What´s happening with this sign?

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Drachenbauer32
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Posts: 94
Joined: Wed Aug 28, 2019 18:11

What´s happening with this sign?

by Drachenbauer32 » Sat Oct 19, 2019 16:53

Hello

i have modifyed a text-sign-mod.

Link to original:
https://forum.minetest.net/viewtopic.php?t=13762

This is how i found it in the game "block_colors":
Code: Select all
-- This mod provides the visible text on signs library used by Home Decor
-- and perhaps other mods at some point in the future.  Forked from thexyz's/
-- PilzAdam's original text-on-signs mod and rewritten by Vanessa Ezekowitz
-- and Diego Martinez

-- textpos = {
--      { delta = {entity position for 0° yaw}, exact yaw expression }
--      { delta = {entity position for 180° yaw}, exact yaw expression }
--      { delta = {entity position for 270° yaw}, exact yaw expression }
--      { delta = {entity position for 90° yaw}, exact yaw expression }
-- }
-- Made colored metal signs optionals
local enable_colored_metal_signs = true

-- CWz's keyword interact mod uses this setting.
local current_keyword = minetest.settings:get("interact_keyword") or "iaccept"

signs_lib = {}
signs_lib.path = minetest.get_modpath(minetest.get_current_modname())
screwdriver = screwdriver or {}

-- Load support for intllib.
local S, NS = dofile(signs_lib.path .. "/intllib.lua")
signs_lib.gettext = S

-- text encoding
dofile(signs_lib.path .. "/encoding.lua");

signs_lib.wallmounted_rotate = function(pos, node, user, mode, new_param2)
   if mode ~= screwdriver.ROTATE_AXIS then return false end
   minetest.swap_node(pos, {name = node.name, param2 = (node.param2 + 1) % 6})
   for _, v in ipairs(minetest.get_objects_inside_radius(pos, 0.5)) do
      local e = v:get_luaentity()
      if e and e.name == "signs:text" then
         v:remove()
      end
   end
   signs_lib.update_sign(pos)
   return true
end

signs_lib.modpath = minetest.get_modpath("signs_lib")

local DEFAULT_TEXT_SCALE = {x=0.8, y=0.5}

signs_lib.regular_wall_sign_model = {
   nodebox = {
      type = "wallmounted",
      wall_side =   { -0.5,    -0.25,   -0.4375, -0.4375,  0.375,  0.4375 },
      wall_bottom = { -0.4375, -0.5,    -0.25,    0.4375, -0.4375, 0.375 },
      wall_top =    { -0.4375,  0.4375, -0.375,   0.4375,  0.5,    0.25 }
   },
   textpos = {
      nil,
      nil,
      {delta = { x =  0.41, y = 0.07, z =  0    }, yaw = math.pi / -2},
      {delta = { x = -0.41, y = 0.07, z =  0    }, yaw = math.pi / 2},
      {delta = { x =  0,    y = 0.07, z =  0.41 }, yaw = 0},
      {delta = { x =  0,    y = 0.07, z = -0.41 }, yaw = math.pi},
   }
}

signs_lib.metal_wall_sign_model = {
   nodebox = {
      type = "fixed",
      fixed = {-0.4375, -0.25, 0.4375, 0.4375, 0.375, 0.5}
   },
   textpos = {
      {delta = { x =  0,     y = 0.07, z =  0.41 }, yaw = 0},
      {delta = { x =  0.41,  y = 0.07, z =  0    }, yaw = math.pi / -2},
      {delta = { x =  0,     y = 0.07, z = -0.41 }, yaw = math.pi},
      {delta = { x = -0.41,  y = 0.07, z =  0    }, yaw = math.pi / 2},
   }
}

signs_lib.yard_sign_model = {
   nodebox = {
      type = "fixed",
      fixed = {
            {-0.4375, -0.25, -0.0625, 0.4375, 0.375, 0},
            {-0.0625, -0.5, -0.0625, 0.0625, -0.1875, 0},
      }
   },
   textpos = {
      {delta = { x =  0,    y = 0.07, z = -0.08 }, yaw = 0},
      {delta = { x = -0.08, y = 0.07, z =  0    }, yaw = math.pi / -2},
      {delta = { x =  0,    y = 0.07, z =  0.08 }, yaw = math.pi},
      {delta = { x =  0.08, y = 0.07, z =  0    }, yaw = math.pi / 2},
   }
}

signs_lib.hanging_sign_model = {
   nodebox = {
      type = "fixed",
      fixed = {
            {-0.4375, -0.3125, -0.0625, 0.4375, 0.3125, 0},
            {-0.4375, 0.25, -0.03125, 0.4375, 0.5, -0.03125},
      }
   },
   textpos = {
      {delta = { x =  0,    y = -0.02, z = -0.08 }, yaw = 0},
      {delta = { x = -0.08, y = -0.02, z =  0    }, yaw = math.pi / -2},
      {delta = { x =  0,    y = -0.02, z =  0.08 }, yaw = math.pi},
      {delta = { x =  0.08, y = -0.02, z =  0    }, yaw = math.pi / 2},
   }
}

signs_lib.sign_post_model = {
   nodebox = {
      type = "fixed",
      fixed = {
            {-0.4375, -0.25, -0.1875, 0.4375, 0.375, -0.125},
            {-0.125, -0.5, -0.125, 0.125, 0.5, 0.125},
      }
   },
   textpos = {
      {delta = { x = 0,    y = 0.07, z = -0.2 }, yaw = 0},
      {delta = { x = -0.2, y = 0.07, z = 0    }, yaw = math.pi / -2},
      {delta = { x = 0,    y = 0.07, z = 0.2  }, yaw = math.pi},
      {delta = { x = 0.2,  y = 0.07, z = 0    }, yaw = math.pi / 2},
   }
}

-- the list of standard sign nodes

signs_lib.sign_node_list = {
   "signs:sign_wall_green",
   "signs:sign_wall_yellow",
   "signs:sign_wall_red",
   "signs:sign_wall_white",
   "signs:sign_wall_black",
   "signs:sign_wall_orange",
   "signs:sign_wall_blue",
   "signs:sign_wall_pink",
}

local default_sign, default_sign_image

-- Default sign was renamed in 0.4.14. Support both & old versions.
if minetest.registered_nodes["default:sign_wall_wood"] then
   default_sign = "default:sign_wall_wood"
   default_sign_image = "default_sign_wood.png"
else
   default_sign = "default:sign_wall"
   default_sign_image = "default_sign_wall.png"
end

default_sign_metal = "default:sign_wall_steel"
default_sign_metal_image = "default_sign_steel.png"

