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Organize builtin into subdirectories

This commit is contained in:
ShadowNinja 2014-04-27 17:55:49 -04:00
parent fef2729fd0
commit 1cd512913e
44 changed files with 206 additions and 203 deletions

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--Minetest
--Copyright (C) 2013 sapier
--
--This program is free software; you can redistribute it and/or modify
--it under the terms of the GNU Lesser General Public License as published by
--the Free Software Foundation; either version 2.1 of the License, or
--(at your option) any later version.
--
--This program is distributed in the hope that it will be useful,
--but WITHOUT ANY WARRANTY; without even the implied warranty of
--MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
--GNU Lesser General Public License for more details.
--
--You should have received a copy of the GNU Lesser General Public License along
--with this program; if not, write to the Free Software Foundation, Inc.,
--51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
--------------------------------------------------------------------------------
-- Generic implementation of a filter/sortable list --
-- Usage: --
-- Filterlist needs to be initialized on creation. To achieve this you need to --
-- pass following functions: --
-- raw_fct() (mandatory): --
-- function returning a table containing the elements to be filtered --
-- compare_fct(element1,element2) (mandatory): --
-- function returning true/false if element1 is same element as element2 --
-- uid_match_fct(element1,uid) (optional) --
-- function telling if uid is attached to element1 --
-- filter_fct(element,filtercriteria) (optional) --
-- function returning true/false if filtercriteria met to element --
-- fetch_param (optional) --
-- parameter passed to raw_fct to aquire correct raw data --
-- --
--------------------------------------------------------------------------------
filterlist = {}
--------------------------------------------------------------------------------
function filterlist.refresh(this)
this.m_raw_list = this.m_raw_list_fct(this.m_fetch_param)
filterlist.process(this)
end
--------------------------------------------------------------------------------
function filterlist.create(raw_fct,compare_fct,uid_match_fct,filter_fct,fetch_param)
assert((raw_fct ~= nil) and (type(raw_fct) == "function"))
assert((compare_fct ~= nil) and (type(compare_fct) == "function"))
local this = {}
this.m_raw_list_fct = raw_fct
this.m_compare_fct = compare_fct
this.m_filter_fct = filter_fct
this.m_uid_match_fct = uid_match_fct
this.m_filtercriteria = nil
this.m_fetch_param = fetch_param
this.m_sortmode = "none"
this.m_sort_list = {}
this.m_processed_list = nil
this.m_raw_list = this.m_raw_list_fct(this.m_fetch_param)
filterlist.process(this)
return this
end
--------------------------------------------------------------------------------
function filterlist.add_sort_mechanism(this,name,fct)
this.m_sort_list[name] = fct
end
--------------------------------------------------------------------------------
function filterlist.set_filtercriteria(this,criteria)
if criteria == this.m_filtercriteria and
type(criteria) ~= "table" then
return
end
this.m_filtercriteria = criteria
filterlist.process(this)
end
--------------------------------------------------------------------------------
function filterlist.get_filtercriteria(this)
return this.m_filtercriteria
end
--------------------------------------------------------------------------------
--supported sort mode "alphabetic|none"
function filterlist.set_sortmode(this,mode)
if (mode == this.m_sortmode) then
return
end
this.m_sortmode = mode
filterlist.process(this)
end
--------------------------------------------------------------------------------
function filterlist.get_list(this)
return this.m_processed_list
end
--------------------------------------------------------------------------------
function filterlist.get_raw_list(this)
return this.m_raw_list
end
--------------------------------------------------------------------------------
function filterlist.get_raw_element(this,idx)
if type(idx) ~= "number" then
idx = tonumber(idx)
end
if idx ~= nil and idx > 0 and idx < #this.m_raw_list then
return this.m_raw_list[idx]
end
return nil
end
--------------------------------------------------------------------------------
function filterlist.get_raw_index(this,listindex)
assert(this.m_processed_list ~= nil)
if listindex ~= nil and listindex > 0 and
listindex <= #this.m_processed_list then
local entry = this.m_processed_list[listindex]
for i,v in ipairs(this.m_raw_list) do
if this.m_compare_fct(v,entry) then
return i
end
end
end
return 0
end
--------------------------------------------------------------------------------
function filterlist.get_current_index(this,listindex)
assert(this.m_processed_list ~= nil)
if listindex ~= nil and listindex > 0 and
listindex <= #this.m_raw_list then
local entry = this.m_raw_list[listindex]
for i,v in ipairs(this.m_processed_list) do
if this.m_compare_fct(v,entry) then
return i
end
end
end
return 0
end
--------------------------------------------------------------------------------
function filterlist.process(this)
assert(this.m_raw_list ~= nil)
if this.m_sortmode == "none" and
this.m_filtercriteria == nil then
this.m_processed_list = this.m_raw_list
return
end
this.m_processed_list = {}
for k,v in pairs(this.m_raw_list) do
if this.m_filtercriteria == nil or
this.m_filter_fct(v,this.m_filtercriteria) then
table.insert(this.m_processed_list,v)
end
end
if this.m_sortmode == "none" then
return
end
if this.m_sort_list[this.m_sortmode] ~= nil and
type(this.m_sort_list[this.m_sortmode]) == "function" then
this.m_sort_list[this.m_sortmode](this)
end
end
--------------------------------------------------------------------------------
function filterlist.size(this)
if this.m_processed_list == nil then
return 0
end
return #this.m_processed_list
end
--------------------------------------------------------------------------------
function filterlist.uid_exists_raw(this,uid)
for i,v in ipairs(this.m_raw_list) do
if this.m_uid_match_fct(v,uid) then
return true
end
end
return false
end
--------------------------------------------------------------------------------
function filterlist.raw_index_by_uid(this, uid)
local elementcount = 0
local elementidx = 0
for i,v in ipairs(this.m_raw_list) do
if this.m_uid_match_fct(v,uid) then
elementcount = elementcount +1
elementidx = i
end
end
-- If there are more elements than one with same name uid can't decide which
-- one is meant. This shouldn't be possible but just for sure.
