forked from your-land-mirror/yl_speak_up
split show_fs.lua into editor/ and normal function
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@ -82,6 +82,8 @@ yl_speak_up.add_to_command_help_text = yl_speak_up.add_to_command_help_text..
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-- dofile(modpath .. "add_generic_dialogs.lua")
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-- -- handle on_player_receive_fields and showing of formspecs
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-- dofile(modpath .. "show_fs.lua")
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-- handle page changes and asking for saving when in edit mode:
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dofile(modpath .. "show_fs_in_edit_mode.lua")
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-- -- general decoration part for main formspec, trade window etc.
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-- dofile(modpath .. "api/api_decorated.lua")
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-- -- the formspec and input handling for the main dialog
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@ -0,0 +1,98 @@
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-- when in edit mode: ask for saving dialogs when needed
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local old_show_fs = yl_speak_up.show_fs
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yl_speak_up.show_fs = function(player, fs_name, param)
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if(not(player)) then
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return
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end
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local pname = player:get_player_name()
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if(not(yl_speak_up.speak_to[pname])) then
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return
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end
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local last_fs = yl_speak_up.speak_to[pname].last_fs
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-- show the save or discard changes dialog
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if(fs_name and fs_name == "save_or_discard_changes") then
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yl_speak_up.show_fs_ver(pname, "yl_speak_up:save_or_discard_changes",
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yl_speak_up.get_fs_save_or_discard_changes(player, param))
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return
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-- the player either saved or discarded; we may proceed now
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elseif(fs_name and fs_name == "proceed_after_save") then
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fs_name = yl_speak_up.speak_to[pname].next_fs
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param = yl_speak_up.speak_to[pname].next_fs_param
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yl_speak_up.speak_to[pname].next_fs = nil
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yl_speak_up.speak_to[pname].next_fs_param = nil
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yl_speak_up.speak_to[pname].last_fs = fs_name
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yl_speak_up.speak_to[pname].last_fs_param = param
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if(not(fs_name) or fs_name == "quit") then
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yl_speak_up.reset_vars_for_player(pname, false)
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return
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end
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-- the player clicked on "back" in the above dialog
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elseif(fs_name and fs_name == "show_last_fs") then
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-- call the last formspec again - and with the same parameters
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fs_name = yl_speak_up.speak_to[pname].last_fs
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param = yl_speak_up.speak_to[pname].last_fs_param
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-- do we need to check if there is something that needs saving?
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elseif(fs_name
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-- msg is just a loop for displaying (mostly error) messages
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and fs_name ~= "msg"
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and fs_name ~= "player_offers_item"
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-- is the player editing the NPC? that is: might there be any changes?
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and (yl_speak_up.edit_mode[pname] == yl_speak_up.speak_to[pname].n_id)) then
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local last_fs = yl_speak_up.speak_to[pname].last_fs
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local d_id = yl_speak_up.speak_to[pname].d_id
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local o_id = yl_speak_up.speak_to[pname].o_id
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-- only these two formspecs need to ask specificly if the data ought to be saved
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if(last_fs == "talk" or last_fs == "edit_option_dialog" or fs_name == "quit") then
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local last_param = yl_speak_up.speak_to[pname].last_fs_param
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local show_save_fs = false
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if(not(param)) then
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param = {}
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end
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-- set the target dialog
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yl_speak_up.speak_to[pname].target_dialog = param.d_id
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-- if we are switching from one dialog to another: is it the same?
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if(last_fs == "talk" and fs_name == last_fs
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and param and param.d_id and param.d_id ~= d_id) then
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-- diffrent parameters: save (if needed)
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show_save_fs = true
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elseif(fs_name == "talk" and param and param.do_save) then
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-- player clicked on save button
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show_save_fs = true
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-- leaving a dialog: save!
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elseif(last_fs == "talk" and fs_name ~= last_fs) then
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show_save_fs = true
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-- clicking on "save" in an edit option dialog: save!
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elseif(last_fs == "edit_option_dialog" and fs_name == last_fs
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and param and param.caller and param.caller == "save_option") then
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show_save_fs = true
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-- leaving editing an option: save!
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elseif(last_fs == "edit_option_dialog" and fs_name ~= last_fs) then
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show_save_fs = true
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-- quitting: save!
