smart_inventory-cd2025/creative.lua

163 lines
6.2 KiB
Lua

local cache = smart_inventory.cache
local ui_tools = smart_inventory.ui_tools
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-- Item selection action (add to inventory)
-----------------------------------------------------
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
-----------------------------------------------------
-- Update on group selection change
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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
if state.param.creative_grouped_material_items and
next(state.param.creative_grouped_material_items) then
local group_info = {}
group_info.name = "shape"
group_info.cgroup = cache.cgroups["shape"]
group_info.group_desc = "#01DF74> "..group_info.cgroup.group_desc
group_info.items = state.param.creative_grouped_material_items
grouped["shape"] = group_info
end
-- update group 1
if changed_group < 1 or not state.param.creative_group_list1 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]
or not grouped[state.param.creative_group_list1[sel_id]] then
outlist = grouped["all"].items
groups_sel2:clearItems()
groups_sel3:clearItems()
else
-- update group 2
grouped = cache.get_list_grouped(grouped[state.param.creative_group_list1[sel_id]].items)
if changed_group < 2 or not state.param.creative_group_list2 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]
or not grouped[state.param.creative_group_list2[sel_id]] then
outlist = grouped["all"].items
groups_sel3:clearItems()
else
-- update group 3
grouped = cache.get_list_grouped(grouped[state.param.creative_group_list2[sel_id]].items)
if changed_group < 3 or not state.param.creative_group_list3 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
-- update grid list
if outlist then
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
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-- Page layout definition
-----------------------------------------------------
local function creative_callback(state)
local player = state.location.rootState.location.player
-- groups 1-3
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
state:get("groups_sel2"):setSelected(1)
state:get("groups_sel3"):setSelected(1)
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
state:get("groups_sel3"):setSelected(1)
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)
-- functions
state:field(7.5, 4, 4, 0.5, "search"):setCloseOnEnter(false)
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 = ui_tools.search_in_list(state.param.creative_grouped_items_all, search_string)
state.param.creative_grouped_items = cache.get_list_grouped(filtered_list)
filtered_list = ui_tools.search_in_list(state.param.creative_grouped_items_material_all, search_string)
state.param.creative_search_string = search_string
state.param.creative_grouped_material_items = filtered_list
update_group_selection(state, 0)
end
end)
-- 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)
-- inventory
state:background(1.4, 8, 8, 1, "inventory_bg", "menu_bg.png")
state:inventory(1.4, 8, 16, 2,"main")
ui_tools.create_trash_inv(state, player)
state:image(17.6,8,1,1,"trash_icon","creative_trash_icon.png")
state:element("code", {name = "trash_bg_code", code = "listcolors[#00000069;#5A5A5A;#141318;#30434C;#FFF]"})
state:inventory(17.6, 8, 1, 1, "trash"):useDetached(player.."_trash_inv")
-- fill with data
state.param.creative_grouped_items_all, state.param.creative_grouped_items_material_all = cache.get_all_items()
state.param.creative_grouped_items = cache.get_list_grouped(state.param.creative_grouped_items_all)
state.param.creative_grouped_material_items = state.param.creative_grouped_items_material_all
update_group_selection(state, 0)
end
-----------------------------------------------------
-- Register page in smart_inventory
-----------------------------------------------------
smart_inventory.register_page({
name = "creative",
tooltip = "The creative way to get items",
icon = "default_chest_front.png",
smartfs_callback = creative_callback,
sequence = 15
})