qa_block-cd2025/smartfs.lua
2016-10-25 15:58:50 +02:00

933 lines
23 KiB
Lua

---------------------------
-- SmartFS: Smart Formspecs
-- License: CC0 or WTFPL
-- by Rubenwardy
---------------------------
-- namespace definition allow the usage of mod implementation in different versions by different mods
-- If the file is loaded directly from an other mod, the namespace is not "smartfs.{}" but "othermod.smartfs.{}" in this case
local currentmod = minetest.get_current_modname() -- mod the file was loaded from
local envroot = nil
if not currentmod or currentmod == "" or --not minetest or something hacky
currentmod == "smartfs" then -- or loaded trough smartfs mod
envroot = _G -- populate global
else
if not _G[currentmod] then
_G[currentmod] = {}
end
envroot = _G[currentmod]
end
envroot.smartfs = {
_fdef = {},
_edef = {},
opened = {},
inv = {}
}
local smartfs = envroot.smartfs --valid in this file. If the smartfs framework will be splitted to multiple files we need a framework to get envroot in sync
-- the smartfs() function
function smartfs.__call(self, name)
return smartfs._fdef[name]
end
-- Register forms and elements
function smartfs.create(name,onload)
if smartfs._fdef[name] then
error("SmartFS - (Error) Form "..name.." already exists!")
end
if smartfs.loaded and not smartfs._loaded_override then
error("SmartFS - (Error) Forms should be declared while the game loads.")
end
smartfs._fdef[name] = {
_reg = onload,
name = name,
show = smartfs._show_,
attach_nodemeta = smartfs._attach_nodemeta_
}
return smartfs._fdef[name]
end
function smartfs.override_load_checks()
smartfs._loaded_override = true
end
minetest.after(0, function()
smartfs.loaded = true
end)
function smartfs.dynamic(name,player)
if not smartfs._dynamic_warned then
smartfs._dynamic_warned = true
print("SmartFS - (Warning) On the fly forms are being used. May cause bad things to happen")
end
-- obsolete api compatibility to previous versions
if type(player) == "string" then
player = minetest.get_player_by_name(player)
end -- obsolete api compatibility end
local state = smartfs._makeState_({name=name},player,nil,false)
state.show = state._show_
smartfs.opened[player:get_player_name()] = state
return state
end
function smartfs.element(name,data)
if smartfs._edef[name] then
error("SmartFS - (Error) Element type "..name.." already exists!")
end
smartfs._edef[name] = data
return smartfs._edef[name]
end
function smartfs.inventory_mod()
if unified_inventory then
return "unified_inventory"
elseif inventory_plus then
return "inventory_plus"
else
return nil
end
end
function smartfs.add_to_inventory(form,icon,title)
if unified_inventory then
unified_inventory.register_button(form.name, {
type = "image",
image = icon,
})
unified_inventory.register_page(form.name, {
get_formspec = function(player, formspec)
local name = player:get_player_name()
local opened = smartfs._show_(form, name, nil, true)
return {formspec = opened:_getFS_(false)}
end
})
return true
elseif inventory_plus then
minetest.register_on_joinplayer(function(player)
inventory_plus.register_button(player, form.name, title)
end)
minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname == "" and fields[form.name] then
local name = player:get_player_name()
local opened = smartfs._show_(form, name, nil, true)
inventory_plus.set_inventory_formspec(player, opened:_getFS_(true))
end
end)
return true
else
return false
end
end
function smartfs._makeState_(form, newplayer, params, is_inv, nodepos)
-- Create object for monitoring of connected players. If no one connected the state can be free'd
local _make_players_ = function(form, newplayer)
local this = {}
this._list = {} -- players list
this.connect = function(this,player)
if player and player:get_player_name() then
this._list[player:get_player_name()] = player
end
end
this.disconnect = function(this,player)
if this._list[player:get_player_name()] then
this._list[player:get_player_name()] = nil
end
end
this.get_first = function(this) --to check if any connected
return next(this._list)
end
this:connect(newplayer)
return this
end
-- create object to handle formspec location
local _make_location_ = function(form, newplayer, params, is_inv, nodepos)
local this = {}
if nodepos then
this.type = "nodemeta"
this.pos = nodepos
elseif newplayer then
if is_inv then
this.type = "inventory"
else
this.type = "player"
end
this.player = newplayer
end
return this
end
-- create returning state object
return {
_ele = {},
def = form,
players = _make_players_(form, newplayer),
location = _make_location_(form, newplayer, params, is_inv, nodepos),
is_inv = is_inv, -- obsolete. Please use location.type="inventory" instead
player = newplayer:get_player_name(), -- obsolete. Please use location.player:get_player_name()
param = params or {},
get = function(self,name)
return self._ele[name]
end,
close = function(self)
self.closed = true
end,
size = function(self,w,h)
self._size = {w=w,h=h}
end,
_getFS_ = function(self,size)
local res = ""
if self._size and size then
res = "size["..self._size.w..","..self._size.h.."]"
