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ec48743fb9
This allows e.g. polemounted signs. Required for display_modpack to be usable in the streets mod. Backwards compatible.
95 lines
4.0 KiB
Markdown
95 lines
4.0 KiB
Markdown
# Display Lib API
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This document describes Display Lib API. Display Lib allows to add a dynamic display on a node. Display Lib limits node rotations. For wallmounted, only vertical positionning is available, and for facedir, only first four position are availabel (those with default axis).
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## Provided methods
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### update\_entities
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**display\_lib.update\_entities(pos)**
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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.
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`pos`: Position of the node
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### register\_display\_entity
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**display\_lib.register\_display\_entity(entity_name)**
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This is a helper to register entities used for display.
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`entity_name`: Name of the entity to register.
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## Provided callback implementations
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### on_place
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**display\_lib.on\_place(itemstack, placer, pointed\_thing)**
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`on_place` node callback implementation. Display nodes should have this callback (avoid placement of horizontal display node).
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### on_construct
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**display\_lib.on\_construct(pos)**
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`on_construct` node callback implementation. Display nodes should have this callback (creates, places and updates display entities on node construction).
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### on_destruct
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**display\_lib.on_destruct(pos)**
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`on_destruct` node callback implementation. Display nodes should have this callback (removes display entities on node destruction).
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### on_rotate
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**display\_lib.on\_rotate(pos, node, user, mode, new_param2)**
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`on_rotate` node callback implementation. Display nodes should have this callback (restricts rotations and rotates display entities associated with node).
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### on_activate
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**display\_lib.on_activate(entity, staticdata)**
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`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).
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## Howto register a display node
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* Register display entities with `register_display_entity`
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* Register node with :
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- `on_place`, `on_construct`, `on_destruct` and `on_rotate` callbacks using display_api callbacks.
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- `display_modpack_node` group. This will make this node have their entities updated as soon as the mapblock is loaded (Useful after /clearobjects).
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- a `display_entities` field in node definition containing a entity name indexed table. See below for description of each display_entities fields.
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### Display_entities fields
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`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.
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`depth`, `right` and `height` : Entity position regarding to node facedir/wallmounted main axis.
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Values for these fields can be any number between -1.5 and 1.5 (default value is 0).
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Position 0,0,0 is the center of the node.
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`depth` goes from front (-0.5) to rear (0.5), `height` goes from bottom (-0.5) to top (0.5) and `right` goes from left (-0.5) to right (0.5).
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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_api.entity_spacing` variable.
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### Example
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display_api.register_display_entity("mymod:entity1")
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display_api.register_display_entity("mymod:entity2")
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function my_display_update1(pos, objref)
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objref:set_properties({ textures= {"mytexture1.png"},
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visual_size = {x=1, y=1} })
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end
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function my_display_update2(pos, objref)
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objref:set_properties({ textures= {"mytexture2.png"},
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visual_size = {x=1, y=1} })
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end
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minetest.register_node("mymod:test_display_node", {
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...
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paramtype2 = "facedir",
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...
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groups = { display_modpack_node = 1, ... },
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...
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display_entities = {
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["mymod:entity1"] = {
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depth = 0.3,
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on_display_update = my_display_update1 },
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["mymod:entity1"] = {
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depth = 0.2, height = 0.1,
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on_display_update = my_display_update2 },
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},
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...
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on_place = display_api.on_place,
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on_construct = display_api.on_construct,
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on_destruct = display_api.on_destruct,
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on_rotate = display_api.on_rotate,
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...
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})
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