-- This mod provides basic green two-stack street name signs -- forked from signs_lib by Diego Martinez et. al street_signs = {} street_signs.path = minetest.get_modpath(minetest.get_current_modname()) screwdriver = screwdriver or {} -- Load support for intllib. local S, NS = dofile(street_signs.path .. "/intllib.lua") street_signs.gettext = S -- text encoding dofile(street_signs.path .. "/encoding.lua"); street_signs.wallmounted_rotate = function(pos, node, user, mode, new_param2) if mode ~= screwdriver.ROTATE_AXIS then return false end minetest.swap_node(pos, {name = node.name, param2 = (node.param2 + 1) % 6}) for _, v in ipairs(minetest.get_objects_inside_radius(pos, 0.5)) do local e = v:get_luaentity() if e and e.name == "street_signs:text" then v:remove() end end street_signs.update_sign(pos) return true end street_signs.modpath = minetest.get_modpath("street_signs") local DEFAULT_TEXT_SCALE = {x=10, y=10} street_signs.standard_sign_model = { nodebox = { type = "fixed", fixed = { { -1/32, 23/16, -1/32, 1/32, 24/16, 1/32 }, { -1/32, 18/16, -8/16, 1/32, 23/16, 8/16 }, { -1/32, 17/16, -1/32, 1/32, 18/16, 1/32 }, { -8/16, 12/16, -1/32, 8/16, 17/16, 1/32 }, { -1/16, -8/16, -1/16, 1/16, 12/16, 1/16 }, } }, yaw = { 0, math.pi / -2, math.pi, math.pi / 2, } } -- infinite stacks if not minetest.settings:get_bool("creative_mode") then street_signs.expect_infinite_stacks = false else street_signs.expect_infinite_stacks = true end -- CONSTANTS -- Path to the textures. local TP = street_signs.path .. "/textures" -- Font file formatter local CHAR_FILE = "%s_%02x.png" -- Fonts path local CHAR_PATH = TP .. "/" .. CHAR_FILE -- Font name. local font_name = "street_signs_font" -- Lots of overkill here. KISS advocates, go away, shoo! ;) -- kaeza local PNG_HDR = string.char(0x89, 0x50, 0x4E, 0x47, 0x0D, 0x0A, 0x1A, 0x0A) -- check if a file does exist -- to avoid reopening file after checking again -- pass TRUE as second argument function file_exists(name, return_handle, mode) mode = mode or "r"; local f = io.open(name, mode) if f ~= nil then if (return_handle) then return f end io.close(f) return true else return false end end -- Read the image size from a PNG file. -- Returns image_w, image_h. -- Only the LSB is read from each field! local function read_image_size(filename) local f = file_exists(filename, true, "rb") -- file might not exist (don't crash the game) if (not f) then return 0, 0 end f:seek("set", 0x0) local hdr = f:read(string.len(PNG_HDR)) if hdr ~= PNG_HDR then f:close() return end f:seek("set", 0x13) local ws = f:read(1) f:seek("set", 0x17) local hs = f:read(1) f:close() return ws:byte(), hs:byte() end -- Set by build_char_db() local LINE_HEIGHT local SIGN_WIDTH local COLORBGW, COLORBGH -- Size of the canvas, in characters. -- Please note that CHARS_PER_LINE is multiplied by the average character -- width to get the total width of the canvas, so for proportional fonts, -- either more or fewer characters may fit on a line. local CHARS_PER_LINE = 30 local NUMBER_OF_LINES = 4 -- 4 rows, max 80 chars per, plus a bit of fudge to -- avoid excess trimming (e.g. due to color codes) local MAX_INPUT_CHARS = 400 -- This holds the individual character widths. -- Indexed by the actual character (e.g. charwidth["A"]) local charwidth -- helper functions to trim sign text input/output local function trim_input(text) return text:sub(1, math.min(MAX_INPUT_CHARS, text:len())) end local function build_char_db() charwidth = { } -- To calculate average char width. local total_width = 0 local char_count = 0 for c = 32, 255 do local w, h = read_image_size(CHAR_PATH:format(font_name, c)) if w and h then local ch = string.char(c) charwidth[ch] = w total_width = total_width + w char_count = char_count + 1 end end COLORBGW, COLORBGH = read_image_size(TP.."