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Remove redundant and/or outdated client API docs
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@ -8,7 +8,7 @@ Introduction
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** WARNING: The client API is currently unstable, and may break/change without warning. **
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Content and functionality can be added to Minetest 0.4.15-dev+ by using Lua
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Content and functionality can be added to Minetest by using Lua
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scripting in run-time loaded mods.
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A mod is a self-contained bunch of scripts, textures and other related
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@ -62,7 +62,7 @@ Generic:
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In a run-in-place version (e.g. the distributed windows version):
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* `minetest-0.4.x/clientmods/` (User-installed mods)
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* `minetest/clientmods/` (User-installed mods)
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On an installed version on Linux:
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@ -185,15 +185,9 @@ Examples of sound parameter tables:
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pos = {x = 1, y = 2, z = 3},
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gain = 1.0, -- default
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}
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-- Play connected to an object, looped
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{
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object = <an ObjectRef>,
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gain = 1.0, -- default
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loop = true,
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}
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```
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Looped sounds must either be connected to an object or played locationless.
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Looped sounds must be played locationless.
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### SimpleSoundSpec
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* e.g. `""`
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@ -220,387 +214,20 @@ For helper functions see "Vector helpers".
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Flag Specifier Format
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---------------------
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Flags using the standardized flag specifier format can be specified in either of
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two ways, by string or table.
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The string format is a comma-delimited set of flag names; whitespace and
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unrecognized flag fields are ignored. Specifying a flag in the string sets the
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flag, and specifying a flag prefixed by the string `"no"` explicitly
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clears the flag from whatever the default may be.
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In addition to the standard string flag format, the schematic flags field can
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also be a table of flag names to boolean values representing whether or not the
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flag is set. Additionally, if a field with the flag name prefixed with `"no"`
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is present, mapped to a boolean of any value, the specified flag is unset.
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E.g. A flag field of value
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```lua
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{place_center_x = true, place_center_y=false, place_center_z=true}
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```
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is equivalent to
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```lua
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{place_center_x = true, noplace_center_y=true, place_center_z=true}
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```
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which is equivalent to
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```lua
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"place_center_x, noplace_center_y, place_center_z"
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```
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or even
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```lua
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"place_center_x, place_center_z"
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```
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since, by default, no schematic attributes are set.
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Refer to `lua_api.md`.
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Formspec
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--------
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Formspec defines a menu. It is a string, with a somewhat strange format.
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Spaces and newlines can be inserted between the blocks, as is used in the
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examples.
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### Examples
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#### Chest
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size[8,9]
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list[context;main;0,0;8,4;]
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list[current_player;main;0,5;8,4;]
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#### Furnace
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size[8,9]
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list[context;fuel;2,3;1,1;]
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list[context;src;2,1;1,1;]
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list[context;dst;5,1;2,2;]
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list[current_player;main;0,5;8,4;]
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#### Minecraft-like player inventory
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size[8,7.5]
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image[1,0.6;1,2;player.png]
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list[current_player;main;0,3.5;8,4;]
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list[current_player;craft;3,0;3,3;]
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list[current_player;craftpreview;7,1;1,1;]
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### Elements
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#### `size[<W>,<H>,<fixed_size>]`
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* Define the size of the menu in inventory slots
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* `fixed_size`: `true`/`false` (optional)
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* deprecated: `invsize[<W>,<H>;]`
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#### `container[<X>,<Y>]`
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* Start of a container block, moves all physical elements in the container by (X, Y)
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* Must have matching container_end
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* Containers can be nested, in which case the offsets are added
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(child containers are relative to parent containers)
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#### `container_end[]`
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* End of a container, following elements are no longer relative to this container
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#### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
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* Show an inventory list
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#### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
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* Show an inventory list
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#### `listring[<inventory location>;<list name>]`
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* Allows to create a ring of inventory lists
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* Shift-clicking on items in one element of the ring
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will send them to the next inventory list inside the ring
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* The first occurrence of an element inside the ring will
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determine the inventory where items will be sent to
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#### `listring[]`
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* Shorthand for doing `listring[<inventory location>;<list name>]`
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for the last two inventory lists added by list[...]