--table copy

function signs_lib.table_copy(t)
    local nt = { };
    for k, v in pairs(t) do
        if type(v) == "table" then
            nt[k] = signs_lib.table_copy(v)
        else
            nt[k] = v
        end
    end
    return nt
end

-- infinite stacks

if not minetest.settings:get_bool("creative_mode") then
   signs_lib.expect_infinite_stacks = false
else
   signs_lib.expect_infinite_stacks = true
end

-- CONSTANTS

-- Path to the textures.
local TP = signs_lib.path .. "/textures"
-- Font file formatter
local CHAR_FILE = "%s_%02x.png"
-- Fonts path
local CHAR_PATH = TP .. "/" .. CHAR_FILE

-- Font name.
local font_name = "hdf"

-- Lots of overkill here. KISS advocates, go away, shoo! ;) -- kaeza

local PNG_HDR = string.char(0x89, 0x50, 0x4E, 0x47, 0x0D, 0x0A, 0x1A, 0x0A)

-- check if a file does exist
-- to avoid reopening file after checking again
-- pass TRUE as second argument
function file_exists(name, return_handle, mode)
   mode = mode or "r";
   local f = io.open(name, mode)
   if f ~= nil then
      if (return_handle) then
         return f
      end
      io.close(f)
      return true
   else
      return false
   end
end

-- Read the image size from a PNG file.
-- Returns image_w, image_h.
-- Only the LSB is read from each field!
local function read_image_size(filename)
   local f = file_exists(filename, true, "rb")
   -- file might not exist (don't crash the game)
   if (not f) then
      return 0, 0
   end
   f:seek("set", 0x0)
   local hdr = f:read(string.len(PNG_HDR))
   if hdr ~= PNG_HDR then
      f:close()
      return
   end
   f:seek("set", 0x13)
   local ws = f:read(1)
   f:seek("set", 0x17)
   local hs = f:read(1)
   f:close()
   return ws:byte(), hs:byte()
end

-- Set by build_char_db()
local LINE_HEIGHT
local SIGN_WIDTH
local COLORBGW, COLORBGH

-- Size of the canvas, in characters.
-- Please note that CHARS_PER_LINE is multiplied by the average character
-- width to get the total width of the canvas, so for proportional fonts,
-- either more or fewer characters may fit on a line.
local CHARS_PER_LINE = 20
local NUMBER_OF_LINES = 6

-- 6 rows, max 80 chars per, plus a bit of fudge to
-- avoid excess trimming (e.g. due to color codes)

local MAX_INPUT_CHARS = 600

-- This holds the individual character widths.
-- Indexed by the actual character (e.g. charwidth["A"])
local charwidth

-- helper functions to trim sign text input/output

local function trim_input(text)
   return text:sub(1, math.min(MAX_INPUT_CHARS, text:len()))
end

local function build_char_db()

   charwidth = { }

   -- To calculate average char width.
   local total_width = 0
   local char_count = 0

   for c = 32, 255 do
      local w, h = read_image_size(CHAR_PATH:format(font_name, c))
      if w and h then
         local ch = string.char(c)
         charwidth[ch] = w
         total_width = total_width + w
         char_count = char_count + 1
      end
   end

   COLORBGW, COLORBGH = read_image_size(TP.."/slc_n.png")
   assert(COLORBGW and COLORBGH, "error reading bg dimensions")
   LINE_HEIGHT = COLORBGH

   -- XXX: Is there a better way to calc this?
   SIGN_WIDTH = math.floor((total_width / char_count) * CHARS_PER_LINE)

end

local sign_groups = {choppy=2, dig_immediate=2}

local fences_with_sign = { }

-- some local helper functions

local function split_lines_and_words_old(text)
   local lines = { }
   local line = { }
   if not text then return end
   for word in text:gmatch("%S+") do
      if word == "|" then
         table.insert(lines, line)
         if #lines >= NUMBER_OF_LINES then break end
         line = { }
      elseif word == "\\|" then
         table.insert(line, "|")
      else
         table.insert(line, word)
      end
   end
   table.insert(lines, line)
   return lines
end

local function split_lines_and_words(text)
   if not text then return end
   text = string.gsub(text, "@KEYWORD", current_keyword)
   local lines = { }
   for _, line in ipairs(text:split("\n")) do
      table.insert(lines, line:split(" "))
   end
   return lines
end

local math_max = math.max

local function fill_line(x, y, w, c)
   c = c or "0"
   local tex = { }
   for xx = 0, math.max(0, w), COLORBGW do
      table.insert(tex, (":%d,%d=slc_%s.png"):format(x + xx, y, c))
   end
   return table.concat(tex)
end

-- make char texture file name
-- if texture file does not exist use fallback texture instead
local function char_tex(font_name, ch)
   local c = ch:byte()
   local exists, tex = file_exists(CHAR_PATH:format(font_name, c))
   if exists and c ~= 14 then
      tex = CHAR_FILE:format(font_name, c)
   else
      tex = CHAR_FILE:format(font_name, 0x0)
   end
   return tex, exists
end

local function make_line_texture(line, lineno, pos)

   local width = 0
   local maxw = 0

   local words = { }
   local n = minetest.registered_nodes[minetest.get_node(pos).name]
   local default_color = n.default_color or 0

   local cur_color = tonumber(default_color, 16)

   -- We check which chars are available here.
   for word_i, word in ipairs(line) do
      local chars = { }
      local ch_offs = 0
      local word_l = #word
      local i = 1
      while i <= word_l  do
         local c = word:sub(i, i)
         if c == "#" then
            local cc = tonumber(word:sub(i+1, i+1), 16)
            if cc then
               i = i + 1
               cur_color = cc
            end
         else
            local w = charwidth[c]
            if w then
               width = width + w + 1
               if width >= (SIGN_WIDTH - charwidth[" "]) then
                  width = 0
               else
                  maxw = math_max(width, maxw)
               end
               if #chars < MAX_INPUT_CHARS then
                  table.insert(chars, {
                     off = ch_offs,
                     tex = char_tex(font_name, c),
                     col = ("%X"):format(cur_color),
                  })
               end
               ch_offs = ch_offs + w
            end
         end
         i = i + 1
      end
      width = width + charwidth[" "] + 1
      maxw = math_max(width, maxw)
      table.insert(words, { chars=chars, w=ch_offs })
   end

   -- Okay, we actually build the "line texture" here.

