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minetest/builtin/mainmenu_worldlist.lua

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Lua
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worldlist = {}
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function worldlist.refresh()
worldlist.m_raw_worldlist = engine.get_worlds()
worldlist.process()
end
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function worldlist.init()
worldlist.m_gamefilter = nil
worldlist.m_sortmode = "alphabetic"
worldlist.m_processed_worldlist = nil
worldlist.m_raw_worldlist = engine.get_worlds()
worldlist.process()
end
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function worldlist.set_gamefilter(gameid)
if gameid == worldlist.m_gamefilter then
return
end
worldlist.m_gamefilter = gameid
worldlist.process()
end
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function worldlist.get_gamefilter()
return worldlist.m_gamefilter
end
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--supported sort mode "alphabetic|none"
function worldlist.set_sortmode(mode)
if (mode == worldlist.m_sortmode) then
return
end
worldlist.m_sortmode = mode
worldlist.process()
end
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function worldlist.get_list()
return worldlist.m_processed_worldlist
end
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function worldlist.get_raw_list()
return worldlist.m_raw_worldlist
end
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function worldlist.get_raw_world(idx)
if type(idx) ~= "number" then
idx = tonumber(idx)
end
if idx ~= nil and idx > 0 and idx < #worldlist.m_raw_worldlist then
return worldlist.m_raw_worldlist[idx]
end
return nil
end
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function worldlist.get_engine_index(worldlistindex)
assert(worldlist.m_processed_worldlist ~= nil)
if worldlistindex ~= nil and worldlistindex > 0 and
worldlistindex <= #worldlist.m_processed_worldlist then
local entry = worldlist.m_processed_worldlist[worldlistindex]
for i,v in ipairs(worldlist.m_raw_worldlist) do
if worldlist.compare(v,entry) then
return i
end
end
end
return 0
end
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function worldlist.get_current_index(worldlistindex)
assert(worldlist.m_processed_worldlist ~= nil)
if worldlistindex ~= nil and worldlistindex > 0 and
worldlistindex <= #worldlist.m_raw_worldlist then
local entry = worldlist.m_raw_worldlist[worldlistindex]
for i,v in ipairs(worldlist.m_processed_worldlist) do
if worldlist.compare(v,entry) then
return i
end
end
end
return 0
end
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function worldlist.process()
assert(worldlist.m_raw_worldlist ~= nil)
if worldlist.m_sortmode == "none" and
worldlist.m_gamefilter == nil then
worldlist.m_processed_worldlist = worldlist.m_raw_worldlist
return
end
worldlist.m_processed_worldlist = {}
for i,v in ipairs(worldlist.m_raw_worldlist) do
if worldlist.m_gamefilter == nil or
v.gameid == worldlist.m_gamefilter then
table.insert(worldlist.m_processed_worldlist,v)
end
end
if worldlist.m_sortmode == "none" then
return
end
if worldlist.m_sortmode == "alphabetic" then
worldlist.sort_alphabetic()
end
end
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function worldlist.compare(world1,world2)
if world1.path ~= world2.path then
return false
end
if world1.name ~= world2.name then
return false
end
if world1.gameid ~= world2.gameid then
return false
end
return true
end
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function worldlist.size()
if worldlist.m_processed_worldlist == nil then
return 0
end
return #worldlist.m_processed_worldlist
end
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function worldlist.exists(worldname)
for i,v in ipairs(worldlist.m_raw_worldlist) do
if v.name == worldname then
return true
end
end
return false
end
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function worldlist.engine_index_by_name(worldname)
local worldcount = 0
local worldidx = 0
for i,v in ipairs(worldlist.m_raw_worldlist) do
if v.name == worldname then
worldcount = worldcount +1
worldidx = i
end
end
-- If there are more worlds than one with same name we can't decide which
-- one is meant. This shouldn't be possible but just for sure.
if worldcount > 1 then
worldidx=0
end
return worldidx
end
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function worldlist.sort_alphabetic()
table.sort(worldlist.m_processed_worldlist, function(a, b)
local n1 = a.name
local n2 = b.name
local count = math.min(#n1, #n2)
for i=1,count do
if n1:sub(i, i):lower() < n2:sub(i, i):lower() then
return true
elseif n1:sub(i, i):lower() > n2:sub(i, i):lower() then
return false
end
end
return (#n1 <= #n2)
end)
end