added missed files :/
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189
creative.lua
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189
creative.lua
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local cache = smart_inventory.cache
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local filter = smart_inventory.filter
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local ui_tools = smart_inventory.ui_tools
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local function on_item_select(state, entry)
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local player = minetest.get_player_by_name(state.location.rootState.location.player)
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local pinv = player:get_inventory()
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pinv:add_item("main", entry.item)
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end
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local function get_all_items(state)
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local outtab = {}
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for itemname, citem in pairs(cache.citems) do
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local entry = {
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citem = citem,
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-- buttons_grid related
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item = itemname,
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is_button = true
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}
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table.insert(outtab, entry)
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end
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return outtab
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end
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local function update_group_selection(state, changed_group)
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local grouped = state.param.creative_grouped_items
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local groups_sel1 = state:get("groups_sel1")
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local groups_sel2 = state:get("groups_sel2")
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local groups_sel3 = state:get("groups_sel3")
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local grid = state:get("buttons_grid")
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local outlist
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-- Group 1
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if changed_group <= 1 then
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state.param.creative_group_list1 = ui_tools.update_group_selection(grouped, groups_sel1, state.param.creative_group_list1)
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end
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local sel_id = groups_sel1:getSelected()
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if state.param.creative_group_list1[sel_id] == "all" or not state.param.creative_group_list1[sel_id] then
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outlist = grouped["all"].items
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groups_sel2:clearItems()
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groups_sel3:clearItems()
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else
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-- Group 2
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grouped = cache.get_list_grouped(grouped[state.param.creative_group_list1[sel_id]].items)
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if changed_group <= 2 then
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state.param.creative_group_list2 = ui_tools.update_group_selection(grouped, groups_sel2, state.param.creative_group_list2)
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end
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sel_id = groups_sel2:getSelected()
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if state.param.creative_group_list2[sel_id] == "all" or not state.param.creative_group_list2[sel_id] then
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outlist = grouped["all"].items
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groups_sel3:clearItems()
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else
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-- Group 3
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grouped = cache.get_list_grouped(grouped[state.param.creative_group_list2[sel_id]].items)
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if changed_group <= 3 then
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state.param.creative_group_list3 = ui_tools.update_group_selection(grouped, groups_sel3, state.param.creative_group_list3)
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end
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sel_id = groups_sel3:getSelected()
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outlist = grouped[state.param.creative_group_list3[sel_id]].items
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end
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end
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-- TODO: other selections
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local grid = state:get("buttons_grid")
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if outlist then
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-- sort selected items
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table.sort(outlist, function(a,b)
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return a.item < b.item
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end)
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grid:setList(outlist)
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state.param.creative_outlist = outlist
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else
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grid:setList({})
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end
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end
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local function create_trash_inv(state, name)
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local player = minetest.get_player_by_name(name)
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local invname = name.."_trash_inv"
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local listname = "trash"
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local inv = minetest.get_inventory({type="detached", name=invname})
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if not inv then
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inv = minetest.create_detached_inventory(invname, {
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allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
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return 0
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end,
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allow_put = function(inv, listname, index, stack, player)
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return 99
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end,
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allow_take = function(inv, listname, index, stack, player)
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return 99
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end,
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on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
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end,
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on_put = function(inv, listname, index, stack, player)
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inv:set_stack(listname, index, nil)
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end,
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on_take = function(inv, listname, index, stack, player)
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inv:set_stack(listname, index, nil)
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end,
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}, name)
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end
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inv:set_size(listname, 1)
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end
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local function creative_callback(state)
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local player = state.location.rootState.location.player
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local group_sel1 = state:listbox(1, 0.15, 5.6, 3, "groups_sel1",nil, false)
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group_sel1:onClick(function(self, state, player)
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local selected = self:getSelectedItem()
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if selected then
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update_group_selection(state, 1)
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end
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end)
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local group_sel2 = state:listbox(7, 0.15, 5.6, 3, "groups_sel2",nil, false)
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group_sel2:onClick(function(self, state, player)
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local selected = self:getSelectedItem()
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if selected then
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update_group_selection(state, 2)