   local texture = { }

   local start_xpos = math.floor((SIGN_WIDTH - maxw) / 2)

   local xpos = start_xpos
   local ypos = (LINE_HEIGHT * lineno)

   cur_color = nil

   for word_i, word in ipairs(words) do
      local xoffs = (xpos - start_xpos)
      if (xoffs > 0) and ((xoffs + word.w) > maxw) then
         table.insert(texture, fill_line(xpos, ypos, maxw, "n"))
         xpos = start_xpos
         ypos = ypos + LINE_HEIGHT
         lineno = lineno + 1
         if lineno >= NUMBER_OF_LINES then break end
         table.insert(texture, fill_line(xpos, ypos, maxw, cur_color))
      end
      for ch_i, ch in ipairs(word.chars) do
         if ch.col ~= cur_color then
            cur_color = ch.col
            table.insert(texture, fill_line(xpos + ch.off, ypos, maxw, cur_color))
         end
         table.insert(texture, (":%d,%d=%s"):format(xpos + ch.off, ypos, ch.tex))
      end
      table.insert(
         texture,
         (":%d,%d="):format(xpos + word.w, ypos) .. char_tex(font_name, " ")
      )
      xpos = xpos + word.w + charwidth[" "]
      if xpos >= (SIGN_WIDTH + charwidth[" "]) then break end
   end

   table.insert(texture, fill_line(xpos, ypos, maxw, "n"))
   table.insert(texture, fill_line(start_xpos, ypos + LINE_HEIGHT, maxw, "n"))

   return table.concat(texture), lineno
end

local function make_sign_texture(lines, pos)
   local texture = { ("[combine:%dx%d"):format(SIGN_WIDTH, LINE_HEIGHT * NUMBER_OF_LINES) }
   local lineno = 0
   for i = 1, #lines do
      if lineno >= NUMBER_OF_LINES then break end
      local linetex, ln = make_line_texture(lines[i], lineno, pos)
      table.insert(texture, linetex)
      lineno = ln + 1
   end
   table.insert(texture, "^[makealpha:0,0,0")
   return table.concat(texture, "")
end

local function set_obj_text(obj, text, new, pos)
   local split = new and split_lines_and_words or split_lines_and_words_old
   local text_ansi = Utf8ToAnsi(text)
   local n = minetest.registered_nodes[minetest.get_node(pos).name]
   local text_scale = (n and n.text_scale) or DEFAULT_TEXT_SCALE
   obj:set_properties({
      textures={make_sign_texture(split(text_ansi), pos)},
      visual_size = text_scale,
   })
end

signs_lib.construct_sign = function(pos, locked)
    local meta = minetest.get_meta(pos)
   meta:set_string(
      "formspec",
      "size[6,4]"..
      "textarea[0,-0.3;6.5,3;text;;${text}]"..
      "button_exit[2,3.4;2,1;ok;"..S("Write").."]"..
      "")
   meta:set_string("infotext", "")
end

signs_lib.destruct_sign = function(pos)
    local objects = minetest.get_objects_inside_radius(pos, 0.5)
    for _, v in ipairs(objects) do
      local e = v:get_luaentity()
        if e and e.name == "signs:text" then
            v:remove()
        end
    end
end

local function make_infotext(text)
   text = trim_input(text)
   local lines = split_lines_and_words(text) or {}
   local lines2 = { }
   for _, line in ipairs(lines) do
      table.insert(lines2, (table.concat(line, " "):gsub("#[0-9a-fA-F]", ""):gsub("##", "#")))
   end
   return table.concat(lines2, "\n")
end

signs_lib.update_sign = function(pos, fields, owner)

   -- First, check if the interact keyword from CWz's mod is being set,
   -- or has been changed since the last restart...

   local meta = minetest.get_meta(pos)
   local stored_text = meta:get_string("text") or ""
   current_keyword = rawget(_G, "mki_interact_keyword") or current_keyword

   if fields then -- ...we're editing the sign.
      if fields.text and string.find(dump(fields.text), "@KEYWORD") then
         meta:set_string("keyword", current_keyword)
      else
         meta:set_string("keyword", nil)
      end
   elseif string.find(dump(stored_text), "@KEYWORD") then -- we need to check if the password is being set/changed

      local stored_keyword = meta:get_string("keyword")
      if stored_keyword and stored_keyword ~= "" and stored_keyword ~= current_keyword then
         signs_lib.destruct_sign(pos)
         meta:set_string("keyword", current_keyword)
         local ownstr = ""
         if owner then ownstr = S("Locked sign, owned by @1\n", owner) end
         meta:set_string("infotext", ownstr..string.gsub(make_infotext(stored_text), "@KEYWORD", current_keyword).." ")
      end
   end

   local new

   if fields then

      fields.text = trim_input(fields.text)

      local ownstr = ""
      if owner then ownstr = S("Locked sign, owned by @1\n", owner) end

      meta:set_string("infotext", ownstr..string.gsub(make_infotext(fields.text), "@KEYWORD", current_keyword).." ")
      meta:set_string("text", fields.text)
      
      meta:set_int("__signslib_new_format", 1)
      new = true
   else
      new = (meta:get_int("__signslib_new_format") ~= 0)
   end
   local text = meta:get_string("text")
   if text == nil then return end
   local objects = minetest.get_objects_inside_radius(pos, 0.5)
   local found
   for _, v in ipairs(objects) do
      local e = v:get_luaentity()
      if e and e.name == "signs:text" then
         if found then
            v:remove()
         else
            set_obj_text(v, text, new, pos)
            found = true
         end
      end
   end
   if found then
      return
   end

   -- if there is no entity
   local sign_info
   local signnode = minetest.get_node(pos)
   local signname = signnode.name
   local textpos = minetest.registered_nodes[signname].textpos
   if textpos then
      sign_info = textpos[minetest.get_node(pos).param2 + 1]
   elseif signnode.name == "signs:sign_yard" then
      sign_info = signs_lib.yard_sign_model.textpos[minetest.get_node(pos).param2 + 1]
   elseif signnode.name == "signs:sign_hanging" then
      sign_info = signs_lib.hanging_sign_model.textpos[minetest.get_node(pos).param2 + 1]
   elseif string.find(signnode.name, "sign_wall") then
      if signnode.name == default_sign
        or signnode.name == default_sign_metal
        or signnode.name == "locked_sign:sign_wall_locked" then
         sign_info = signs_lib.regular_wall_sign_model.textpos[minetest.get_node(pos).param2 + 1]
      else
         sign_info = signs_lib.metal_wall_sign_model.textpos[minetest.get_node(pos).param2 + 1]
      end
   else -- ...it must be a sign on a fence post.
      sign_info = signs_lib.sign_post_model.textpos[minetest.get_node(pos).param2 + 1]
   end
   if sign_info == nil then
      return
   end
   local text = minetest.add_entity({x = pos.x + sign_info.delta.x,
                              y = pos.y + sign_info.delta.y,
                              z = pos.z + sign_info.delta.z}, "signs:text")
   text:setyaw(sign_info.yaw)
end

