Everything below is subject to become outdated until I reach my minimum goals. See README.md
Sway is a mod found in Minetest Game that is used to create the player's inventory formspec. It's based upon the earlier SFINV mod, but doesn't have a compatible API due to it's use of a more modern widget toolkit. Sway comes with an API that allows you to add and otherwise manage the pages shown.
Whilst Sway by default shows pages as tabs, pages are called pages because it is entirely possible that a mod or game decides to show them in some other format instead. For example, multiple pages could be shown in one form.
- Registering a Page
- Receiving events
- Conditionally showing to players
- on_enter and on_leave callbacks
- Adding to an existing page
Sway provides the aptly named sway.register_page
function to create pages.
Simply call the function with the page's name and its definition:
local gui = flow.widgets
sway.register_page("mymod:hello", {
title = "Hello!",
get = function(self, player, context)
return sway.Form{
player = player,
show_inv = true,
gui.Label{ label = "Hello world!" }
}
end
})
The sway.Form
function surrounds your formspec with Sway's formspec code.
The show_inv
parameter, currently set as true
, determines whether the
player's inventory is shown.
Let's make things more exciting; here is the code for the formspec generation part of a player admin tab. This tab will allow admins to kick or ban players by selecting them in a list and clicking a button.
sway.register_page("myadmin:myadmin", {
title = "Tab",
get = function(self, player, context)
local players = {}
context.myadmin_players = players
for _ , player in pairs(minetest.get_connected_players()) do
players[#players + 1] = player:get_player_name()
end
return sway.Form{
player = player,
show_inv = false,
-- sway.Form puts all of its children into a gui.VBox.
-- This is the first child
gui.Textlist{ w = 7.8, h = 3, name = "playerlist", listelems = players },
-- And this HBox is the second row.
-- This way we'll have a horizontal row of buttons
gui.HBox{
gui.Button{ label = "Kick" },
gui.Button{ label = "Kick + Ban" }
}
}
end,
})
There's nothing new about the above code; all the concepts are
covered above, in the documentation for flow
, Formspec AST or minetest
itself.
You can receive form events just as you would in flow.
gui.Button{
label = "Lorem ipsum",
on_event = function(player, context)
-- TODO: implement this
end,
}
As in most flow forms, event callbacks are only triggered when an event happens to that particular element. This means Sway will consume events relevant to itself, such as navigation tab events, so you won't receive them in this callback.
Now let's implement the on_event
functions for our admin mod:
gui.HBox{
gui.Button{
label = "Kick"
on_event = function(player, context)
local kicked_player_name = context.myadmin_players[context.form.playerlist]
if player_name then
minetest.chat_send_player(
player:get_player_name(),
"Kicked " .. kicked_player_name
)
minetest.kick_player(kicked_player_name)
end
end
},
gui.Button{
label = "Kick + Ban"
on_event = function(player, context)
local banned_player_name = context.myadmin_players[context.form.playerlist]
if player_name then
minetest.chat_send_player(
player:get_player_name(),
"Banned " .. banned_player_name
)
minetest.ban_player(banned_player_name)
minetest.kick_player(banned_player_name, "Banned")
end
end
}
}
There's a rather large problem with this, however. Anyone can kick or ban players! You need a way to only show this to players with the kick or ban privileges. Luckily Sway allows you to do this!
You can add an is_in_nav
function to your page's definition if you'd like to
control when the page is shown:
is_in_nav = function(self, player, context)
local privs = minetest.get_player_privs(player:get_player_name())
return privs.kick or privs.ban
end,
If you only need to check one priv or want to perform an 'and', you should use
minetest.check_player_privs()
instead of get_player_privs
.
Note that the is_in_nav
is only called when the player's inventory formspec is
generated. This happens when a player joins the game, switches tabs, or a mod
requests for SFINV to regenerate.
This means that you need to manually request that Sway regenerates the inventory
formspec on any events that may change is_in_nav
's result. In our case, we
need to do that whenever kick or ban is granted or revoked to a player:
local function on_grant_revoke(grantee, granter, priv)
if not sway.enabled then
return
end
if priv ~= "kick" and priv ~= "ban" then
return
end
local player = minetest.get_player_by_name(grantee)
if not player then
return
end
if sway.get_page(player) ~= "myadmin:myadmin" then
return
end
sway.set_player_inventory_formspec(player)
end
minetest.register_on_priv_grant(on_grant_revoke)
minetest.register_on_priv_revoke(on_grant_revoke)
A player enters a tab when the tab is selected and leaves a tab when another tab is about to be selected. It's possible for multiple pages to be selected if a custom theme is used.
Note that these events may not be triggered by the player. The player may not even have the formspec open at that time. For example, on_enter is called for the home page when a player joins the game even before they open their inventory.
It's not possible to cancel a page change, as that would potentially confuse the player.
on_enter = function(self, player, context)
end,
on_leave = function(self, player, context)
end,
To add content to an existing page, you will need to override the page and modify the returned formspec.
I reccomend making use of flow_extras
' flow_extras.search
function to insert
things where they go. Because you're modifying a tree strucure that other mods
might also choose to modify, be sure to add any mods that you would like to
play nice with into your mod.conf
file, when appropriate. This will tell
Minetest that they should run first.
local old_func = sway.pages["sway:crafting"].get
sway.override_page("sway:crafting", {
get = function(self, player, context, ...)
local ret = old_func(self, player, context, ...)
-- Don't forget to add `flow_extras` as a dependancy in mod.conf too!
for content_box in flow_extras.search{
tree = ret,
key = "name",
value = "content"
} do
-- Since content_box is an element, and all elements are tables, we
-- can add a child like so:
content_box[#content_box+1] = gui.Label{ label = "Hello" }
-- Since `search` found the element we were looking for, we can tell
-- it to stop searching.
break
end
return ret
end
})
You can simplify that loop down to this, since that code was only getting the first item:
--- ...
local content_box = flow_extras.search{
tree = ret,
key = "name",
value = "content"
}()
content_box[#content_box+1] = gui.Label{ label = "Hello" }
---...
This could be made even faster, though it uses APIs dependant on the mod providing the tab. The search function has to compare every single node to see if it matches. In the case of the "sway:crafting"
page, and other simmilar apis, they provide functions to override content. This reduces the time complexity from O(n) to O(1). Of course, if we actually cared exactly which element we wanted to modify, we'd still want to do a search, but making use of both apis can make your forms much faster.
The "sway:crafting"
page provides the CraftingRow
function that can be overridden.
local old_func = sway.pages["sway:crafting"].CraftingRow
sway.override_page("sway:crafting", {
CraftingRow = function(self, player, context, ...)
local ret = old_func(self, player, context, ...)
ret[#ret+1] = gui.Label{ label = "Hello" }
return ret
end
})