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#### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
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* Sets background color of slots as `ColorString`
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* Sets background color of slots on mouse hovering
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#### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
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* Sets background color of slots as `ColorString`
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* Sets background color of slots on mouse hovering
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* Sets color of slots border
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#### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
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* Sets background color of slots as `ColorString`
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* Sets background color of slots on mouse hovering
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* Sets color of slots border
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* Sets default background color of tooltips
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* Sets default font color of tooltips
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#### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
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* Adds tooltip for an element
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* `<bgcolor>` tooltip background color as `ColorString` (optional)
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* `<fontcolor>` tooltip font color as `ColorString` (optional)
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#### `image[<X>,<Y>;<W>,<H>;<texture name>]`
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* Show an image
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* Position and size units are inventory slots
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#### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
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* Show an inventory image of registered item/node
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* Position and size units are inventory slots
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#### `bgcolor[<color>;<fullscreen>]`
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* Sets background color of formspec as `ColorString`
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* If `true`, the background color is drawn fullscreen (does not affect the size of the formspec)
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#### `background[<X>,<Y>;<W>,<H>;<texture name>]`
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* Use a background. Inventory rectangles are not drawn then.
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* Position and size units are inventory slots
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* Example for formspec 8x4 in 16x resolution: image shall be sized
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8 times 16px times 4 times 16px.
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#### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
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* Use a background. Inventory rectangles are not drawn then.
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* Position and size units are inventory slots
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* Example for formspec 8x4 in 16x resolution:
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image shall be sized 8 times 16px times 4 times 16px
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* If `true` the background is clipped to formspec size
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(`x` and `y` are used as offset values, `w` and `h` are ignored)
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#### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
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* Textual password style field; will be sent to server when a button is clicked
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* When enter is pressed in field, fields.key_enter_field will be sent with the name
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of this field.
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* `x` and `y` position the field relative to the top left of the menu
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* `w` and `h` are the size of the field
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* Fields are a set height, but will be vertically centered on `h`
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* Position and size units are inventory slots
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* `name` is the name of the field as returned in fields to `on_receive_fields`
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* `label`, if not blank, will be text printed on the top left above the field
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* See field_close_on_enter to stop enter closing the formspec
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#### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
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* Textual field; will be sent to server when a button is clicked
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* When enter is pressed in field, fields.key_enter_field will be sent with the name
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of this field.
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* `x` and `y` position the field relative to the top left of the menu
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* `w` and `h` are the size of the field
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* Fields are a set height, but will be vertically centered on `h`
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* Position and size units are inventory slots
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* `name` is the name of the field as returned in fields to `on_receive_fields`
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* `label`, if not blank, will be text printed on the top left above the field
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* `default` is the default value of the field
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* `default` may contain variable references such as `${text}'` which
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will fill the value from the metadata value `text`
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* **Note**: no extra text or more than a single variable is supported ATM.
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* See field_close_on_enter to stop enter closing the formspec
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#### `field[<name>;<label>;<default>]`
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* As above, but without position/size units
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* When enter is pressed in field, fields.key_enter_field will be sent with the name
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of this field.
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* Special field for creating simple forms, such as sign text input
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* Must be used without a `size[]` element
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* A "Proceed" button will be added automatically
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* See field_close_on_enter to stop enter closing the formspec
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#### `field_close_on_enter[<name>;<close_on_enter>]`
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* <name> is the name of the field
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* if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
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* defaults to true when not specified (ie: no tag for a field)
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#### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
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* Same as fields above, but with multi-line input
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#### `label[<X>,<Y>;<label>]`
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* `x` and `y` work as per field
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* `label` is the text on the label
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* Position and size units are inventory slots
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#### `vertlabel[<X>,<Y>;<label>]`
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* Textual label drawn vertically
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* `x` and `y` work as per field
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* `label` is the text on the label
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* Position and size units are inventory slots
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#### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
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* Clickable button. When clicked, fields will be sent.