-- What kind of sign do we need to place, anyway?

function signs_lib.determine_sign_type(itemstack, placer, pointed_thing, locked)
   local name
   name = minetest.get_node(pointed_thing.under).name
   if fences_with_sign[name] then
      if minetest.is_protected(pointed_thing.under, placer:get_player_name()) then
         minetest.record_protection_violation(pointed_thing.under,
            placer:get_player_name())
         return itemstack
      end
   else
      name = minetest.get_node(pointed_thing.above).name
      local def = minetest.registered_nodes[name]
      if not def.buildable_to then
         return itemstack
      end
      if minetest.is_protected(pointed_thing.above, placer:get_player_name()) then
         minetest.record_protection_violation(pointed_thing.above,
            placer:get_player_name())
         return itemstack
      end
   end

   local node=minetest.get_node(pointed_thing.under)

   if minetest.registered_nodes[node.name] and
      minetest.registered_nodes[node.name].on_rightclick and
      not placer:get_player_control().sneak then
      return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack, pointed_thing)
   else
      local above = pointed_thing.above
      local under = pointed_thing.under
      local dir = {x = under.x - above.x,
                y = under.y - above.y,
                z = under.z - above.z}

      local wdir = minetest.dir_to_wallmounted(dir)

      local placer_pos = placer:getpos()
      if placer_pos then
         dir = {
            x = above.x - placer_pos.x,
            y = above.y - placer_pos.y,
            z = above.z - placer_pos.z
         }
      end

      local fdir = minetest.dir_to_facedir(dir)
      local pt_name = minetest.get_node(under).name
      local signname = itemstack:get_name()

      if fences_with_sign[pt_name] and signname == default_sign then
         minetest.add_node(under, {name = fences_with_sign[pt_name], param2 = fdir})
      elseif wdir == 0 and signname == default_sign then
         minetest.add_node(above, {name = "signs:sign_hanging", param2 = fdir})
      elseif wdir == 1 and signname == default_sign then
         minetest.add_node(above, {name = "signs:sign_yard", param2 = fdir})
      elseif signname == default_sign_metal then
         minetest.add_node(above, {name = signname, param2 = wdir })
      elseif signname ~= default_sign
        and signname ~= default_sign_metal
        and signname ~= "locked_sign:sign_wall_locked" then -- it's a signs_lib colored metal wall sign.
         minetest.add_node(above, {name = signname, param2 = fdir})
      else -- it must be a default or locked wooden wall sign
         minetest.add_node(above, {name = signname, param2 = wdir }) -- note it's wallmounted here!
         if locked then
            local meta = minetest.get_meta(above)
            local owner = placer:get_player_name()
            meta:set_string("owner", owner)
         end
      end

      if not signs_lib.expect_infinite_stacks then
         itemstack:take_item()
      end
      return itemstack
   end
end

function signs_lib.receive_fields(pos, formname, fields, sender, lock)
   if minetest.is_protected(pos, sender:get_player_name()) then
      minetest.record_protection_violation(pos,
         sender:get_player_name())
      return
   end
   local lockstr = lock and S("locked ") or ""
   if fields and fields.text and fields.ok then
      minetest.log("action", S("@1 wrote \"@2\" to @3sign at @4",
         (sender:get_player_name() or ""),
         fields.text:gsub('\\', '\\\\'):gsub("\n", "\\n"),
         lockstr,
         minetest.pos_to_string(pos)
      ))
      if lock then
         signs_lib.update_sign(pos, fields, sender:get_player_name())
      else
         signs_lib.update_sign(pos, fields)
      end
   end
end

-- metal, colored signs
if enable_colored_metal_signs then
   -- array : color, translated color, default text color

   local sign_colors = {
      {"green",       S("green"),     "f", color3},
      {"yellow",      S("yellow"),    "0", color7},
      {"red",         S("red"),       "f", color6},
      {"white",       S("white"),      "4", color4},
      {"black",        S("black"),    "0", color1},
      {"orange",      S("orange"),    "0", color5},
      {"blue",        S("blue"),      "f", color2},
      {"pink",        S("pink"),      "f", color8},
   }

   for i, color in ipairs(sign_colors) do
      minetest.register_node(":signs:sign_wall_"..color[1], {
         description = S("Sign (@1, metal)", color[2]),
         inventory_image = "signs.png^[colorize:#"..color[4]..":70",
         wield_image = "color_handwhite.png^(color_handwhite2.png^[colorize:#"..color[4]..":70)",
         wield_scale = {x=1,y=1,z=0.5},
         node_placement_prediction = "",
         paramtype = "light",
         sunlight_propagates = true,
         paramtype2 = "facedir",
         drawtype = "nodebox",
         node_box = signs_lib.metal_wall_sign_model.nodebox,
         tiles = {
            "signs_metal_tb.png",
            "signs_metal_tb.png",
            "signs_metal_sides.png",
            "signs_metal_sides.png",
            "signs_metal_back.png",
    "color_white.png^[colorize:#"..color[4]..":70"
         },
         default_color = color[3],
         groups = sign_groups,
         on_place = function(itemstack, placer, pointed_thing)
            return signs_lib.determine_sign_type(itemstack, placer, pointed_thing)
         end,
         on_construct = function(pos)
            signs_lib.construct_sign(pos)
         end,
         on_destruct = function(pos)
            signs_lib.destruct_sign(pos)
         end,
         on_receive_fields = function(pos, formname, fields, sender)
            signs_lib.receive_fields(pos, formname, fields, sender)
         end,
         on_punch = function(pos, node, puncher)
            signs_lib.update_sign(pos)
         end,
      })
   end
end

local signs_text_on_activate

signs_text_on_activate = function(self)
   local pos = self.object:getpos()
   local meta = minetest.get_meta(pos)
   local text = meta:get_string("text")
   local new = (meta:get_int("__signslib_new_format") ~= 0)
   if text and minetest.registered_nodes[minetest.get_node(pos).name] then
      text = trim_input(text)
      set_obj_text(self.object, text, new, pos)
   end
end

minetest.register_entity(":signs:text", {
    collisionbox = { 0, 0, 0, 0, 0, 0 },
    visual = "upright_sprite",
    textures = {},

   on_activate = signs_text_on_activate,
})

