split show_fs.lua into editor/ and normal function

This commit is contained in:
Sokomine 2024-02-10 18:51:36 +01:00
parent dfc88b4895
commit 7c72e4215b
3 changed files with 101 additions and 82 deletions

View File

@ -82,6 +82,8 @@ yl_speak_up.add_to_command_help_text = yl_speak_up.add_to_command_help_text..
-- dofile(modpath .. "add_generic_dialogs.lua")
-- -- handle on_player_receive_fields and showing of formspecs
-- dofile(modpath .. "show_fs.lua")
-- handle page changes and asking for saving when in edit mode:
dofile(modpath .. "show_fs_in_edit_mode.lua")
-- -- general decoration part for main formspec, trade window etc.
-- dofile(modpath .. "api/api_decorated.lua")
-- -- the formspec and input handling for the main dialog

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@ -0,0 +1,98 @@
-- when in edit mode: ask for saving dialogs when needed
local old_show_fs = yl_speak_up.show_fs
yl_speak_up.show_fs = function(player, fs_name, param)
if(not(player)) then
return
end
local pname = player:get_player_name()
if(not(yl_speak_up.speak_to[pname])) then
return
end
local last_fs = yl_speak_up.speak_to[pname].last_fs
-- show the save or discard changes dialog
if(fs_name and fs_name == "save_or_discard_changes") then
yl_speak_up.show_fs_ver(pname, "yl_speak_up:save_or_discard_changes",
yl_speak_up.get_fs_save_or_discard_changes(player, param))
return
-- the player either saved or discarded; we may proceed now
elseif(fs_name and fs_name == "proceed_after_save") then
fs_name = yl_speak_up.speak_to[pname].next_fs
param = yl_speak_up.speak_to[pname].next_fs_param
yl_speak_up.speak_to[pname].next_fs = nil
yl_speak_up.speak_to[pname].next_fs_param = nil
yl_speak_up.speak_to[pname].last_fs = fs_name
yl_speak_up.speak_to[pname].last_fs_param = param
if(not(fs_name) or fs_name == "quit") then
yl_speak_up.reset_vars_for_player(pname, false)
return
end
-- the player clicked on "back" in the above dialog
elseif(fs_name and fs_name == "show_last_fs") then
-- call the last formspec again - and with the same parameters
fs_name = yl_speak_up.speak_to[pname].last_fs
param = yl_speak_up.speak_to[pname].last_fs_param
-- do we need to check if there is something that needs saving?
elseif(fs_name
-- msg is just a loop for displaying (mostly error) messages
and fs_name ~= "msg"
and fs_name ~= "player_offers_item"
-- is the player editing the NPC? that is: might there be any changes?
and (yl_speak_up.edit_mode[pname] == yl_speak_up.speak_to[pname].n_id)) then
local last_fs = yl_speak_up.speak_to[pname].last_fs
local d_id = yl_speak_up.speak_to[pname].d_id
local o_id = yl_speak_up.speak_to[pname].o_id
-- only these two formspecs need to ask specificly if the data ought to be saved
if(last_fs == "talk" or last_fs == "edit_option_dialog" or fs_name == "quit") then
local last_param = yl_speak_up.speak_to[pname].last_fs_param
local show_save_fs = false
if(not(param)) then
param = {}
end
-- set the target dialog
yl_speak_up.speak_to[pname].target_dialog = param.d_id
-- if we are switching from one dialog to another: is it the same?
if(last_fs == "talk" and fs_name == last_fs
and param and param.d_id and param.d_id ~= d_id) then
-- diffrent parameters: save (if needed)
show_save_fs = true
elseif(fs_name == "talk" and param and param.do_save) then
-- player clicked on save button
show_save_fs = true
-- leaving a dialog: save!
elseif(last_fs == "talk" and fs_name ~= last_fs) then
show_save_fs = true
-- clicking on "save" in an edit option dialog: save!
elseif(last_fs == "edit_option_dialog" and fs_name == last_fs
and param and param.caller and param.caller == "save_option") then
show_save_fs = true
-- leaving editing an option: save!
elseif(last_fs == "edit_option_dialog" and fs_name ~= last_fs) then
show_save_fs = true
-- quitting: save!
elseif(fs_name == "quit") then
yl_speak_up.speak_to[pname].target_dialog = nil
show_save_fs = true
end
-- show the save or discard dialog
if(show_save_fs) then
yl_speak_up.speak_to[pname].next_fs = fs_name
yl_speak_up.speak_to[pname].next_fs_param = param
-- check first if it's necessary to ask for save or discard
yl_speak_up.input_save_or_discard_changes(player, "", {})
return
end
end
-- store the new formspec
yl_speak_up.speak_to[pname].last_fs = fs_name
-- and its parameter
yl_speak_up.speak_to[pname].last_fs_param = param
end
-- Note: fs_name and param *may* have been changed in edit_mode by the code above
old_show_fs(player, fs_name, param)
end

