
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formspec_add_item_browser(player, fs, ui_peruser)
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return table.concat(fs)
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end
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function ui.set_inventory_formspec(player, page)
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if player then
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player:set_inventory_formspec(ui.get_formspec(player, page))
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end
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end
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function ui.is_itemdef_listable(def)
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return (not def.groups.not_in_creative_inventory
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or def.groups.not_in_creative_inventory == 0)
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and def.description
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and def.description ~= ""
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end
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--apply filter to the inventory list (create filtered copy of full one)
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function ui.apply_filter(player, filter, search_dir)
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if not player then
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return false
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end
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local player_name = player:get_player_name()
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-- Whether to show uncraftable items
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local fprefilter = function(_)
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return true
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end
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if ui.hide_uncraftable_items and not ui.is_creative(player_name) then
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fprefilter = function(name)
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return ui.get_recipe_list(name)
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end
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end
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local registered_items = minetest.registered_items
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local lfilter = string.lower(filter)
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local ffilter
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if lfilter:sub(1, 6) == "group:" then
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-- Group filter: all groups of the item must match
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local groups = lfilter:sub(7):split(",")
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ffilter = function(name)
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local def = registered_items[name]
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if not def then
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return false
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end
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for _, group in ipairs(groups) do
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if not def.groups[group]
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or def.groups[group] <= 0 then
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return false
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end
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end
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return true
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end
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else
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-- Name filter: fuzzy match item names and descriptions
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local player_info = minetest.get_player_information(player_name)
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local lang = player_info and player_info.lang_code or ""
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ffilter = function(name)
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local def = registered_items[name]
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if not def then
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return false
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end
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local lname = string.lower(name)
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local ldesc = string.lower(def.description)
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local llocaldesc = minetest.get_translated_string
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and string.lower(minetest.get_translated_string(lang, def.description))
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return string.find(lname, lfilter, 1, true) or string.find(ldesc, lfilter, 1, true)
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or llocaldesc and string.find(llocaldesc, lfilter, 1, true)
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end
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end
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local filtered_items = {}
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local category = ui.current_category[player_name] or 'all'
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if category == 'all' then
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for _, name in ipairs(ui.items_list) do
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if fprefilter(name) and ffilter(name) then
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table.insert(filtered_items, name)
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end
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end
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elseif category == 'uncategorized' then
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for _, name in ipairs(ui.items_list) do
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if not ui.find_category(name)
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and fprefilter(name)
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and ffilter(name) then
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table.insert(filtered_items, name)
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end
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end
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else
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-- Any other category is selected
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for name, exists in pairs(ui.registered_category_items[category]) do
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if exists
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and fprefilter(name)
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and ffilter(name) then
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table.insert(filtered_items, name)
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end
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end
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end
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table.sort(filtered_items)
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ui.filtered_items_list_size[player_name] = #filtered_items
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ui.filtered_items_list[player_name] = filtered_items
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ui.current_index[player_name] = 1
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ui.activefilter[player_name] = filter
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ui.active_search_direction[player_name] = search_dir
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ui.set_inventory_formspec(player, ui.current_page[player_name])
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end
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-- Inform players about potential visual issues
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minetest.register_on_joinplayer(function(player)
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local player_name = player:get_player_name()
|
|
local info = minetest.get_player_information(player_name)
|
|
if info and (info.formspec_version or 0) < 4 then
|
|
minetest.chat_send_player(player_name, S("Unified Inventory: Your game version is too old"
|
|
.. " and does not support the GUI requirements. You might experience visual issues."))
|
|
end
|
|
end)
|