forked from Mirrorlandia_minetest/minetest
52beafff53
Add alphabeticaly sorted worldlists Select world after creation Move worldlist handling to separate file Merge world selection of singleplayer/server tab Remove some useless code
212 lines
5.1 KiB
Lua
212 lines
5.1 KiB
Lua
worldlist = {}
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--------------------------------------------------------------------------------
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function worldlist.refresh()
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worldlist.m_raw_worldlist = engine.get_worlds()
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worldlist.process()
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end
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--------------------------------------------------------------------------------
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function worldlist.init()
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worldlist.m_gamefilter = nil
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worldlist.m_sortmode = "alphabetic"
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worldlist.m_processed_worldlist = nil
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worldlist.m_raw_worldlist = engine.get_worlds()
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worldlist.process()
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end
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--------------------------------------------------------------------------------
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function worldlist.set_gamefilter(gameid)
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if gameid == worldlist.m_gamefilter then
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return
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end
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worldlist.m_gamefilter = gameid
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worldlist.process()
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end
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--------------------------------------------------------------------------------
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function worldlist.get_gamefilter()
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return worldlist.m_gamefilter
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end
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--------------------------------------------------------------------------------
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--supported sort mode "alphabetic|none"
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function worldlist.set_sortmode(mode)
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if (mode == worldlist.m_sortmode) then
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return
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end
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worldlist.m_sortmode = mode
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worldlist.process()
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end
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--------------------------------------------------------------------------------
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function worldlist.get_list()
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return worldlist.m_processed_worldlist
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end
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--------------------------------------------------------------------------------
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function worldlist.get_raw_list()
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return worldlist.m_raw_worldlist
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end
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--------------------------------------------------------------------------------
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function worldlist.get_raw_world(idx)
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if type(idx) ~= "number" then
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idx = tonumber(idx)
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end
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if idx ~= nil and idx > 0 and idx < #worldlist.m_raw_worldlist then
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return worldlist.m_raw_worldlist[idx]
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end
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return nil
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end
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--------------------------------------------------------------------------------
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function worldlist.get_engine_index(worldlistindex)
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assert(worldlist.m_processed_worldlist ~= nil)
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if worldlistindex ~= nil and worldlistindex > 0 and
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worldlistindex <= #worldlist.m_processed_worldlist then
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local entry = worldlist.m_processed_worldlist[worldlistindex]
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for i,v in ipairs(worldlist.m_raw_worldlist) do
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if worldlist.compare(v,entry) then
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return i
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end
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end
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end
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return 0
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end
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--------------------------------------------------------------------------------
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function worldlist.get_current_index(worldlistindex)
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assert(worldlist.m_processed_worldlist ~= nil)
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if worldlistindex ~= nil and worldlistindex > 0 and
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worldlistindex <= #worldlist.m_raw_worldlist then
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local entry = worldlist.m_raw_worldlist[worldlistindex]
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for i,v in ipairs(worldlist.m_processed_worldlist) do
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if worldlist.compare(v,entry) then
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return i
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end
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end
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end
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return 0
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end
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--------------------------------------------------------------------------------
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function worldlist.process()
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assert(worldlist.m_raw_worldlist ~= nil)
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if worldlist.m_sortmode == "none" and
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worldlist.m_gamefilter == nil then
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worldlist.m_processed_worldlist = worldlist.m_raw_worldlist
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return
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end
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worldlist.m_processed_worldlist = {}
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for i,v in ipairs(worldlist.m_raw_worldlist) do
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if worldlist.m_gamefilter == nil or
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v.gameid == worldlist.m_gamefilter then
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table.insert(worldlist.m_processed_worldlist,v)
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end
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end
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if worldlist.m_sortmode == "none" then
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return
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end
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if worldlist.m_sortmode == "alphabetic" then
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worldlist.sort_alphabetic()
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end
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end
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--------------------------------------------------------------------------------
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function worldlist.compare(world1,world2)
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if world1.path ~= world2.path then
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return false
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end
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if world1.name ~= world2.name then
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return false
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end
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if world1.gameid ~= world2.gameid then
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return false
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end
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return true
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end
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--------------------------------------------------------------------------------
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function worldlist.size()
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if worldlist.m_processed_worldlist == nil then
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return 0
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end
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return #worldlist.m_processed_worldlist
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end
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--------------------------------------------------------------------------------
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function worldlist.exists(worldname)
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for i,v in ipairs(worldlist.m_raw_worldlist) do
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if v.name == worldname then
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return true
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end
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end
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return false
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end
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--------------------------------------------------------------------------------
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function worldlist.engine_index_by_name(worldname)
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local worldcount = 0
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local worldidx = 0
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for i,v in ipairs(worldlist.m_raw_worldlist) do
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if v.name == worldname then
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worldcount = worldcount +1
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worldidx = i
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end
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end
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-- If there are more worlds than one with same name we can't decide which
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-- one is meant. This shouldn't be possible but just for sure.
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if worldcount > 1 then
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worldidx=0
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end
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return worldidx
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end
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--------------------------------------------------------------------------------
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function worldlist.sort_alphabetic()
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table.sort(worldlist.m_processed_worldlist, function(a, b)
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local n1 = a.name
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local n2 = b.name
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local count = math.min(#n1, #n2)
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for i=1,count do
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if n1:sub(i, i):lower() < n2:sub(i, i):lower() then
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return true
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elseif n1:sub(i, i):lower() > n2:sub(i, i):lower() then
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return false
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end
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end
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return (#n1 <= #n2)
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end)
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end
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