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Creative inventory: Make the whole tab button clickable
Previously, only the tab icon was clickable. Clicking next to the icon would just close the inventory. The icon is still kept clickable too since that gives a nicer press animation. I didn't end up using image_button because that resulted in a different image size and position, even with the exact same coordinates.
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1 changed files with 17 additions and 17 deletions
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@ -566,8 +566,10 @@ function mcl_inventory.set_creative_formspec(player)
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bg_img = "crafting_creative_inactive" .. button_bg_postfix[this_tab] .. ".png"
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end
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return table.concat({
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"style[" .. this_tab .. ";border=false;bgimg=;bgimg_pressed=;noclip=true]",
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"image[" .. offset[this_tab] .. ";1.5,1.44;" .. bg_img .. "]",
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"style[" .. this_tab .. ";border=false;noclip=true;bgimg=;bgimg_pressed=]",
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"style[" .. this_tab .. "_outer;border=false;noclip=true;bgimg=" .. bg_img ..
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";bgimg_pressed=" .. bg_img .. "]",
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"button[" .. offset[this_tab] .. ";1.5,1.44;" .. this_tab .. "_outer;]",
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"item_image_button[" .. boffset[this_tab] .. ";1,1;" .. tab_icon[this_tab] .. ";" .. this_tab .. ";]",
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})
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end
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@ -581,8 +583,6 @@ function mcl_inventory.set_creative_formspec(player)
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"formspec_version[6]",
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"size[13,8.75]",
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"style_type[image;noclip=true]",
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-- Hotbar
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mcl_formspec.get_itemslot_bg_v4(0.375, 7.375, 9, 1),
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"list[current_player;main;0.375,7.375;9,1;]",
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@ -655,54 +655,54 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
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local name = player:get_player_name()
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if fields.blocks then
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if fields.blocks or fields.blocks_outer then
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if players[name].page == "blocks" then return end
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set_inv_page("blocks", player)
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page = "blocks"
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elseif fields.deco then
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elseif fields.deco or fields.deco_outer then
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if players[name].page == "deco" then return end
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set_inv_page("deco", player)
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page = "deco"
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elseif fields.redstone then
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elseif fields.redstone or fields.redstone_outer then
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if players[name].page == "redstone" then return end
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set_inv_page("redstone", player)
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page = "redstone"
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elseif fields.rail then
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elseif fields.rail or fields.rail_outer then
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if players[name].page == "rail" then return end
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set_inv_page("rail", player)
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page = "rail"
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elseif fields.misc then
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elseif fields.misc or fields.misc_outer then
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if players[name].page == "misc" then return end
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set_inv_page("misc", player)
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page = "misc"
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elseif fields.nix then
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elseif fields.nix or fields.nix_outer then
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set_inv_page("all", player)
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page = "nix"
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elseif fields.food then
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elseif fields.food or fields.food_outer then
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if players[name].page == "food" then return end
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set_inv_page("food", player)
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page = "food"
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elseif fields.tools then
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elseif fields.tools or fields.tools_outer then
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if players[name].page == "tools" then return end
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set_inv_page("tools", player)
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page = "tools"
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elseif fields.combat then
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elseif fields.combat or fields.combat_outer then
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if players[name].page == "combat" then return end
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set_inv_page("combat", player)
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page = "combat"
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elseif fields.mobs then
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elseif fields.mobs or fields.mobs_outer then
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if players[name].page == "mobs" then return end
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set_inv_page("mobs", player)
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page = "mobs"
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elseif fields.brew then
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elseif fields.brew or fields.brew_outer then
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if players[name].page == "brew" then return end
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set_inv_page("brew", player)
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page = "brew"
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elseif fields.matr then
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elseif fields.matr or fields.matr_outer then
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if players[name].page == "matr" then return end
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set_inv_page("matr", player)
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page = "matr"
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elseif fields.inv then
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elseif fields.inv or fields.inv_outer then
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if players[name].page == "inv" then return end
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page = "inv"
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elseif fields.search == "" and not fields.creative_next and not fields.creative_prev then
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