Minetest Lua Mainmenu API Reference 5.3.0 ========================================= Introduction ------------- The main menu is defined as a formspec by Lua in builtin/mainmenu/ Description of formspec language to show your menu is in lua_api.txt Callbacks --------- core.buttonhandler(fields): called when a button is pressed. ^ fields = {name1 = value1, name2 = value2, ...} core.event_handler(event) ^ event: "MenuQuit", "KeyEnter", "ExitButton" or "EditBoxEnter" Gamedata -------- The "gamedata" table is read when calling core.start(). It should contain: { playername = <name>, password = <password>, address = <IP/adress>, port = <port>, selected_world = <index>, -- 0 for client mode singleplayer = <true/false>, } Functions --------- core.start() core.close() Filesystem: core.get_builtin_path() ^ returns path to builtin root core.create_dir(absolute_path) (possible in async calls) ^ absolute_path to directory to create (needs to be absolute) ^ returns true/false core.delete_dir(absolute_path) (possible in async calls) ^ absolute_path to directory to delete (needs to be absolute) ^ returns true/false core.copy_dir(source,destination,keep_soure) (possible in async calls) ^ source folder ^ destination folder ^ keep_source DEFAULT true --> if set to false source is deleted after copying ^ returns true/false core.extract_zip(zipfile,destination) [unzip within path required] ^ zipfile to extract ^ destination folder to extract to ^ returns true/false core.download_file(url,target) (possible in async calls) ^ url to download ^ target to store to ^ returns true/false core.get_version() (possible in async calls) ^ returns current core version core.sound_play(spec, looped) -> handle ^ spec = SimpleSoundSpec (see lua-api.txt) ^ looped = bool core.sound_stop(handle) core.get_video_drivers() ^ get list of video drivers supported by engine (not all modes are guaranteed to work) ^ returns list of available video drivers' settings name and 'friendly' display name ^ e.g. { {name="opengl", friendly_name="OpenGL"}, {name="software", friendly_name="Software Renderer"} } ^ first element of returned list is guaranteed to be the NULL driver core.get_mapgen_names([include_hidden=false]) -> table of map generator algorithms registered in the core (possible in async calls) core.get_cache_path() -> path of cache Formspec: core.update_formspec(formspec) core.get_table_index(tablename) -> index ^ can also handle textlists core.formspec_escape(string) -> string ^ escapes characters [ ] \ , ; that can not be used in formspecs core.explode_table_event(string) -> table ^ returns e.g. {type="CHG", row=1, column=2} ^ type: "INV" (no row selected), "CHG" (selected) or "DCL" (double-click) core.explode_textlist_event(string) -> table ^ returns e.g. {type="CHG", index=1} ^ type: "INV" (no row selected), "CHG" (selected) or "DCL" (double-click) core.set_formspec_prepend(formspec) ^ string to be added to every mainmenu formspec, to be used for theming. GUI: core.set_background(type, texturepath,[tile],[minsize]) ^ type: "background", "overlay", "header" or "footer" ^ tile: tile the image instead of scaling (background only) ^ minsize: minimum tile size, images are scaled to at least this size prior ^ doing tiling (background only) core.set_clouds(<true/false>) core.set_topleft_text(text) core.show_keys_menu() core.show_path_select_dialog(formname, caption, is_file_select) ^ shows a path select dialog ^ formname is base name of dialog response returned in fields ^ -if dialog was accepted "_accepted" ^ will be added to fieldname containing the path ^ -if dialog was canceled "_cancelled" ^ will be added to fieldname value is set to formname itself ^ if `is_file_select` is `true`, a file and not a folder will be selected ^ returns nil or selected file/folder core.get_screen_info() ^ returns { density = <screen density 0.75,1.0,2.0,3.0 ... (dpi)>, display_width = <width of display>, display_height = <height of display>, window_width = <current window width>, window_height = <current window height> } ### Content and Packages Content - an installed mod, modpack, game, or texture pack (txt) Package - content which is downloadable from the content db, may or may not be installed. * core.get_modpath() (possible in async calls) * returns path to global modpath * core.get_clientmodpath() (possible in