Module:InventorySlot: Difference between revisions

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(Off by one)
(Grids)
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local Sprite = require([[Module:Sprite]]):new("inventory")
local Sprite = require([[Module:Sprite]]):new("inventory")


function UISlot:new(item)
function UISlot:new(item, large)
o = {}
o = {}
setmetatable(o, {__index = self})
setmetatable(o, {__index = self})
o:SetItem(item)
o:SetItem(item)
o.__large = large
return o
return o
end
end


function UISlot:SetItem(item)
function UISlot:SetItem(item)
if item == "" then item = nil end
self.__sprite = item and Sprite:Item(item) --nil if item = nil else get sprite
self.__sprite = item and Sprite:Item(item) --nil if item = nil else get sprite
return self
return self
end
end


function UISlot.Item(item)
function UISlot.Item(item, large, html)
return UISlot:new(item):GenerateHTML()
return UISlot:new(item, large):GenerateHTML(html)
end
end


function UISlot.Call(frame)
function UISlot.Call(frame)
return UISlot.Item(frame.args[1] or frame.args.item)
local w = frame.args.width or 1
local h = frame.args.height or 1
local grid = {}
for i = 1,h do
grid[i] = {}
for j = 1,w do
grid[i][j] = frame.args[j+(i-1)*w]
end
end
return UISlot.Grid(grid)
end
end


function UISlot:GenerateHTML ()
function UISlot.Grid(items)
local slot = mw.html.create( 'div' ):addClass( 'invslot-item' )
local root = mw.html.create( "table" ):addClass("invgrid")
for i = 1, #items do
local row = root:tag("tr"):addClass("invrow")
for j = 1, #items[i] do
UISlot.Item(items[i][j], false, row)
end
end
return root
end
 
function UISlot:GenerateHTML (html)
local slot
if html then
slot = html:tag("td")
else
slot = mw.html.create("div")
end
 
slot:addClass( "invslot" )
 
if self.__sprite then
if self.__sprite then
self.__sprite:GenerateHTML(slot)
self.__sprite:GenerateHTML(slot)
end
if self.__large then
slot:addClass( "invslot-large")
end
end
return slot
return slot

Revision as of 16:27, 8 November 2018

-- Based on work by the MC wiki: https://minecraft.gamepedia.com/

local UISlot = {}

local Sprite = require([[Module:Sprite]]):new("inventory")

function UISlot:new(item, large)
	o = {}
	setmetatable(o, {__index = self})
	o:SetItem(item)
	o.__large = large
	return o
end

function UISlot:SetItem(item)
	if item == "" then item = nil end
	self.__sprite = item and Sprite:Item(item) --nil if item = nil else get sprite
	return self
end

function UISlot.Item(item, large, html)
	return UISlot:new(item, large):GenerateHTML(html)
end

function UISlot.Call(frame)
	local w = frame.args.width or 1
	local h = frame.args.height or 1
	local grid = {}
	for i = 1,h do
		grid[i] = {}
		for j = 1,w do
			grid[i][j] = frame.args[j+(i-1)*w]
		end
	end
	return UISlot.Grid(grid)
end

function UISlot.Grid(items)
	local root = mw.html.create( "table" ):addClass("invgrid")
	for i = 1, #items do
		local row = root:tag("tr"):addClass("invrow")
		for j = 1, #items[i] do
			UISlot.Item(items[i][j], false, row)
		end
	end
	return root
end

function UISlot:GenerateHTML (html)
	local slot
	if html then
		slot = html:tag("td")
	else
		slot = mw.html.create("div")
	end

	slot:addClass( "invslot" )

	if self.__sprite then
		self.__sprite:GenerateHTML(slot)
	end
	if self.__large then
		slot:addClass( "invslot-large")
	end
	return slot
end

return UISlot