end
for key,val in pairs(self._ele) do
res = res .. val:build()
end
return res
end,
_show_ = function(self)
if self.location.type == "inventory" then
if unified_inventory then
unified_inventory.set_inventory_formspec(self.location.player, self.def.name)
elseif inventory_plus then
inventory_plus.set_inventory_formspec(self.location.player, self:_getFS_(true))
end
else
local res = self:_getFS_(true)
minetest.show_formspec(self.location.player:get_player_name(), form.name, res)
end
end,
_attach_nodemeta_ = function(self)
local meta = minetest.env:get_meta(self.location.pos)
local res = self:_getFS_(true)
meta:set_string("formspec", res)
meta:set_string("smartfs_name", self.def.name)
end,
-- on Input hook, called before input processing
onInput = function(self, func)
self._onInput = func -- state:onInput(fields, player)
end,
load = function(self,file)
local file = io.open(file, "r")
if file then
local table = minetest.deserialize(file:read("*all"))
if type(table) == "table" then
if table.size then
self._size = table.size
end
for key,val in pairs(table.ele) do
self:element(val.type,val)
end
return true
end
end
return false
end,
save = function(self,file)
local res = {ele={}}
if self._size then
res.size = self._size
end
for key,val in pairs(self._ele) do
res.ele[key] = val.data
end
local file = io.open(file, "w")
if file then
file:write(minetest.serialize(res))
file:close()
return true
end
return false
end,
setparam = function(self,key,value)
if not key then return end
self.param[key] = value
return true
end,
getparam = function(self,key,default)
if not key then return end
return self.param[key] or default
end,
button = function(self,x,y,w,h,name,text,exitf)
if exitf == nil then exitf = false end
return self:element("button",{pos={x=x,y=y},size={w=w,h=h},name=name,value=text,closes=exitf})
end,
label = function(self,x,y,name,text)
return self:element("label",{pos={x=x,y=y},name=name,value=text})
end,
toggle = function(self,x,y,w,h,name,list)
return self:element("toggle",{pos={x=x,y=y},size={w=w,h=h},name=name,id=1,list=list})
end,
field = function(self,x,y,w,h,name,label)
return self:element("field",{pos={x=x,y=y},size={w=w,h=h},name=name,value="",label=label})
end,
pwdfield = function(self,x,y,w,h,name,label)
local res = self:element("field",{pos={x=x,y=y},size={w=w,h=h},name=name,value="",label=label})
res:isPassword(true)
return res
end,
textarea = function(self,x,y,w,h,name,label)
local res = self:element("field",{pos={x=x,y=y},size={w=w,h=h},name=name,value="",label=label})
res:isMultiline(true)
return res
end,
image = function(self,x,y,w,h,name,img)
return self:element("image",{pos={x=x,y=y},size={w=w,h=h},name=name,value=img})
end,
checkbox = function(self,x,y,name,label,selected)
return self:element("checkbox",{pos={x=x,y=y},name=name,value=selected,label=label})
end,
listbox = function(self,x,y,w,h,name,selected,transparent)
return self:element("list", { pos={x=x,y=y}, size={w=w,h=h}, name=name, selected=selected, transparent=transparent })
end,
inventory = function(self,x,y,w,h,name)
return self:element("inventory", { pos={x=x,y=y}, size={w=w,h=h}, name=name })
end,
element = function(self,typen,data)
local type = smartfs._edef[typen]
if not type then
error("Element type "..typen.." does not exist!")
