Add list-rings

Adds list-rings, a method to implement item sending between inventories via shift-click.
Nice insider feature: a ring consisting of a single inventory list serves as nice clean-up method.
Also adds them to minimal game, and the standard inventory.
Craft output slots are not supported.
This commit is contained in:
est31 2015-06-16 10:48:54 +02:00
parent 3ae8b92be6
commit c977fbd928
5 changed files with 156 additions and 14 deletions

@ -1340,6 +1340,17 @@ examples.
#### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
* Show an inventory list
#### `listring[<inventory location>;<list name>]`
* Allows to create a ring of inventory lists
* Shift-clicking on items in one element of the ring
* will send them to the next inventory list inside the ring
* The first occurrence of an element inside the ring will
* determine the inventory where items will be sent to
#### `listring[]`
* Shorthand for doing `listring[<inventory location>;<list name>]`
* for the last two inventory lists added by list[...]
#### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
* Sets background color of slots as `ColorString`
* Sets background color of slots on mouse hovering

@ -1158,7 +1158,8 @@ minetest.register_node("default:chest", {
meta:set_string("formspec",
"size[8,9]"..
"list[current_name;main;0,0;8,4;]"..
"list[current_player;main;0,5;8,4;]")
"list[current_player;main;0,5;8,4;]" ..
"listring[]")
meta:set_string("infotext", "Chest")
local inv = meta:get_inventory()
inv:set_size("main", 8*4)
@ -1197,7 +1198,8 @@ minetest.register_node("default:chest_locked", {
meta:set_string("formspec",
"size[8,9]"..
"list[current_name;main;0,0;8,4;]"..
"list[current_player;main;0,5;8,4;]")
"list[current_player;main;0,5;8,4;]" ..
"listring[]")
meta:set_string("infotext", "Locked Chest")
meta:set_string("owner", "")
local inv = meta:get_inventory()
@ -1261,7 +1263,11 @@ default.furnace_inactive_formspec =
"list[current_name;fuel;2,3;1,1;]"..
"list[current_name;src;2,1;1,1;]"..
"list[current_name;dst;5,1;2,2;]"..
"list[current_player;main;0,5;8,4;]"
"list[current_player;main;0,5;8,4;]" ..
"listring[current_name;dst]" ..
"listring[current_player;main]" ..
"listring[current_name;src]" ..
"listring[current_player;main]"
minetest.register_node("default:furnace", {
description = "Furnace",
@ -1398,7 +1404,11 @@ minetest.register_abm({
"list[current_name;fuel;2,3;1,1;]"..
"list[current_name;src;2,1;1,1;]"..
"list[current_name;dst;5,1;2,2;]"..
"list[current_player;main;0,5;8,4;]")
"list[current_player;main;0,5;8,4;]" ..
"listring[current_name;dst]" ..
"listring[current_player;main]" ..
"listring[current_name;src]" ..
"listring[current_player;main]")
return
end