-- And the good stuff here! :-)

function signs_lib.register_fence_with_sign(fencename, fencewithsignname)
    local def = minetest.registered_nodes[fencename]
    local def_sign = minetest.registered_nodes[fencewithsignname]
    if not (def and def_sign) then
        minetest.log("warning", "[signs_lib] "..S("Attempt to register unknown node as fence"))
        return
    end
    def = signs_lib.table_copy(def)
    def_sign = signs_lib.table_copy(def_sign)
    fences_with_sign[fencename] = fencewithsignname

    def_sign.on_place = function(itemstack, placer, pointed_thing, ...)
      local node_above = minetest.get_node_or_nil(pointed_thing.above)
      local node_under = minetest.get_node_or_nil(pointed_thing.under)
      local def_above = node_above and minetest.registered_nodes[node_above.name]
      local def_under = node_under and minetest.registered_nodes[node_under.name]
      local fdir = minetest.dir_to_facedir(placer:get_look_dir())
      local playername = placer:get_player_name()

      if minetest.is_protected(pointed_thing.under, playername) then
         minetest.record_protection_violation(pointed_thing.under, playername)
         return itemstack
      end

      if minetest.is_protected(pointed_thing.above, playername) then
         minetest.record_protection_violation(pointed_thing.above, playername)
         return itemstack
      end

      if def_under and def_under.on_rightclick then
         return def_under.on_rightclick(pointed_thing.under, node_under, placer, itemstack, pointed_thing) or itemstack
      elseif def_under and def_under.buildable_to then
         minetest.add_node(pointed_thing.under, {name = fencename, param2 = fdir})
         if not signs_lib.expect_infinite_stacks then
            itemstack:take_item()
         end
         placer:set_wielded_item(itemstack)
      elseif def_above and def_above.buildable_to then
         minetest.add_node(pointed_thing.above, {name = fencename, param2 = fdir})
         if not signs_lib.expect_infinite_stacks then
            itemstack:take_item()
         end
         placer:set_wielded_item(itemstack)
      end
      return itemstack
   end
   def_sign.on_construct = function(pos, ...)
      signs_lib.construct_sign(pos)
   end
   def_sign.on_destruct = function(pos, ...)
      signs_lib.destruct_sign(pos)
   end
   def_sign.on_receive_fields = function(pos, formname, fields, sender)
      signs_lib.receive_fields(pos, formname, fields, sender)
   end
   def_sign.on_punch = function(pos, node, puncher, ...)
      signs_lib.update_sign(pos)
   end
   local fencename = fencename
   def_sign.after_dig_node = function(pos, node, ...)
       node.name = fencename
       minetest.add_node(pos, node)
   end
    def_sign.drop = default_sign
   minetest.register_node(":"..fencename, def)
   minetest.register_node(":"..fencewithsignname, def_sign)
   table.insert(signs_lib.sign_node_list, fencewithsignname)
   minetest.log("verbose", S("Registered @1 and @2", fencename, fencewithsignname))
end

build_char_db()

minetest.register_alias("homedecor:fence_wood_with_sign", "signs:sign_post")
minetest.register_alias("sign_wall_locked", "locked_sign:sign_wall_locked")

signs_lib.register_fence_with_sign("default:fence_wood", "signs:sign_post")

-- restore signs' text after /clearobjects and the like, the next time
-- a block is reloaded by the server.

minetest.register_lbm({
   nodenames = signs_lib.sign_node_list,
   name = "signs_lib:restore_sign_text",
   label = "Restore sign text",
   run_at_every_load = true,
   action = function(pos, node)
      signs_lib.update_sign(pos)
   end
})

-- locked sign

if minetest.settings:get("log_mods") then
   minetest.log("action", S("[MOD] signs loaded"))
end


My modifyed variant (based on the code above):
Code: Select all
-- This mod provides the visible text on signs library used by Home Decor
-- and perhaps other mods at some point in the future.  Forked from thexyz's/
-- PilzAdam's original text-on-signs mod and rewritten by Vanessa Ezekowitz
-- and Diego Martinez

-- textpos = {
--      { delta = {entity position for 0° yaw}, exact yaw expression }
--      { delta = {entity position for 180° yaw}, exact yaw expression }
--      { delta = {entity position for 270° yaw}, exact yaw expression }
--      { delta = {entity position for 90° yaw}, exact yaw expression }
-- }

-- CWz's keyword interact mod uses this setting.
local current_keyword = minetest.settings:get("interact_keyword") or "iaccept"

signs_lib = {}
signs_lib.path = minetest.get_modpath(minetest.get_current_modname())
screwdriver = screwdriver or {}

-- Load support for intllib.

-- text encoding
dofile(signs_lib.path .. "/encoding.lua");

signs_lib.wallmounted_rotate = function(pos, node, user, mode, new_param2)
   if mode ~= screwdriver.ROTATE_AXIS then return false end
   minetest.swap_node(pos, {name = node.name, param2 = (node.param2 + 1) % 6})
   for _, v in ipairs(minetest.get_objects_inside_radius(pos, 0.5)) do
      local e = v:get_luaentity()
      if e and e.name == "signs:text" then
         v:remove()
      end
   end
   signs_lib.update_sign(pos)
   return true
end

signs_lib.modpath = minetest.get_modpath("signs_lib")

local DEFAULT_TEXT_SCALE = {x=0.8, y=0.5}

signs_lib.wall_sign_model = {
   nodebox = {
      type = "fixed",
      fixed = {-0.5, -0.3125, 0.4375, 0.5, 0.4375, 0.5}
   },
   textpos = {
      {delta = { x =  0,     y = 0.07, z =  0.41 }, yaw = 0},
      {delta = { x =  0.41,  y = 0.07, z =  0    }, yaw = math.pi / -2},
      {delta = { x =  0,     y = 0.07, z = -0.41 }, yaw = math.pi},
      {delta = { x = -0.41,  y = 0.07, z =  0    }, yaw = math.pi / 2},
   }
}

-- the list of standard sign nodes

signs_lib.sign_node_list = {
   "signs:sign_wall_white",
   "signs:sign_wall_black",
   "signs:sign_wall_red",
   "signs:sign_wall_yellow",
   "signs:sign_wall_orange",
   "signs:sign_wall_green",
   "signs:sign_wall_blue",
   "signs:sign_wall_purple",
}

--table copy

function signs_lib.table_copy(t)
    local nt = { };
    for k, v in pairs(t) do
        if type(v) == "table" then
            nt[k] = signs_lib.table_copy(v)
        else
            nt[k] = v
        end
    end
    return nt
end

-- infinite stacks

if not minetest.settings:get_bool("creative_mode") then
   signs_lib.expect_infinite_stacks = false
else
   signs_lib.expect_infinite_stacks = true
end

-- CONSTANTS

-- Path to the textures.
local TP = signs_lib.path .. "/textures"
-- Font file formatter
local CHAR_FILE = "%s_%02x.png"
-- Fonts path
local CHAR_PATH = TP .. "/" .. CHAR_FILE