end
if self._ele[data.name] then
error("Element "..data.name.." already exists")
end
data.type = typen
local ele = {
name = data.name,
root = self,
data = data,
remove = function(self)
self.root._ele[self.name] = nil
end
}
for key,val in pairs(type) do
ele[key] = val
end
self._ele[data.name] = ele
return self._ele[data.name]
end
}
end
-- Show a formspec to a user
function smartfs._show_(form, name, params, is_inv)
local state = smartfs._makeState_(form, minetest.get_player_by_name(name), params, is_inv)
state.show = state._show_
if form._reg(state)~=false then
if not is_inv then
smartfs.opened[name] = state
state:_show_()
else
smartfs.inv[name] = state
end
end
return state
end
-- Attach a formspec to a node
function smartfs._attach_nodemeta_(form, nodepos, placer)
local state = smartfs._makeState_(form, nil, nil, nil, nodepos) --no attached user, no params, no inventory integration
state:setparam("node_placer", placer)
if form._reg(state) then
state:_attach_nodemeta_()
end
return state
end
-- Receive fields from formspec
local function _sfs_recieve_(state, player, fields)
if fields.quit == "true" then
-- call onInput hook if enabled before exiting
if state._onInput then
state:_onInput(fields, player)
end
state.players:disconnect(player)
if state.location.type == "player" then
smartfs.opened[player:get_player_name()] = nil
end
return true
end
for key,val in pairs(fields) do
if state._ele[key] then
state._ele[key].data.value = val
end
end
for key,val in pairs(state._ele) do
if val.submit then
val:submit(fields, player)
end
end
-- call onInput hook if enabled
if state._onInput then
state:_onInput(fields, player)
end
if not state.closed then
if state.location.type == "nodemeta" then
state:_attach_nodemeta_()
else
state:_show_()
end
else
-- really? I was able to close window trough button_exit[]. Disabled for testing
-- minetest.show_formspec(name,"","size[5,1]label[0,0;Formspec closing not yet created!]")
state.players:disconnect(player)
if state.location.type == "player" then
smartfs.opened[player:get_player_name()] = nil
end
return true
end
return true
end
-- Receive input from sender to the node form
function smartfs.nodemeta_on_receive_fields(nodepos, formname, fields, sender)
-- get form info and check if it's a smartfs one
local meta = minetest.env:get_meta(nodepos)
local nodeform = meta:get_string("smartfs_name")
if not nodeform then -- execute only if it is smartfs form
print("SmartFS - (Warning) smartfs.nodemeta_on_receive_fields for node without smarfs data")
return false
end
-- get the currentsmartfs state
local opened_id = minetest.pos_to_string(nodepos)
local state = nil
local form = smartfs:__call(nodeform)
if not smartfs.opened[opened_id] or --if opened first time
smartfs.opened[opened_id].def.name ~= nodeform then --or form is changed
local params = minetest.deserialize(meta:get_string("smartfs_param")) -- param always persist between calls
state = smartfs._makeState_(form, sender, params, nil, nodepos)
smartfs.opened[opened_id] = state
form._reg(state)
else
state = smartfs.opened[opened_id]
end
-- Set current sender check for multiple users on node
state.players:connect(sender)
-- take the input
_sfs_recieve_(state, sender, fields)
--persist parameter for later usage
meta:set_string("smartfs_param", minetest.serialize(state.param))
if not state.players:get_first() then
--update formspec on node to a initial one for the next usage (respecting param persistence)
state._ele = {} --reset the form
if form._reg(state) then --regen the form
state:_attach_nodemeta_() --write form to node
end
smartfs.opened[opened_id] = nil -- remove the old state
end
end
minetest.register_on_player_receive_fields(function(player, formname, fields)
local name = player:get_player_name()
if smartfs.opened[name] and smartfs.opened[name].location.type == "player" then
if smartfs.opened[name].def.name == formname then
local state = smartfs.opened[name]
return _sfs_recieve_(state,player,fields)
else
smartfs.opened[name] = nil
end
elseif smartfs.inv[name] and smartfs.inv[name].location.type == "inventory" then
local state = smartfs.inv[name]
_sfs_recieve_(state,player,fields)
end
return false
end)
-----------------------------------------------------------------
------------------------- ELEMENTS ----------------------------
-----------------------------------------------------------------
smartfs.element("button",{
build = function(self)
if self.data.img then
return "image_button["..
self.data.pos.x..","..self.data.pos.y..
";"..
self.data.size.w..","..self.data.size.h..
";"..
self.data.img..
";"..
self.name..
";"..
self.data.value..
"]"
else
if self.data.closes then
return "button_exit["..
self.data.pos.x..","..self.data.pos.y..
";"..
self.data.size.w..","..self.data.size.h..
";"..
self.name..
";"..
self.data.value..
"]"
else
return "button["..
self.data.pos.x..","..self.data.pos.y..
";"..
self.data.size.w..","..self.data.size.h..
";"..
self.name..
";"..
self.data.value..
