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Get rid of the 2d preview

This commit is contained in:
AFCMS 2022-05-01 01:36:47 +02:00
parent f6f0690253
commit 0e42e58901
Signed by untrusted user: AFCMS
GPG Key ID: 8720389A25B652E3
11 changed files with 26 additions and 84 deletions

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@ -48,7 +48,7 @@ mcl_armor.register_set({
enchantability = 15, enchantability = 15,
--this define how much each piece of armor protect the player --this define how much each piece of armor protect the player
--these points will be shown in the HUD (chestplate bar above the health bar) --these points will be shown in the HUD (chestplate bar above the health bar)
points = { points = {
head = 1, head = 1,
torso = 3, torso = 3,
@ -87,23 +87,15 @@ mcl_armor.register_set({
end, end,
}, },
--WARNING: 2d preview is deprecated and will be removed soon --specify textures that will be shown in player inventory
--specify textures that will be shown in player inventory then you disabled the 3d player inventory preview --its similar to how works the textures field except you can't use functions
--its similar to how works the textures field inventory = {
previews = { head = "inv_dummy_texture.png", --default: "<modname>_inv_helmet_<material>.png"
head = "dummy_texture.png", --default: "<modname>_helmet_<material>_preview.png" torso = "inv_dummy_texture.png", --default: "<modname>_inv_chestplate_<material>.png"
torso = "dummy_texture.png", --default: "<modname>_chestplate_<material>_preview.png" legs = "inv_dummy_texture.png", --default: "<modname>_inv_leggings_<material>.png"
legs = "dummy_texture.png", --default: "<modname>_leggings_<material>_preview.png" feet = "inv_dummy_texture.png", --default: "<modname>_inv_boots_<material>.png"
feet = "dummy_texture.png", --default: "<modname>_boots_<material>_preview.png"
}, },
--inventory textures aren't definable using a table similar to textures or previews
--you are forced to use the default texture names which are:
--head: "<modname>_inv_helmet_<material>.png
--torso: "<modname>_inv_chestplate_<material>.png
--legs: "<modname>_inv_leggings_<material>.png
--feet: "<modname>_inv_boots_<material>.png
--this callback table allow you to define functions that will be called each time an entity equip an armor piece or the mcl_armor.on_equip() function is called --this callback table allow you to define functions that will be called each time an entity equip an armor piece or the mcl_armor.on_equip() function is called
--the functions accept two arguments: obj and itemstack --the functions accept two arguments: obj and itemstack
on_equip_callbacks = { on_equip_callbacks = {
@ -134,12 +126,12 @@ mcl_armor.register_set({
craft_material = "mcl_mobitems:leather", craft_material = "mcl_mobitems:leather",
--this is used to generate cooking crafts for each piece of armor --this is used to generate cooking crafts for each piece of armor
--if set to nil no craft will be added --if set to nil no craft will be added
cook_material = "mcl_core:gold_nugget", --cooking any piece of this armor will output a gold nugged cook_material = "mcl_core:gold_nugget", --cooking any piece of this armor will output a gold nugged
--this is used for allowing each piece of the armor to be repaired by using an anvil with repair_material as aditionnal material --this is used for allowing each piece of the armor to be repaired by using an anvil with repair_material as aditionnal material
--it basicaly set the _repair_material item field of each piece of the armor --it basicaly set the _repair_material item field of each piece of the armor
--if set to nil no repair material will be added --if set to nil no repair material will be added
repair_material = "mcl_core:iron_ingot", repair_material = "mcl_core:iron_ingot",
}) })
``` ```
@ -179,7 +171,7 @@ minetest.register_tool("dummy_mod:random_armor", {
}, },
--these fields should be initialised like that in most cases --these fields should be initialised like that in most cases
--mcl_armor.equip_on_use is a function that try to equip the piece of armor you have in hand inside the right armor slot if the slot is empty --mcl_armor.equip_on_use is a function that try to equip the piece of armor you have in hand inside the right armor slot if the slot is empty
on_place = mcl_armor.equip_on_use, on_place = mcl_armor.equip_on_use,
on_secondary_use = mcl_armor.equip_on_use, on_secondary_use = mcl_armor.equip_on_use,
@ -263,7 +255,7 @@ mcl_armor.register_protection_enchantment({
max_level = 4, max_level = 4,
--which enchants this enchant will not be compatible with --which enchants this enchant will not be compatible with
--each of these values is a enchant id --each of these values is a enchant id
incompatible = {blast_protection = true, fire_protection = true, projectile_protection = true}, incompatible = {blast_protection = true, fire_protection = true, projectile_protection = true},
--how much will the enchant consume from the enchantability group of the armor item --how much will the enchant consume from the enchantability group of the armor item
@ -284,7 +276,7 @@ mcl_armor.register_protection_enchantment({
factor = 1, factor = 1,
--restrict damage to one type --restrict damage to one type
--allow the enchant to only protect of one type of damage --allow the enchant to only protect of one type of damage
damage_type = "magic", damage_type = "magic",
--restrict damage to one category --restrict damage to one category

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@ -220,17 +220,6 @@ function mcl_armor.update(obj)
end end
end end
local preview = def._mcl_armor_preview
if obj:is_player() and preview then
if type(preview) == "function" then
preview = preview(obj, itemstack)
end
if preview then
info.preview = "(player.png^[opacity:0^" .. def._mcl_armor_preview .. ")" .. (info.preview and "^" .. info.preview or "" )
end
end
