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weac.notify: fix __call
When you do weac.notify(player_name, "info", "msg"), Lua auto-inserts a `self` table which refers to the main `Notify` table there. This is because `local function call()` is registered via `setmetatable(Notify, ...)`, which auto-inserts `self` as the 1st argument. To this end, this command adds a dummy 1st argument `_self` to capture this extra table to avoid all args being shifted by 1.
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1 changed files with 8 additions and 5 deletions
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@ -60,11 +60,14 @@ end
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--- Send a notification of type `ntype` (for metatable).
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-- (Same as `Notify[ntype](name, message)`)
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-- @param string name The name of the player to send the notification to.
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-- @param string ntype The type of notification.
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-- @param string message The message to send.
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-- @param table _self Provided automatically by Lua. You do not need to set this automatically - see example.
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-- @param string name The name of the player to send the notification to.
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-- @param string ntype The type of notification.
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-- @param string message The message to send.
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-- @return table The Notify instance.
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local call = function(name, ntype, message)
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-- @example Basic usage
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-- worldeditadditions_core.notify(player_name, "info", "All registered commands:\n....")
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local call = function(_self, name, ntype, message)
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if ntype ~= "__call" and not Notify[ntype] then
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Notify.error(name, "Invalid notification type: " .. ntype)
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Notify.error(name, "Message: " .. message)
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@ -83,7 +86,7 @@ setmetatable(Notify, {__call = call})
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-- @param string? colour Optional. The colour of the notification.
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-- @param boolean? message_coloured Optional. Whether the message should be coloured.
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-- @return boolean True if all parameters are valid, false otherwise.
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-- @example Predefined notification types
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-- @example Custom notification types
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-- Notify.custom(name, "custom", "This one is magenta!", "#FF00FF", true)
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-- Notify.custom(name, "custom", "This one is gold with white text!", "#FFC700")
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function Notify.custom(name, ntype, message, colour, message_coloured)
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