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* `x`, `y` and `name` work as per field
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* `w` and `h` are the size of the button
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* Fixed button height. It will be vertically centered on `h`
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* `label` is the text on the button
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* Position and size units are inventory slots
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#### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
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* `x`, `y`, `w`, `h`, and `name` work as per button
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* `texture name` is the filename of an image
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* Position and size units are inventory slots
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#### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
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* `x`, `y`, `w`, `h`, and `name` work as per button
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* `texture name` is the filename of an image
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* Position and size units are inventory slots
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* `noclip=true` means the image button doesn't need to be within specified formsize
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* `drawborder`: draw button border or not
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* `pressed texture name` is the filename of an image on pressed state
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#### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
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* `x`, `y`, `w`, `h`, `name` and `label` work as per button
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* `item name` is the registered name of an item/node,
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tooltip will be made out of its description
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to override it use tooltip element
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* Position and size units are inventory slots
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#### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
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* When clicked, fields will be sent and the form will quit.
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#### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
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* When clicked, fields will be sent and the form will quit.
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#### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
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* Scrollable item list showing arbitrary text elements
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* `x` and `y` position the itemlist relative to the top left of the menu
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* `w` and `h` are the size of the itemlist
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* `name` fieldname sent to server on doubleclick value is current selected element
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* `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
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* if you want a listelement to start with "#" write "##".
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#### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
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* Scrollable itemlist showing arbitrary text elements
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* `x` and `y` position the item list relative to the top left of the menu
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* `w` and `h` are the size of the item list
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* `name` fieldname sent to server on doubleclick value is current selected element
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* `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
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* if you want a listelement to start with "#" write "##"
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* Index to be selected within textlist
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* `true`/`false`: draw transparent background
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* See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
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#### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
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* Show a tab**header** at specific position (ignores formsize)
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* `x` and `y` position the itemlist relative to the top left of the menu
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* `name` fieldname data is transferred to Lua
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* `caption 1`...: name shown on top of tab
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* `current_tab`: index of selected tab 1...
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* `transparent` (optional): show transparent
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* `draw_border` (optional): draw border
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#### `box[<X>,<Y>;<W>,<H>;<color>]`
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* Simple colored semitransparent box
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* `x` and `y` position the box relative to the top left of the menu
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* `w` and `h` are the size of box
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* `color` is color specified as a `ColorString`
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#### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
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* Show a dropdown field
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* **Important note**: There are two different operation modes:
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1. handle directly on change (only changed dropdown is submitted)
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2. read the value on pressing a button (all dropdown values are available)
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* `x` and `y` position of dropdown
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* Width of dropdown
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* Fieldname data is transferred to Lua
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* Items to be shown in dropdown
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* Index of currently selected dropdown item
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#### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
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* Show a checkbox
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* `x` and `y`: position of checkbox
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* `name` fieldname data is transferred to Lua
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* `label` to be shown left of checkbox
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* `selected` (optional): `true`/`false`
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#### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
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* Show a scrollbar
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* There are two ways to use it:
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1. handle the changed event (only changed scrollbar is available)
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2. read the value on pressing a button (all scrollbars are available)
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* `x` and `y`: position of trackbar
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* `w` and `h`: width and height
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* `orientation`: `vertical`/`horizontal`
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* Fieldname data is transferred to Lua
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* Value this trackbar is set to (`0`-`1000`)
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* See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
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#### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
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* Show scrollable table using options defined by the previous `tableoptions[]`
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* Displays cells as defined by the previous `tablecolumns[]`
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* `x` and `y`: position the itemlist relative to the top left of the menu
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* `w` and `h` are the size of the itemlist
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* `name`: fieldname sent to server on row select or doubleclick
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* `cell 1`...`cell n`: cell contents given in row-major order
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* `selected idx`: index of row to be selected within table (first row = `1`)
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* See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
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#### `tableoptions[<opt 1>;<opt 2>;...]`
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* Sets options for `table[]`
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* `color=#RRGGBB`
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* default text color (`ColorString`), defaults to `#FFFFFF`
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* `background=#RRGGBB`
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* table background color (`ColorString`), defaults to `#000000`
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* `border=<true/false>`
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* should the table be drawn with a border? (default: `true`)
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* `highlight=#RRGGBB`
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* highlight background color (`ColorString`), defaults to `#466432`
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* `highlight_text=#RRGGBB`
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* highlight text color (`ColorString`), defaults to `#FFFFFF`
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* `opendepth=<value>`
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* all subtrees up to `depth < value` are open (default value = `0`)
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* only useful when there is a column of type "tree"
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#### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
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* Sets columns for `table[]`
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* Types: `text`, `image`, `color`, `indent`, `tree`
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* `text`: show cell contents as text
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* `image`: cell contents are an image index, use column options to define images
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* `color`: cell contents are a ColorString and define color of following cell
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* `indent`: cell contents are a number and define indentation of following cell
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* `tree`: same as indent, but user can open and close subtrees (treeview-like)
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* Column options:
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* `align=<value>`
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* for `text` and `image`: content alignment within cells.
