Use `nil` for the `get_formspec` field to denote that the function does not have its own screen.
-Use `nil` for the `privs` field to denote that no special privileges are required to use the function.
+The `privs` field may not be `nil`.
If the identifier is already registered to another function, it will be replaced by the new one.
worldedit.pages = {} --mapping of identifiers to options
local identifiers = {} --ordered list of identifiers
worldedit.register_gui_function = function(identifier, options)
+ if options.privs == nil or next(options.privs) == nil then
+ error("privs unset")
+ end
worldedit.pages[identifier] = options
table.insert(identifiers, identifier)
end
]]
worldedit.register_gui_handler = function(identifier, handler)
+ local enabled = true
minetest.register_on_player_receive_fields(function(player, formname, fields)
- --ensure the form is not being exited since this is a duplicate message
- if fields.quit then
- return false
- end
-
+ if not enabled then return false end
+ enabled = false
+ minetest.after(0.2, function() enabled = true end)
local name = player:get_player_name()
-
+
--ensure the player has permission to perform the action
local entry = worldedit.pages[identifier]
- if entry and minetest.check_player_privs(name, entry.privs or {}) then
+ if entry and minetest.check_player_privs(name, entry.privs) then
return handler(name, fields)
end
return false
end
--implement worldedit.show_page(name, page) in different ways depending on the available APIs
-if unified_inventory then --unified inventory installed
+if minetest.global_exists("unified_inventory") then -- unified inventory installed
local old_func = worldedit.register_gui_function
worldedit.register_gui_function = function(identifier, options)
old_func(identifier, options)
worldedit.show_page(name, "worldedit_gui")
return true
elseif fields.worldedit_gui_exit then --return to original page
- unified_inventory.set_inventory_formspec(minetest.get_player_by_name(name), "craft")
+ local player = minetest.get_player_by_name(name)
+ if player then
+ unified_inventory.set_inventory_formspec(player, "craft")
+ end
return true
end
return false
end)
worldedit.show_page = function(name, page)
- minetest.get_player_by_name(name):set_inventory_formspec(get_formspec(name, page))
+ local player = minetest.get_player_by_name(name)
+ if player then
+ player:set_inventory_formspec(get_formspec(name, page))
+ end
end
-elseif inventory_plus then --inventory++ installed
+elseif minetest.global_exists("inventory_plus") then -- inventory++ installed
minetest.register_on_joinplayer(function(player)
- inventory_plus.register_button(player, "worldedit_gui", "WorldEdit")
+ local can_worldedit = minetest.check_player_privs(player:get_player_name(), {worldedit=true})
+ if can_worldedit then
+ inventory_plus.register_button(player, "worldedit_gui", "WorldEdit")
+ end
end)
--show the form when the button is pressed and hide it when done
return true
elseif fields.worldedit_gui_exit then --return to original page
if gui_player_formspecs[name] then
- inventory_plus.set_inventory_formspec(player, gui_player_formspecs[name])
+ inventory_plus.set_inventory_formspec(player, inventory_plus.get_formspec(player, "main"))
end
return true
end
end)
worldedit.show_page = function(name, page)
- inventory_plus.set_inventory_formspec(minetest.get_player_by_name(name), get_formspec(name, page))
- end
-else --fallback button
- local player_formspecs = {}
-
- local update_main_formspec = function(name)
- local formspec = player_formspecs[name]
- if not formspec then
- return
- end
local player = minetest.get_player_by_name(name)
- if (minetest.check_player_privs(name, {creative=true}) or minetest.setting_getbool("creative_mode")) and creative_inventory then --creative_inventory is active, add button to modified formspec
- formspec = player:get_inventory_formspec() .. "image_button[6,0;1,1;inventory_plus_worldedit_gui.png;worldedit_gui;]"
- else
- formspec = formspec .. "image_button[0,0;1,1;inventory_plus_worldedit_gui.png;worldedit_gui;]"
+ if player then
+ inventory_plus.set_inventory_formspec(player, get_formspec(name, page))
+ end
+ end
+elseif minetest.global_exists("smart_inventory") then -- smart_inventory installed
+ -- redefinition: Update the code element on inventory page to show the we-page
+ function worldedit.show_page(name, page)
+ local state = smart_inventory.get_page_state("worldedit_gui", name)
+ if state then
+ state:get("code"):set_we_formspec(page)
+ state.location.rootState:show() -- update inventory page
end
- player:set_inventory_formspec(formspec)
end
- minetest.register_on_joinplayer(function(player)
- local name = player:get_player_name()
- minetest.after(1, function()
- player_formspecs[name] = player:get_inventory_formspec()
- minetest.after(0.01, function()
- update_main_formspec(name)
- end)
+ -- smart_inventory page callback. Contains just a "custom code" element
+ local function smart_worldedit_gui_callback(state)
+ local codebox = state:element("code", { name = "code", code = "" })
+ function codebox:set_we_formspec(we_page)
+ local new_formspec = get_formspec(state.location.rootState.location.player, we_page)
+ new_formspec = new_formspec:gsub('button_exit','button') --no inventory closing
+ self.data.code = "container[1,1]".. new_formspec .. "container_end[]"
+ end
+ codebox:set_we_formspec("worldedit_gui")
+
+ -- process input (the back button)
+ state:onInput(function(state, fields, player)
+ if fields.worldedit_gui then --main page
+ state:get("code"):set_we_formspec("worldedit_gui")
+ elseif fields.worldedit_gui_exit then --return to original page
+ state:get("code"):set_we_formspec("worldedit_gui")
+ state.location.parentState:get("crafting_button"):submit() -- switch to the crafting tab
+ end
end)
- end)
+ end
- minetest.register_on_leaveplayer(function(player)
- player_formspecs[player:get_player_name()] = nil
- end)
+ -- all handler should return false to force inventory UI update
+ local orig_register_gui_handler = worldedit.register_gui_handler
+ worldedit.register_gui_handler = function(identifier, handler)
+ local wrapper = function(...)