@ -352,6 +352,40 @@ void GUIFormSpecMenu::parseList(parserData* data,std::string element)
errorstream<< "Invalid list element(" << parts.size() << "): '" << element << "'" << std::endl;
}
void GUIFormSpecMenu::parseListRing(parserData* data, std::string element)
{
if (m_gamedef == 0) {
errorstream << "WARNING: invalid use of 'listring' with m_gamedef==0" << std::endl;
return;
}
std::vector<std::string> parts = split(element, ';');
if (parts.size() == 2) {
std::string location = parts[0];
std::string listname = parts[1];
InventoryLocation loc;
if (location == "context" || location == "current_name")
loc = m_current_inventory_location;
else
loc.deSerialize(location);
m_inventory_rings.push_back(ListRingSpec(loc, listname));
return;
} else if ((element == "") && (m_inventorylists.size() > 1)) {
size_t siz = m_inventorylists.size();
// insert the last two inv list elements into the list ring
const ListDrawSpec &spa = m_inventorylists[siz - 2];
const ListDrawSpec &spb = m_inventorylists[siz - 1];
m_inventory_rings.push_back(ListRingSpec(spa.inventoryloc, spa.listname));
m_inventory_rings.push_back(ListRingSpec(spb.inventoryloc, spb.listname));
}
errorstream<< "Invalid list ring element(" << parts.size() << ", "
<< m_inventorylists.size() << "): '" << element << "'" << std::endl;
}
void GUIFormSpecMenu::parseCheckbox(parserData* data,std::string element)
{
std::vector<std::string> parts = split(element,';');
@ -1661,6 +1695,11 @@ void GUIFormSpecMenu::parseElement(parserData* data, std::string element)
return;
}
if (type == "listring") {
parseListRing(data, description);
return;
}
if (type == "checkbox") {
parseCheckbox(data,description);
return;
@ -3145,6 +3184,10 @@ bool GUIFormSpecMenu::OnEvent(const SEvent& event)
// from m_selected_item to s.
u32 move_amount = 0;
// Set this number to a positive value to generate a move action
// from s to the next inventory ring.
u32 shift_move_amount = 0;
// Set this number to a positive value to generate a drop action
// from m_selected_item.
u32 drop_amount = 0;
@ -3166,18 +3209,29 @@ bool GUIFormSpecMenu::OnEvent(const SEvent& event)
}
else if(m_selected_item == NULL) {
if(s_count != 0) {
// Non-empty stack has been clicked: select it
// Non-empty stack has been clicked: select or shift-move it
m_selected_item = new ItemSpec(s);
u32 count;
if(button == 1) // right
m_selected_amount = (s_count + 1) / 2;
count = (s_count + 1) / 2;
else if(button == 2) // middle
m_selected_amount = MYMIN(s_count, 10);
count = MYMIN(s_count, 10);
else // left
m_selected_amount = s_count;
count = s_count;
if (!event.MouseInput.Shift) {
// no shift: select item
m_selected_amount = count;
m_selected_dragging = true;
m_rmouse_auto_place = false;
} else {
// shift pressed: move item
if (button != 1)
shift_move_amount = count;
else // count of 1 at left click like after drag & drop
shift_move_amount = 1;
}
}
}
else { // m_selected_item != NULL
@ -3259,8 +3313,7 @@ bool GUIFormSpecMenu::OnEvent(const SEvent& event)
}
// Possibly send inventory action to server
if(move_amount > 0)
{
if (move_amount > 0) {
// Send IACTION_MOVE
assert(m_selected_item && m_selected_item->isValid());
@ -3308,8 +3361,57 @@ bool GUIFormSpecMenu::OnEvent(const SEvent& event)
a->to_list = s.listname;
a->to_i = s.i;
m_invmgr->inventoryAction(a);
} else if (shift_move_amount > 0) {
u32 mis = m_inventory_rings.size();
u32 i = 0;
for (; i < mis; i++) {
const ListRingSpec &sp = m_inventory_rings[i];
if (sp.inventoryloc == s.inventoryloc
&& sp.listname == s.listname)
break;
}
else if(drop_amount > 0) {
do {
if (i >= mis) // if not found
break;
u32 to_inv_ind = (i + 1) % mis;
const ListRingSpec &to_inv_sp = m_inventory_rings[to_inv_ind];
InventoryList *list_from = inv_s->getList(s.listname);
if (!list_from)
break;
Inventory *inv_to = m_invmgr->getInventory(to_inv_sp.inventoryloc);
if (!inv_to)
break;
InventoryList *list_to = inv_to->getList(to_inv_sp.listname);
if (!list_to)
break;
ItemStack stack_from = list_from->getItem(s.i);
assert(shift_move_amount <= stack_from.count);
// find a place (or more than one) to add the new item
u32 slot_to = 0;
u32 ilt_size = list_to->getSize();
ItemStack leftover;
for (; slot_to < ilt_size && shift_move_amount > 0; slot_to++) {
list_to->itemFits(slot_to, stack_from, &leftover);
if (leftover.count < stack_from.count) {
infostream << "Handing IACTION_MOVE to manager" << std::endl;
IMoveAction *a = new IMoveAction();
a->count = MYMIN(shift_move_amount,
(u32) (stack_from.count - leftover.count));
shift_move_amount -= a->count;
a->from_inv = s.inventoryloc;
a->from_list = s.listname;
a->from_i = s.i;
a->to_inv = to_inv_sp.inventoryloc;
a->to_list = to_inv_sp.listname;
a->to_i = slot_to;
m_invmgr->inventoryAction(a);
stack_from = leftover;
}
}
} while (0);
} else if (drop_amount > 0) {
m_selected_content_guess = ItemStack(); // Clear
// Send IACTION_DROP

@ -121,6 +121,22 @@ class GUIFormSpecMenu : public GUIModalMenu
s32 start_item_i;
};
struct ListRingSpec
{
ListRingSpec()
{
}
ListRingSpec(const InventoryLocation &a_inventoryloc,
const std::string &a_listname):
inventoryloc(a_inventoryloc),
listname(a_listname)
{
}
InventoryLocation inventoryloc;
std::string listname;
};
struct ImageDrawSpec
{
ImageDrawSpec()
@ -306,6 +322,7 @@ protected:
std::vector<ListDrawSpec> m_inventorylists;
std::vector<ListRingSpec> m_inventory_rings;
std::vector<ImageDrawSpec> m_backgrounds;
std::vector<ImageDrawSpec> m_images;
std::vector<ImageDrawSpec> m_itemimages;
@ -384,6 +401,7 @@ private:
void parseSize(parserData* data,std::string element);
void parseList(parserData* data,std::string element);
void parseListRing(parserData* data,std::string element);
void parseCheckbox(parserData* data,std::string element);
void parseImage(parserData* data,std::string element);
void parseItemImage(parserData* data,std::string element);

@ -71,6 +71,7 @@ Player::Player(IGameDef *gamedef, const char *name):
//"image[1,0.6;1,2;player.png]"
"list[current_player;main;0,3.5;8,4;]"
"list[current_player;craft;3,0;3,3;]"
"listring[]"
"list[current_player;craftpreview;7,1;1,1;]";
// Initialize movement settings at default values, so movement can work if the server fails to send them