if elementcount > 1 then
elementidx=0
end
return elementidx
end
--------------------------------------------------------------------------------
-- COMMON helper functions --
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
function compare_worlds(world1,world2)
if world1.path ~= world2.path then
return false
end
if world1.name ~= world2.name then
return false
end
if world1.gameid ~= world2.gameid then
return false
end
return true
end
--------------------------------------------------------------------------------
function sort_worlds_alphabetic(this)
table.sort(this.m_processed_list, function(a, b)
--fixes issue #857 (crash due to sorting nil in worldlist)
if a == nil or b == nil then
if a == nil and b ~= nil then return false end
if b == nil and a ~= nil then return true end
return false
end
if a.name:lower() == b.name:lower() then
return a.name < b.name
end
return a.name:lower() < b.name:lower()
end)
end
--------------------------------------------------------------------------------
function sort_mod_list(this)
table.sort(this.m_processed_list, function(a, b)
-- Show game mods at bottom
if a.typ ~= b.typ then
return b.typ == "game_mod"
end
-- If in same or no modpack, sort by name
if a.modpack == b.modpack then
if a.name:lower() == b.name:lower() then
return a.name < b.name
end
return a.name:lower() < b.name:lower()
-- Else compare name to modpack name
else
-- Always show modpack pseudo-mod on top of modpack mod list
if a.name == b.modpack then
return true
elseif b.name == a.modpack then
return false
end
local name_a = a.modpack or a.name
local name_b = b.modpack or b.name
if name_a:lower() == name_b:lower() then
return name_a < name_b
end
return name_a:lower() < name_b:lower()
end
end)
end

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--Minetest
--Copyright (C) 2013 sapier
--
--This program is free software; you can redistribute it and/or modify
--it under the terms of the GNU Lesser General Public License as published by
--the Free Software Foundation; either version 2.1 of the License, or
--(at your option) any later version.
--
--This program is distributed in the hope that it will be useful,
--but WITHOUT ANY WARRANTY; without even the implied warranty of
--MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
--GNU Lesser General Public License for more details.
--
--You should have received a copy of the GNU Lesser General Public License along
--with this program; if not, write to the Free Software Foundation, Inc.,
--51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
gamemgr = {}
--------------------------------------------------------------------------------
function gamemgr.dialog_new_game()
local retval =
"label[2,2;" .. fgettext("Game Name") .. "]"..
"field[4.5,2.4;6,0.5;te_game_name;;]" ..
"button[5,4.2;2.6,0.5;new_game_confirm;" .. fgettext("Create") .. "]" ..
