unified_inventory/internal.lua
Vanessa Dannenberg ebd1d1f245 Improve consistency of inventory (and alike) imagery
In a number of places, background[] is misused to place the
inventory backdrop images.  Where appropriate, image[] is used
instead, so that "ui_form_bg.png" actually serves as the one
and only true background image.

In so doing, I was able to remake the bag inventory images,
making them only big as is actually needed to hold 1, 2, or 3
rows of inventory slots.

This, in turn, allows a standardized main inventory image to
occupy the lower part of the window, which allows for
consistent inventory image positioning and sizing from one
page to another.

I also removed ui_misc_form.png.  Nothing in UI uses it, and
any external mods that used it can just use the standard
inventory and its background.

Lastly, I reduced the background image to 512x384 px.  It was
unnecessarily large before, considering it has no real detail.

The larger inventory images are all 512px wide, and multiples
of 64px in height.  Before, they were oddly sized.
2021-03-01 18:57:50 +01:00

378 lines
12 KiB
Lua

local S = minetest.get_translator("unified_inventory")
local F = minetest.formspec_escape
-- This pair of encoding functions is used where variable text must go in
-- button names, where the text might contain formspec metacharacters.
-- We can escape button names for the formspec, to avoid screwing up
-- form structure overall, but they then don't get de-escaped, and so
-- the input we get back from the button contains the formspec escaping.
-- This is a game engine bug, and in the anticipation that it might be
-- fixed some day we don't want to rely on it. So for safety we apply
-- an encoding that avoids all formspec metacharacters.
function unified_inventory.mangle_for_formspec(str)
return string.gsub(str, "([^A-Za-z0-9])", function (c) return string.format("_%d_", string.byte(c)) end)
end
function unified_inventory.demangle_for_formspec(str)
return string.gsub(str, "_([0-9]+)_", function (v) return string.char(v) end)
end
function unified_inventory.get_per_player_formspec(player_name)
local lite = unified_inventory.lite_mode and not minetest.check_player_privs(player_name, {ui_full=true})
local ui = {}
ui.pagecols = unified_inventory.pagecols
ui.pagerows = unified_inventory.pagerows
ui.page_y = unified_inventory.page_y
ui.formspec_y = unified_inventory.formspec_y
ui.main_button_x = unified_inventory.main_button_x
ui.main_button_y = unified_inventory.main_button_y
ui.craft_result_x = unified_inventory.craft_result_x
ui.craft_result_y = unified_inventory.craft_result_y
ui.form_header_y = unified_inventory.form_header_y
if lite then
ui.pagecols = 4
ui.pagerows = 6
ui.page_y = 0.25
ui.formspec_y = 0.47
ui.main_button_x = 8.2
ui.main_button_y = 6.5
ui.craft_result_x = 2.8
ui.craft_result_y = 3.4
ui.form_header_y = -0.1
end
ui.items_per_page = ui.pagecols * ui.pagerows
return ui, lite
end
function unified_inventory.get_formspec(player, page)
if not player then
return ""
end
local player_name = player:get_player_name()
local ui_peruser,draw_lite_mode = unified_inventory.get_per_player_formspec(player_name)
unified_inventory.current_page[player_name] = page
local pagedef = unified_inventory.pages[page]
if not pagedef then
return "" -- Invalid page name
end
local formspec = {
"size[14,10]",
pagedef.formspec_prepend and "" or "no_prepend[]",
unified_inventory.standard_background -- Background
}
local n = 4
if draw_lite_mode then
formspec[1] = "size[11,7.7]"
formspec[3] = unified_inventory.standard_background
end
if unified_inventory.is_creative(player_name)
and page == "craft" then
formspec[n] = "background[0,"..(ui_peruser.formspec_y + 2)..";1,1;ui_single_slot.png]"
n = n+1
end
local perplayer_formspec = unified_inventory.get_per_player_formspec(player_name)
local fsdata = pagedef.get_formspec(player, perplayer_formspec)
formspec[n] = fsdata.formspec
n = n+1
local button_row = 0
local button_col = 0
-- Main buttons
local filtered_inv_buttons = {}
for i, def in pairs(unified_inventory.buttons) do
if not (draw_lite_mode and def.hide_lite) then
table.insert(filtered_inv_buttons, def)
end
end
for i, def in pairs(filtered_inv_buttons) do
if draw_lite_mode and i > 4 then
button_row = 1
button_col = 1
end
if def.type == "image" then
if (def.condition == nil or def.condition(player) == true) then
