end
--implement worldedit.show_page(name, page) in different ways depending on the available APIs
-if rawget(_G, "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)
player:set_inventory_formspec(get_formspec(name, page))
end
end
-elseif rawget(_G, "inventory_plus") then --inventory++ installed
+elseif minetest.global_exists("inventory_plus") then -- inventory++ installed
minetest.register_on_joinplayer(function(player)
local can_worldedit = minetest.check_player_privs(player:get_player_name(), {worldedit=true})
if can_worldedit then
inventory_plus.set_inventory_formspec(player, get_formspec(name, page))
end
end
-elseif rawget(_G, "sfinv") then --sfinv installed (part of minetest_game since 0.4.15)
+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
+ 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
+
+ -- 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
+
+ -- 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", {
end
})
- --compatibility with pre-0.4.16 sfinv
- local set_page = sfinv.set_page or function(player, name)
- --assumptions: src pg has no leave callback, dst pg has no enter callback
- local ctx = {page=name}
- sfinv.contexts[player:get_player_name()] = ctx
- sfinv.set_player_inventory_formspec(player, ctx)
- end
-
--show the form when the button is pressed and hide it when done
minetest.register_on_player_receive_fields(function(player, formname, fields)
if fields.worldedit_gui then --main page
worldedit.show_page(player:get_player_name(), "worldedit_gui")
return true
elseif fields.worldedit_gui_exit then --return to original page
- set_page(player, "sfinv:crafting")
+ sfinv.set_page(player, "sfinv:crafting")
return true
end
return false
player:set_inventory_formspec(get_formspec(name, page))
end
end
-else --fallback button
- -- FIXME: this is a huge clusterfuck and the back button is broken
- 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 not player then --this is in case the player signs off while the media is loading
- return
- end
- if (minetest.check_player_privs(name, {creative=true}) or
- minetest.setting_getbool("creative_mode")) and
- creative then --creative is active, add button to modified formspec
- local creative_formspec = player:get_inventory_formspec()
- local tab_id = tonumber(creative_formspec:match("tabheader%[.-;(%d+)%;"))
-
- if tab_id == 1 then
- formspec = creative_formspec ..
- "image_button[0,1;1,1;inventory_plus_worldedit_gui.png;worldedit_gui;]"
- elseif not tab_id then
- formspec = creative_formspec ..
- "image_button[6,0;1,1;inventory_plus_worldedit_gui.png;worldedit_gui;]"
- else
- return
- end
- else
- formspec = formspec .. "image_button[0,0;1,1;inventory_plus_worldedit_gui.png;worldedit_gui;]"
- end
- player:set_inventory_formspec(formspec)
- end
-
- minetest.register_on_joinplayer(function(player)
- local name = player:get_player_name()
- minetest.after(1, function()
- if minetest.get_player_by_name(name) then --ensure the player is still signed in
- player_formspecs[name] = player:get_inventory_formspec()
- minetest.after(0.01, function()
- update_main_formspec(name)
- end)
- end
- end)
- end)
-
- minetest.register_on_leaveplayer(function(player)
- player_formspecs[player:get_player_name()] = nil
- end)
-
- local gui_player_formspecs = {}
- 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")
- 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
- 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
- end)
-
- worldedit.show_page = function(name, page)
- local player = minetest.get_player_by_name(name)
- 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", {