"]"
end
end
end,
submit = function(self, fields, player)
if fields[self.name] and self._click then
self:_click(self.root, player)
end
if fields[self.name] and self.data.closes then
self:close()
end
end,
setPosition = function(self,x,y)
self.data.pos = {x=x,y=y}
end,
getPosition = function(self,x,y)
return self.data.pos
end,
setSize = function(self,w,h)
self.data.size = {w=w,h=h}
end,
getSize = function(self,x,y)
return self.data.size
end,
onClick = function(self,func)
self._click = func
end,
click = function(self,func)
self._click = func
end,
setText = function(self,text)
self.data.value = text
end,
getText = function(self)
return self.data.value
end,
setImage = function(self,image)
self.data.img = image
end,
getImage = function(self)
return self.data.img
end,
setClose = function(self,bool)
self.data.closes = bool
end
})
smartfs.element("toggle",{
build = function(self)
return "button["..
self.data.pos.x..","..self.data.pos.y..
";"..
self.data.size.w..","..self.data.size.h..
";"..
self.name..
";"..
self.data.list[self.data.id]..
"]"
end,
submit = function(self, fields, player)
if fields[self.name] then
self.data.id = self.data.id + 1
if self.data.id > #self.data.list then
self.data.id = 1
end
if self._tog then
self:_tog(self.root, player)
end
end
end,
onToggle = function(self,func)
self._tog = func
end,
setPosition = function(self,x,y)
self.data.pos = {x=x,y=y}
end,
getPosition = function(self,x,y)
return self.data.pos
end,
setSize = function(self,w,h)
self.data.size = {w=w,h=h}
end,
getSize = function(self,x,y)
return self.data.size
end,
setId = function(self,id)
self.data.id = id
end,
getId = function(self)
return self.data.id
end,
getText = function(self)
return self.data.list[self.data.id]
end
})
smartfs.element("label",{
build = function(self)
return "label["..
self.data.pos.x..","..self.data.pos.y..
";"..
self.data.value..
"]"
end,
setPosition = function(self,x,y)
self.data.pos = {x=x,y=y}
end,
getPosition = function(self,x,y)
return self.data.pos
end,
setText = function(self,text)
self.data.value = text
end,
getText = function(self)
return self.data.value
end
})
smartfs.element("field",{
build = function(self)
if self.data.ml then
return "textarea["..
self.data.pos.x..","..self.data.pos.y..
";"..
self.data.size.w..","..self.data.size.h..
";"..
self.name..
";"..
self.data.label..
";"..
self.data.value..
"]"
elseif self.data.pwd then
return "pwdfield["..
self.data.pos.x..","..self.data.pos.y..
";"..
self.data.size.w..","..self.data.size.h..
";"..
self.name..
";"..
self.data.label..
"]"
else
return "field["..
self.data.pos.x..","..self.data.pos.y..
";"..
self.data.size.w..","..self.data.size.h..
";"..
self.name..
";"..
self.data.label..
";"..
self.data.value..
"]"
end
end,
setPosition = function(self,x,y)
self.data.pos = {x=x,y=y}
end,
getPosition = function(self,x,y)
return self.data.pos
end,
setSize = function(self,w,h)
self.data.size = {w=w,h=h}
end,
getSize = function(self,x,y)
return self.data.size
end,
setText = function(self,text)
self.data.value = text
end,
getText = function(self)
return self.data.value
end,
isPassword = function(self,bool)
self.data.pwd = bool
end,
isMultiline = function(self,bool)
self.data.ml = bool
end
})
smartfs.element("image",{
build = function(self)
return "image["..
self.data.pos.x..","..self.data.pos.y..
";"..
self.data.size.w..","..self.data.size.h..
";"..
self.data.value..
"]"
end,
setPosition = function(self,x,y)
self.data.pos = {x=x,y=y}
end,
getPosition = function(self,x,y)
return self.data.pos
end,
setSize = function(self,w,h)
self.data.size = {w=w,h=h}
end,
getSize = function(self,x,y)
return self.data.size
end,
setImage = function(self,text)
self.data.value = text
end,
getImage = function(self)
return self.data.value
end
})
smartfs.element("checkbox",{
build = function(self)
if self.data.value == true then
self.data.value = "true"
elseif self.data.value ~= "true" then
self.data.value = "false"
end
return "checkbox["..
self.data.pos.x..","..self.data.pos.y..
";"..
self.name..
";"..
self.data.label..
