ebd1d1f245
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.
378 lines
12 KiB
Lua
378 lines
12 KiB
Lua
local S = minetest.get_translator("unified_inventory")
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local F = minetest.formspec_escape
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-- This pair of encoding functions is used where variable text must go in
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-- button names, where the text might contain formspec metacharacters.
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-- We can escape button names for the formspec, to avoid screwing up
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-- form structure overall, but they then don't get de-escaped, and so
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-- the input we get back from the button contains the formspec escaping.
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-- This is a game engine bug, and in the anticipation that it might be
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-- fixed some day we don't want to rely on it. So for safety we apply
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-- an encoding that avoids all formspec metacharacters.
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function unified_inventory.mangle_for_formspec(str)
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return string.gsub(str, "([^A-Za-z0-9])", function (c) return string.format("_%d_", string.byte(c)) end)
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end
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function unified_inventory.demangle_for_formspec(str)
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return string.gsub(str, "_([0-9]+)_", function (v) return string.char(v) end)
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end
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function unified_inventory.get_per_player_formspec(player_name)
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local lite = unified_inventory.lite_mode and not minetest.check_player_privs(player_name, {ui_full=true})
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local ui = {}
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ui.pagecols = unified_inventory.pagecols
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ui.pagerows = unified_inventory.pagerows
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ui.page_y = unified_inventory.page_y
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ui.formspec_y = unified_inventory.formspec_y
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ui.main_button_x = unified_inventory.main_button_x
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ui.main_button_y = unified_inventory.main_button_y
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ui.craft_result_x = unified_inventory.craft_result_x
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ui.craft_result_y = unified_inventory.craft_result_y
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ui.form_header_y = unified_inventory.form_header_y
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if lite then
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ui.pagecols = 4
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ui.pagerows = 6
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ui.page_y = 0.25
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ui.formspec_y = 0.47
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ui.main_button_x = 8.2
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ui.main_button_y = 6.5
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ui.craft_result_x = 2.8
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ui.craft_result_y = 3.4
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ui.form_header_y = -0.1
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end
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ui.items_per_page = ui.pagecols * ui.pagerows
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return ui, lite
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end
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function unified_inventory.get_formspec(player, page)
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if not player then
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return ""
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end
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local player_name = player:get_player_name()
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local ui_peruser,draw_lite_mode = unified_inventory.get_per_player_formspec(player_name)
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unified_inventory.current_page[player_name] = page
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local pagedef = unified_inventory.pages[page]
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if not pagedef then
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return "" -- Invalid page name
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end
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local formspec = {
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"size[14,10]",
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pagedef.formspec_prepend and "" or "no_prepend[]",
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unified_inventory.standard_background -- Background
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}
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local n = 4
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if draw_lite_mode then
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formspec[1] = "size[11,7.7]"
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formspec[3] = unified_inventory.standard_background
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end
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if unified_inventory.is_creative(player_name)
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and page == "craft" then
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formspec[n] = "background[0,"..(ui_peruser.formspec_y + 2)..";1,1;ui_single_slot.png]"
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n = n+1
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end
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local perplayer_formspec = unified_inventory.get_per_player_formspec(player_name)
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local fsdata = pagedef.get_formspec(player, perplayer_formspec)
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formspec[n] = fsdata.formspec
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n = n+1
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local button_row = 0
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local button_col = 0
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-- Main buttons
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local filtered_inv_buttons = {}
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for i, def in pairs(unified_inventory.buttons) do
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if not (draw_lite_mode and def.hide_lite) then
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table.insert(filtered_inv_buttons, def)
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end
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end
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for i, def in pairs(filtered_inv_buttons) do
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if draw_lite_mode and i > 4 then
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button_row = 1
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button_col = 1
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end
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if def.type == "image" then
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if (def.condition == nil or def.condition(player) == true) then
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formspec[n] = "image_button["
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formspec[n+1] = ( ui_peruser.main_button_x + 0.65 * (i - 1) - button_col * 0.65 * 4)
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formspec[n+2] = ","..(ui_peruser.main_button_y + button_row * 0.7)..";0.8,0.8;"
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formspec[n+3] = F(def.image)..";"
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formspec[n+4] = F(def.name)..";]"
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formspec[n+5] = "tooltip["..F(def.name)
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formspec[n+6] = ";"..(def.tooltip or "").."]"
