smart_inventory/inventory_framework.lua

140 lines
3.9 KiB
Lua

local smartfs = smart_inventory.smartfs
local maininv = smart_inventory.maininv
local modpath = smart_inventory.modpath
-- smartfs callback
local inventory_form = smartfs.create("smart_inventory:main", function(state)
-- enhanced object to the main inventory functions
state.param.invobj = maininv.get(state.location.player)
-- Set language code
local player_info = minetest.get_player_information(state.location.player)
if player_info and player_info.lang_code ~= "" then
state.lang_code = player_info.lang_code
end
-- tabbed view controller
local tab_controller = {
_tabs = {},
active_name = nil,
set_active = function(self, tabname)
for name, def in pairs(self._tabs) do
if name == tabname then
def.button:setBackground("halo.png")
def.view:setVisible(true)
else
def.button:setBackground(nil)
def.view:setVisible(false)
end
end
self.active_name = tabname
end,
tab_add = function(self, name, def)
def.viewstate:size(20,10) --size of tab view
self._tabs[name] = def
end,
get_active_name = function(self)
return self.active_name
end,
}
--set screen size
state:size(20,12)
state:label(1,0.2,"header","Smart Inventory")
state:image(0,0,1,1,"header_logo", "logo.png")
state:image_button(19,0,1,1,"exit", "","smart_inventory_exit_button.png", true):setTooltip("Close the inventory")
local button_x = 0.1
table.sort(smart_inventory.registered_pages, function(a,b)
if not a.sequence then
return false
elseif not b.sequence then
return true
elseif a.sequence > b.sequence then
return false
else
return true
end
end)
for _, def in ipairs(smart_inventory.registered_pages) do
assert(def.smartfs_callback, "Callback function needed")
assert(def.name, "Name is needed")
if not def.is_visible_func or def.is_visible_func(state) then
local tabdef = {}
local label
if not def.label then
label = ""
else
label = def.label
end
tabdef.button = state:button(button_x,11.2,1,1,def.name.."_button",label)
if def.icon then
tabdef.button:setImage(def.icon)
end
tabdef.button:setTooltip(def.tooltip)
tabdef.button:onClick(function(self)
tab_controller:set_active(def.name)
if def.on_button_click then
def.on_button_click(tabdef.viewstate)
end
end)
tabdef.view = state:container(0,1,def.name.."_container")
tabdef.viewstate = tabdef.view:getContainerState()
def.smartfs_callback(tabdef.viewstate)
tab_controller:tab_add(def.name, tabdef)
button_x = button_x + 1
end
end
tab_controller:set_active(smart_inventory.registered_pages[1].name)
end)
if minetest.settings:get_bool("smart_inventory_workbench_mode") then
dofile(modpath.."/workbench.lua")
smart_inventory.get_player_state = function(playername)
-- check the inventory is shown
local state = smartfs.opened[playername]
if state and (not state.obsolete) and
state.location.type == "player" and
state.def.name == "smart_inventory:main" then
return state
end
end
else
smartfs.set_player_inventory(inventory_form)
smart_inventory.get_player_state = function(playername)
return smartfs.inv[playername]
end
end
-- pages list
smart_inventory.registered_pages = {}
-- add new page
function smart_inventory.register_page(def)
table.insert(smart_inventory.registered_pages, def)
end
-- smart_inventory.get_player_state(playername) defined above
-- get state of active page
function smart_inventory.get_page_state(pagename, playername)
local rootstate = smart_inventory.get_player_state(playername)
if not rootstate then
return
end
local view = rootstate:get(pagename.."_container")
if not view then
return
end
return view:getContainerState()
end
-- get definition of registered page
function smart_inventory.get_registered_page(pagename)
for _, registred_page in ipairs(smart_inventory.registered_pages) do
if registred_page.name == pagename then
return registred_page
end
end
end