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Move the code for meta formspec into bool Game::nodePlacement(const ItemDefinition &selected_def,
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@ -802,7 +802,8 @@ private:
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void updateChat(f32 dtime, const v2u32 &screensize);
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bool nodePlacement(const ItemDefinition &selected_def, const ItemStack &selected_item,
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const v3s16 &nodepos, const v3s16 &neighbourpos, const PointedThing &pointed);
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const v3s16 &nodepos, const v3s16 &neighbourpos, const PointedThing &pointed,
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const NodeMetadata *meta);
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static const ClientEventHandler clientEventHandler[CLIENTEVENT_MAX];
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InputHandler *input = nullptr;
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@ -3199,50 +3200,26 @@ void Game::handlePointingAtNode(const PointedThing &pointed,
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runData.repeat_rightclick_timer = 0;
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infostream << "Ground right-clicked" << std::endl;
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if (meta && !meta->getString("formspec").empty() && !random_input
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&& !isKeyDown(KeyType::SNEAK)) {
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// Report right click to server
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if (nodedef_manager->get(map.getNode(nodepos)).rightclickable) {
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client->interact(INTERACT_PLACE, pointed);
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}
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camera->setDigging(1); // right click animation (always shown for feedback)
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infostream << "Launching custom inventory view" << std::endl;
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soundmaker->m_player_rightpunch_sound = SimpleSoundSpec();
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InventoryLocation inventoryloc;
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inventoryloc.setNodeMeta(nodepos);
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// If the wielded item has node placement prediction,
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// make that happen
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// And also set the sound and send the interact
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// But first check for meta formspec and rightclickable
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auto &def = selected_item.getDefinition(itemdef_manager);
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bool placed = nodePlacement(def, selected_item, nodepos, neighbourpos,
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pointed, meta);
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NodeMetadataFormSource *fs_src = new NodeMetadataFormSource(
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&client->getEnv().getClientMap(), nodepos);
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TextDest *txt_dst = new TextDestNodeMetadata(nodepos, client);
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auto *&formspec = m_game_ui->updateFormspec("");
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GUIFormSpecMenu::create(formspec, client, &input->joystick, fs_src,
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txt_dst, client->getFormspecPrepend());
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formspec->setFormSpec(meta->getString("formspec"), inventoryloc);
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} else {
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// Report right click to server
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camera->setDigging(1); // right click animation (always shown for feedback)
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soundmaker->m_player_rightpunch_sound = SimpleSoundSpec();
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// If the wielded item has node placement prediction,
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// make that happen
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// And also set the sound and send the interact
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auto &def = selected_item.getDefinition(itemdef_manager);
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bool placed = nodePlacement(def, selected_item, nodepos, neighbourpos,
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pointed);
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if (placed && client->modsLoaded())
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client->getScript()->on_placenode(pointed, def);
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}
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if (placed && client->modsLoaded())
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client->getScript()->on_placenode(pointed, def);
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}
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}
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bool Game::nodePlacement(const ItemDefinition &selected_def,
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const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighbourpos,
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const PointedThing &pointed)
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const PointedThing &pointed, const NodeMetadata *meta)
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{
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std::string prediction = selected_def.node_placement_prediction;
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const NodeDefManager *nodedef = client->ndef();
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@ -3256,6 +3233,31 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
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return false;
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}
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// formspec in meta
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if (meta && !meta->getString("formspec").empty() && !random_input
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&& !isKeyDown(KeyType::SNEAK)) {
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// on_rightclick callbacks are called anyway
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if (nodedef_manager->get(map.getNode(nodepos)).rightclickable)
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client->interact(INTERACT_PLACE, pointed);
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infostream << "Launching custom inventory view" << std::endl;
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InventoryLocation inventoryloc;
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inventoryloc.setNodeMeta(nodepos);
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NodeMetadataFormSource *fs_src = new NodeMetadataFormSource(
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&client->getEnv().getClientMap(), nodepos);
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TextDest *txt_dst = new TextDestNodeMetadata(nodepos, client);
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auto *&formspec = m_game_ui->updateFormspec("");
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GUIFormSpecMenu::create(formspec, client, &input->joystick, fs_src,
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txt_dst, client->getFormspecPrepend());
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formspec->setFormSpec(meta->getString("formspec"), inventoryloc);
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return false;
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}
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// on_rightclick callback
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if (prediction.empty() || (nodedef->get(node).rightclickable &&
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!isKeyDown(KeyType::SNEAK))) {
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// Report to server
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