mirror of
https://github.com/moparisthebest/minetest
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208 lines
6.5 KiB
Plaintext
208 lines
6.5 KiB
Plaintext
Minetest Lua Mainmenu API Reference 0.4.9
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========================================
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Introduction
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-------------
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The main menu is defined as a formspec by Lua in builtin/mainmenu.lua
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Description of formspec language to show your menu is in lua_api.txt
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Callbacks
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---------
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engine.buttonhandler(fields): called when a button is pressed.
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^ fields = {name1 = value1, name2 = value2, ...}
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engine.event_handler(event)
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^ event: "MenuQuit", "KeyEnter", "ExitButton" or "EditBoxEnter"
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Gamedata
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--------
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The "gamedata" table is read when calling engine.start(). It should contain:
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{
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playername = <name>,
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password = <password>,
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address = <IP/adress>,
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port = <port>,
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selected_world = <index>, -- 0 for client mode
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singleplayer = <true/false>,
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}
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Functions
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---------
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engine.start()
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engine.close()
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Filesystem:
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engine.get_scriptdir()
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^ returns directory of script
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engine.get_modpath() (possible in async calls)
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^ returns path to global modpath
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engine.get_modstore_details(modid) (possible in async calls)
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^ modid numeric id of mod in modstore
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^ returns {
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id = <numeric id of mod in modstore>,
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title = <human readable title>,
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basename = <basename for mod>,
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description = <description of mod>,
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author = <author of mod>,
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download_url= <best match download url>,
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license = <short description of license>,
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rating = <float value of current rating>
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}
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engine.get_modstore_list() (possible in async calls)
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^ returns {
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[1] = {
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id = <numeric id of mod in modstore>,
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title = <human readable title>,
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basename = <basename for mod>
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}
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}
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engine.get_gamepath() (possible in async calls)
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^ returns path to global gamepath
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engine.get_texturepath() (possible in async calls)
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^ returns path to default textures
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engine.get_dirlist(path,onlydirs) (possible in async calls)
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^ path to get subdirs from
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^ onlydirs should result contain only dirs?
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^ returns list of folders within path
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engine.create_dir(absolute_path) (possible in async calls)
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^ absolute_path to directory to create (needs to be absolute)
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^ returns true/false
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engine.delete_dir(absolute_path) (possible in async calls)
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^ absolute_path to directory to delete (needs to be absolute)
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^ returns true/false
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engine.copy_dir(source,destination,keep_soure) (possible in async calls)
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^ source folder
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^ destination folder
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^ keep_source DEFAULT true --> if set to false source is deleted after copying
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^ returns true/false
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engine.extract_zip(zipfile,destination) [unzip within path required]
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^ zipfile to extract
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^ destination folder to extract to
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^ returns true/false
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engine.download_file(url,target) (possible in async calls)
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^ url to download
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^ target to store to
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^ returns true/false
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engine.get_version() (possible in async calls)
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^ returns current minetest version
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engine.sound_play(spec, looped) -> handle
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^ spec = SimpleSoundSpec (see lua-api.txt)
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^ looped = bool
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engine.sound_stop(handle)
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GUI:
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engine.update_formspec(formspec)
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- engine.set_background(type, texturepath)
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^ type: "background", "overlay", "header" or "footer"
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engine.set_clouds(<true/false>)
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engine.set_topleft_text(text)
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Games:
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engine.get_game(index)
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^ returns {
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id = <id>,
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path = <full path to game>,
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gamemods_path = <path>,
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name = <name of game>,
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menuicon_path = <full path to menuicon>,
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DEPRECATED:
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addon_mods_paths = {[1] = <path>,},
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}
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engine.get_games() -> table of all games in upper format (possible in async calls)
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Favorites:
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engine.get_favorites(location) -> list of favorites (possible in async calls)
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^ location: "local" or "online"
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^ returns {
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[1] = {
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clients = <number of clients/nil>,
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clients_max = <maximum number of clients/nil>,
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version = <server version/nil>,
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password = <true/nil>,
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creative = <true/nil>,
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damage = <true/nil>,
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pvp = <true/nil>,
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description = <server description/nil>,
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name = <server name/nil>,
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address = <address of server/nil>,
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port = <port>
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},
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}
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engine.delete_favorite(id, location) -> success
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Logging:
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engine.debug(line) (possible in async calls)
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^ Always printed to stderr and logfile (print() is redirected here)
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engine.log(line) (possible in async calls)
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engine.log(loglevel, line) (possible in async calls)
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^ loglevel one of "error", "action", "info", "verbose"
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Settings:
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engine.setting_set(name, value)
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engine.setting_get(name) -> string or nil (possible in async calls)
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engine.setting_setbool(name, value)
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engine.setting_getbool(name) -> bool or nil (possible in async calls)
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engine.setting_save() -> nil, save all settings to config file
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Worlds:
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engine.get_worlds() -> list of worlds (possible in async calls)
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^ returns {
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[1] = {
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path = <full path to world>,
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name = <name of world>,
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gameid = <gameid of world>,
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},
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}
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engine.create_world(worldname, gameid)
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engine.delete_world(index)
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UI:
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engine.get_textlist_index(textlistname) -> index
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engine.show_keys_menu()
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engine.file_open_dialog(formname,caption)
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^ shows a file open dialog
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^ formname is base name of dialog response returned in fields
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^ -if dialog was accepted "_accepted"
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^^ will be added to fieldname containing the path
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^ -if dialog was canceled "_cancelled"
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^ will be added to fieldname value is set to formname itself
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^ returns nil or selected file/folder
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Helpers:
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engine.formspec_escape(string) -> string
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^ escapes characters [ ] \ , ; that can not be used in formspecs
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engine.gettext(string) -> string
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^ look up the translation of a string in the gettext message catalog
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fgettext(string, ...) -> string
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^ call engine.gettext(string), replace "$1"..."$9" with the given
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^ extra arguments, call engine.formspec_escape and return the result
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engine.parse_json(string[, nullvalue]) -> something (possible in async calls)
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^ see minetest.parse_json (lua_api.txt)
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dump(obj, dumped={})
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^ Return object serialized as a string
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string:split(separator)
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^ eg. string:split("a,b", ",") == {"a","b"}
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string:trim()
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^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
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minetest.is_yes(arg) (possible in async calls)
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^ returns whether arg can be interpreted as yes
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Async:
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engine.handle_async(async_job,parameters,finished)
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^ execute a function asynchronously
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^ async_job is a function receiving one parameter and returning one parameter
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^ parameters parameter table passed to async_job
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^ finished function to be called once async_job has finished
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^ the result of async_job is passed to this function
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Limitations of Async operations
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-No access to global lua variables, don't even try
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-Limited set of available functions
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e.g. No access to functions modifying menu like engine.start,engine.close,
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engine.file_open_dialog
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Class reference
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----------------
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Settings: see lua_api.txt
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