async calls) * returns path to global client-side modpath * core.get_gamepath() (possible in async calls) * returns path to global gamepath * core.get_texturepath() (possible in async calls) * returns path to default textures * core.get_game(index) * returns: { id = <id>, path = <full path to game>, gamemods_path = <path>, name = <name of game>, menuicon_path = <full path to menuicon>, author = "author", DEPRECATED: addon_mods_paths = {[1] = <path>,}, } * core.get_games() -> table of all games in upper format (possible in async calls) * core.get_content_info(path) * returns { name = "name of content", type = "mod" or "modpack" or "game" or "txp", description = "description", author = "author", path = "path/to/content", depends = {"mod", "names"}, -- mods only optional_depends = {"mod", "names"}, -- mods only } Favorites: core.get_favorites(location) -> list of favorites (possible in async calls) ^ location: "local" or "online" ^ returns { [1] = { clients = <number of clients/nil>, clients_max = <maximum number of clients/nil>, version = <server version/nil>, password = <true/nil>, creative = <true/nil>, damage = <true/nil>, pvp = <true/nil>, description = <server description/nil>, name = <server name/nil>, address = <address of server/nil>, port = <port> clients_list = <array of clients/nil> mods = <array of mods/nil> }, ... } core.delete_favorite(id, location) -> success Logging: core.debug(line) (possible in async calls) ^ Always printed to stderr and logfile (print() is redirected here) core.log(line) (possible in async calls) core.log(loglevel, line) (possible in async calls) ^ loglevel one of "error", "action", "info", "verbose" Settings: core.settings:set(name, value) core.settings:get(name) -> string or nil (possible in async calls) core.settings:set_bool(name, value) core.settings:get_bool(name) -> bool or nil (possible in async calls) core.settings:save() -> nil, save all settings to config file For a complete list of methods of the Settings object see [lua_api.txt](https://github.com/minetest/minetest/blob/master/doc/lua_api.txt) Worlds: core.get_worlds() -> list of worlds (possible in async calls) ^ returns { [1] = { path = <full path to world>, name = <name of world>, gameid = <gameid of world>, }, } core.create_world(worldname, gameid) core.delete_world(index) Helpers: core.get_us_time() ^ returns time with microsecond precision core.gettext(string) -> string ^ look up the translation of a string in the gettext message catalog fgettext_ne(string, ...) ^ call core.gettext(string), replace "$1"..."$9" with the given ^ extra arguments and return the result fgettext(string, ...) -> string ^ same as fgettext_ne(), but calls core.formspec_escape before returning result core.parse_json(string[, nullvalue]) -> something (possible in async calls) ^ see core.parse_json (lua_api.txt) dump(obj, dumped={}) ^ Return object serialized as a string string:split(separator) ^ eg. string:split("a,b", ",") == {"a","b"} string:trim() ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar" core.is_yes(arg) (possible in async calls) ^ returns whether arg can be interpreted as yes minetest.encode_base64(string) (possible in async calls) ^ Encodes a string in base64. minetest.decode_base64(string) (possible in async calls) ^ Decodes a string encoded in base64. Version compat: core.get_min_supp_proto() ^ returns the minimum supported network protocol version core.get_max_supp_proto() ^ returns the maximum supported network protocol version Async: core.handle_async(async_job,parameters,finished) ^ execute a function asynchronously ^ async_job is a function receiving one parameter and returning one parameter ^ parameters parameter table passed to async_job ^ finished function to be called once async_job has finished ^ the result of async_job is passed to this function Limitations of Async operations -No access to global lua variables, don't even try -Limited set of available functions e.g. No access to functions modifying menu like core.start,core.close, core.show_path_select_dialog Background music ---------------- The main menu supports background music. It looks for a `main_menu` sound in `$USER_PATH/sounds`. The same naming conventions as for normal sounds apply. This means the player can add a custom sound. It will be played in the main menu (gain = 1.0), looped.