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Available values: `left` (default), `center`, `right`, `inline`
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* `width=<value>`
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* for `text` and `image`: minimum width in em (default: `0`)
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* for `indent` and `tree`: indent width in em (default: `1.5`)
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* `padding=<value>`: padding left of the column, in em (default `0.5`).
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Exception: defaults to 0 for indent columns
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* `tooltip=<value>`: tooltip text (default: empty)
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* `image` column options:
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* `0=<value>` sets image for image index 0
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* `1=<value>` sets image for image index 1
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* `2=<value>` sets image for image index 2
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* and so on; defined indices need not be contiguous empty or
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non-numeric cells are treated as `0`.
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* `color` column options:
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* `span=<value>`: number of following columns to affect (default: infinite)
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**Note**: do _not_ use an element name starting with `key_`; those names are reserved to
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pass key press events to formspec!
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For details, refer to `lua_api.md`.
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Spatial Vectors
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---------------
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* `vector.new(a[, b, c])`: returns a vector:
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* A copy of `a` if `a` is a vector.
|
||||
* `{x = a, y = b, z = c}`, if all `a, b, c` are defined
|
||||
* `vector.direction(p1, p2)`: returns a vector
|
||||
* `vector.distance(p1, p2)`: returns a number
|
||||
* `vector.length(v)`: returns a number
|
||||
* `vector.normalize(v)`: returns a vector
|
||||
* `vector.floor(v)`: returns a vector, each dimension rounded down
|
||||
* `vector.round(v)`: returns a vector, each dimension rounded to nearest int
|
||||
* `vector.apply(v, func)`: returns a vector
|
||||
* `vector.combine(v, w, func)`: returns a vector
|
||||
* `vector.equals(v1, v2)`: returns a boolean
|
||||
|
||||
For the following functions `x` can be either a vector or a number:
|
||||
|
||||
* `vector.add(v, x)`: returns a vector
|
||||
* `vector.subtract(v, x)`: returns a vector
|
||||
* `vector.multiply(v, x)`: returns a scaled vector or Schur product
|
||||
* `vector.divide(v, x)`: returns a scaled vector or Schur quotient
|
||||
Refer to `lua_api.md`.
|
||||
|
||||
Helper functions
|
||||
----------------
|
||||
@ -1319,6 +946,7 @@ It can be created via `Raycast(pos1, pos2, objects, liquids)` or
|
||||
```
|
||||
|
||||
### Server info
|
||||
|
||||
```lua
|
||||
{
|
||||
address = "minetest.example.org", -- The domain name/IP address of a remote server or "" for a local server.
|
||||
@ -1330,32 +958,7 @@ It can be created via `Raycast(pos1, pos2, objects, liquids)` or
|
||||
|
||||
### HUD Definition (`hud_add`, `hud_get`)
|
||||
|
||||
```lua
|
||||
{
|
||||
type = "image", -- see HUD element types, default "text"
|
||||
-- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
|
||||
hud_elem_type = "image",
|
||||
-- ^ Deprecated, same as `type`. In case both are specified `type` will be used.
|
||||
position = {x=0.5, y=0.5},
|
||||
-- ^ Left corner position of element, default `{x=0,y=0}`.
|
||||
name = "<name>", -- default ""
|
||||
scale = {x=2, y=2}, -- default {x=0,y=0}
|
||||
text = "<text>", -- default ""
|
||||
number = 2, -- default 0
|
||||
item = 3, -- default 0
|
||||
-- ^ Selected item in inventory. 0 for no item selected.
|
||||
direction = 0, -- default 0
|
||||
-- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
|
||||
alignment = {x=0, y=0}, -- default {x=0, y=0}
|
||||
-- ^ See "HUD Element Types"
|
||||
offset = {x=0, y=0}, -- default {x=0, y=0}
|
||||
-- ^ See "HUD Element Types"
|
||||
size = { x=100, y=100 }, -- default {x=0, y=0}
|
||||
-- ^ Size of element in pixels
|
||||
style = 0,
|
||||
-- ^ For "text" elements sets font style: bitfield with 1 = bold, 2 = italic, 4 = monospace
|
||||
}
|
||||
```
|
||||
Refer to `lua_api.md`.