info.points = info.points + minetest.get_item_group(itemname, "mcl_armor_points") info.points = info.points + minetest.get_item_group(itemname, "mcl_armor_points")
local mob_range_mob = def._mcl_armor_mob_range_mob local mob_range_mob = def._mcl_armor_mob_range_mob
@ -253,8 +242,6 @@ function mcl_armor.update(obj)
info.texture = info.texture or "blank.png" info.texture = info.texture or "blank.png"
if obj:is_player() then if obj:is_player() then
info.preview = info.preview or "blank.png"
mcl_armor.update_player(obj, info) mcl_armor.update_player(obj, info)
else else
local luaentity = obj:get_luaentity() local luaentity = obj:get_luaentity()

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@ -63,7 +63,7 @@ mcl_player.player_register_model("mcl_armor_character_female.b3d", {
}) })
function mcl_armor.update_player(player, info) function mcl_armor.update_player(player, info)
mcl_player.player_set_armor(player, info.texture, info.preview) mcl_player.player_set_armor(player, info.texture)
local meta = player:get_meta() local meta = player:get_meta()
meta:set_int("mcl_armor:armor_points", info.points) meta:set_int("mcl_armor:armor_points", info.points)

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@ -280,9 +280,6 @@ function mcl_enchanting.initialize()
if new_def._mcl_armor_texture and not type(new_def._mcl_armor_texture) == "function" then if new_def._mcl_armor_texture and not type(new_def._mcl_armor_texture) == "function" then
new_def._mcl_armor_texture = new_def._mcl_armor_texture .. mcl_enchanting.overlay new_def._mcl_armor_texture = new_def._mcl_armor_texture .. mcl_enchanting.overlay
end end
if new_def._mcl_armor_preview and not type(new_def._mcl_armor_preview) == "function" then
new_def._mcl_armor_preview = new_def._mcl_armor_preview .. mcl_enchanting.overlay
end
new_def._mcl_enchanting_enchanted_tool = new_name new_def._mcl_enchanting_enchanted_tool = new_name
new_def.after_use = get_after_use_callback(itemdef) new_def.after_use = get_after_use_callback(itemdef)

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@ -123,7 +123,6 @@ pumpkin_face_base_def._mcl_armor_mob_range_factor = 0
pumpkin_face_base_def._mcl_armor_mob_range_mob = "mobs_mc:enderman" pumpkin_face_base_def._mcl_armor_mob_range_mob = "mobs_mc:enderman"
pumpkin_face_base_def._mcl_armor_element = "head" pumpkin_face_base_def._mcl_armor_element = "head"
pumpkin_face_base_def._mcl_armor_texture = "mcl_farming_pumpkin_face.png" pumpkin_face_base_def._mcl_armor_texture = "mcl_farming_pumpkin_face.png"
pumpkin_face_base_def._mcl_armor_preview = "mcl_farming_pumpkin_face_preview.png"
if minetest.get_modpath("mcl_armor") then if minetest.get_modpath("mcl_armor") then
local pumpkin_hud = {} local pumpkin_hud = {}

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@ -113,7 +113,6 @@ local function addhead(name, texture, desc, longdesc, rangemob, rangefactor)
_mcl_armor_mob_range_factor = rangefactor, _mcl_armor_mob_range_factor = rangefactor,
_mcl_armor_element = "head", _mcl_armor_element = "head",
_mcl_armor_texture = "mcl_heads_" .. name .. ".png", _mcl_armor_texture = "mcl_heads_" .. name .. ".png",
_mcl_armor_preview = "mcl_heads_" .. name .. "_preview.png",
_mcl_blast_resistance = 1, _mcl_blast_resistance = 1,
_mcl_hardness = 1, _mcl_hardness = 1,
}) })

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@ -95,37 +95,19 @@ local function set_texture(player, index, texture)
player:set_properties({textures = textures}) player:set_properties({textures = textures})
end end
local function set_preview(player, field, preview)
player:get_meta():set_string("mcl_player:" .. field .. "_preview", preview)
end
function mcl_player.player_set_skin(player, texture, preview) function mcl_player.player_set_skin(player, texture)
set_texture(player, 1, texture) set_texture(player, 1, texture)
set_preview(player, "skin", preview)
end end
function mcl_player.player_set_armor(player, texture, preview) function mcl_player.player_set_armor(player, texture)
set_texture(player, 2, texture) set_texture(player, 2, texture)
set_preview(player, "armor", preview)
end end
function mcl_player.player_set_wielditem(player, texture) function mcl_player.player_set_wielditem(player, texture)
set_texture(player, 3, texture) set_texture(player, 3, texture)
end end
function mcl_player.player_get_preview(player)
local preview = player:get_meta():get_string("mcl_player:skin_preview")
if preview == "" then
preview = "player.png"
end
local armor_preview = player:get_meta():set_string("mcl_player:armor_preview")
if armor_preview ~= "" then
preview = preview .. "^" .. armor_preview
end
return preview
end
function mcl_player.get_player_formspec_model(player, x, y, w, h, fsname) function mcl_player.get_player_formspec_model(player, x, y, w, h, fsname)
local name = player:get_player_name() local name = player:get_player_name()
local model = player_model[name] local model = player_model[name]

2
mods/PLAYER/mcl_skins/.gitignore vendored Normal file
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@ -0,0 +1,2 @@
!mcl_skins_character_1.png
textures/mcl_skins_character_*

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@ -3,7 +3,7 @@
local modname = minetest.get_current_modname() local modname = minetest.get_current_modname()
mcl_skins = { mcl_skins = {
skins = {}, list = {}, previews = {}, meta = {}, has_preview = {}, skins = {}, list = {}, meta = {},
modpath = minetest.get_modpath(modname), modpath = minetest.get_modpath(modname),
skin_count = 0, -- counter of _custom_ skins (all skins except character.png) skin_count = 0, -- counter of _custom_ skins (all skins except character.png)
} }
@ -18,10 +18,8 @@ while true do
if id == 0 then if id == 0 then
skin = "character" skin = "character"
mcl_skins.has_preview[id] = true
else else
skin = "mcl_skins_character_" .. id skin = "mcl_skins_character_" .. id
local preview = "mcl_skins_player_" .. id
-- Does skin file exist? -- Does skin file exist?