+ handler(...)
+ return false
+ end
+ orig_register_gui_handler(identifier, wrapper)
+ end
- local gui_player_formspecs = {}
+ -- register the inventory button
+ smart_inventory.register_page({
+ name = "worldedit_gui",
+ tooltip = "Edit your World!",
+ icon = "inventory_plus_worldedit_gui.png",
+ smartfs_callback = smart_worldedit_gui_callback,
+ sequence = 99
+ })
+elseif minetest.global_exists("sfinv") then -- sfinv installed
+ assert(sfinv.enabled)
+ local orig_get = sfinv.pages["sfinv:crafting"].get
+ sfinv.override_page("sfinv:crafting", {
+ get = function(self, player, context)
+ local can_worldedit = minetest.check_player_privs(player, {worldedit=true})
+ local fs = orig_get(self, player, context)
+ return fs .. (can_worldedit and "image_button[0,0;1,1;inventory_plus_worldedit_gui.png;worldedit_gui;]" or "")
+ end
+ })
+
+ --show the form when the button is pressed and hide it when done
minetest.register_on_player_receive_fields(function(player, formname, fields)
- local name = player:get_player_name()
if fields.worldedit_gui then --main page
- gui_player_formspecs[name] = player:get_inventory_formspec()
- worldedit.show_page(name, "worldedit_gui")
+ worldedit.show_page(player:get_player_name(), "worldedit_gui")
return true
elseif fields.worldedit_gui_exit then --return to original page
- if gui_player_formspecs[name] then
- player:set_inventory_formspec(gui_player_formspecs[name])
- end
+ sfinv.set_page(player, "sfinv:crafting")
return true
- else --deal with creative_inventory setting the formspec on every single message
- minetest.after(0.01,function()
- update_main_formspec(name)
- end)
- return false --continue processing in creative inventory
end
+ return false
end)
worldedit.show_page = function(name, page)
local player = minetest.get_player_by_name(name)
- player:set_inventory_formspec(get_formspec(name, page))
+ if player then
+ player:set_inventory_formspec(get_formspec(name, page))
+ end
end
+else
+ error(
+ "worldedit_gui requires a supported gui management mod to be installed.\n"..
+ "To use the it you need to either:\n"..
+ "* use minetest_game or another sfinv-compatible subgame\n"..
+ "* install Unified Inventory, Inventory++ or Smart Inventory\n"..
+ "If you don't want to use worldedit_gui, disable it by editing world.mt or from the main menu."
+ )
end
worldedit.register_gui_function("worldedit_gui", {
name = "WorldEdit GUI",
+ privs = {interact=true},
get_formspec = function(name)
--create a form with all the buttons arranged in a grid
local buttons, x, y, index = {}, 0, 1, 0
for identifier, entry in pairs(worldedit.pages) do --check for WorldEdit GUI main formspec button selection
if fields[identifier] and identifier ~= "worldedit_gui" then
--ensure player has permission to perform action
- local has_privs, missing_privs = minetest.check_player_privs(name, entry.privs or {})
+ local has_privs, missing_privs = minetest.check_player_privs(name, entry.privs)
if not has_privs then
worldedit.player_notify(name, "you are not allowed to use this function (missing privileges: " .. table.concat(missing_privs, ", ") .. ")")
return false