|
||||
|
||||
Escape sequences
|
||||
----------------
|
||||
@ -1383,177 +986,17 @@ The following functions provide escape sequences:
|
||||
|
||||
`ColorString`
|
||||
-------------
|
||||
`#RGB` defines a color in hexadecimal format.
|
||||
|
||||
`#RGBA` defines a color in hexadecimal format and alpha channel.
|
||||
|
||||
`#RRGGBB` defines a color in hexadecimal format.
|
||||
|
||||
`#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
|
||||
|
||||
Named colors are also supported and are equivalent to
|
||||
[CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
|
||||
To specify the value of the alpha channel, append `#A` or `#AA` to the end of
|
||||
the color name (e.g. `colorname#08`).
|
||||
Refer to `lua_api.md`.
|
||||
|
||||
`Color`
|
||||
-------------
|
||||
`{a = alpha, r = red, g = green, b = blue}` defines an ARGB8 color.
|
||||
|
||||
HUD element types
|
||||
-----------------
|
||||
The position field is used for all element types.
|
||||
|
||||
To account for differing resolutions, the position coordinates are the percentage
|
||||
of the screen, ranging in value from `0` to `1`.
|
||||
|
||||
The name field is not yet used, but should contain a description of what the
|
||||
HUD element represents. The direction field is the direction in which something
|
||||
is drawn.
|
||||
|
||||
`0` draws from left to right, `1` draws from right to left, `2` draws from
|
||||
top to bottom, and `3` draws from bottom to top.
|
||||
|
||||
The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
|
||||
with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
|
||||
Fractional values can be used.
|
||||
|
||||
The `offset` field specifies a pixel offset from the position. Contrary to position,
|
||||
the offset is not scaled to screen size. This allows for some precisely-positioned
|
||||
items in the HUD.
|
||||
|
||||
**Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
|
||||
|
||||
Below are the specific uses for fields in each type; fields not listed for that type are ignored.
|
||||
|
||||
**Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
|
||||
in the experimental stages.
|
||||
|
||||
### `image`
|
||||
Displays an image on the HUD.
|
||||
|
||||
* `scale`: The scale of the image, with 1 being the original texture size.
|
||||
Only the X coordinate scale is used (positive values).
|
||||
Negative values represent that percentage of the screen it
|
||||
should take; e.g. `x=-100` means 100% (width).
|
||||
* `text`: The name of the texture that is displayed.
|
||||
* `alignment`: The alignment of the image.
|
||||
* `offset`: offset in pixels from position.
|
||||
|
||||
### `text`
|
||||
Displays text on the HUD.
|
||||
|
||||
* `scale`: Defines the bounding rectangle of the text.
|
||||
A value such as `{x=100, y=100}` should work.
|
||||
* `text`: The text to be displayed in the HUD element.
|
||||
* `number`: An integer containing the RGB value of the color used to draw the text.
|
||||
Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
|
||||
* `alignment`: The alignment of the text.
|
||||
* `offset`: offset in pixels from position.
|
||||
|
||||
### `statbar`
|
||||
Displays a horizontal bar made up of half-images.
|
||||
|
||||
* `text`: The name of the texture that is used.
|
||||
* `number`: The number of half-textures that are displayed.
|
||||
If odd, will end with a vertically center-split texture.
|
||||
* `direction`
|
||||
* `offset`: offset in pixels from position.
|
||||
* `size`: If used, will force full-image size to this value (override texture pack image size)
|
||||
|
||||
### `inventory`
|
||||
* `text`: The name of the inventory list to be displayed.
|
||||
* `number`: Number of items in the inventory to be displayed.
|
||||
* `item`: Position of item that is selected.
|
||||
* `direction`
|
||||
* `offset`: offset in pixels from position.
|
||||
|
||||
### `waypoint`
|
||||
|
||||
Displays distance to selected world position.
|
||||
|
||||
* `name`: The name of the waypoint.
|
||||
* `text`: Distance suffix. Can be blank.