-- Font name.
local font_name = "hdf"

-- Lots of overkill here. KISS advocates, go away, shoo! ;) -- kaeza

local PNG_HDR = string.char(0x89, 0x50, 0x4E, 0x47, 0x0D, 0x0A, 0x1A, 0x0A)

-- check if a file does exist
-- to avoid reopening file after checking again
-- pass TRUE as second argument
function file_exists(name, return_handle, mode)
   mode = mode or "r";
   local f = io.open(name, mode)
   if f ~= nil then
      if (return_handle) then
         return f
      end
      io.close(f)
      return true
   else
      return false
   end
end

-- Read the image size from a PNG file.
-- Returns image_w, image_h.
-- Only the LSB is read from each field!
local function read_image_size(filename)
   local f = file_exists(filename, true, "rb")
   -- file might not exist (don't crash the game)
   if (not f) then
      return 0, 0
   end
   f:seek("set", 0x0)
   local hdr = f:read(string.len(PNG_HDR))
   if hdr ~= PNG_HDR then
      f:close()
      return
   end
   f:seek("set", 0x13)
   local ws = f:read(1)
   f:seek("set", 0x17)
   local hs = f:read(1)
   f:close()
   return ws:byte(), hs:byte()
end

-- Set by build_char_db()
local LINE_HEIGHT
local SIGN_WIDTH
local COLORBGW, COLORBGH

-- Size of the canvas, in characters.
-- Please note that CHARS_PER_LINE is multiplied by the average character
-- width to get the total width of the canvas, so for proportional fonts,
-- either more or fewer characters may fit on a line.
local CHARS_PER_LINE = 20
local NUMBER_OF_LINES = 6

-- 6 rows, max 80 chars per, plus a bit of fudge to
-- avoid excess trimming (e.g. due to color codes)

local MAX_INPUT_CHARS = 600

-- This holds the individual character widths.
-- Indexed by the actual character (e.g. charwidth["A"])
local charwidth

-- helper functions to trim sign text input/output

local function trim_input(text)
   return text:sub(1, math.min(MAX_INPUT_CHARS, text:len()))
end

local function build_char_db()

   charwidth = { }

   -- To calculate average char width.
   local total_width = 0
   local char_count = 0

   for c = 32, 255 do
      local w, h = read_image_size(CHAR_PATH:format(font_name, c))
      if w and h then
         local ch = string.char(c)
         charwidth[ch] = w
         total_width = total_width + w
         char_count = char_count + 1
      end
   end

   COLORBGW, COLORBGH = read_image_size(TP.."/slc_n.png")
   assert(COLORBGW and COLORBGH, "error reading bg dimensions")
   LINE_HEIGHT = COLORBGH

   -- XXX: Is there a better way to calc this?
   SIGN_WIDTH = math.floor((total_width / char_count) * CHARS_PER_LINE)

end

local sign_groups = {choppy=2, dig_immediate=2}

local fences_with_sign = { }

-- some local helper functions

local function split_lines_and_words_old(text)
   local lines = { }
   local line = { }
   if not text then return end
   for word in text:gmatch("%S+") do
      if word == "|" then
         table.insert(lines, line)
         if #lines >= NUMBER_OF_LINES then break end
         line = { }
      elseif word == "\\|" then
         table.insert(line, "|")
      else
         table.insert(line, word)
      end
   end
   table.insert(lines, line)
   return lines
end

local function split_lines_and_words(text)
   if not text then return end
   text = string.gsub(text, "@KEYWORD", current_keyword)
   local lines = { }
   for _, line in ipairs(text:split("\n")) do
      table.insert(lines, line:split(" "))
   end
   return lines
end

local math_max = math.max

local function fill_line(x, y, w, c)
   c = c or "0"
   local tex = { }
   for xx = 0, math.max(0, w), COLORBGW do
      table.insert(tex, (":%d,%d=slc_%s.png"):format(x + xx, y, c))
   end
   return table.concat(tex)
end

-- make char texture file name
-- if texture file does not exist use fallback texture instead
local function char_tex(font_name, ch)
   local c = ch:byte()
   local exists, tex = file_exists(CHAR_PATH:format(font_name, c))
   if exists and c ~= 14 then
      tex = CHAR_FILE:format(font_name, c)
   else
      tex = CHAR_FILE:format(font_name, 0x0)
   end
   return tex, exists
end

local function make_line_texture(line, lineno, pos)

   local width = 0
   local maxw = 0

   local words = { }
   local n = minetest.registered_nodes[minetest.get_node(pos).name]
   local default_color = n.default_color or 0

   local cur_color = tonumber(default_color, 16)

   -- We check which chars are available here.
   for word_i, word in ipairs(line) do
      local chars = { }
      local ch_offs = 0
      local word_l = #word
      local i = 1
      while i <= word_l  do
         local c = word:sub(i, i)
         if c == "#" then
            local cc = tonumber(word:sub(i+1, i+1), 16)
            if cc then
               i = i + 1
               cur_color = cc
            end
         else
            local w = charwidth[c]
            if w then
               width = width + w + 1
               if width >= (SIGN_WIDTH - charwidth[" "]) then
                  width = 0
               else
                  maxw = math_max(width, maxw)
               end
               if #chars < MAX_INPUT_CHARS then
                  table.insert(chars, {
                     off = ch_offs,
                     tex = char_tex(font_name, c),
                     col = ("%X"):format(cur_color),
                  })
               end
               ch_offs = ch_offs + w
            end
         end
         i = i + 1
      end
      width = width + charwidth[" "] + 1
      maxw = math_max(width, maxw)
      table.insert(words, { chars=chars, w=ch_offs })
   end

   -- Okay, we actually build the "line texture" here.