formspec[n] = "image_button["
formspec[n+1] = ( ui_peruser.main_button_x + 0.65 * (i - 1) - button_col * 0.65 * 4)
formspec[n+2] = ","..(ui_peruser.main_button_y + button_row * 0.7)..";0.8,0.8;"
formspec[n+3] = F(def.image)..";"
formspec[n+4] = F(def.name)..";]"
formspec[n+5] = "tooltip["..F(def.name)
formspec[n+6] = ";"..(def.tooltip or "").."]"
n = n+7
else
formspec[n] = "image["
formspec[n+1] = ( ui_peruser.main_button_x + 0.65 * (i - 1) - button_col * 0.65 * 4)
formspec[n+2] = ","..(ui_peruser.main_button_y + button_row * 0.7)..";0.8,0.8;"
formspec[n+3] = F(def.image).."^[colorize:#808080:alpha]"
n = n+4
end
end
end
if fsdata.draw_inventory ~= false then
-- Player inventory
formspec[n] = "listcolors[#00000000;#00000000]"
formspec[n+1] = string.gsub(unified_inventory.standard_inv, "YYY", ui_peruser.formspec_y + 3.5)
n = n+2
end
if fsdata.draw_item_list == false then
return table.concat(formspec, "")
end
-- Controls to flip items pages
local start_x = 9.2
if not draw_lite_mode then
formspec[n] =
"image_button[" .. (start_x + 0.6 * 0)
.. ",9;.8,.8;ui_skip_backward_icon.png;start_list;]"
.. "tooltip[start_list;" .. F(S("First page")) .. "]"
.. "image_button[" .. (start_x + 0.6 * 1)
.. ",9;.8,.8;ui_doubleleft_icon.png;rewind3;]"
.. "tooltip[rewind3;" .. F(S("Back three pages")) .. "]"
.. "image_button[" .. (start_x + 0.6 * 2)
.. ",9;.8,.8;ui_left_icon.png;rewind1;]"
.. "tooltip[rewind1;" .. F(S("Back one page")) .. "]"
.. "image_button[" .. (start_x + 0.6 * 3)
.. ",9;.8,.8;ui_right_icon.png;forward1;]"
.. "tooltip[forward1;" .. F(S("Forward one page")) .. "]"
.. "image_button[" .. (start_x + 0.6 * 4)
.. ",9;.8,.8;ui_doubleright_icon.png;forward3;]"
.. "tooltip[forward3;" .. F(S("Forward three pages")) .. "]"
.. "image_button[" .. (start_x + 0.6 * 5)
.. ",9;.8,.8;ui_skip_forward_icon.png;end_list;]"
.. "tooltip[end_list;" .. F(S("Last page")) .. "]"
else
formspec[n] =
"image_button[" .. (8.2 + 0.65 * 0)
.. ",5.8;.8,.8;ui_skip_backward_icon.png;start_list;]"
.. "tooltip[start_list;" .. F(S("First page")) .. "]"
.. "image_button[" .. (8.2 + 0.65 * 1)
.. ",5.8;.8,.8;ui_left_icon.png;rewind1;]"
.. "tooltip[rewind1;" .. F(S("Back one page")) .. "]"
.. "image_button[" .. (8.2 + 0.65 * 2)
.. ",5.8;.8,.8;ui_right_icon.png;forward1;]"
.. "tooltip[forward1;" .. F(S("Forward one page")) .. "]"
.. "image_button[" .. (8.2 + 0.65 * 3)
.. ",5.8;.8,.8;ui_skip_forward_icon.png;end_list;]"
.. "tooltip[end_list;" .. F(S("Last page")) .. "]"
end
n = n+1
-- Search box
formspec[n] = "field_close_on_enter[searchbox;false]"
n = n+1
if not draw_lite_mode then
formspec[n] = "field[9.5,8.325;3,1;searchbox;;"
.. F(unified_inventory.current_searchbox[player_name]) .. "]"
formspec[n+1] = "image_button[12.2,8.1;.8,.8;ui_search_icon.png;searchbutton;]"
.. "tooltip[searchbutton;" ..F(S("Search")) .. "]"
formspec[n+2] = "image_button[12.9,8.1;.8,.8;ui_reset_icon.png;searchresetbutton;]"
.. "tooltip[searchbutton;" ..F(S("Search")) .. "]"
.. "tooltip[searchresetbutton;" ..F(S("Reset search and display everything")) .. "]"
else
formspec[n] = "field[8.5,5.225;2.2,1;searchbox;;"
.. F(unified_inventory.current_searchbox[player_name]) .. "]"
formspec[n+1] = "image_button[10.3,5;.8,.8;ui_search_icon.png;searchbutton;]"
.. "tooltip[searchbutton;" ..F(S("Search")) .. "]"
formspec[n+2] = "image_button[11,5;.8,.8;ui_reset_icon.png;searchresetbutton;]"
.. "tooltip[searchbutton;" ..F(S("Search")) .. "]"
.. "tooltip[searchresetbutton;" ..F(S("Reset search and display everything")) .. "]"
end
n = n+3
local no_matches = S("No matching items")
if draw_lite_mode then
no_matches = S("No matches.")
end
-- Items list
if #unified_inventory.filtered_items_list[player_name] == 0 then
formspec[n] = "label[8.2,"..ui_peruser.form_header_y..";" .. F(no_matches) .. "]"
else
local dir = unified_inventory.active_search_direction[player_name]
local list_index = unified_inventory.current_index[player_name]
local page2 = math.floor(list_index / (ui_peruser.items_per_page) + 1)
local pagemax = math.floor(
(#unified_inventory.filtered_items_list[player_name] - 1)
/ (ui_peruser.items_per_page) + 1)
for y = 0, ui_peruser.pagerows - 1 do
for x = 0, ui_peruser.pagecols - 1 do
local name = unified_inventory.filtered_items_list[player_name][list_index]
local item = minetest.registered_items[name]
if item then
-- Clicked on current item: Flip crafting direction
