Rework search_filter (cumulative) + API doc
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ab07ee4762
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48
API.md
48
API.md
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@ -27,6 +27,12 @@ i3.new_tab {
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fields = function(player, data, fields)
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i3.set_fs(player)
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end,
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-- Determine if the recipe panels must be hidden or not (must return a boolean)
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hide_panels = function(player, data)
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local name = player:get_player_name()
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return core.is_creative_enabled(name)
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end,
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}
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```
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@ -142,7 +148,7 @@ mode is implemented as a recipe filter.
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#### `i3.add_recipe_filter(name, function(recipes, player))`
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Adds a recipe filter with the given name. The filter function should return the
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Adds a recipe filter with the given `name`. The filter function returns the
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recipes to be displayed, given the available recipes and an `ObjectRef` to the
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user. Each recipe is a table of the form returned by
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`minetest.get_craft_recipe`.
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@ -168,7 +174,7 @@ Removes all recipe filters and adds a new one.
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#### `i3.remove_recipe_filter(name)`
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Removes the recipe filter with the given name.
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Removes the recipe filter with the given `name`.
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#### `i3.get_recipe_filters()`
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@ -179,7 +185,7 @@ Returns a map of recipe filters, indexed by name.
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### Search filters
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Search filters are used to perform specific searches inside the search field.
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They can be used like so: `<optional name>+<filter name>=<value1>,<value2>,<...>`
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They can be used like so: `<optional_name> +<filter name>=<value1>,<value2>,<...>`
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Examples:
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@ -187,42 +193,32 @@ Examples:
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- `sand +groups=falling_node`: search for group `falling_node` for items which contain `sand` in their names.
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Notes:
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- If `optional name` is omitted, the search filter will apply to all items, without pre-filtering.
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- If `optional_name` is omitted, the search filter will apply to all items, without pre-filtering.
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- Filters can be combined.
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- The `groups` filter is currently implemented by default.
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- The `groups` and `type` filters are currently implemented by default.
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#### `i3.add_search_filter(name, function(item, values))`
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Adds a search filter with the given name.
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The search function should return a boolean value (whether the given item should be listed or not).
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Adds a search filter with the given `name`.
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The search function must return a boolean value (whether the given item should be listed or not).
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Example function to show items which contain at least a recipe of given width(s):
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Example function sorting items by drawtype:
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```lua
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i3.add_search_filter("widths", function(item, widths)
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local has_width
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local recipes = recipes_cache[item]
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if recipes then
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for i = 1, #recipes do
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local recipe_width = recipes[i].width
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for j = 1, #widths do
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local width = tonumber(widths[j])
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if width == recipe_width then
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has_width = true
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break
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i3.add_search_filter("type", function(item, drawtype)
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if drawtype == "node" then
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return reg_nodes[item]
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elseif drawtype == "item" then
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return reg_craftitems[item]
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elseif drawtype == "tool" then
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return reg_tools[item]
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end
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end
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end
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end
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return has_width
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end)
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```
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#### `i3.remove_search_filter(name)`
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Removes the search filter with the given name.
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Removes the search filter with the given `name`.
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#### `i3.get_search_filters()`
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47
init.lua
47
init.lua
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@ -20,6 +20,8 @@ local http = core.request_http_api()
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local singleplayer = core.is_singleplayer()
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local reg_items = core.registered_items
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local reg_nodes = core.registered_nodes
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local reg_craftitems = core.registered_craftitems
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local reg_tools = core.registered_tools
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local reg_entities = core.registered_entities
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local reg_aliases = core.registered_aliases
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@ -749,14 +751,21 @@ local function search(data)
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local def = reg_items[item]
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local desc = lower(translate(data.lang_code, def and def.description)) or ""
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local search_in = fmt("%s %s", item, desc)
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local to_add
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local temp, j, to_add = {}, 1
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if search_filter then
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for filter_name, values in pairs(filters) do
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if values then
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local func = search_filters[filter_name]
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to_add = func(item, values) and (search_filter == "" or
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to_add = (j > 1 and temp[item] or j == 1) and
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func(item, values) and (search_filter == "" or
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find(search_in, search_filter, 1, true))
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if to_add then
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temp[item] = true
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end
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j = j + 1
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end
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end
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else
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@ -1967,15 +1976,15 @@ local function get_debug_grid(data, fs, full_height)
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local spacing = 0.2
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for x = 0, data.xoffset, spacing do
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fs(fmt("box", x, 0, 0.01, full_height, "#f00"))
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fs(fmt("box", x, 0, 0.01, full_height, "#ff0"))
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end
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for y = 0, full_height, spacing do
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fs(fmt("box", 0, y, data.xoffset, 0.01, "#f00"))
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fs(fmt("box", 0, y, data.xoffset, 0.01, "#ff0"))
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end
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fs(fmt("box", data.xoffset / 2, 0, 0.01, full_height, "#ff0"))
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fs(fmt("box", 0, full_height / 2, data.xoffset, 0.01, "#ff0"))
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fs(fmt("box", data.xoffset / 2, 0, 0.01, full_height, "#f00"))
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fs(fmt("box", 0, full_height / 2, data.xoffset, 0.01, "#f00"))
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end
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local function make_fs(player, data)
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@ -1995,9 +2004,13 @@ local function make_fs(player, data)
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fs(fmt("bg9", 0, 0, data.xoffset, full_height, PNG.bg_full, 10))
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tabs[(data.current_tab or 1)].formspec(player, data, fs)
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local tab = tabs[(data.current_tab or 1)]
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if data.query_item then
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tab.formspec(player, data, fs)
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local hide_panels = tab.hide_panels and tab.hide_panels(player, data)
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if data.query_item and not hide_panels then
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get_panels(player, data, fs)
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end
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@ -2365,6 +2378,11 @@ i3.new_tab {
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return set_fs(player)
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end,
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hide_panels = function(player, data)
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local name = player:get_player_name()
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return core.is_creative_enabled(name)
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end,
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}
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i3.new_tab {
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@ -2485,8 +2503,7 @@ i3.add_search_filter("groups", function(item, groups)
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local def = reg_items[item]
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local has_groups = true
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for i = 1, #groups do
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local group = groups[i]
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for _, group in ipairs(groups) do
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if not def.groups[group] then
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has_groups = nil
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break
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@ -2496,6 +2513,16 @@ i3.add_search_filter("groups", function(item, groups)
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return has_groups
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end)
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i3.add_search_filter("type", function(item, drawtype)
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if drawtype == "node" then
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return reg_nodes[item]
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elseif drawtype == "item" then
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return reg_craftitems[item]
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elseif drawtype == "tool" then
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return reg_tools[item]
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end
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end)
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--[[ As `core.get_craft_recipe` and `core.get_all_craft_recipes` do not
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return the fuel, replacements and toolrepair recipes, we have to
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override `core.register_craft` and do some reverse engineering.
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