Update display_lib API.md

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@ -5,9 +5,9 @@ This document describes Display Lib API. Display Lib allows to add a dynamic dis
### update\_entities
**display\_lib.update\_entities(pos)**
This method triggers entities update for the display node at pos. Actual entity update is made by **on\_display\_update** callback associated to the entity.
This method triggers entities update for the display node at pos. Actual entity update is made by `on\_display\_update` callback associated to the entity.
**pos**: Position of the node
`pos`: Position of the node
### register\_display\_entity
**display\_lib.register\_display\_entity(entity_name)**
@ -18,68 +18,72 @@ This is a helper to register entities used for display.
### on_place
**display\_lib.on\_place(itemstack, placer, pointed\_thing)**
**On_place** node callback implementation. Display nodes should have this callback (avoid placement of horizontal display node).
`On_place` node callback implementation. Display nodes should have this callback (avoid placement of horizontal display node).
### on_construct
**display\_lib.on\_construct(pos)**
**On_construct** node callback implementation. Display nodes should have this callback (creates, places and updates display entities on node construction).
`On_construct` node callback implementation. Display nodes should have this callback (creates, places and updates display entities on node construction).
### on_destruct
**display\_lib.on_destruct(pos)**
**On_destruct** node callback implementation. Display nodes should have this callback (removes display entities on node destruction).
`On_destruct` node callback implementation. Display nodes should have this callback (removes display entities on node destruction).
### on_rotate
**display\_lib.on\_rotate(pos, node, user, mode, new_param2)**
**On_rotate** node callback implementation. Display nodes should have this callback (restricts rotations and rotates display entities associated with node).
`On_rotate` node callback implementation. Display nodes should have this callback (restricts rotations and rotates display entities associated with node).
### on_activate
**display\_lib.on_activate(entity, staticdata)**
**On_activate** entity callback implementation for display entities. No need of this method if display entities have been registered using **register\_display\_entity** (callback is already set).
`On_activate` entity callback implementation for display entities. No need of this method if display entities have been registered using `register\_display\_entity` (callback is already set).
## Howto register a display node
* Register display entities with **register\_display\_entity**
* Register display entities with `register\_display\_entity`
* Register node with :
- **on\_place**, **on\_construct**, **on\_destruct** and **on\_rotate** callbacks using **display\_lib** callbacks.
- a **display\_entities** field in node definition containing a entity name indexed table. See below for description of each display\_entities fields.
 - `on\_place`, `on\_construc`, `on\_destruc` and `on\_rotat` callbacks using display\_lib callbacks.
 - `display_lib_node` group. This will make this node have their entities updated as soon as the mapblock is loaded (Useful after /clearobjects).
 - a `display\_entities` field in node definition containing a entity name indexed table. See below for description of each display\_entities fields.
### Display_entities fields
**depth**, **right** and **height** : Entity position regarding to node facedir/wallmounted main axis. Values for these fields can be any number between -0.5 and 0.5 (default value is 0). Position 0,0,0 is the center of the node. **depth** goes from front (-0.5) to rear (0.5), **height** goes from bottom (-0.5) to top (0.5) and **height** goes from left (-0.5) to right (0.5).
`on_display_update` is a callback in charge of setting up entity texture. If not set, entity will have no texture and will be displayed as unknown item.
**on_display_update** is a callback in charge of setting up entity texture. If not set, entity will have no texture and will be displayed as unknown item.
`depth`, `right` and `heigh` : Entity position regarding to node facedir/wallmounted main axis. Values for these fields can be any number between -0.5 and 0.5 (default value is 0). Position 0,0,0 is the center of the node. `depth` goes from front (-0.5) to rear (0.5), `height` goes from bottom (-0.5) to top (0.5) and `height` goes from left (-0.5) to right (0.5).
In order to avoid flickering text, it's better to have text a little behind node surface. A good spacing value is given by `display_lib.entity_spacing` variable.
### Example
display_lib.register_display_entity("mymod:entity1")
display_lib.register_display_entity("mymod:entity2")
display_lib.register_display_entity("mymod:entity1")
display_lib.register_display_entity("mymod:entity2")
function my_display_update1(pos, objref)
objref:set_properties({ textures= {"mytexture1.png"},
visual_size = {x=1, y=1} })
end
function my_display_update1(pos, objref)
objref:set_properties({ textures= {"mytexture1.png"},
visual_size = {x=1, y=1} })
end
function my_display_update2(pos, objref)
objref:set_properties({ textures= {"mytexture2.png"},
visual_size = {x=1, y=1} })
end
function my_display_update2(pos, objref)
objref:set_properties({ textures= {"mytexture2.png"},
                        visual_size = {x=1, y=1} })
end
minetest.register_node("mymod:test_display_node", {
...
paramtype2 = "wallmounted",
...
display_entities = {
["mymod:entity1"] = { depth = 0.3,
on_display_update = my_display_update1},
["mymod:entity1"] = { depth = 0.2, height = 0.1,
on_display_update = my_display_update2},
minetest.register_node("mymod:test_display_node", {
...
paramtype2 = "facedir",
...
groups = { display_lib_node = 1, ... },
...
display_entities = {
["mymod:entity1"] = {
depth = 0.3,
on_display_update = my_display_update1 },
["mymod:entity1"] = {
depth = 0.2, height = 0.1,
on_display_update = my_display_update2 },
},
...
on_place = display_lib.on_place,
on_construct = display_lib.on_construct,
on_destruct = display_lib.on_destruct,
on_rotate = display_lib.on_rotate,
...
})
**Note:** Nodes in the `display_lib_node` group will have their entities updated as soon as the mapblock is loaded (Useful after /clearobjects).
...
on_place = display_lib.on_place,
on_construct = display_lib.on_construct,
on_destruct = display_lib.on_destruct,
on_rotate = display_lib.on_rotate,
...
})