made use of tabheader and container as formspec elements

This commit is contained in:
Sokomine 2021-07-01 05:24:25 +02:00
parent 17544df2a1
commit 2071a45f3d

View File

@ -19,12 +19,12 @@ yl_speak_up.input_edit_option_dialog = function(player, formname, fields)
local n_dialog = dialog.n_dialogs[d_id]
local d_option = n_dialog.d_options[o_id]
if(fields.button_show_if_action_failed) then
if(fields.switch_tab and fields.switch_tab == "2") then
yl_speak_up.show_fs(player, "edit_option_dialog",
{n_id = n_id, d_id = d_id, o_id = o_id,
caller="show_if_action_failed"})
return
elseif(fields.button_show_if_action_succeeded) then
elseif(fields.switch_tab and fields.switch_tab == "1") then
yl_speak_up.show_fs(player, "edit_option_dialog",
{n_id = n_id, d_id = d_id, o_id = o_id,
caller="show_if_action_succeeded"})
@ -277,15 +277,16 @@ yl_speak_up.get_fs_edit_option_dialog = function(player, n_id, d_id, o_id, calle
local o_found = o_id
local anz_options = 0
for i, o in ipairs(sorted_list) do
-- the buttons are inside a container; thus, Y is 0.0
if(o == o_id and sorted_list[ i-1 ]) then
button_prev = ""..
"button[7.9,18.7;2.0,0.9;edit_option_prev;Prev]"..
"button[7.9,0.0;2.0,0.9;edit_option_prev;Prev]"..
"tooltip[edit_option_prev;Go to previous option/answer "..
"(according to o_sort).]"
end
if(o == o_id and sorted_list[ i+1 ]) then
button_next = ""..
"button[12.5,18.7;2.0,0.9;edit_option_next;Next]"..
"button[12.5,0.0;2.0,0.9;edit_option_next;Next]"..
"tooltip[edit_option_next;Go to next option/answer "..
"(according to o_sort).]"
end
@ -294,165 +295,204 @@ yl_speak_up.get_fs_edit_option_dialog = function(player, n_id, d_id, o_id, calle
-- less than yl_speak_up.max_number_of_options_per_dialog options?
local button_add = ""..
"button[2.4,18.7;2.0,0.9;add_option;Add]"..
-- the buttons are inside a container; thus, Y is 0.0
"button[2.4,0.0;2.0,0.9;add_option;Add]"..
"tooltip[add_option;Add a new option/answer to this dialog.]"
if(anz_options >= yl_speak_up.max_number_of_options_per_dialog) then
button_add = ""
end
local action_text = "label[0.2,12.1;"..
"If the player completed the above action successfully, "..
"apply the following (Ef)fects:]"..
"button[17.0,11.7;4.0,0.7;button_show_if_action_failed;Show if it failed]"..
"tooltip[button_show_if_action_failed;Click here to see what will happen "..
"if the player\nfailed to execute the action successfully.]"
if(count_actions == 0) then
action_text = "label[0.2,12.1;"..
"There is no (A)ction defined. Directly apply the following (Ef)fects:]"
end
-- make all following coordinates relative
local action_text = "container[0.2,13.0]"..
"box[0.25,0.0;21.0,6.7;#555555]"
-- show what happens if the action fails
if(caller == "show_if_action_failed") then
action_text = "label[0.2,12.1;"..
"If the player *failed* to complete the above action correctly,]"..
"button[17.0,11.7;4.0,0.7;button_show_if_action_succeeded;Show if successful]"..
"tooltip[button_show_if_action_succeeded;Click here to see what will happen "..
"if the player\nexecuted the action successfully.]"
action_text = action_text..
-- allow to switch between successful and failed actions
"tabheader[0.2,0.0;switch_tab;"..
"If the action was successful:,"..
"If the action failed:;2;true;true]"..
"label[0.4,0.6;"..