"button[7.5,4.2;2.8,0.5;new_game_cancel;" .. fgettext("Cancel") .. "]"
return retval
end
--------------------------------------------------------------------------------
function gamemgr.handle_games_buttons(fields)
if fields["gamelist"] ~= nil then
local event = engine.explode_textlist_event(fields["gamelist"])
gamemgr.selected_game = event.index
end
if fields["btn_game_mgr_edit_game"] ~= nil then
return {
is_dialog = true,
show_buttons = false,
current_tab = "dialog_edit_game"
}
end
if fields["btn_game_mgr_new_game"] ~= nil then
return {
is_dialog = true,
show_buttons = false,
current_tab = "dialog_new_game"
}
end
return nil
end
--------------------------------------------------------------------------------
function gamemgr.handle_new_game_buttons(fields)
if fields["new_game_confirm"] and
fields["te_game_name"] ~= nil and
fields["te_game_name"] ~= "" then
local gamepath = engine.get_gamepath()
if gamepath ~= nil and
gamepath ~= "" then
local gamefolder = cleanup_path(fields["te_game_name"])
--TODO check for already existing first
engine.create_dir(gamepath .. DIR_DELIM .. gamefolder)
engine.create_dir(gamepath .. DIR_DELIM .. gamefolder .. DIR_DELIM .. "mods")
engine.create_dir(gamepath .. DIR_DELIM .. gamefolder .. DIR_DELIM .. "menu")
local gameconf =
io.open(gamepath .. DIR_DELIM .. gamefolder .. DIR_DELIM .. "game.conf","w")
if gameconf then
gameconf:write("name = " .. fields["te_game_name"])
gameconf:close()
end
end
end
return {
is_dialog = false,
show_buttons = true,
current_tab = engine.setting_get("main_menu_tab")
}
end
--------------------------------------------------------------------------------
function gamemgr.handle_edit_game_buttons(fields)
local current_game = gamemgr.get_game(gamemgr.selected_game)
if fields["btn_close_edit_game"] ~= nil or
current_game == nil then
return {
is_dialog = false,
show_buttons = true,
current_tab = engine.setting_get("main_menu_tab")
}
end
if fields["btn_remove_mod_from_game"] ~= nil then
gamemgr.delete_mod(current_game,engine.get_textlist_index("mods_current"))
end
if fields["btn_add_mod_to_game"] ~= nil then
local modindex = engine.get_textlist_index("mods_available")
local mod = modmgr.get_global_mod(modindex)
if mod ~= nil then
local sourcepath = mod.path
if not gamemgr.add_mod(current_game,sourcepath) then
gamedata.errormessage =
fgettext("Gamemgr: Unable to copy mod \"$1\" to game \"$2\"", mod.name, current_game.id)
end
end
end
return nil
end
--------------------------------------------------------------------------------
function gamemgr.add_mod(gamespec,sourcepath)
if gamespec.gamemods_path ~= nil and
gamespec.gamemods_path ~= "" then
local modname = get_last_folder(sourcepath)
return engine.copy_dir(sourcepath,gamespec.gamemods_path .. DIR_DELIM .. modname);
end
return false
end
--------------------------------------------------------------------------------
function gamemgr.delete_mod(gamespec,modindex)
if gamespec.gamemods_path ~= nil and
gamespec.gamemods_path ~= "" then
local game_mods = {}
get_mods(gamespec.gamemods_path,game_mods)
if modindex > 0 and
#game_mods >= modindex then
if game_mods[modindex].path:sub(0,gamespec.gamemods_path:len())
== gamespec.gamemods_path then
engine.delete_dir(game_mods[modindex].path)
end
end
end
end
--------------------------------------------------------------------------------
function gamemgr.find_by_gameid(gameid)
for i=1,#gamemgr.games,1 do
if gamemgr.games[i].id == gameid then
return gamemgr.games[i], i
end
end
return nil, nil
end
--------------------------------------------------------------------------------
function gamemgr.get_game_mods(gamespec, retval)
if gamespec ~= nil and
gamespec.gamemods_path ~= nil and
gamespec.gamemods_path ~= "" then
get_mods(gamespec.gamemods_path, retval)
end
end
--------------------------------------------------------------------------------
function gamemgr.get_game_modlist(gamespec)
local retval = ""
local game_mods = {}
gamemgr.get_game_mods(gamespec, game_mods)
for i=1,#game_mods,1 do
if retval ~= "" then
retval = retval..","
end
retval = retval .. game_mods[i].name
end
return retval
end
--------------------------------------------------------------------------------
function gamemgr.gettab(name)
local retval = ""
if name == "dialog_edit_game" then
retval = retval .. gamemgr.dialog_edit_game()
end
if name == "dialog_new_game" then
retval = retval .. gamemgr.dialog_new_game()
end
if name == "game_mgr" then
retval = retval .. gamemgr.tab()
end
return retval
end
--------------------------------------------------------------------------------
function gamemgr.tab()
if gamemgr.selected_game == nil then
gamemgr.selected_game = 1
end
local retval =
"vertlabel[0,-0.25;" .. fgettext("GAMES") .. "]" ..
"label[1,-0.25;" .. fgettext("Games") .. ":]" ..
"textlist[1,0.25;4.5,4.4;gamelist;" ..
gamemgr.gamelist() ..
";" .. gamemgr.selected_game .. "]"
local current_game = gamemgr.get_game(gamemgr.selected_game)
if current_game ~= nil then
if current_game.menuicon_path ~= nil and
current_game.menuicon_path ~= "" then
retval = retval ..
"image[5.8,-0.25;2,2;" ..
engine.formspec_escape(current_game.menuicon_path) .. "]"
end
retval = retval ..
"field[8,-0.25;6,2;;" .. current_game.name .. ";]"..
"label[6,1.4;" .. fgettext("Mods:") .."]" ..
"button[9.7,1.5;2,0.2;btn_game_mgr_edit_game;" .. fgettext("edit game") .. "]" ..
"textlist[6,2;5.5,3.3;game_mgr_modlist;"
.. gamemgr.get_game_modlist(current_game) ..";0]" ..
"button[1,4.75;3.2,0.5;btn_game_mgr_new_game;" .. fgettext("new game") .. "]"
end
return retval
end
--------------------------------------------------------------------------------
function gamemgr.dialog_edit_game()
local current_game = gamemgr.get_game(gamemgr.selected_game)
if current_game ~= nil then
local retval =
"vertlabel[0,-0.25;" .. fgettext("EDIT GAME") .."]" ..