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end
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end)
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local group_sel3 = state:listbox(13, 0.15, 5.6, 3, "groups_sel3",nil, false)
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group_sel3:onClick(function(self, state, player)
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local selected = self:getSelectedItem()
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if selected then
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update_group_selection(state, 3)
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end
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end)
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state:field(7.5, 4, 4, 0.5, "search"):setCloseOnEnter(false)
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-- craftable items grid
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state:background(0.9, 4.5, 18, 3.5, "buttons_grid_bg", "minimap_overlay_square.png")
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local grid = smart_inventory.smartfs_elements.buttons_grid(state, 1.25, 4.75, 17.5 , 3.5, "buttons_grid", 0.75,0.75)
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grid:onClick(function(self, state, index, player)
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local listentry = state.param.creative_outlist[index]
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on_item_select(state, listentry)
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end)
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state:inventory(1.4, 8, 16, 2,"main")
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create_trash_inv(state, player)
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state:inventory(17.6, 8, 1, 1, "trash"):useDetached(player.."_trash_inv")
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-- filter on input
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state:onInput(function(state, fields, player)
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local search_string = state:get("search"):getText()
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if search_string ~= (state.param.creative_search_string or "") then
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local filtered_list = {}
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state.param.creative_search_string = search_string
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for _, entry in ipairs(state.param.creative_grouped_items_all) do
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local def = minetest.registered_items[entry.item]
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if string.find(def.description, search_string) or
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string.find(def.name, search_string) then
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table.insert(filtered_list, entry)
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else
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for _, cgroup in ipairs(entry.citem.cgroups) do
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if string.find(cgroup.name, search_string) then
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table.insert(filtered_list, entry)
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break
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end
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end
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end
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end
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state.param.creative_grouped_items = cache.get_list_grouped(filtered_list)
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update_group_selection(state, 0)
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end
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end)
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-- fill with data
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state.param.creative_grouped_items_all = get_all_items(state)
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state.param.creative_grouped_items = cache.get_list_grouped(state.param.creative_grouped_items_all)
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update_group_selection(state, 0)
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end
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smart_inventory.register_page({
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name = "creative",
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tooltip = "The creative way to get items",
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icon = "inventory_btn.png",
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smartfs_callback = creative_callback,
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sequence = 10
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})
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67
ui_tools.lua
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67
ui_tools.lua
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@ -0,0 +1,67 @@
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local ui_tools = {}
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local cache = smart_inventory.cache
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-----------------------------------------------------
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-- Group item list and prepare for output
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-----------------------------------------------------
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-- Parameters:
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-- grouped: grouped items list (result of cache.get_list_grouped)
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-- groups_sel: smartfs Element (table) that should contain the groups
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-- groups_tab: shadow table that with items per group that will be updated in this method
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-- Return: updated groups_tab
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function ui_tools.update_group_selection(grouped, groups_sel, groups_tab)
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-- save old selection
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local sel_id = groups_sel:getSelected()
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local sel_grp
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if sel_id and groups_tab then
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sel_grp = groups_tab[sel_id]
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end
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-- sort the groups
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local group_sorted = {}
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for _, group in pairs(grouped) do
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table.insert(group_sorted, group)
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end
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table.sort(group_sorted, function(a,b)
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if a.name == "all" then
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return true
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elseif a.name == "other" then
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return false
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elseif b.name == "all" then
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return false
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elseif b.name == "other" then
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return true
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else
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return a.name < b.name
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end
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end)
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-- apply groups to the groups_sel table and to the new groups_tab
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groups_sel:clearItems()
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groups_tab = {}
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for _, group in ipairs(group_sorted) do
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if #group.items > 0 then
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local idx = groups_sel:addItem(group.group_desc.." ("..#group.items..")")
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groups_tab[idx] = group.name
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if sel_grp == group.name then
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sel_id = idx
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end
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end
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end
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-- restore selection
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if not groups_tab[sel_id] then
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sel_id = 1
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end
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groups_sel:setSelected(sel_id)
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return groups_tab
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end
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--------------------------------
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return ui_tools
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