"If the player *failed* to complete the above action correctly,]"
if(action_data and action_data.a_on_failure
and dialog.n_dialogs and dialog.n_dialogs[ action_data.a_on_failure]) then
action_text = action_text..
-- ..and what the NPC will reply to that answer
"tooltip[1.2,15.5;19.6,2.5;This is what the NPC will say next when "..
"tooltip[1.2,3.9;19.6,2.5;This is what the NPC will say next when "..
"the player has failed to complete the action.]"..
"label[0.2,15.1;..the NPC will react to this failed action with the "..
"container[0.0,3.2]"..
"label[0.4,0.4;..the NPC will react to this failed action with the "..
"following dialog \""..tostring(action_data.a_on_failure)..
"\""..
yl_speak_up.show_colored_dialog_text(
dialog,
action_data,
action_data.a_on_failure,
"1.2,15.5;19.6,2.5;d_text_next",
"1.2,0.7;19.6,2.5;d_text_next",
"with the *modified* text",
":]")
":]")..
"container_end[]"
else
action_text = action_text..
"label[0.2,15.1;..go back to the initial dialog.]"
"label[0.4,3.6;..go back to the initial dialog.]"
end
-- show what happens if the action was successful
else
-- no action defined
if(count_actions == 0) then
-- do not show tabheader
action_text = action_text..
"label[0.4,0.6;"..
"There is no (A)ction defined. Directly apply the following (Ef)fects:]"
else
action_text = action_text..
-- allow to switch between successful and failed actions
"tabheader[0.2,0.0;switch_tab;"..
"If the action was successful:,"..
"If the action failed:;1;true;true]"..
"label[0.4,0.6;"..
"If the player completed the above action successfully, "..
"apply the following (Ef)fects:]"
end
action_text = action_text..
-- list of effects
"tablecolumns[text;color,span=1;text;text]"..
"table[1.2,12.4;19.6,2.0;table_of_effects;"..
list_of_effects..";0]"..
"tooltip[1.2,12.4;19.6,2.0;"..
"*All* (Ef)fects are executed after the action (if there is\n"..
"one defined in this option) has been completed successfully\n"..
"by the player. If there is no action defined, then the\n"..
"(Ef)fects will always be executed when this option here is\n"..
"selected.\n"..
"Please click on an (Ef)fect in order to edit or delete it!]"..
-- allow to change the target dialog via a dropdown menu
"dropdown[12.3,14.7;2.8,0.7;d_id_"..minetest.formspec_escape(o_id)..";"..
dialog_list..";"..dialog_selected..",]"..
"tooltip[12.3,14.7;2.8,0.7;Select the target dialog with which the NPC shall react "..
"to this answer. Currently, dialog \""..minetest.formspec_escape(target_dialog)..
"\" is beeing displayed.;#FFFFFF;#000000]"..
-- ..and what the NPC will reply to that answer
"tooltip[1.2,15.5;19.6,2.5;This is what the NPC will say next when the player has "..
"selected this answer here.]"..
"label[0.2,15.1;The NPC will react to this answer with the following dialog:]"..
yl_speak_up.show_colored_dialog_text(
dialog,
-- this is either the "dialog" effect or an empty fallback
target_effect,
-- this is the text the NPC will say in reaction to this answer
target_dialog,
"1.2,15.5;19.6,2.5;d_text",
"label[15.2,15.1;with the *modified* text:]",
"")
-- list of effects
"tablecolumns[text;color,span=1;text;text]"..
"table[1.2,0.9;19.6,2.0;table_of_effects;"..
list_of_effects..";0]"..
"tooltip[1.2,0.9;19.6,2.0;"..
"*All* (Ef)fects are executed after the action (if there is\n"..
"one defined in this option) has been completed successfully\n"..
"by the player. If there is no action defined, then the\n"..
"(Ef)fects will always be executed when this option here is\n"..
"selected.\n"..