/street_signs_color_n.png") assert(COLORBGW and COLORBGH, "error reading bg dimensions") LINE_HEIGHT = COLORBGH + 6 -- XXX: Is there a better way to calc this? SIGN_WIDTH = math.floor((total_width / char_count) * CHARS_PER_LINE) end local sign_groups = {choppy=2, dig_immediate=2} local fences_with_sign = { } -- some local helper functions local function split_lines_and_words(text) if not text then return end local lines = { } for _, line in ipairs(text:split("\n")) do table.insert(lines, line:split(" ")) end return lines end local math_max = math.max local function fill_line(x, y, w, c) c = c or "0" local tex = { } for xx = 0, math.max(0, w), COLORBGW do table.insert(tex, (":%d,%d=street_signs_color_%s.png"):format(x + xx, y, c)) end return table.concat(tex) end -- make char texture file name -- if texture file does not exist use fallback texture instead local function char_tex(font_name, ch) local c = ch:byte() local exists, tex = file_exists(CHAR_PATH:format(font_name, c)) if exists and c ~= 14 then tex = CHAR_FILE:format(font_name, c) else tex = CHAR_FILE:format(font_name, 0x0) end return tex, exists end local function make_line_texture(line, lineno, pos) local width = 0 local maxw = 0 local words = { } local n = minetest.registered_nodes[minetest.get_node(pos).name] local default_color = n.default_color or 0 local cur_color = tonumber(default_color, 16) -- We check which chars are available here. for word_i, word in ipairs(line) do local chars = { } local ch_offs = 0 local word_l = #word local i = 1 while i <= word_l do local c = word:sub(i, i) if c == "#" then local cc = tonumber(word:sub(i+1, i+1), 16) if cc then i = i + 1 cur_color = cc end else local w = charwidth[c] if w then width = width + w + 1 if width >= (SIGN_WIDTH - charwidth[" "]) then width = 0 else maxw = math_max(width, maxw) end if #chars < MAX_INPUT_CHARS then table.insert(chars, { off = ch_offs, tex = char_tex(font_name, c), col = ("%X"):format(cur_color), }) end ch_offs = ch_offs + w end end i = i + 1 end width = width + charwidth[" "] + 1 maxw = math_max(width, maxw) table.insert(words, { chars=chars, w=ch_offs }) end -- Okay, we actually build the "line texture" here. local texture = { } local start_xpos = math.floor((SIGN_WIDTH - maxw) / 2) + 6 local xpos = start_xpos local ypos = (LINE_HEIGHT * lineno) + 4 cur_color = nil for word_i, word in ipairs(words) do local xoffs = (xpos - start_xpos) if (xoffs > 0) and ((xoffs + word.w) > maxw) then table.insert(texture, fill_line(xpos, ypos, maxw, "n")) xpos = start_xpos ypos = ypos + LINE_HEIGHT lineno = lineno + 1 if lineno >= NUMBER_OF_LINES then break end table.insert(texture, fill_line(xpos, ypos, maxw, cur_color)) end for ch_i, ch in ipairs(word.chars) do if ch.col ~= cur_color then cur_color = ch.col table.insert(texture, fill_line(xpos + ch.off, ypos, maxw, cur_color)) end table.insert(texture, (":%d,%d=%s"):format(xpos + ch.off, ypos, ch.tex)) end table.insert( texture, (":%d,%d="):format(xpos + word.w, ypos) .. char_tex(font_name, " ") ) xpos = xpos + word.w + charwidth[" "] if xpos >= (SIGN_WIDTH + charwidth[" "]) then break end end table.insert(texture, fill_line(xpos, ypos, maxw, "n")) table.insert(texture, fill_line(start_xpos, ypos + LINE_HEIGHT, maxw, "n")) return table.concat(texture), lineno end local function make_sign_texture(lines, pos) local texture = { ("[combine:%dx%d"):format(SIGN_WIDTH, LINE_HEIGHT * NUMBER_OF_LINES) } local lineno = 0 for i = 1, #lines do if lineno >= NUMBER_OF_LINES then break end local linetex, ln = make_line_texture(lines[i], lineno, pos) table.insert(texture, linetex) lineno = ln + 1 end table.insert(texture, "^[makealpha:0,0,0") return table.concat(texture, "") end local function set_obj_text(obj, text, x, pos) local split = split_lines_and_words local text_ansi = Utf8ToAnsi(text) local n = minetest.registered_nodes[minetest.get_node(pos).name] local text_scale = (n and n.text_scale) or DEFAULT_TEXT_SCALE local texture = make_sign_texture(split(text_ansi), pos) obj:set_properties({ textures={texture}, visual_size = text_scale, }) end street_signs.construct_sign = function(pos) local meta = minetest.get_meta(pos) meta:set_string( "formspec", "size[5,2.25]".. "textarea[0.55,0.1;4.5,1.5;text;;${text}]".. "button_exit[1.5,1.65;2,1;ok;"..S("Write").."]".. "background[-0.20,-0.25;5.41,2.98;street_signs_bg.png]") meta:set_string("infotext", "") end street_signs.destruct_sign = function(pos) local objects = minetest.get_objects_inside_radius(pos, 0.5) for _, v