"label[0,-0.25;" .. current_game.name .. "]" ..
"button[11.55,-0.2;0.75,0.5;btn_close_edit_game;x]"
if current_game.menuicon_path ~= nil and
current_game.menuicon_path ~= "" then
retval = retval ..
"image[5.25,0;2,2;" ..
engine.formspec_escape(current_game.menuicon_path) .. "]"
end
retval = retval ..
"textlist[0.5,0.5;4.5,4.3;mods_current;"
.. gamemgr.get_game_modlist(current_game) ..";0]"
retval = retval ..
"textlist[7,0.5;4.5,4.3;mods_available;"
.. modmgr.render_modlist() .. ";0]"
retval = retval ..
"button[0.55,4.95;4.7,0.5;btn_remove_mod_from_game;" .. fgettext("Remove selected mod") .."]"
retval = retval ..
"button[7.05,4.95;4.7,0.5;btn_add_mod_to_game;" .. fgettext("<<-- Add mod") .."]"
return retval
end
end
--------------------------------------------------------------------------------
function gamemgr.handle_buttons(tab,fields)
local retval = nil
if tab == "dialog_edit_game" then
retval = gamemgr.handle_edit_game_buttons(fields)
end
if tab == "dialog_new_game" then
retval = gamemgr.handle_new_game_buttons(fields)
end
if tab == "game_mgr" then
retval = gamemgr.handle_games_buttons(fields)
end
return retval
end
--------------------------------------------------------------------------------
function gamemgr.get_game(index)
if index > 0 and index <= #gamemgr.games then
return gamemgr.games[index]
end
return nil
end
--------------------------------------------------------------------------------
function gamemgr.update_gamelist()
gamemgr.games = engine.get_games()
end
--------------------------------------------------------------------------------
function gamemgr.gamelist()
local retval = ""
if #gamemgr.games > 0 then
retval = retval .. gamemgr.games[1].id
for i=2,#gamemgr.games,1 do
retval = retval .. "," .. gamemgr.games[i].name
end
end
return retval
end

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--Minetest
--Copyright (C) 2013 sapier
--
--This program is free software; you can redistribute it and/or modify
--it under the terms of the GNU Lesser General Public License as published by
--the Free Software Foundation; either version 2.1 of the License, or
--(at your option) any later version.
--
--This program is distributed in the hope that it will be useful,
--but WITHOUT ANY WARRANTY; without even the implied warranty of
--MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
--GNU Lesser General Public License for more details.
--
--You should have received a copy of the GNU Lesser General Public License along
--with this program; if not, write to the Free Software Foundation, Inc.,
--51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
menubar = {}
--------------------------------------------------------------------------------
function menubar.handle_buttons(fields)
for i=1,#menubar.buttons,1 do
if fields[menubar.buttons[i].btn_name] ~= nil then
menu.last_game = menubar.buttons[i].index
engine.setting_set("main_menu_last_game_idx",menu.last_game)
menu.update_gametype()
end
end
end
--------------------------------------------------------------------------------
function menubar.refresh()
menubar.formspec = "box[-0.3,5.625;12.4,1.2;#000000]" ..
"box[-0.3,5.6;12.4,0.05;#FFFFFF]"
menubar.buttons = {}
local button_base = -0.08
local maxbuttons = #gamemgr.games
if maxbuttons > 11 then
maxbuttons = 11
end
for i=1,maxbuttons,1 do
local btn_name = "menubar_btn_" .. gamemgr.games[i].id
local buttonpos = button_base + (i-1) * 1.1
if gamemgr.games[i].menuicon_path ~= nil and
gamemgr.games[i].menuicon_path ~= "" then
menubar.formspec = menubar.formspec ..
"image_button[" .. buttonpos .. ",5.72;1.165,1.175;" ..
engine.formspec_escape(gamemgr.games[i].menuicon_path) .. ";" ..
btn_name .. ";;true;false]"
else
local part1 = gamemgr.games[i].id:sub(1,5)
local part2 = gamemgr.games[i].id:sub(6,10)
local part3 = gamemgr.games[i].id:sub(11)
local text = part1 .. "\n" .. part2
if part3 ~= nil and
part3 ~= "" then
text = text .. "\n" .. part3
end
menubar.formspec = menubar.formspec ..
"image_button[" .. buttonpos .. ",5.72;1.165,1.175;;" ..btn_name ..
";" .. text .. ";true;true]"
end
local toadd = {
btn_name = btn_name,
index = i,
}
table.insert(menubar.buttons,toadd)
end
end

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--Minetest
--Copyright (C) 2013 sapier
--
--This program is free software; you can redistribute it and/or modify
--it under the terms of the GNU Lesser General Public License as published by
--the Free Software Foundation; either version 2.1 of the License, or
--(at your option) any later version.
--
--This program is distributed in the hope that it will be useful,
--but WITHOUT ANY WARRANTY; without even the implied warranty of
--MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
--GNU Lesser General Public License for more details.
