BUILD 02
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Bedrock Markup Language Mod v1.0
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Bedrock Markup Language Mod v1.1
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By Leslie E. Krause
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Bedrock Markup Language is an extensible markup language and API specifically tailored
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75
init.lua
75
init.lua
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--------------------------------------------------------
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-- Minetest :: Bedrock Markup Language v1.0 (markup)
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-- Minetest :: Bedrock Markup Language (bedrock)
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--
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-- See README.txt for licensing and other information.
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-- Copyright (c) 2016-2019, Leslie Ellen Krause
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@ -9,6 +9,41 @@
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markup = { }
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local registered_icons = {
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happy = "emoji_happy.png",
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silly = "emoji_silly.png",
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annoyed = "emoji_annoyed.png",
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mad = "emoji_mad.png",
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hungry = "emoji_hungry.png",
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amused = "emoji_amused.png",
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disappointed = "emoji_disappointed.png",
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cool = "emoji_cool.png",
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smug = "emoji_smug.png",
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confused = "emoji_confused.png",
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angry = "emoji_angry.png",
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cheerful = "emoji_cheerful.png",
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frustrated = "emoji_frustrated.png",
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surprised = "emoji_surprised.png",
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sad = "emoji_sad.png",
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smitten = "emoji_smitten.png",
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laughing = "emoji_laughing.png",
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kissing = "emoji_kissing.png",
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crying = "emoji_crying.png",
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sleeping = "emoji_sleeping.png",
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heart = "emoji_heart.png",
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cupid_heart = "emoji_cupid_heart.png",
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black_heart = "emoji_black_heart.png",
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frozen_heart = "emoji_frozen_heart.png",
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heartbreak = "emoji_heartbreak.png",
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warning = "emoji_warning.png",
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danger = "emoji_danger.png",
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keep_out = "emoji_keep_out.png",
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cone = "emoji_cone.png",
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lock = "emoji_lock.png",
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left_arrow = "emoji_left_arrow.png",
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right_arrow = "emoji_right_arrow.png",
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}
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function table.get_index( self, sel_val, def_idx )
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for idx, val in ipairs( self ) do
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if val == sel_val then return idx end
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@ -21,6 +56,7 @@ markup.get_builtin_vars = function ( player_name )
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return {
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["$name"] = player_name,
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["$hash"] = cipher.tokenize( cipher.get_checksum( player_name ) ),
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["$rank"] = default.rank_to_string( default.get_player_rank( player_name ) ),
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["$item"] = player:get_wielded_item( ):get_name( ),
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["$skin"] = skins.skins[ player_name ],
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@ -46,12 +82,13 @@ markup.parse_message = function ( message, vars )
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message = string.gsub( message, "%[c", "[ct" ) -- text
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message = string.gsub( message, "%[i", "[ci" ) -- item
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message = string.gsub( message, "%[s", "[cs" ) -- skin
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message = string.gsub( message, "%[f", "[cf" ) -- form
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local rows = { }
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local input_rows = string.split( message, "[r", true )
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local r_types = { n = "normal", b = "border", h = "header" }
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local c_types = { t = "text", i = "item", s = "skin" }
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local c_types = { t = "text", i = "item", s = "skin", f = "form" }
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for r_idx, r_val in ipairs( input_rows ) do
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@ -96,25 +133,34 @@ markup.parse_message = function ( message, vars )
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-- c_val = string.gsub( c_val, "[^\]%[.-%]", "" ) -- strip undefined tags?
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if type == "text" then
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c_val = string.gsub( c_val, "%[q=([a-z]+)%](.-)%[/q%]", function ( code, text )
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local text = string.gsub( c_val, "%[q=([a-z]+)%](.-)%[/q%]", function ( code, text )
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return text_colors[ code ] and minetest.colorize( text_colors[ code ], text ) or "?" .. text
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end )
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table.insert( cols, { horz = horz, text = text, type = type } )
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table.insert( cols, { horz = horz, text = c_val, type = type } )
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elseif type == "form" then
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local text = string.gsub( c_val, "%[q[^%]]*%]", "" )
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table.insert( cols, { horz = horz, text = text, type = type } )
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elseif type == "item" and string.find( c_val, "%w+:%w+" ) then
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elseif type == "item" and string.find( c_val, "^[a-zA-Z0-9_]+:[a-zA-Z0-9_]+$" ) then
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local itemdef = minetest.registered_items[ c_val ] or ":unknown"
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local texture = "unknown_item.png"
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local text = "unknown_item.png"
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if itemdef.type == "tool" or itemdef.type == "craft" then
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texture = itemdef.inventory_image
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text = itemdef.inventory_image
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elseif itemdef.tiles then
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texture = itemdef.tiles[ 1 ]
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text = itemdef.tiles[ 1 ]
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end
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table.insert( cols, { horz = horz, text = texture, type = type } )
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table.insert( cols, { horz = horz, text = text, type = type } )
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elseif type == "skin" and string.find( c_val, "character_%d+" ) then
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local texture = skins.meta[ c_val ] and c_val .. "_preview.png" or "character_preview.png"
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table.insert( cols, { horz = horz, text = texture, type = type } )
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elseif type == "item" and string.find( c_val, "^:[a-zA-Z0-9_]+$" ) then
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local text = registered_icons[ string.sub( c_val, 2 ) ] or "emoji_unknown.png"
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table.insert( cols, { horz = horz, text = text, type = type } )
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elseif type == "skin" and string.find( c_val, "^character_%d+$" ) then
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local text = skins.meta[ c_val ] and c_val .. "_preview.png" or "character_preview.png"
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table.insert( cols, { horz = horz, text = text, type = type } )
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elseif type == "icon" and string.find( c_val, "^%w+$" ) then
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end
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end
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end
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@ -191,6 +237,10 @@ markup.get_formspec_string = function ( rows, min_horz, min_vert, max_horz, max_
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string.format( "textarea[%0.2f,%0.2f;%0.2f,%0.2f;;%s;]", off_horz, off_vert, width, depth + depth / 6,
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minetest.formspec_escape( c.text ) )
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elseif c.type == "form" then
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formspec = formspec .. string.format( "field[%0.1f,%0.1f;%0.1f,1.3;userdata;;%s]", off_horz, off_vert, width,
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minetest.formspec_escape( c.text ) )
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elseif c.type == "item" then
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-- NB: image must be shifted left to correspond with formspec text
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if depth >= 0.5 then
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formspec = formspec .. string.format( "image[%0.1f,%0.1f;%0.1f,%0.1f;%s]",
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off_horz - 0.3, off_vert, math.min( width, depth / 2 ), math.min( width * 2, depth ), c.text )
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end
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end
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off_horz = off_horz + width
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