if name == unified_inventory.current_item[player_name] then
local cdir = unified_inventory.current_craft_direction[player_name]
if cdir == "recipe" then
dir = "usage"
elseif cdir == "usage" then
dir = "recipe"
end
else
-- Default: use active search direction by default
dir = unified_inventory.active_search_direction[player_name]
end
local button_name = "item_button_" .. dir .. "_"
.. unified_inventory.mangle_for_formspec(name)
formspec[n] = ("item_image_button[%f,%f;.81,.81;%s;%s;]"):format(
8.2 + x * 0.7, ui_peruser.formspec_y + ui_peruser.page_y + y * 0.7,
name, button_name
)
formspec[n + 1] = ("tooltip[%s;%s \\[%s\\]]"):format(
button_name, minetest.formspec_escape(item.description),
item.mod_origin or "??"
)
n = n + 2
list_index = list_index + 1
end
end
end
formspec[n] = "label[8.2,"..ui_peruser.form_header_y..";"..F(S("Page")) .. ": "
.. S("@1 of @2",page2,pagemax).."]"
end
n= n+1
if unified_inventory.activefilter[player_name] ~= "" then
formspec[n] = "label[8.2,"..(ui_peruser.form_header_y + 0.4)..";" .. F(S("Filter")) .. ":]"
formspec[n+1] = "label[9.1,"..(ui_peruser.form_header_y + 0.4)..";"..F(unified_inventory.activefilter[player_name]).."]"
end
return table.concat(formspec, "")
end
function unified_inventory.set_inventory_formspec(player, page)
if player then
player:set_inventory_formspec(unified_inventory.get_formspec(player, page))
end
end
--apply filter to the inventory list (create filtered copy of full one)
function unified_inventory.apply_filter(player, filter, search_dir)
if not player then
return false
end
local player_name = player:get_player_name()
local lfilter = string.lower(filter)
local ffilter
if lfilter:sub(1, 6) == "group:" then
local groups = lfilter:sub(7):split(",")
ffilter = function(name, def)
for _, group in ipairs(groups) do
if not def.groups[group]
or def.groups[group] <= 0 then
return false
end
end
return true
end
else
local lang = minetest.get_player_information(player_name).lang_code
ffilter = function(name, def)
local lname = string.lower(name)
local ldesc = string.lower(def.description)
local llocaldesc = minetest.get_translated_string
and string.lower(minetest.get_translated_string(lang, def.description))
return string.find(lname, lfilter, 1, true) or string.find(ldesc, lfilter, 1, true)
or llocaldesc and string.find(llocaldesc, lfilter, 1, true)
end
end
unified_inventory.filtered_items_list[player_name]={}
for name, def in pairs(minetest.registered_items) do
if (not def.groups.not_in_creative_inventory
or def.groups.not_in_creative_inventory == 0)
and def.description
and def.description ~= ""
and ffilter(name, def) then
table.insert(unified_inventory.filtered_items_list[player_name], name)
end
end
table.sort(unified_inventory.filtered_items_list[player_name])
unified_inventory.filtered_items_list_size[player_name] = #unified_inventory.filtered_items_list[player_name]
unified_inventory.current_index[player_name] = 1
unified_inventory.activefilter[player_name] = filter
unified_inventory.active_search_direction[player_name] = search_dir
unified_inventory.set_inventory_formspec(player,
unified_inventory.current_page[player_name])
end
function unified_inventory.items_in_group(groups)
local items = {}
for name, item in pairs(minetest.registered_items) do
for _, group in pairs(groups:split(',')) do
if item.groups[group] then
table.insert(items, name)
end
end
end
return items
end
function unified_inventory.sort_inventory(inv)
local inlist = inv:get_list("main")
local typecnt = {}
local typekeys = {}
for _, st in ipairs(inlist) do
if not st:is_empty() then
local n = st:get_name()
local w = st:get_wear()
local m = st:get_metadata()
local k = string.format("%s %05d %s", n, w, m)
if not typecnt[k] then
typecnt[k] = {
name = n,
wear = w,
metadata = m,
stack_max = st:get_stack_max(),
count = 0,
}
table.insert(typekeys, k)
end
typecnt[k].count = typecnt[k].count + st:get_count()
end
end
table.sort(typekeys)
local outlist = {}
for _, k in ipairs(typekeys) do
local tc = typecnt[k]
while tc.count > 0 do
local c = math.min(tc.count, tc.stack_max)
table.insert(outlist, ItemStack({
name = tc.name,
wear = tc.wear,
metadata = tc.metadata,
count = c,
}))
tc.count = tc.count - c
end
end
if #outlist > #inlist then return end
while #outlist < #inlist do
table.insert(outlist, ItemStack(nil))
end
inv:set_list("main", outlist)
end