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n = n+7
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else
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formspec[n] = "image["
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formspec[n+1] = ( ui_peruser.main_button_x + 0.65 * (i - 1) - button_col * 0.65 * 4)
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formspec[n+2] = ","..(ui_peruser.main_button_y + button_row * 0.7)..";0.8,0.8;"
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formspec[n+3] = F(def.image).."^[colorize:#808080:alpha]"
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n = n+4
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end
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end
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end
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if fsdata.draw_inventory ~= false then
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-- Player inventory
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formspec[n] = "listcolors[#00000000;#00000000]"
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formspec[n+1] = string.gsub(unified_inventory.standard_inv, "YYY", ui_peruser.formspec_y + 3.5)
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n = n+2
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end
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if fsdata.draw_item_list == false then
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return table.concat(formspec, "")
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end
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-- Controls to flip items pages
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local start_x = 9.2
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if not draw_lite_mode then
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formspec[n] =
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"image_button[" .. (start_x + 0.6 * 0)
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.. ",9;.8,.8;ui_skip_backward_icon.png;start_list;]"
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.. "tooltip[start_list;" .. F(S("First page")) .. "]"
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.. "image_button[" .. (start_x + 0.6 * 1)
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.. ",9;.8,.8;ui_doubleleft_icon.png;rewind3;]"
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.. "tooltip[rewind3;" .. F(S("Back three pages")) .. "]"
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.. "image_button[" .. (start_x + 0.6 * 2)
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.. ",9;.8,.8;ui_left_icon.png;rewind1;]"
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.. "tooltip[rewind1;" .. F(S("Back one page")) .. "]"
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.. "image_button[" .. (start_x + 0.6 * 3)
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.. ",9;.8,.8;ui_right_icon.png;forward1;]"
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.. "tooltip[forward1;" .. F(S("Forward one page")) .. "]"
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.. "image_button[" .. (start_x + 0.6 * 4)
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.. ",9;.8,.8;ui_doubleright_icon.png;forward3;]"
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.. "tooltip[forward3;" .. F(S("Forward three pages")) .. "]"
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.. "image_button[" .. (start_x + 0.6 * 5)
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.. ",9;.8,.8;ui_skip_forward_icon.png;end_list;]"
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.. "tooltip[end_list;" .. F(S("Last page")) .. "]"
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else
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formspec[n] =
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"image_button[" .. (8.2 + 0.65 * 0)
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.. ",5.8;.8,.8;ui_skip_backward_icon.png;start_list;]"
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.. "tooltip[start_list;" .. F(S("First page")) .. "]"
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.. "image_button[" .. (8.2 + 0.65 * 1)
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.. ",5.8;.8,.8;ui_left_icon.png;rewind1;]"
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.. "tooltip[rewind1;" .. F(S("Back one page")) .. "]"
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.. "image_button[" .. (8.2 + 0.65 * 2)
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.. ",5.8;.8,.8;ui_right_icon.png;forward1;]"
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.. "tooltip[forward1;" .. F(S("Forward one page")) .. "]"
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.. "image_button[" .. (8.2 + 0.65 * 3)
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.. ",5.8;.8,.8;ui_skip_forward_icon.png;end_list;]"
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.. "tooltip[end_list;" .. F(S("Last page")) .. "]"
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end
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n = n+1
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-- Search box
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formspec[n] = "field_close_on_enter[searchbox;false]"
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n = n+1
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if not draw_lite_mode then
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formspec[n] = "field[9.5,8.325;3,1;searchbox;;"
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.. F(unified_inventory.current_searchbox[player_name]) .. "]"
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formspec[n+1] = "image_button[12.2,8.1;.8,.8;ui_search_icon.png;searchbutton;]"
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.. "tooltip[searchbutton;" ..F(S("Search")) .. "]"
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formspec[n+2] = "image_button[12.9,8.1;.8,.8;ui_reset_icon.png;searchresetbutton;]"
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.. "tooltip[searchbutton;" ..F(S("Search")) .. "]"
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.. "tooltip[searchresetbutton;" ..F(S("Reset search and display everything")) .. "]"
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else
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formspec[n] = "field[8.5,5.225;2.2,1;searchbox;;"
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.. F(unified_inventory.current_searchbox[player_name]) .. "]"
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formspec[n+1] = "image_button[10.3,5;.8,.8;ui_search_icon.png;searchbutton;]"
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.. "tooltip[searchbutton;" ..F(S("Search")) .. "]"
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formspec[n+2] = "image_button[11,5;.8,.8;ui_reset_icon.png;searchresetbutton;]"
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.. "tooltip[searchbutton;" ..F(S("Search")) .. "]"
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.. "tooltip[searchresetbutton;" ..F(S("Reset search and display everything")) .. "]"
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end
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n = n+3
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local no_matches = S("No matching items")
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if draw_lite_mode then
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no_matches = S("No matches.")
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end
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-- Items list
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if #unified_inventory.filtered_items_list[player_name] == 0 then
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formspec[n] = "label[8.2,"..ui_peruser.form_header_y..";" .. F(no_matches) .. "]"
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else
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local dir = unified_inventory.active_search_direction[player_name]
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local list_index = unified_inventory.current_index[player_name]
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local page2 = math.floor(list_index / (ui_peruser.items_per_page) + 1)
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local pagemax = math.floor(
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(#unified_inventory.filtered_items_list[player_name] - 1)
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/ (ui_peruser.items_per_page) + 1)
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for y = 0, ui_peruser.pagerows - 1 do
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for x = 0, ui_peruser.pagecols - 1 do
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local name = unified_inventory.filtered_items_list[player_name][list_index]
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local item = minetest.registered_items[name]
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if item then
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-- Clicked on current item: Flip crafting direction
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if name == unified_inventory.current_item[player_name] then
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local cdir = unified_inventory.current_craft_direction[player_name]
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if cdir == "recipe" then
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dir = "usage"
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elseif cdir == "usage" then
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dir = "recipe"
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end
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else
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-- Default: use active search direction by default
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dir = unified_inventory.active_search_direction[player_name]
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end
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local button_name = "item_button_" .. dir .. "_"
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.. unified_inventory.mangle_for_formspec(name)
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formspec[n] = ("item_image_button[%f,%f;.81,.81;%s;%s;]"):format(
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8.2 + x * 0.7, ui_peruser.formspec_y + ui_peruser.page_y + y * 0.7,
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name, button_name
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)
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formspec[n + 1] = ("tooltip[%s;%s \\[%s\\]]"):format(
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button_name, minetest.formspec_escape(item.description),
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item.mod_origin or "??"
