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Show infotext with description for item entities
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eb6e2c11b1
commit
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@ -31,6 +31,7 @@ core.register_entity(":__builtin:item", {
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spritediv = {x = 1, y = 1},
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initial_sprite_basepos = {x = 0, y = 0},
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is_visible = false,
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infotext = "",
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},
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itemstring = '',
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@ -50,6 +51,7 @@ core.register_entity(":__builtin:item", {
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local c = s
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local itemtable = stack:to_table()
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local itemname = nil
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local description = ""
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if itemtable then
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itemname = stack:to_table().name
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end
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@ -58,6 +60,7 @@ core.register_entity(":__builtin:item", {
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if core.registered_items[itemname] then
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item_texture = core.registered_items[itemname].inventory_image
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item_type = core.registered_items[itemname].type
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description = core.registered_items[itemname].description
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end
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local prop = {
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is_visible = true,
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@ -66,6 +69,7 @@ core.register_entity(":__builtin:item", {
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visual_size = {x = s, y = s},
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collisionbox = {-c, -c, -c, c, c, c},
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automatic_rotate = math.pi * 0.5,
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infotext = description,
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}
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self.object:set_properties(prop)
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end,
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@ -3241,6 +3241,7 @@ Definition tables
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backface_culling = true, -- false to disable backface_culling for model
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nametag = "", -- by default empty, for players their name is shown if empty
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nametag_color = <color>, -- sets color of nametag as ColorSpec
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infotext = "", -- by default empty, text to be shown when pointed at object
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}
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### Entity definition (`register_entity`)
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@ -201,6 +201,11 @@ public:
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float time_from_last_punch=1000000);
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std::string debugInfoText();
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std::string infoText()
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{
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return m_prop.infotext;
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}
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};
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@ -3732,8 +3732,11 @@ void Game::handlePointingAtObject(GameRunData *runData,
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{
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infotext = utf8_to_wide(runData->selected_object->infoText());
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if (infotext == L"" && show_debug) {
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infotext = utf8_to_wide(runData->selected_object->debugInfoText());
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if (show_debug) {
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if (infotext != L"") {
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infotext += L"\n";
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}
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infotext += utf8_to_wide(runData->selected_object->debugInfoText());
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}
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if (input->getLeftState()) {
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@ -118,6 +118,7 @@ void ObjectProperties::serialize(std::ostream &os) const
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os << serializeString(nametag);
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writeARGB8(os, nametag_color);
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writeF1000(os, automatic_face_movement_max_rotation_per_sec);
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os << serializeString(infotext);
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// Add stuff only at the bottom.
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// Never remove anything, because we don't want new versions of this
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@ -159,6 +160,7 @@ void ObjectProperties::deSerialize(std::istream &is)
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nametag = deSerializeString(is);
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nametag_color = readARGB8(is);
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automatic_face_movement_max_rotation_per_sec = readF1000(is);
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infotext = deSerializeString(is);
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}catch(SerializationError &e){}
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}
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else
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@ -51,6 +51,7 @@ struct ObjectProperties
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std::string nametag;
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video::SColor nametag_color;
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f32 automatic_face_movement_max_rotation_per_sec;
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std::string infotext;
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ObjectProperties();
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std::string dump();
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@ -216,6 +216,7 @@ void read_object_properties(lua_State *L, int index,
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prop->automatic_face_movement_max_rotation_per_sec = luaL_checknumber(L, -1);
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}
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lua_pop(L, 1);
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getstringfield(L, -1, "infotext", prop->infotext);
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}
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/******************************************************************************/
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@ -282,6 +283,8 @@ void push_object_properties(lua_State *L, ObjectProperties *prop)
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lua_setfield(L, -2, "nametag_color");
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lua_pushnumber(L, prop->automatic_face_movement_max_rotation_per_sec);
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lua_setfield(L, -2, "automatic_face_movement_max_rotation_per_sec");
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lua_pushlstring(L, prop->infotext.c_str(), prop->infotext.size());
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lua_setfield(L, -2, "infotext");
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}
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/******************************************************************************/
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