|
||||
* `precision`: Waypoint precision, integer >= 0. Defaults to 10.
|
||||
If set to 0, distance is not shown. Shown value is `floor(distance*precision)/precision`.
|
||||
When the precision is an integer multiple of 10, there will be `log_10(precision)` digits after the decimal point.
|
||||
`precision = 1000`, for example, will show 3 decimal places (eg: `0.999`).
|
||||
`precision = 2` will show multiples of `0.5`; precision = 5 will show multiples of `0.2` and so on:
|
||||
`precision = n` will show multiples of `1/n`
|
||||
* `number:` An integer containing the RGB value of the color used to draw the
|
||||
text.
|
||||
* `world_pos`: World position of the waypoint.
|
||||
* `offset`: offset in pixels from position.
|
||||
* `alignment`: The alignment of the waypoint.
|
||||
|
||||
### `image_waypoint`
|
||||
|
||||
Same as `image`, but does not accept a `position`; the position is instead determined by `world_pos`, the world position of the waypoint.
|
||||
|
||||
* `scale`: The scale of the image, with 1 being the original texture size.
|
||||
Only the X coordinate scale is used (positive values).
|
||||
Negative values represent that percentage of the screen it
|
||||
should take; e.g. `x=-100` means 100% (width).
|
||||
* `text`: The name of the texture that is displayed.
|
||||
* `alignment`: The alignment of the image.
|
||||
* `world_pos`: World position of the waypoint.
|
||||
* `offset`: offset in pixels from position.
|
||||
|
||||
### Particle definition (`add_particle`)
|
||||
|
||||
```lua
|
||||
{
|
||||
pos = {x=0, y=0, z=0},
|
||||
velocity = {x=0, y=0, z=0},
|
||||
acceleration = {x=0, y=0, z=0},
|
||||
-- ^ Spawn particle at pos with velocity and acceleration
|
||||
expirationtime = 1,
|
||||
-- ^ Disappears after expirationtime seconds
|
||||
size = 1,
|
||||
collisiondetection = false,
|
||||
-- ^ collisiondetection: if true collides with physical objects
|
||||
collision_removal = false,
|
||||
-- ^ collision_removal: if true then particle is removed when it collides,
|
||||
-- ^ requires collisiondetection = true to have any effect
|
||||
vertical = false,
|
||||
-- ^ vertical: if true faces player using y axis only
|
||||
texture = "image.png",
|
||||
-- ^ Uses texture (string)
|
||||
animation = {Tile Animation definition},
|
||||
-- ^ optional, specifies how to animate the particle texture
|
||||
glow = 0
|
||||
-- ^ optional, specify particle self-luminescence in darkness
|
||||
}
|
||||
```
|
||||
As documented in `lua_api.md`, except for obvious reasons, the `playername` field is not supported.
|
||||
|
||||
### `ParticleSpawner` definition (`add_particlespawner`)
|
||||
|
||||
```lua
|
||||
{
|
||||
amount = 1,
|
||||
time = 1,
|
||||
-- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
|
||||
minpos = {x=0, y=0, z=0},
|
||||
maxpos = {x=0, y=0, z=0},
|
||||
minvel = {x=0, y=0, z=0},
|
||||
maxvel = {x=0, y=0, z=0},
|
||||
minacc = {x=0, y=0, z=0},
|
||||
maxacc = {x=0, y=0, z=0},
|
||||
minexptime = 1,
|
||||
maxexptime = 1,
|
||||
minsize = 1,
|
||||
maxsize = 1,
|
||||
-- ^ The particle's properties are random values in between the bounds:
|
||||
-- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
|
||||
-- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
|
||||
collisiondetection = false,
|
||||
-- ^ collisiondetection: if true uses collision detection
|
||||
collision_removal = false,
|
||||
-- ^ collision_removal: if true then particle is removed when it collides,
|
||||
-- ^ requires collisiondetection = true to have any effect
|
||||
vertical = false,
|
||||
-- ^ vertical: if true faces player using y axis only
|
||||
texture = "image.png",
|
||||
-- ^ Uses texture (string)
|
||||
}
|
||||
```
|
||||
As documented in `lua_api.md`, except for obvious reasons, the `playername` field is not supported.
|
||||
|
Loading…
Reference in New Issue
Block a user