";"..self.data.value.."]"
end,
submit = function(self, fields, player)
if fields[self.name] then
-- self.data.value already set by value transfer
-- call the toggle function if defined
if self._tog then
self:_tog(self.root, player)
end
end
end,
setPosition = function(self,x,y)
self.data.pos = {x=x,y=y}
end,
getPosition = function(self,x,y)
return self.data.pos
end,
setValue = function(self,text) --true and false
self.data.value = text
end,
getValue = function(self)
return self.data.value
end,
onToggle = function(self,func)
self._tog = func
end,
})
smartfs.element("list",{
build = function(self)
if not self.data.items then
self.data.items = {}
end
local listformspec = "textlist["..
self.data.pos.x..","..self.data.pos.y..
";"..
self.data.size.w..","..self.data.size.h..
";"..
self.data.name..
";"..
table.concat(self.data.items, ",")..
";"..
tostring(self.data.selected or "")..
";"..
tostring(self.data.transparent or "false").."]"
return listformspec
end,
submit = function(self, fields, player)
if fields[self.name] then
local _type = string.sub(fields[self.data.name],1,3)
local index = string.sub(fields[self.data.name],5)
self.data.selected = index
if _type == "CHG" and self._click then
self:_click(self.root, index, player)
elseif _type == "DCL" and self._doubleClick then
self:_doubleClick(self.root, index, player)
end
end
end,
onClick = function(self, func)
self._click = func
end,
click = function(self, func)
self._click = func
end,
onDoubleClick = function(self, func)
self._doubleClick = func
end,
doubleclick = function(self, func)
self._doubleClick = func
end,
setPosition = function(self,x,y)
self.data.pos = {x=x,y=y}
end,
getPosition = function(self,x,y)
return self.data.pos
end,
setSize = function(self,w,h)
self.data.size = {w=w,h=h}
end,
getSize = function(self,x,y)
return self.data.size
end,
addItem = function(self, item)
if not self.data.items then
self.data.items = {}
end
table.insert(self.data.items, item)
end,
removeItem = function(self,idx)
if not self.data.items then
self.data.items = {}
end
table.remove(self.data.items,idx)
end,
getItem = function(self,idx)
if not self.data.items then
self.data.items = {}
end
if idx then
return self.data.items[tonumber(idx)]
else
return nil
end
end,
popItem = function(self)
if not self.data.items then
self.data.items = {}
end
local item = self.data.items[#self.data.items]
table.remove(self.data.items)
return item
end,
setSelected = function(self,idx)
self.data.selected = idx
end,
getSelected = function(self)
return self.data.selected
end,
getSelectedItem = function(self)
return self:getItem(self:getSelected())
end,
})
smartfs.element("inventory",{
build = function(self)
return "list["..
(self.data.location or "current_player") ..
";"..
self.name..
";"..
self.data.pos.x..","..self.data.pos.y..
";"..
self.data.size.w..","..self.data.size.h..
";"..
(self.data.index or "") ..
"]"
end,
setPosition = function(self,x,y)
self.data.pos = {x=x,y=y}
end,
getPosition = function(self,x,y)
return self.data.pos
end,
setSize = function(self,w,h)
self.data.size = {w=w,h=h}
end,
getSize = function(self,x,y)
return self.data.size
end,
-- available inventory locations
-- "current_player": Player to whom the menu is shown
-- "player:<name>": Any player
-- "nodemeta:<X>,<Y>,<Z>": Any node metadata
-- "detached:<name>": A detached inventory
-- "context" does not apply to smartfs, since there is no node-metadata as context available
setLocation = function(self,location)
self.data.location = location
end,
getLocation = function(self)
return self.data.location or "current_player"
end,
usePosition = function(self, pos)
self.data.location = string.format("nodemeta:%d,%d,%d", pos.x, pos.y, pos.z)
end,
usePlayer = function(self, name)
self.data.location = "player:" .. name
end,
useDetached = function(self, name)
self.data.location = "detached:" .. name
end,
setIndex = function(self,index)
self.data.index = index
end,
getIndex = function(self)
return self.data.index
end
})
smartfs.element("code",{
build = function(self)
if self._build then
self:_build()
end
return self.data.code
end,
submit = function(self, fields, player)
if self._sub then
self:_sub(self.root, fields, player)
end
end,
onSubmit = function(self,func)
self._sub = func
end,
onBuild = function(self,func)
self._build = func
end,
setCode = function(self,code)
self.data.code = code
end,
getCode = function(self)
return self.data.code
end
})