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)
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n = n + 2
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list_index = list_index + 1
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end
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end
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end
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formspec[n] = "label[8.2,"..ui_peruser.form_header_y..";"..F(S("Page")) .. ": "
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.. S("@1 of @2",page2,pagemax).."]"
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end
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n= n+1
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if unified_inventory.activefilter[player_name] ~= "" then
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formspec[n] = "label[8.2,"..(ui_peruser.form_header_y + 0.4)..";" .. F(S("Filter")) .. ":]"
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formspec[n+1] = "label[9.1,"..(ui_peruser.form_header_y + 0.4)..";"..F(unified_inventory.activefilter[player_name]).."]"
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end
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return table.concat(formspec, "")
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end
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function unified_inventory.set_inventory_formspec(player, page)
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if player then
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player:set_inventory_formspec(unified_inventory.get_formspec(player, page))
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end
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end
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--apply filter to the inventory list (create filtered copy of full one)
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function unified_inventory.apply_filter(player, filter, search_dir)
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if not player then
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return false
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end
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local player_name = player:get_player_name()
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local lfilter = string.lower(filter)
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local ffilter
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if lfilter:sub(1, 6) == "group:" then
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local groups = lfilter:sub(7):split(",")
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ffilter = function(name, def)
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for _, group in ipairs(groups) do
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if not def.groups[group]
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or def.groups[group] <= 0 then
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return false
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end
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end
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return true
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end
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else
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local lang = minetest.get_player_information(player_name).lang_code
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ffilter = function(name, def)
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local lname = string.lower(name)
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local ldesc = string.lower(def.description)
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local llocaldesc = minetest.get_translated_string
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and string.lower(minetest.get_translated_string(lang, def.description))
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return string.find(lname, lfilter, 1, true) or string.find(ldesc, lfilter, 1, true)
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or llocaldesc and string.find(llocaldesc, lfilter, 1, true)
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end
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end
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unified_inventory.filtered_items_list[player_name]={}
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for name, def in pairs(minetest.registered_items) do
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if (not def.groups.not_in_creative_inventory
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or def.groups.not_in_creative_inventory == 0)
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and def.description
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and def.description ~= ""
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and ffilter(name, def) then
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table.insert(unified_inventory.filtered_items_list[player_name], name)
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end
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end
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table.sort(unified_inventory.filtered_items_list[player_name])
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unified_inventory.filtered_items_list_size[player_name] = #unified_inventory.filtered_items_list[player_name]
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unified_inventory.current_index[player_name] = 1
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unified_inventory.activefilter[player_name] = filter
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unified_inventory.active_search_direction[player_name] = search_dir
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unified_inventory.set_inventory_formspec(player,
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unified_inventory.current_page[player_name])
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end
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function unified_inventory.items_in_group(groups)
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local items = {}
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for name, item in pairs(minetest.registered_items) do
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for _, group in pairs(groups:split(',')) do
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if item.groups[group] then
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table.insert(items, name)
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end
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end
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end
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return items
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end
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function unified_inventory.sort_inventory(inv)
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local inlist = inv:get_list("main")
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local typecnt = {}
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local typekeys = {}
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for _, st in ipairs(inlist) do
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if not st:is_empty() then
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local n = st:get_name()
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local w = st:get_wear()
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local m = st:get_metadata()
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local k = string.format("%s %05d %s", n, w, m)
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if not typecnt[k] then
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typecnt[k] = {
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name = n,
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wear = w,
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metadata = m,
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stack_max = st:get_stack_max(),
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count = 0,
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}
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table.insert(typekeys, k)
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end
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typecnt[k].count = typecnt[k].count + st:get_count()
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end
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end
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table.sort(typekeys)
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local outlist = {}
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for _, k in ipairs(typekeys) do
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local tc = typecnt[k]
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while tc.count > 0 do
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local c = math.min(tc.count, tc.stack_max)
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table.insert(outlist, ItemStack({
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name = tc.name,
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wear = tc.wear,
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metadata = tc.metadata,
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count = c,
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}))
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tc.count = tc.count - c
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end
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end
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if #outlist > #inlist then return end
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while #outlist < #inlist do
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table.insert(outlist, ItemStack(nil))
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end
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inv:set_list("main", outlist)
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end
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