   local texture = { }

   local start_xpos = math.floor((SIGN_WIDTH - maxw) / 2)

   local xpos = start_xpos
   local ypos = (LINE_HEIGHT * lineno)

   cur_color = nil

   for word_i, word in ipairs(words) do
      local xoffs = (xpos - start_xpos)
      if (xoffs > 0) and ((xoffs + word.w) > maxw) then
         table.insert(texture, fill_line(xpos, ypos, maxw, "n"))
         xpos = start_xpos
         ypos = ypos + LINE_HEIGHT
         lineno = lineno + 1
         if lineno >= NUMBER_OF_LINES then break end
         table.insert(texture, fill_line(xpos, ypos, maxw, cur_color))
      end
      for ch_i, ch in ipairs(word.chars) do
         if ch.col ~= cur_color then
            cur_color = ch.col
            table.insert(texture, fill_line(xpos + ch.off, ypos, maxw, cur_color))
         end
         table.insert(texture, (":%d,%d=%s"):format(xpos + ch.off, ypos, ch.tex))
      end
      table.insert(
         texture,
         (":%d,%d="):format(xpos + word.w, ypos) .. char_tex(font_name, " ")
      )
      xpos = xpos + word.w + charwidth[" "]
      if xpos >= (SIGN_WIDTH + charwidth[" "]) then break end
   end

   table.insert(texture, fill_line(xpos, ypos, maxw, "n"))
   table.insert(texture, fill_line(start_xpos, ypos + LINE_HEIGHT, maxw, "n"))

   return table.concat(texture), lineno
end

local function make_sign_texture(lines, pos)
   local texture = { ("[combine:%dx%d"):format(SIGN_WIDTH, LINE_HEIGHT * NUMBER_OF_LINES) }
   local lineno = 0
   for i = 1, #lines do
      if lineno >= NUMBER_OF_LINES then break end
      local linetex, ln = make_line_texture(lines[i], lineno, pos)
      table.insert(texture, linetex)
      lineno = ln + 1
   end
   table.insert(texture, "^[makealpha:0,0,0")
   return table.concat(texture, "")
end

local function set_obj_text(obj, text, new, pos)
   local split = new and split_lines_and_words or split_lines_and_words_old
   local text_ansi = Utf8ToAnsi(text)
   local n = minetest.registered_nodes[minetest.get_node(pos).name]
   local text_scale = (n and n.text_scale) or DEFAULT_TEXT_SCALE
   obj:set_properties({
      textures={make_sign_texture(split(text_ansi), pos)},
      visual_size = text_scale,
   })
end

signs_lib.construct_sign = function(pos, locked)
    local meta = minetest.get_meta(pos)
   meta:set_string(
      "formspec",
      "size[6,4]"..
      "textarea[0,-0.3;6.5,3;text;;${text}]"..
      "button_exit[2,3.4;2,1;ok;"..S("Write").."]"..
      "")
   meta:set_string("infotext", "")
end

signs_lib.destruct_sign = function(pos)
    local objects = minetest.get_objects_inside_radius(pos, 0.5)
    for _, v in ipairs(objects) do
      local e = v:get_luaentity()
        if e and e.name == "signs:text" then
            v:remove()
        end
    end
end

local function make_infotext(text)
   text = trim_input(text)
   local lines = split_lines_and_words(text) or {}
   local lines2 = { }
   for _, line in ipairs(lines) do
      table.insert(lines2, (table.concat(line, " "):gsub("#[0-9a-fA-F]", ""):gsub("##", "#")))
   end
   return table.concat(lines2, "\n")
end

signs_lib.update_sign = function(pos, fields, owner)

   -- First, check if the interact keyword from CWz's mod is being set,
   -- or has been changed since the last restart...

   local meta = minetest.get_meta(pos)
   local stored_text = meta:get_string("text") or ""
   current_keyword = rawget(_G, "mki_interact_keyword") or current_keyword

   if fields then -- ...we're editing the sign.
      if fields.text and string.find(dump(fields.text), "@KEYWORD") then
         meta:set_string("keyword", current_keyword)
      else
         meta:set_string("keyword", nil)
      end
   elseif string.find(dump(stored_text), "@KEYWORD") then -- we need to check if the password is being set/changed

      local stored_keyword = meta:get_string("keyword")
      if stored_keyword and stored_keyword ~= "" and stored_keyword ~= current_keyword then
         signs_lib.destruct_sign(pos)
         meta:set_string("keyword", current_keyword)
         local ownstr = ""
         if owner then ownstr = S("Locked sign, owned by @1\n", owner) end
         meta:set_string("infotext", ownstr..string.gsub(make_infotext(stored_text), "@KEYWORD", current_keyword).." ")
      end
   end

   local new

   if fields then

      fields.text = trim_input(fields.text)

      local ownstr = ""
      if owner then ownstr = S("Locked sign, owned by @1\n", owner) end

      meta:set_string("infotext", ownstr..string.gsub(make_infotext(fields.text), "@KEYWORD", current_keyword).." ")
      meta:set_string("text", fields.text)
      
      meta:set_int("__signslib_new_format", 1)
      new = true
   else
      new = (meta:get_int("__signslib_new_format") ~= 0)
   end
   local text = meta:get_string("text")
   if text == nil then return end
   local objects = minetest.get_objects_inside_radius(pos, 0.5)
   local found
   for _, v in ipairs(objects) do
      local e = v:get_luaentity()
      if e and e.name == "signs:text" then
         if found then
            v:remove()
         else
            set_obj_text(v, text, new, pos)
            found = true
         end
      end
   end
   if found then
      return
   end

   -- if there is no entity
   local sign_info
   local signnode = minetest.get_node(pos)
   local signname = signnode.name
   local textpos = minetest.registered_nodes[signname].textpos
   if textpos then
      sign_info = textpos[minetest.get_node(pos).param2 + 1]
   elseif signnode.name == "signs:sign_yard" then
      sign_info = signs_lib.yard_sign_model.textpos[minetest.get_node(pos).param2 + 1]
   elseif signnode.name == "signs:sign_hanging" then
      sign_info = signs_lib.hanging_sign_model.textpos[minetest.get_node(pos).param2 + 1]
   elseif string.find(signnode.name, "sign_wall") then
      if signnode.name == default_sign
        or signnode.name == default_sign_metal
        or signnode.name == "locked_sign:sign_wall_locked" then
         sign_info = signs_lib.regular_wall_sign_model.textpos[minetest.get_node(pos).param2 + 1]
      else
         sign_info = signs_lib.wall_sign_model.textpos[minetest.get_node(pos).param2 + 1]
      end
   else -- ...it must be a sign on a fence post.
      sign_info = signs_lib.sign_post_model.textpos[minetest.get_node(pos).param2 + 1]
   end
   if sign_info == nil then
      return
   end
   local text = minetest.add_entity({x = pos.x + sign_info.delta.x,
                              y = pos.y + sign_info.delta.y,
                              z = pos.z + sign_info.delta.z}, "signs:text")
   text:setyaw(sign_info.yaw)
end

-- What kind of sign do we need to place, anyway?

