airutils/texture_management.lua

138 lines
3.6 KiB
Lua

-- Function to extract textures from a node definition
local function getTexturesFromNode(node)
local textures = {}
if node.tiles then
if type(node.tiles) == "string" then
table.insert(textures, node.tiles)
elseif type(node.tiles) == "table" then
for _, tile in pairs(node.tiles) do
if type(tile) == "string" then
table.insert(textures, tile)
end
end
end
end
return textures
end
-- Function to extract textures from an entity definition
local function getTexturesFromEntity(entityDef)
local textures = {}
if entityDef.textures then
if type(entityDef.textures) == "string" then
table.insert(textures, entityDef.textures)
elseif type(entityDef.textures) == "table" then
for _, texture in pairs(entityDef.textures) do
if type(texture) == "string" then
table.insert(textures, texture)
end
end
end
end
return textures
end
-- Function to extract textures from an item definition
local function getTexturesFromItem(itemDef)
local textures = {}
if itemDef.inventory_image then
table.insert(textures, itemDef.inventory_image)
end
return textures
end
--function to remove duplicates and invalid for textlist
function filter_texture_names(list_to_test)
local hash = {}
local result = {}
for _,v in ipairs(list_to_test) do
if not string.find(v, ",") then
if (not hash[v]) then
result[#result+1] = v
hash[v] = true
end
end
end
return result
end
-- Function to list all loaded textures
function listLoadedTextures()
local loadedTextures = {}
--nodes
for name, node in pairs(minetest.registered_nodes) do
local textures = getTexturesFromNode(node)
for _, texture in pairs(textures) do
table.insert(loadedTextures, texture)
end
end
airutils.all_game_textures = filter_texture_names(loadedTextures)
--entities
loadedTextures = {}
for name, entityDef in pairs(minetest.registered_entities) do
local textures = getTexturesFromEntity(entityDef)
for _, texture in pairs(textures) do
table.insert(loadedTextures, texture)
end
end
airutils.all_entities_textures = filter_texture_names(loadedTextures)
--items
loadedTextures = {}
for name, itemDef in pairs(minetest.registered_items) do
local textures = getTexturesFromItem(itemDef)
for _, texture in pairs(textures) do
table.insert(loadedTextures, texture)
end
end
if airutils.is_minetest then
table.insert(loadedTextures,'bubble.png')
table.insert(loadedTextures,'heart.png')
end
airutils.all_items_textures = filter_texture_names(loadedTextures)
end
-- Function to check if a texture is in the list of loaded textures
function airutils.isTextureLoaded(textureToFind)
if not airutils.all_game_textures then
listLoadedTextures()
end
local textures = airutils.all_game_textures
for _, texture in pairs(textures) do
if texture == textureToFind then
return true
end
end
textures = airutils.all_entities_textures
for _, texture in pairs(textures) do
if texture == textureToFind then
return true
end
end
textures = airutils.all_items_textures
for _, texture in pairs(textures) do
if texture == textureToFind then
return true
end
end
return false
end