View File

@ -61,86 +61,6 @@ yl_speak_up.show_fs = function(player, fs_name, param)
return
end
local last_fs = yl_speak_up.speak_to[pname].last_fs
if(false) then
-- the player either saved or discarded; we may proceed now
elseif(fs_name and fs_name == "proceed_after_save") then
fs_name = yl_speak_up.speak_to[pname].next_fs
param = yl_speak_up.speak_to[pname].next_fs_param
yl_speak_up.speak_to[pname].next_fs = nil
yl_speak_up.speak_to[pname].next_fs_param = nil
yl_speak_up.speak_to[pname].last_fs = fs_name
yl_speak_up.speak_to[pname].last_fs_param = param
if(not(fs_name) or fs_name == "quit") then
yl_speak_up.reset_vars_for_player(pname, false)
return
end
-- the player clicked on "back" in the above dialog
elseif(fs_name and fs_name == "show_last_fs") then
-- call the last formspec again - and with the same parameters
fs_name = yl_speak_up.speak_to[pname].last_fs
param = yl_speak_up.speak_to[pname].last_fs_param
-- do we need to check if there is something that needs saving?
elseif(fs_name
-- msg is just a loop for displaying (mostly error) messages
and fs_name ~= "msg"
and fs_name ~= "player_offers_item"
-- is the player editing the NPC? that is: might there be any changes?
and yl_speak_up.edit_mode
and (yl_speak_up.edit_mode[pname] == yl_speak_up.speak_to[pname].n_id)) then
local last_fs = yl_speak_up.speak_to[pname].last_fs
local d_id = yl_speak_up.speak_to[pname].d_id
local o_id = yl_speak_up.speak_to[pname].o_id
-- only these two formspecs need to ask specificly if the data ought to be saved
if(last_fs == "talk" or last_fs == "edit_option_dialog" or fs_name == "quit") then
local last_param = yl_speak_up.speak_to[pname].last_fs_param
local show_save_fs = false
if(not(param)) then
param = {}
end
-- set the target dialog
yl_speak_up.speak_to[pname].target_dialog = param.d_id
-- if we are switching from one dialog to another: is it the same?
if(last_fs == "talk" and fs_name == last_fs
and param and param.d_id and param.d_id ~= d_id) then
-- diffrent parameters: save (if needed)
show_save_fs = true
elseif(fs_name == "talk" and param and param.do_save) then
-- player clicked on save button
show_save_fs = true
-- leaving a dialog: save!
elseif(last_fs == "talk" and fs_name ~= last_fs) then
show_save_fs = true
-- clicking on "save" in an edit option dialog: save!
elseif(last_fs == "edit_option_dialog" and fs_name == last_fs
and param and param.caller and param.caller == "save_option") then
show_save_fs = true
-- leaving editing an option: save!
elseif(last_fs == "edit_option_dialog" and fs_name ~= last_fs) then
show_save_fs = true
-- quitting: save!
elseif(fs_name == "quit") then
yl_speak_up.speak_to[pname].target_dialog = nil
show_save_fs = true
end
-- show the save or discard dialog
if(show_save_fs) then
yl_speak_up.speak_to[pname].next_fs = fs_name
yl_speak_up.speak_to[pname].next_fs_param = param
-- check first if it's necessary to ask for save or discard
yl_speak_up.input_save_or_discard_changes(player, "", {})
return
end
end
-- store the new formspec
yl_speak_up.speak_to[pname].last_fs = fs_name
-- and its parameter
yl_speak_up.speak_to[pname].last_fs_param = param
end
-- abort talk if we hit d_end
if(fs_name == "talk" and param and param.d_id and param.d_id == "d_end") then
yl_speak_up.stop_talking(pname)
@ -153,11 +73,10 @@ yl_speak_up.show_fs = function(player, fs_name, param)
fun(player, param),
yl_speak_up.registered_forms_force_fs_ver[fs_name])
return true
end
-- this is here mostly to fascilitate debugging - so that really all calls to
-- minetest.show_formspec are routed through here
if(fs_name == "msg") then
elseif(fs_name == "msg") then
if(not(param)) then
param = {}
end