--
--You should have received a copy of the GNU Lesser General Public License along
--with this program; if not, write to the Free Software Foundation, Inc.,
--51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
--------------------------------------------------------------------------------
--modstore implementation
modstore = {}
--------------------------------------------------------------------------------
-- @function [parent=#modstore] init
function modstore.init()
modstore.tabnames = {}
table.insert(modstore.tabnames,"dialog_modstore_unsorted")
table.insert(modstore.tabnames,"dialog_modstore_search")
modstore.modsperpage = 5
modstore.basetexturedir = engine.get_texturepath() .. DIR_DELIM .. "base" ..
DIR_DELIM .. "pack" .. DIR_DELIM
modstore.lastmodtitle = ""
modstore.last_search = ""
modstore.searchlist = filterlist.create(
function()
if modstore.modlist_unsorted ~= nil and
modstore.modlist_unsorted.data ~= nil then
return modstore.modlist_unsorted.data
end
return {}
end,
function(element,modid)
if element.id == modid then
return true
end
return false
end, --compare fct
nil, --uid match fct
function(element,substring)
if substring == nil or
substring == "" then
return false
end
substring = substring:upper()
if element.title ~= nil and
element.title:upper():find(substring) ~= nil then
return true
end
if element.details ~= nil and
element.details.author ~= nil and
element.details.author:upper():find(substring) ~= nil then
return true
end
if element.details ~= nil and
element.details.description ~= nil and
element.details.description:upper():find(substring) ~= nil then
return true
end
return false
end --filter fct
)
modstore.current_list = nil
end
--------------------------------------------------------------------------------
-- @function [parent=#modstore] nametoindex
function modstore.nametoindex(name)
for i=1,#modstore.tabnames,1 do
if modstore.tabnames[i] == name then
return i
end
end
return 1
end
--------------------------------------------------------------------------------
-- @function [parent=#modstore] getsuccessfuldialog
function modstore.getsuccessfuldialog()
local retval = ""
retval = retval .. "size[6,2,true]"
if modstore.lastmodentry ~= nil then
retval = retval .. "label[0,0.25;" .. fgettext("Successfully installed:") .. "]"
retval = retval .. "label[3,0.25;" .. modstore.lastmodentry.moddetails.title .. "]"
retval = retval .. "label[0,0.75;" .. fgettext("Shortname:") .. "]"
retval = retval .. "label[3,0.75;" .. engine.formspec_escape(modstore.lastmodentry.moddetails.basename) .. "]"
end
retval = retval .. "button[2.5,1.5;1,0.5;btn_confirm_mod_successfull;" .. fgettext("ok") .. "]"
return retval
end
--------------------------------------------------------------------------------
-- @function [parent=#modstore] gettab
function modstore.gettab(tabname)
local retval = ""
local is_modstore_tab = false
if tabname == "dialog_modstore_unsorted" then
modstore.modsperpage = 5
retval = modstore.getmodlist(modstore.modlist_unsorted)
is_modstore_tab = true
end
if tabname == "dialog_modstore_search" then
retval = modstore.getsearchpage()
is_modstore_tab = true
end
if is_modstore_tab then
return modstore.tabheader(tabname) .. retval
end
if tabname == "modstore_mod_installed" then
return modstore.getsuccessfuldialog()
end
if tabname == "modstore_downloading" then
return "size[6,2]label[0.25,0.75;" .. fgettext("Downloading") ..
" " .. modstore.lastmodtitle .. " " ..
fgettext("please wait...") .. "]"
end
return ""
end
--------------------------------------------------------------------------------
-- @function [parent=#modstore] tabheader
function modstore.tabheader(tabname)
local retval = "size[12,10.25,true]"
retval = retval .. "tabheader[-0.3,-0.99;modstore_tab;" ..
"Unsorted,Search;" ..
modstore.nametoindex(tabname) .. ";true;false]" ..
"button[4,9.9;4,0.5;btn_modstore_close;" ..
