smart_inventory-cd2025/creative.lua

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Lua
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2017-02-22 06:36:35 +01:00
local cache = smart_inventory.cache
local filter = smart_inventory.filter
local ui_tools = smart_inventory.ui_tools
local function on_item_select(state, entry)
local player = minetest.get_player_by_name(state.location.rootState.location.player)
local pinv = player:get_inventory()
pinv:add_item("main", entry.item)
end
local function get_all_items(state)
local outtab = {}
for itemname, citem in pairs(cache.citems) do
local entry = {
citem = citem,
-- buttons_grid related
item = itemname,
is_button = true
}
table.insert(outtab, entry)
end
return outtab
end
local function update_group_selection(state, changed_group)
local grouped = state.param.creative_grouped_items
local groups_sel1 = state:get("groups_sel1")
local groups_sel2 = state:get("groups_sel2")
local groups_sel3 = state:get("groups_sel3")
local grid = state:get("buttons_grid")
local outlist
-- Group 1
if changed_group <= 1 then
state.param.creative_group_list1 = ui_tools.update_group_selection(grouped, groups_sel1, state.param.creative_group_list1)
end
local sel_id = groups_sel1:getSelected()
if state.param.creative_group_list1[sel_id] == "all" or not state.param.creative_group_list1[sel_id] then
outlist = grouped["all"].items
groups_sel2:clearItems()
groups_sel3:clearItems()
else
-- Group 2
grouped = cache.get_list_grouped(grouped[state.param.creative_group_list1[sel_id]].items)
if changed_group <= 2 then
state.param.creative_group_list2 = ui_tools.update_group_selection(grouped, groups_sel2, state.param.creative_group_list2)
end
sel_id = groups_sel2:getSelected()
if state.param.creative_group_list2[sel_id] == "all" or not state.param.creative_group_list2[sel_id] then
outlist = grouped["all"].items
groups_sel3:clearItems()
else
-- Group 3
grouped = cache.get_list_grouped(grouped[state.param.creative_group_list2[sel_id]].items)
if changed_group <= 3 then
state.param.creative_group_list3 = ui_tools.update_group_selection(grouped, groups_sel3, state.param.creative_group_list3)
end
sel_id = groups_sel3:getSelected()
outlist = grouped[state.param.creative_group_list3[sel_id]].items
end
end
-- TODO: other selections
local grid = state:get("buttons_grid")
if outlist then
-- sort selected items
table.sort(outlist, function(a,b)
return a.item < b.item
end)
grid:setList(outlist)
state.param.creative_outlist = outlist
else
grid:setList({})
end
end
local function create_trash_inv(state, name)
local player = minetest.get_player_by_name(name)
local invname = name.."_trash_inv"
local listname = "trash"
local inv = minetest.get_inventory({type="detached", name=invname})
if not inv then
inv = minetest.create_detached_inventory(invname, {
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
return 0
end,
allow_put = function(inv, listname, index, stack, player)
return 99
end,
allow_take = function(inv, listname, index, stack, player)
return 99
end,
on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
end,
on_put = function(inv, listname, index, stack, player)
inv:set_stack(listname, index, nil)
end,
on_take = function(inv, listname, index, stack, player)
inv:set_stack(listname, index, nil)
end,
}, name)
end
inv:set_size(listname, 1)
end
local function creative_callback(state)
local player = state.location.rootState.location.player
local group_sel1 = state:listbox(1, 0.15, 5.6, 3, "groups_sel1",nil, false)
group_sel1:onClick(function(self, state, player)
local selected = self:getSelectedItem()
if selected then
update_group_selection(state, 1)
end
end)
local group_sel2 = state:listbox(7, 0.15, 5.6, 3, "groups_sel2",nil, false)
group_sel2:onClick(function(self, state, player)
local selected = self:getSelectedItem()
if selected then
update_group_selection(state, 2)
end
end)
local group_sel3 = state:listbox(13, 0.15, 5.6, 3, "groups_sel3",nil, false)
group_sel3:onClick(function(self, state, player)
local selected = self:getSelectedItem()
if selected then
update_group_selection(state, 3)
end
end)
state:field(7.5, 4, 4, 0.5, "search"):setCloseOnEnter(false)
-- craftable items grid
state:background(0.9, 4.5, 18, 3.5, "buttons_grid_bg", "minimap_overlay_square.png")
local grid = smart_inventory.smartfs_elements.buttons_grid(state, 1.25, 4.75, 17.5 , 3.5, "buttons_grid", 0.75,0.75)
grid:onClick(function(self, state, index, player)
local listentry = state.param.creative_outlist[index]
on_item_select(state, listentry)
end)
state:inventory(1.4, 8, 16, 2,"main")
create_trash_inv(state, player)
state:inventory(17.6, 8, 1, 1, "trash"):useDetached(player.."_trash_inv")
-- filter on input
state:onInput(function(state, fields, player)
local search_string = state:get("search"):getText()
if search_string ~= (state.param.creative_search_string or "") then
local filtered_list = {}
state.param.creative_search_string = search_string
for _, entry in ipairs(state.param.creative_grouped_items_all) do
local def = minetest.registered_items[entry.item]
if string.find(def.description, search_string) or
string.find(def.name, search_string) then
table.insert(filtered_list, entry)
else
for _, cgroup in ipairs(entry.citem.cgroups) do
if string.find(cgroup.name, search_string) then
table.insert(filtered_list, entry)
break
end
end
end
end
state.param.creative_grouped_items = cache.get_list_grouped(filtered_list)
update_group_selection(state, 0)
end
end)
-- fill with data
state.param.creative_grouped_items_all = get_all_items(state)
state.param.creative_grouped_items = cache.get_list_grouped(state.param.creative_grouped_items_all)
update_group_selection(state, 0)
end
smart_inventory.register_page({
name = "creative",
tooltip = "The creative way to get items",
icon = "default_chest_front.png",
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smartfs_callback = creative_callback,
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sequence = 15
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})