write something there

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Wuzzy <Wuzzy@disroot.org> <Wuzzy2@mail.ru>
Wuzzy <Wuzzy@disroot.org> <almikes@aol.com>

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mods/sfinv_buttons/API.md Normal file
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# API documentation for [`sfinv_buttons`]
Use this very simple API to add your own buttons to the new tab. There is only
one function: `sfinv_buttons.register_button`.
## `sfinv_buttons.register_button(name, def)`
* `name`: Unique button identifier
* `def`: Configuration table (see below)
### Fields of `def`
* `title`: Human-readable text on the button
* `action(player)`: Function is called when button is triggered
* `player`: The `ObjectRef` of the player who triggered the button
* Default behaviour: Nothing happens
* `tooltip`: A tooltip for the button (optional, only use it for an additional,
non-critical explanation)
* `image`: Texture name for the image to show left of the button (optional)
* `show(player)`: Shall return `true` if the button should be displayed (optional)
* `player`: ObjectRef to player who triggered the button
* Default: Always shows button
## Recommendations
* Try to summarize the most important information on the button
* Test if the button title still fits when having >= 9 and <= 18 buttons at a
resolution of 800×600
* It is recommended to only add buttons to access core mod functionality and
not for every minor feature. The rule of thumb is to add at most 1 button per mod
* If you like to add many buttons, consider adding your own `sfinv` page instead

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# Simple Fast Inventory Buttons [`sfinv_buttons`]
This mod adds a new tab (“More”) to the Simple Fast Inventory [`sfinv`] on
which other mods can add their buttons to make it easier to access their
core functionality.
The idea is to free users from typing in boring chat commands. ;-)
Minetest version 5.0.0 or later is required.
Version: 1.1.2
(This mod uses [semantic versioning](http://semver.org/) as of version 2.0.0 of the standard.)
## API
The API is documented in `API.md`.
## Mod license
MIT License

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mods/sfinv_buttons/init.lua Normal file
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local S = minetest.get_translator("sfinv_buttons")
local buttons = {}
local button_names_sorted = {}
local buttons_num = 0
local button_prefix = "sfinv_button_"
-- Stores selected index in textlist
local player_indexes = {}
local player_selections = {}
sfinv_buttons = {}
sfinv_buttons.register_button = function(name, def)
buttons[name] = def
table.insert(button_names_sorted, name)
buttons_num = buttons_num + 1
end
-- Turns a textlist index to a button name
local index_to_button_name = function(index, player)
local internal_index = 1
for i=1, #button_names_sorted do
local name = button_names_sorted[i]
local def = buttons[name]
if internal_index == index then
if def.show == nil or def.show(player) == true then
return name
end
end
internal_index = internal_index + 1
end
return nil
end
local MAX_ROWS = 9
local MAX_COLS = 2
local MAX_BUTTONS = MAX_ROWS * MAX_COLS
sfinv.register_page("sfinv_buttons:buttons", {
title = S("More"),
is_in_nav = function(self, player, context)
-- Tab is shown only if at least 1 button is visible to player
for _, def in pairs(buttons) do
if def.show == nil or def.show(player) == true then
return true
end
end
return false
end,
get = function(self, player, context)
local f = ""
local y = 0
local x = 0
local w
if buttons_num > MAX_ROWS then
w = 3
else
w = 7
end
if buttons_num > MAX_BUTTONS then
f = f .. "textlist[0,0;7.8,8;sfinv_buttons_textlist;"
end
local buttons_added = 0
for i=1, #button_names_sorted do
local name = button_names_sorted[i]
local def = buttons[name]
if def.show == nil or def.show(player) == true then
if buttons_num > MAX_BUTTONS then
if buttons_added >= 1 then
f = f .. ","
end
f = f .. minetest.formspec_escape(def.title)
else
if def.image ~= nil then
f = f .. "image["..(x+0.1)..","..(y+0.1)..";0.8,0.8;"..def.image.."]"
end
local button_id = minetest.formspec_escape(button_prefix .. name)
f = f .. "button["..
(x+1)..","..y..";"..w..",1;"..
button_id..";"..
minetest.formspec_escape(def.title)..
"]"
if def.tooltip ~= nil then
f = f .. "tooltip["..button_id..";"..
minetest.formspec_escape(def.tooltip).."]"
end
y = y + 1
if y >= MAX_ROWS then
y = 0
x = x + 4
end
end
buttons_added = buttons_added + 1
end
end
if buttons_num > MAX_BUTTONS then
local index = player_indexes[player:get_player_name()]
if index ~= nil then
f = f .. ";" .. index
end
f = f .. "]"
f = f .. "button[0,8;8,1;sfinv_buttons_action;"..minetest.formspec_escape(S("Go")).."]"
end
return sfinv.make_formspec(player, context, f)
end,
on_player_receive_fields = function(self, player, context, fields)
local player_name = player:get_player_name()
-- TODO: Test support case when some buttons are hidden for player
if fields.sfinv_buttons_action then
local button = buttons[player_selections[player_name]]
if button ~= nil and button.action ~= nil then
button.action(player)
end
elseif fields.sfinv_buttons_textlist then
local explode = minetest.explode_textlist_event(fields.sfinv_buttons_textlist)
if explode.type == "CHG" then
player_indexes[player_name] = explode.index
player_selections[player_name] = index_to_button_name(explode.index, player)
elseif explode.type == "DCL" then
local button = buttons[button_names_sorted[explode.index]]
if button ~= nil and button.action ~= nil then
button.action(player)
end
end
else
for widget_name, _ in pairs(fields) do
local id = string.sub(widget_name, string.len(button_prefix) + 1, -1)
if buttons[id] ~= nil and buttons[id].action ~= nil then
buttons[id].action(player)
end
end
end
end,
})
minetest.register_on_joinplayer(function(player)
player_indexes[player:get_player_name()] = nil
player_selections[player:get_player_name()] = nil
end)
minetest.register_on_leaveplayer(function(player)
player_indexes[player:get_player_name()] = nil
player_selections[player:get_player_name()] = nil
end)

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# textdomain: sfinv_buttons
More=Mehr
Go=Los

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# textdomain: sfinv_buttons
More=
Go=

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name = sfinv_buttons
title = Simple Fast Inventory Buttons
depends = sfinv
description = Adds a tab to the Simple Fast Inventory on which mods can add buttons for easy access.