fgettext("Close modstore") .. "]"
return retval
end
--------------------------------------------------------------------------------
-- @function [parent=#modstore] handle_buttons
function modstore.handle_buttons(current_tab,fields)
if fields["modstore_tab"] then
local index = tonumber(fields["modstore_tab"])
if index > 0 and
index <= #modstore.tabnames then
if modstore.tabnames[index] == "dialog_modstore_search" then
filterlist.set_filtercriteria(modstore.searchlist,modstore.last_search)
filterlist.refresh(modstore.searchlist)
modstore.modsperpage = 4
modstore.currentlist = {
page = 0,
pagecount =
math.ceil(filterlist.size(modstore.searchlist) / modstore.modsperpage),
data = filterlist.get_list(modstore.searchlist),
}
end
return {
current_tab = modstore.tabnames[index],
is_dialog = true,
show_buttons = false
}
end
end
if fields["btn_modstore_page_up"] then
if modstore.current_list ~= nil and modstore.current_list.page > 0 then
modstore.current_list.page = modstore.current_list.page - 1
end
end
if fields["btn_modstore_page_down"] then
if modstore.current_list ~= nil and
modstore.current_list.page <modstore.current_list.pagecount-1 then
modstore.current_list.page = modstore.current_list.page +1
end
end
if fields["btn_hidden_close_download"] ~= nil then
if fields["btn_hidden_close_download"].successfull then
modstore.lastmodentry = fields["btn_hidden_close_download"]
return {
current_tab = "modstore_mod_installed",
is_dialog = true,
show_buttons = false
}
else
modstore.lastmodtitle = ""
return {
current_tab = modstore.tabnames[1],
is_dialog = true,
show_buttons = false
}
end
end
if fields["btn_confirm_mod_successfull"] then
modstore.lastmodentry = nil
modstore.lastmodtitle = ""
return {
current_tab = modstore.tabnames[1],
is_dialog = true,
show_buttons = false
}
end
if fields["btn_modstore_search"] or
(fields["key_enter"] and fields["te_modstore_search"] ~= nil) then
modstore.last_search = fields["te_modstore_search"]
filterlist.set_filtercriteria(modstore.searchlist,fields["te_modstore_search"])
filterlist.refresh(modstore.searchlist)
modstore.currentlist = {
page = 0,
pagecount = math.ceil(filterlist.size(modstore.searchlist) / modstore.modsperpage),
data = filterlist.get_list(modstore.searchlist),
}
end
if fields["btn_modstore_close"] then
return {
is_dialog = false,
show_buttons = true,
current_tab = engine.setting_get("main_menu_tab")
}
end
for key,value in pairs(fields) do
local foundat = key:find("btn_install_mod_")
if ( foundat == 1) then
local modid = tonumber(key:sub(17))
for i=1,#modstore.modlist_unsorted.data,1 do
if modstore.modlist_unsorted.data[i].id == modid then
local moddetails = modstore.modlist_unsorted.data[i].details
if modstore.lastmodtitle ~= "" then
modstore.lastmodtitle = modstore.lastmodtitle .. ", "
end
modstore.lastmodtitle = modstore.lastmodtitle .. moddetails.title
engine.handle_async(
function(param)
local fullurl = engine.setting_get("modstore_download_url") ..
param.moddetails.download_url
if param.version ~= nil then
local found = false
for i=1,#param.moddetails.versions, 1 do
if param.moddetails.versions[i].date:sub(1,10) == param.version then
fullurl = engine.setting_get("modstore_download_url") ..
param.moddetails.versions[i].download_url
found = true
end
end
if not found then
return {
moddetails = param.moddetails,
successfull = false
}
end
end
if engine.download_file(fullurl,param.filename) then
return {
texturename = param.texturename,
moddetails = param.moddetails,
filename = param.filename,
successfull = true
}
else
return {
moddetails = param.moddetails,
successfull = false
}
end
end,
{
moddetails = moddetails,
version = fields["dd_version" .. modid],
filename = os.tempfolder() .. "_MODNAME_" .. moddetails.basename .. ".zip",
texturename = modstore.modlist_unsorted.data[i].texturename
},
function(result)
if result.successfull then
modmgr.installmod(result.filename,result.moddetails.basename)
os.remove(result.filename)
else
gamedata.errormessage = "Failed to download " .. result.moddetails.title
end
if gamedata.errormessage == nil then
engine.button_handler({btn_hidden_close_download=result})
else
engine.button_handler({btn_hidden_close_download={successfull=false}})
end
end
)
return {
current_tab = "modstore_downloading",
is_dialog = true,
show_buttons = false,
ignore_menu_quit = true
}
end
end
break
end
end
end
--------------------------------------------------------------------------------
-- @function [parent=#modstore] update_modlist
function modstore.update_modlist()
modstore.modlist_unsorted = {}
modstore.modlist_unsorted.data = {}
modstore.modlist_unsorted.pagecount = 1
modstore.modlist_unsorted.page = 0
engine.handle_async(
function(param)
return engine.get_modstore_list()
end,
nil,
function(result)
if result ~= nil then
modstore.modlist_unsorted = {}
modstore.modlist_unsorted.data = result
if modstore.modlist_unsorted.data ~= nil then
modstore.modlist_unsorted.pagecount =
math.ceil((#modstore.modlist_unsorted.data / modstore.modsperpage))
else
modstore.modlist_unsorted.data = {}
modstore.modlist_unsorted.pagecount = 1
end
modstore.modlist_unsorted.page = 0
modstore.fetchdetails()
engine.event_handler("Refresh")
end
end
)
end
--------------------------------------------------------------------------------
-- @function [parent=#modstore] fetchdetails
function modstore.fetchdetails()
for i=1,#modstore.modlist_unsorted.data,1 do
engine.handle_async(
function(param)
param.details = engine.get_modstore_details(tostring(param.modid))
return param
end,
{
modid=modstore.modlist_unsorted.data[i].id,
listindex=i
},
function(result)
if result ~= nil and
modstore.modlist_unsorted ~= nil
and modstore.modlist_unsorted.data ~= nil and
modstore.modlist_unsorted.data[result.listindex] ~= nil and
modstore.modlist_unsorted.data[result.listindex].id ~= nil then
modstore.modlist_unsorted.data[result.listindex].details = result.details
engine.event_handler("Refresh")
end
end
)
end
end
--------------------------------------------------------------------------------
-- @function [parent=#modstore] getscreenshot
function modstore.getscreenshot(ypos,listentry)
if listentry.details ~= nil and
(listentry.details.screenshot_url == nil or
listentry.details.screenshot_url == "") then
if listentry.texturename == nil then
listentry.texturename = modstore.basetexturedir .. "no_screenshot.png"
end
return "image[0,".. ypos .. ";3,2;" ..