function signs_lib.determine_sign_type(itemstack, placer, pointed_thing, locked)
   local name
   name = minetest.get_node(pointed_thing.under).name
   if fences_with_sign[name] then
      if minetest.is_protected(pointed_thing.under, placer:get_player_name()) then
         minetest.record_protection_violation(pointed_thing.under,
            placer:get_player_name())
         return itemstack
      end
   else
      name = minetest.get_node(pointed_thing.above).name
      local def = minetest.registered_nodes[name]
      if not def.buildable_to then
         return itemstack
      end
      if minetest.is_protected(pointed_thing.above, placer:get_player_name()) then
         minetest.record_protection_violation(pointed_thing.above,
            placer:get_player_name())
         return itemstack
      end
   end

   local node=minetest.get_node(pointed_thing.under)

   if minetest.registered_nodes[node.name] and
      minetest.registered_nodes[node.name].on_rightclick and
      not placer:get_player_control().sneak then
      return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack, pointed_thing)
   else
      local above = pointed_thing.above
      local under = pointed_thing.under
      local dir = {x = under.x - above.x,
                y = under.y - above.y,
                z = under.z - above.z}

      local wdir = minetest.dir_to_wallmounted(dir)

      local placer_pos = placer:getpos()
      if placer_pos then
         dir = {
            x = above.x - placer_pos.x,
            y = above.y - placer_pos.y,
            z = above.z - placer_pos.z
         }
      end

      local fdir = minetest.dir_to_facedir(dir)
      local pt_name = minetest.get_node(under).name
      local signname = itemstack:get_name()

      if wdir == 0 and signname == default_sign then
         minetest.add_node(above, {name = "signs:sign_hanging", param2 = fdir})
      elseif wdir == 1 and signname == default_sign then
         minetest.add_node(above, {name = "signs:sign_yard", param2 = fdir})
      elseif signname == default_sign_metal then
         minetest.add_node(above, {name = signname, param2 = wdir })
      elseif signname ~= default_sign
        and signname ~= default_sign_metal
        and signname ~= "locked_sign:sign_wall_locked" then -- it's a signs_lib colored metal wall sign.
         minetest.add_node(above, {name = signname, param2 = fdir})
      else -- it must be a default or locked wooden wall sign
         minetest.add_node(above, {name = signname, param2 = wdir }) -- note it's wallmounted here!
         if locked then
            local meta = minetest.get_meta(above)
            local owner = placer:get_player_name()
            meta:set_string("owner", owner)
         end
      end

      if not signs_lib.expect_infinite_stacks then
         itemstack:take_item()
      end
      return itemstack
   end
end

function signs_lib.receive_fields(pos, formname, fields, sender, lock)
   if minetest.is_protected(pos, sender:get_player_name()) then
      minetest.record_protection_violation(pos,
         sender:get_player_name())
      return
   end
   local lockstr = lock and S("locked ") or ""
   if fields and fields.text and fields.ok then
      minetest.log("action", S("@1 wrote \"@2\" to @3sign at @4",
         (sender:get_player_name() or ""),
         fields.text:gsub('\\', '\\\\'):gsub("\n", "\\n"),
         lockstr,
         minetest.pos_to_string(pos)
      ))
      if lock then
         signs_lib.update_sign(pos, fields, sender:get_player_name())
      else
         signs_lib.update_sign(pos, fields)
      end
   end
end


local source_list = {
   { "white",  "White",  "#ffffff", "7f7f7f" },
   { "black",  "Black",  "#3f3f3f", "1f1f1f" },
   { "red",    "Red",    "#ff0000", "7f0000" },
   { "orange", "Orange", "#ff7f00", "7f3f00" },
   { "yellow", "Yellow", "#ffff00", "7f7f00" },
   { "green",  "Green",  "#00ff00", "007f00" },
   { "blue",   "Blue",   "#0000ff", "00007f" },
   { "purple", "Purple", "#9f00ff", "4f007f" },
}

   for i = 1, #source_list do
      local name, description, dye, dye2 = unpack(source_list[i])

      minetest.register_node(":signs:sign_wall_" .. name, {
         description = description .. " Wall Sign",
         tiles = {
            "signs_tb.png^[multiply:" .. dye,
            "signs_tb.png^[multiply:" .. dye,
            "signs_sides.png^[multiply:" .. dye,
            "signs_sides.png^[multiply:" .. dye,
            "signs_back.png^[multiply:" .. dye,
            "signs_front.png^[multiply:" .. dye
         },
         inventory_image = "signs.png^[multiply:" .. dye,
         wield_image = "color_handwhite.png^[multiply:" .. dye,
         wield_overlay = "color_hand_overlay.png",
         wield_scale = { x = 1, y = 1, z = 0.5 },
         node_placement_prediction = "",
         paramtype = "light",
         sunlight_propagates = true,
         paramtype2 = "facedir",
         drawtype = "nodebox",
         node_box = signs_lib.wall_sign_model.nodebox,
         default_color = dye2,
         groups = sign_groups,
         on_place = function(itemstack, placer, pointed_thing)
            return signs_lib.determine_sign_type(itemstack, placer, pointed_thing)
         end,
         on_construct = function(pos)
            signs_lib.construct_sign(pos)
         end,
         on_destruct = function(pos)
            signs_lib.destruct_sign(pos)
         end,
         on_receive_fields = function(pos, formname, fields, sender)
            signs_lib.receive_fields(pos, formname, fields, sender)
         end,
         on_punch = function(pos, node, puncher)
            signs_lib.update_sign(pos)
         end,
      })
   end

local signs_text_on_activate

signs_text_on_activate = function(self)
   local pos = self.object:getpos()
   local meta = minetest.get_meta(pos)
   local text = meta:get_string("text")
   local new = (meta:get_int("__signslib_new_format") ~= 0)
   if text and minetest.registered_nodes[minetest.get_node(pos).name] then
      text = trim_input(text)
      set_obj_text(self.object, text, new, pos)
   end
end

minetest.register_entity(":signs:text", {
    collisionbox = { 0, 0, 0, 0, 0, 0 },
    visual = "upright_sprite",
    textures = {},

   on_activate = signs_text_on_activate,
})

build_char_db()

-- restore signs' text after /clearobjects and the like, the next time
-- a block is reloaded by the server.

minetest.register_lbm({
   nodenames = signs_lib.sign_node_list,
   name = "signs_lib:restore_sign_text",
   label = "Restore sign text",
   run_at_every_load = true,
   action = function(pos, node)
      signs_lib.update_sign(pos)
   end
})

-- locked sign

if minetest.settings:get("log_mods") then
   minetest.log("action", S("[MOD] signs loaded"))
end


The seccond color-hex-codes in the "source_list" are the names of single colored png images (they are named by the hexcode of the color in the image).
It´s, because this lua-code uses single colored images for the sign-text-colors.

Now it acts weird:

if I place a sign at a wall and try to write on it, no text appears on it.
If I try to close the game-world after doing this, the game freezes on the logout-screen.

Then I decided to have a main-world and a sign-test-world, but it became stranger then:
As I tried to open the main-world after a freezed sign-test, it opened the bugged sign-test-world instead.

What´s wrong with my sign-code?
 

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