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elseif(fs_name == "quit") then
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yl_speak_up.speak_to[pname].target_dialog = nil
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show_save_fs = true
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end
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-- show the save or discard dialog
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if(show_save_fs) then
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yl_speak_up.speak_to[pname].next_fs = fs_name
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yl_speak_up.speak_to[pname].next_fs_param = param
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-- check first if it's necessary to ask for save or discard
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yl_speak_up.input_save_or_discard_changes(player, "", {})
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return
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end
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end
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-- store the new formspec
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yl_speak_up.speak_to[pname].last_fs = fs_name
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-- and its parameter
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yl_speak_up.speak_to[pname].last_fs_param = param
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end
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-- Note: fs_name and param *may* have been changed in edit_mode by the code above
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old_show_fs(player, fs_name, param)
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end
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83
show_fs.lua
83
show_fs.lua
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@ -61,86 +61,6 @@ yl_speak_up.show_fs = function(player, fs_name, param)
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return
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end
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local last_fs = yl_speak_up.speak_to[pname].last_fs
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if(false) then
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-- the player either saved or discarded; we may proceed now
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elseif(fs_name and fs_name == "proceed_after_save") then
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fs_name = yl_speak_up.speak_to[pname].next_fs
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param = yl_speak_up.speak_to[pname].next_fs_param
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yl_speak_up.speak_to[pname].next_fs = nil
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yl_speak_up.speak_to[pname].next_fs_param = nil
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yl_speak_up.speak_to[pname].last_fs = fs_name
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yl_speak_up.speak_to[pname].last_fs_param = param
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if(not(fs_name) or fs_name == "quit") then
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yl_speak_up.reset_vars_for_player(pname, false)
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return
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end
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-- the player clicked on "back" in the above dialog
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elseif(fs_name and fs_name == "show_last_fs") then
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-- call the last formspec again - and with the same parameters
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fs_name = yl_speak_up.speak_to[pname].last_fs
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param = yl_speak_up.speak_to[pname].last_fs_param
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-- do we need to check if there is something that needs saving?
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elseif(fs_name
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-- msg is just a loop for displaying (mostly error) messages
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and fs_name ~= "msg"
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and fs_name ~= "player_offers_item"
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-- is the player editing the NPC? that is: might there be any changes?
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and yl_speak_up.edit_mode
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and (yl_speak_up.edit_mode[pname] == yl_speak_up.speak_to[pname].n_id)) then
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local last_fs = yl_speak_up.speak_to[pname].last_fs
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local d_id = yl_speak_up.speak_to[pname].d_id
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local o_id = yl_speak_up.speak_to[pname].o_id
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-- only these two formspecs need to ask specificly if the data ought to be saved
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if(last_fs == "talk" or last_fs == "edit_option_dialog" or fs_name == "quit") then
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local last_param = yl_speak_up.speak_to[pname].last_fs_param
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local show_save_fs = false
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if(not(param)) then
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param = {}
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end
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-- set the target dialog
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yl_speak_up.speak_to[pname].target_dialog = param.d_id
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-- if we are switching from one dialog to another: is it the same?
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if(last_fs == "talk" and fs_name == last_fs
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and param and param.d_id and param.d_id ~= d_id) then
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-- diffrent parameters: save (if needed)
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show_save_fs = true
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elseif(fs_name == "talk" and param and param.do_save) then
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-- player clicked on save button
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show_save_fs = true
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-- leaving a dialog: save!
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elseif(last_fs == "talk" and fs_name ~= last_fs) then
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show_save_fs = true
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-- clicking on "save" in an edit option dialog: save!
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elseif(last_fs == "edit_option_dialog" and fs_name == last_fs
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and param and param.caller and param.caller == "save_option") then
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show_save_fs = true
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-- leaving editing an option: save!
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elseif(last_fs == "edit_option_dialog" and fs_name ~= last_fs) then
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show_save_fs = true
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-- quitting: save!
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elseif(fs_name == "quit") then
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yl_speak_up.speak_to[pname].target_dialog = nil
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show_save_fs = true
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end
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-- show the save or discard dialog
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if(show_save_fs) then
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yl_speak_up.speak_to[pname].next_fs = fs_name
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yl_speak_up.speak_to[pname].next_fs_param = param
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-- check first if it's necessary to ask for save or discard
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yl_speak_up.input_save_or_discard_changes(player, "", {})
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return
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end
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end
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-- store the new formspec
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yl_speak_up.speak_to[pname].last_fs = fs_name
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-- and its parameter
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yl_speak_up.speak_to[pname].last_fs_param = param
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end
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-- abort talk if we hit d_end
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if(fs_name == "talk" and param and param.d_id and param.d_id == "d_end") then
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yl_speak_up.stop_talking(pname)
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@ -153,11 +73,10 @@ yl_speak_up.show_fs = function(player, fs_name, param)
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fun(player, param),
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yl_speak_up.registered_forms_force_fs_ver[fs_name])
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return true
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end
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-- this is here mostly to fascilitate debugging - so that really all calls to
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-- minetest.show_formspec are routed through here
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if(fs_name == "msg") then
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elseif(fs_name == "msg") then
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if(not(param)) then
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param = {}
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end
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