engine.formspec_escape(listentry.texturename) .. "]"
end
if listentry.details ~= nil and
listentry.texturename == nil then
--make sure we don't download multiple times
listentry.texturename = "in progress"
--prepare url and filename
local fullurl = engine.setting_get("modstore_download_url") ..
listentry.details.screenshot_url
local filename = os.tempfolder() .. "_MID_" .. listentry.id
--trigger download
engine.handle_async(
--first param is downloadfct
function(param)
param.successfull = engine.download_file(param.fullurl,param.filename)
return param
end,
--second parameter is data passed to async job
{
fullurl = fullurl,
filename = filename,
modid = listentry.id
},
--integrate result to raw list
function(result)
if result.successfull then
local found = false
for i=1,#modstore.modlist_unsorted.data,1 do
if modstore.modlist_unsorted.data[i].id == result.modid then
found = true
modstore.modlist_unsorted.data[i].texturename = result.filename
break
end
end
if found then
engine.event_handler("Refresh")
else
engine.log("error","got screenshot but didn't find matching mod: " .. result.modid)
end
end
end
)
end
if listentry.texturename ~= nil and
listentry.texturename ~= "in progress" then
return "image[0,".. ypos .. ";3,2;" ..
engine.formspec_escape(listentry.texturename) .. "]"
end
return ""
end
--------------------------------------------------------------------------------
--@function [parent=#modstore] getshortmodinfo
function modstore.getshortmodinfo(ypos,listentry,details)
local retval = ""
retval = retval .. "box[0," .. ypos .. ";11.4,1.75;#FFFFFF]"
--screenshot
retval = retval .. modstore.getscreenshot(ypos,listentry)
--title + author
retval = retval .."label[2.75," .. ypos .. ";" ..
engine.formspec_escape(details.title) .. " (" .. details.author .. ")]"
--description
local descriptiony = ypos + 0.5
retval = retval .. "textarea[3," .. descriptiony .. ";6.5,1.55;;" ..
engine.formspec_escape(details.description) .. ";]"
--rating
local ratingy = ypos
retval = retval .."label[7," .. ratingy .. ";" ..
fgettext("Rating") .. ":]"
retval = retval .. "label[8.7," .. ratingy .. ";" .. details.rating .."]"
--versions (IMPORTANT has to be defined AFTER rating)
if details.versions ~= nil and
#details.versions > 1 then
local versiony = ypos + 0.05
retval = retval .. "dropdown[9.1," .. versiony .. ";2.48,0.25;dd_version" .. details.id .. ";"
local versions = ""
for i=1,#details.versions , 1 do
if versions ~= "" then
versions = versions .. ","
end
versions = versions .. details.versions[i].date:sub(1,10)
end
retval = retval .. versions .. ";1]"
end
if details.basename then
--install button
local buttony = ypos + 1.2
retval = retval .."button[9.1," .. buttony .. ";2.5,0.5;btn_install_mod_" .. details.id .. ";"
if modmgr.mod_exists(details.basename) then
retval = retval .. fgettext("re-Install") .."]"
else
retval = retval .. fgettext("Install") .."]"
end
end
return retval
end
--------------------------------------------------------------------------------
--@function [parent=#modstore] getmodlist
function modstore.getmodlist(list,yoffset)
modstore.current_list = list
if #list.data == 0 then
return ""
end
if yoffset == nil then
yoffset = 0
end
local scrollbar = ""
scrollbar = scrollbar .. "label[0.1,9.5;"
.. fgettext("Page $1 of $2", list.page+1, list.pagecount) .. "]"
scrollbar = scrollbar .. "box[11.6," .. (yoffset + 0.35) .. ";0.28,"
.. (8.6 - yoffset) .. ";#000000]"
local scrollbarpos = (yoffset + 0.75) +
((7.7 -yoffset)/(list.pagecount-1)) * list.page
scrollbar = scrollbar .. "box[11.6," ..scrollbarpos .. ";0.28,0.5;#32CD32]"
scrollbar = scrollbar .. "button[11.6," .. (yoffset + (0.3))
.. ";0.5,0.5;btn_modstore_page_up;^]"
scrollbar = scrollbar .. "button[11.6," .. 9.0
.. ";0.5,0.5;btn_modstore_page_down;v]"
local retval = ""
local endmod = (list.page * modstore.modsperpage) + modstore.modsperpage
if (endmod > #list.data) then
endmod = #list.data
end
for i=(list.page * modstore.modsperpage) +1, endmod, 1 do
--getmoddetails
local details = list.data[i].details
if details == nil then
details = {}
details.title = list.data[i].title
details.author = ""
details.rating = -1
details.description = ""
end
if details ~= nil then
local screenshot_ypos =
yoffset +(i-1 - (list.page * modstore.modsperpage))*1.9 +0.2
retval = retval .. modstore.getshortmodinfo(screenshot_ypos,
list.data[i],
details)
end
end
return retval .. scrollbar
end
--------------------------------------------------------------------------------
--@function [parent=#modstore] getsearchpage
function modstore.getsearchpage()
local retval = ""
local search = ""
if modstore.last_search ~= nil then
search = modstore.last_search
end
retval = retval ..