"Please click on an (Ef)fect in order to edit or delete it!]"..
"container[0.0,3.2]"..
-- allow to change the target dialog via a dropdown menu
"dropdown[10.2,0.0;3.0,0.7;d_id_"..minetest.formspec_escape(o_id)..";"..
dialog_list..";"..dialog_selected..",]"..
"tooltip[10.2,0.0;3.0,0.7;Select the target dialog with which the NPC shall react "..
"to this answer. Currently, dialog \""..
minetest.formspec_escape(target_dialog)..
"\" is beeing displayed.;#FFFFFF;#000000]"..
-- ..and what the NPC will reply to that answer
"tooltip[1.2,0.7;19.6,2.5;This is what the NPC will say next when the player has "..
"selected this answer here.]"..
"label[0.4,0.4;The NPC will react to this answer with dialog:]"..
yl_speak_up.show_colored_dialog_text(
dialog,
-- this is either the "dialog" effect or an empty fallback
target_effect,
-- this is the text the NPC will say in reaction to this answer
target_dialog,
"1.2,0.7;19.6,2.5;d_text",
"label[13.5,0.4;with the following *modified* text:]",
"")..
"container_end[]"
end
action_text = action_text.."container_end[]"
-- build up the formspec
local formspec = ""..
"formspec_version[3]"..
"size[21,20]"..
"size[22,21]"..
"bgcolor[#00000000;false]"..
-- button back to the current dialog (of which this is an option)
"button[15.8,0.2;5.0,0.9;show_current_dialog;Back to dialog "..
"button[16.4,0.2;5.0,0.9;show_current_dialog;Back to dialog "..
minetest.formspec_escape(d_id).."]"..
"tooltip[show_current_dialog;Go back to dialog "..
minetest.formspec_escape(d_id).." and continue editing that dialog.]"..
-- tell the player what this formspec is about
"label[6.0,0.4;You are editing dialog option \""..tostring(o_id).."\":]"..
"label[6.5,0.4;You are editing dialog option \""..tostring(o_id).."\":]"..
-- the text the NPC says
"label[0.2,0.6;NPC says "..
"container[0.0,0.9]"..
"label[0.2,0.0;NPC says "..
minetest.formspec_escape("[dialog \""..tostring(d_id).."\"]:").."]"..
yl_speak_up.show_colored_dialog_text(
dialog,
target_effect,
d_id,
"1.2,1.2;19.6,2.5;d_text",
"1.2,0.3;20.2,2.5;d_text",
"", -- no modifications possible at this step
"")..
"tooltip[1.2,1.2;19.6,3.0;This is what the NPC says to the player.]"..
"tooltip[1.2,0.3;20.2,3.0;This is what the NPC says to the player.]"..
"container_end[]"..
-- list the preconditions
"label[0.2,4.2;If all of the following pre(C)onditions are fulfilled:]"..
"container[0.0,4.4]"..
"label[0.2,0.0;If all of the following pre(C)onditions are fulfilled:]"..
"tablecolumns[text;color,span=1;text;text]"..
"table[1.2,4.5;19.6,2.0;table_of_preconditions;"..
"table[1.2,0.3;20.2,2.0;table_of_preconditions;"..
list_of_preconditions..";0]"..
"tooltip[1.2,4.5;19.6,2.0;"..
"tooltip[1.2,0.3;20.2,2.0;"..
"*All* pre(C)onditions need to be true in order\n"..
"for the option to be offered to the player.\n"..
"Please click on a pre(C)ondition in order\n"..
"to edit or delete it!]"..
"container_end[]"..
-- answer of the player (the actual option)
"label[0.2,6.9;..the player may answer with this text"..
"container[0.0,7.3]"..
"label[0.2,0.0;..the player may answer with this text"..
minetest.formspec_escape(" [dialog option \""..tostring(o_id).."\"]:").."]"..
"label[1.2,7.7;A:]"..