f = io.open(mcl_skins.modpath .. "/textures/" .. skin .. ".png") f = io.open(mcl_skins.modpath .. "/textures/" .. skin .. ".png")
@ -31,16 +29,6 @@ while true do
break break
end end
f:close() f:close()
-- Does skin preview file exist?
local file_preview = io.open(mcl_skins.modpath .. "/textures/" .. preview .. ".png")
if file_preview == nil then
minetest.log("warning", "[mcl_skins] Player skin #"..id.." does not have preview image (player_"..id..".png)")
mcl_skins.has_preview[id] = false
else
mcl_skins.has_preview[id] = true
file_preview:close()
end
end end
mcl_skins.list[id] = skin mcl_skins.list[id] = skin
@ -89,12 +77,11 @@ function mcl_skins.set_player_skin(player, skin_id)
return false return false
end end
local playername = player:get_player_name() local playername = player:get_player_name()
local skin, preview local skin
if skin_id == nil or type(skin_id) ~= "number" or skin_id < 0 or skin_id > mcl_skins.skin_count then if skin_id == nil or type(skin_id) ~= "number" or skin_id < 0 or skin_id > mcl_skins.skin_count then
return false return false
elseif skin_id == 0 then elseif skin_id == 0 then
skin = "character" skin = "character"
preview = "player"
mcl_player.player_set_model(player, "mcl_armor_character.b3d") mcl_player.player_set_model(player, "mcl_armor_character.b3d")
else else
skin = "mcl_skins_character_" .. tostring(skin_id) skin = "mcl_skins_character_" .. tostring(skin_id)
@ -104,16 +91,9 @@ function mcl_skins.set_player_skin(player, skin_id)
else else
mcl_player.player_set_model(player, "mcl_armor_character.b3d") mcl_player.player_set_model(player, "mcl_armor_character.b3d")
end end
if mcl_skins.has_preview[skin_id] then
preview = "mcl_skins_player_" .. tostring(skin_id)
else
-- Fallback preview image if preview image is missing
preview = "mcl_skins_player_dummy"
end
end end
--local skin_file = skin .. ".png" --local skin_file = skin .. ".png"
mcl_skins.skins[playername] = skin mcl_skins.skins[playername] = skin
mcl_skins.previews[playername] = preview
player:get_meta():set_string("mcl_skins:skin_id", tostring(skin_id)) player:get_meta():set_string("mcl_skins:skin_id", tostring(skin_id))
mcl_skins.update_player_skin(player) mcl_skins.update_player_skin(player)
if has_mcl_inventory then if has_mcl_inventory then
@ -131,7 +111,7 @@ function mcl_skins.update_player_skin(player)
return return
end end
local playername = player:get_player_name() local playername = player:get_player_name()
mcl_player.player_set_skin(player, mcl_skins.skins[playername] .. ".png", mcl_skins.previews[playername] .. ".png") mcl_player.player_set_skin(player, mcl_skins.skins[playername] .. ".png")
end end
-- load player skin on join -- load player skin on join
@ -259,7 +239,11 @@ function mcl_skins.show_formspec(playername)
formspec = formspec .. ";" .. selected .. ";false]" formspec = formspec .. ";" .. selected .. ";false]"
formspec = formspec .. "image[0,0;1.35,2.7;" .. mcl_skins.previews[playername] .. ".png]" local player = minetest.get_player_by_name(playername)
if player then
--maybe the function could accept both player object and player name?
formspec = formspec .. mcl_player.get_player_formspec_model(player, 0, 0, 1.35, 2.7, "mcl_skins:skin_select")
end
if meta then if meta then
if meta.name and meta.name ~= "" then if meta.name and meta.name ~= "" then

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