"button[9.5,0.2;2.5,0.5;btn_modstore_search;".. fgettext("Search") .. "]" ..
"field[0.5,0.5;9,0.5;te_modstore_search;;" .. search .. "]"
--show 4 mods only
modstore.modsperpage = 4
retval = retval ..
modstore.getmodlist(
modstore.currentlist,
1.75)
return retval;
end

View file

@ -0,0 +1,146 @@
--Minetest
--Copyright (C) 2013 sapier
--
--This program is free software; you can redistribute it and/or modify
--it under the terms of the GNU Lesser General Public License as published by
--the Free Software Foundation; either version 2.1 of the License, or
--(at your option) any later version.
--
--This program is distributed in the hope that it will be useful,
--but WITHOUT ANY WARRANTY; without even the implied warranty of
--MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
--GNU Lesser General Public License for more details.
--
--You should have received a copy of the GNU Lesser General Public License along
--with this program; if not, write to the Free Software Foundation, Inc.,
--51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
mm_texture = {}
--------------------------------------------------------------------------------
function mm_texture.init()
mm_texture.defaulttexturedir = engine.get_texturepath() .. DIR_DELIM .. "base" ..
DIR_DELIM .. "pack" .. DIR_DELIM
mm_texture.basetexturedir = mm_texture.defaulttexturedir
mm_texture.texturepack = engine.setting_get("texture_path")
mm_texture.gameid = nil
end
--------------------------------------------------------------------------------
function mm_texture.update(tab,gamedetails)
if tab ~= "singleplayer" then
mm_texture.reset()
return
end
if gamedetails == nil then
return
end
mm_texture.update_game(gamedetails)
end
--------------------------------------------------------------------------------
function mm_texture.reset()
mm_texture.gameid = nil
local have_bg = false
local have_overlay = mm_texture.set_generic("overlay")
if not have_overlay then
have_bg = mm_texture.set_generic("background")
end
mm_texture.clear("header")
mm_texture.clear("footer")
engine.set_clouds(false)
mm_texture.set_generic("footer")
mm_texture.set_generic("header")
if not have_bg and
engine.setting_getbool("enable_clouds") then
engine.set_clouds(true)
end
end
--------------------------------------------------------------------------------
function mm_texture.update_game(gamedetails)
if mm_texture.gameid == gamedetails.id then
return
end
local have_bg = false
local have_overlay = mm_texture.set_game("overlay",gamedetails)
if not have_overlay then
have_bg = mm_texture.set_game("background",gamedetails)
end
mm_texture.clear("header")
mm_texture.clear("footer")
engine.set_clouds(false)
if not have_bg and
engine.setting_getbool("enable_clouds") then
engine.set_clouds(true)
end
mm_texture.set_game("footer",gamedetails)
mm_texture.set_game("header",gamedetails)
mm_texture.gameid = gamedetails.id
end
--------------------------------------------------------------------------------
function mm_texture.clear(identifier)
engine.set_background(identifier,"")
end
--------------------------------------------------------------------------------
function mm_texture.set_generic(identifier)
--try texture pack first
if mm_texture.texturepack ~= nil then
local path = mm_texture.texturepack .. DIR_DELIM .."menu_" ..
identifier .. ".png"
if engine.set_background(identifier,path) then
return true
end
end
if mm_texture.defaulttexturedir ~= nil then
local path = mm_texture.defaulttexturedir .. DIR_DELIM .."menu_" ..
identifier .. ".png"
if engine.set_background(identifier,path) then
return true
end
end
return false
end
--------------------------------------------------------------------------------
function mm_texture.set_game(identifier,gamedetails)
if gamedetails == nil then
return false
end
if mm_texture.texturepack ~= nil then
local path = mm_texture.texturepack .. DIR_DELIM ..
gamedetails.id .. "_menu_" .. identifier .. ".png"
if engine.set_background(identifier,path) then
return true
end
end
local path = gamedetails.path .. DIR_DELIM .."menu" ..
DIR_DELIM .. identifier .. ".png"
if engine.set_background(identifier,path) then
return true
end
return false
end