in ipairs(objects) do local e = v:get_luaentity() if e and e.name == "street_signs:text" then v:remove() end end end local function make_infotext(text) text = trim_input(text) local lines = split_lines_and_words(text) or {} local lines2 = { } for _, line in ipairs(lines) do table.insert(lines2, (table.concat(line, " "):gsub("#[0-9a-fA-F]", ""):gsub("##", "#"))) end return table.concat(lines2, "\n") end street_signs.update_sign = function(pos, fields) local meta = minetest.get_meta(pos) if not fields then return end fields.text = trim_input(fields.text) if not fields.text then return end meta:set_string("infotext", make_infotext(fields.text).." ") meta:set_string("text", fields.text) local objects = minetest.get_objects_inside_radius(pos, 0.5) local found for _, v in ipairs(objects) do local e = v:get_luaentity() if e and e.name == "street_signs:text" then if found then v:remove() else set_obj_text(v, fields.text, nil, pos) found = true end end end if found then return end -- if there is no entity local signnode = minetest.get_node(pos) local signname = signnode.name local text = minetest.add_entity(pos, "street_signs:text") local yaw = street_signs.standard_sign_model.yaw[minetest.get_node(pos).param2 + 1] if not yaw then return end text:setyaw(yaw) end function street_signs.receive_fields(pos, formname, fields, sender) if minetest.is_protected(pos, sender:get_player_name()) then minetest.record_protection_violation(pos, sender:get_player_name()) return end if fields and fields.text and fields.ok then minetest.log("action", S("@1 wrote \"@2\" to sign at @3", (sender:get_player_name() or ""), fields.text:gsub('\\', '\\\\'):gsub("\n", "\\n"), minetest.pos_to_string(pos) )) street_signs.update_sign(pos, fields) end end minetest.register_node("street_signs:sign_basic", { description = "Basic street name sign", paramtype = "light", sunlight_propagates = true, paramtype2 = "facedir", drawtype = "mesh", node_box = street_signs.standard_sign_model.nodebox, selection_box = street_signs.standard_sign_model.nodebox, mesh = "street_signs_basic.obj", tiles = { "street_signs_basic.png" }, groups = {choppy=2, dig_immediate=2}, default_color = "f", on_construct = function(pos) street_signs.construct_sign(pos) end, on_destruct = function(pos) street_signs.destruct_sign(pos) end, on_receive_fields = function(pos, formname, fields, sender) street_signs.receive_fields(pos, formname, fields, sender) end, on_punch = function(pos, node, puncher) street_signs.update_sign(pos) end, }) local signs_text_on_activate signs_text_on_activate = function(self) local pos = self.object:getpos() local meta = minetest.get_meta(pos) local text = meta:get_string("text") if text and minetest.registered_nodes[minetest.get_node(pos).name] then text = trim_input(text) set_obj_text(self.object, text, nil, pos) end end minetest.register_entity("street_signs:text", { collisionbox = { 0, 0, 0, 0, 0, 0 }, visual = "mesh", mesh = "street_signs_basic_entity.obj", textures = {}, on_activate = signs_text_on_activate, }) build_char_db() -- craft it! minetest.register_craft({ output = "street_signs:sign_basic", recipe = { { "dye:green", "default:sign_wall_steel", "dye:green" }, { "dye:white", "default:steel_ingot", "" }, { "", "default:steel_ingot", "" }, } }) minetest.register_craft({ output = "street_signs:sign_basic", recipe = { { "dye:green", "default:sign_wall_steel", "dye:green" }, { "", "default:steel_ingot", "dye:white" }, { "", "default:steel_ingot", "" }, } }) if minetest.get_modpath("signs_lib") then minetest.register_craft({ output = "street_signs:sign_basic", recipe = { { "", "signs:sign_wall_green", "" }, { "", "default:steel_ingot", "" }, { "", "default:steel_ingot", "" }, } }) end -- restore signs' text after /clearobjects and the like, the next time -- a block is reloaded by the server. minetest.register_lbm({ nodenames = { "street_signs:sign_basic" }, name = "street_signs:restore_sign_text", label = "Restore sign text", run_at_every_load = true, action = function(pos, node) street_signs.update_sign(pos) end }) if minetest.settings:get("log_mods") then minetest.log("action", S("[MOD] Street signs loaded")) end