"field[1.7,7.2;19.1,0.9;text_option_"..minetest.formspec_escape(o_id)..";;"..
"label[1.2,0.8;A:]"..
"field[1.7,0.3;19.6,0.9;text_option_"..minetest.formspec_escape(o_id)..";;"..
minetest.formspec_escape(d_option.o_text_when_prerequisites_met).."]"..
"tooltip[option_text_met;This is the answer the player may choose if the "..
"preconditions are all fulfilled.]"..
-- dropdown for selecting weather to show the alternate answer or not
"label[0.2,8.6;..but if at least one pre(C)ondition is not fulfilled, then...]"..
"dropdown[12.0,8.2;8.6,0.7;hide_or_grey_or_alternate_answer;"..
"label[0.2,1.7;..but if at least one pre(C)ondition is not fulfilled, then...]"..
"dropdown[12.0,1.3;9.3,0.7;hide_or_grey_or_alternate_answer;"..
"..hide this answer.,"..
"..grey out the following answer:,"..
"..display the following alternate answer:;"..
alternate_answer_option..";]"..
-- alternate answer
"label[1.2,9.4;A:]"..
"field[1.7,8.9;19.1,0.9;option_text_not_met;;"..
"label[1.2,2.5;A:]"..
"field[1.7,2.0;19.6,0.9;option_text_not_met;;"..
minetest.formspec_escape(d_option.o_text_when_prerequisites_not_met).."]"..
"tooltip[option_text_not_met;This is the answer the player may choose if the "..
"preconditions are NOT all fulfilled.]"..
"container_end[]"..
-- list of (A)ctions (there can only be one per option; i.e. a trade)
"label[0.2,10.6;When this answer has been selected, start the following (A)ction:]"..
"container[0.0,11.0]"..
"label[0.2,0.0;When this answer has been selected, start the following (A)ction:]"..
"tablecolumns[text;color,span=1;text;text]"..
"table[1.2,10.9;19.6,0.7;table_of_actions;"..
"table[1.2,0.3;20.2,0.7;table_of_actions;"..
list_of_actions..";0]"..
"container_end[]"..
-- list effects and target dialog for successful - and target dialog for unsuccessful
-- actions (including a toggle button)
action_text..
-- container for the buttons/footer
"container[0.0,19.9]"..
-- button: delete
"button[0.2,18.7;2.0,0.9;del_option;Delete]"..
"button[0.2,0.0;2.0,0.9;del_option;Delete]"..
"tooltip[del_option;Delete this option/answer.]"..
-- button: add new
button_add..
-- button: save
"button[4.6,18.7;2.0,0.9;save_option;Save]"..
"button[4.6,0.0;2.0,0.9;save_option;Save]"..
"tooltip[save_option;Save what you canged (or discard it).]"..
-- button: prev/next
button_prev..
button_next..
-- button: go back to dialog (repeated from top of the page)
"button[15.8,18.7;5.0,0.9;show_current_dialog;Back to dialog "..
"button[15.8,0.0;5.0,0.9;show_current_dialog;Back to dialog "..
minetest.formspec_escape(d_id).."]"..
"tooltip[show_current_dialog;Go back to dialog "..
minetest.formspec_escape(d_id).." and continue editing that dialog.]"..
-- allow to enter o_sort
"label[10.1,19.2;Sort:]"..
"field[11.1,18.7;1.0,0.9;edit_option_o_sort;;"..
"label[10.1,0.5;Sort:]"..
"field[11.1,0.0;1.0,0.9;edit_option_o_sort;;"..
minetest.formspec_escape(d_option.o_sort).."]"..
"tooltip[edit_option_o_sort;o_sort: The lower the number, the higher up in the "..
"list this option goes\nNegative values are ignored;#FFFFFF;#000000]"
"list this option goes\nNegative values are ignored;#FFFFFF;#000000]"..
"container_end[]"
return formspec
end