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386 lines
13 KiB
Plaintext
386 lines
13 KiB
Plaintext
Minetest Lua Mainmenu API Reference 5.7.0
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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/`
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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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* `core.button_handler(fields)`: called when a button is pressed.
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* `fields` = `{name1 = value1, name2 = value2, ...}`
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* `core.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 `core.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/address>,
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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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* `core.start()`
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* `core.close()`
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* `core.get_min_supp_proto()`
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* returns the minimum supported network protocol version
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* `core.get_max_supp_proto()`
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* returns the maximum supported network protocol version
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* `core.open_url(url)`
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* opens the URL in a web browser, returns false on failure.
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* Must begin with http:// or https://
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* `core.open_dir(path)`
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* opens the path in the system file browser/explorer, returns false on failure.
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* Must be an existing directory.
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* `core.share_file(path)`
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* Android only. Shares file using the share popup
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* `core.get_version()` (possible in async calls)
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* returns current core version
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Filesystem
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----------
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* `core.get_builtin_path()`
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* returns path to builtin root
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* `core.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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* `core.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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* `core.copy_dir(source,destination,keep_source)` (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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* `core.is_dir(path)` (possible in async calls)
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* returns true if `path` is a valid dir
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* `core.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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* `core.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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* `core.sound_stop(handle)`
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* `core.get_video_drivers()`
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* get list of video drivers supported by engine (not all modes are guaranteed to work)
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* returns list of available video drivers' settings name and 'friendly' display name
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e.g. `{ {name="opengl", friendly_name="OpenGL"}, {name="software", friendly_name="Software Renderer"} }`
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* first element of returned list is guaranteed to be the NULL driver
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* `core.get_mapgen_names([include_hidden=false])` -> table of map generator algorithms
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registered in the core (possible in async calls)
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* `core.get_cache_path()` -> path of cache
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* `core.get_temp_path([param])` (possible in async calls)
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* `param`=true: returns path to a temporary file
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otherwise: returns path to the temporary folder
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HTTP Requests
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-------------
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* `core.download_file(url, target)` (possible in async calls)
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* `url` to download, and `target` to store to
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* returns true/false
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* `minetest.get_http_api()` (possible in async calls)
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* returns `HTTPApiTable` containing http functions.
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* The returned table contains the functions `fetch_sync`, `fetch_async` and
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`fetch_async_get` described below.
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* Function only exists if minetest server was built with cURL support.
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* `HTTPApiTable.fetch_sync(HTTPRequest req)`: returns HTTPRequestResult
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* Performs given request synchronously
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* `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
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* Performs given request asynchronously and returns handle for
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`HTTPApiTable.fetch_async_get`
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* `HTTPApiTable.fetch_async_get(handle)`: returns `HTTPRequestResult`
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* Return response data for given asynchronous HTTP request
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### `HTTPRequest` definition
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Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
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{
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url = "http://example.org",
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timeout = 10,
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-- Timeout for connection in seconds. Default is 3 seconds.
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post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
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-- Optional, if specified a POST request with post_data is performed.
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-- Accepts both a string and a table. If a table is specified, encodes
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-- table as x-www-form-urlencoded key-value pairs.
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-- If post_data is not specified, a GET request is performed instead.
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user_agent = "ExampleUserAgent",
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-- Optional, if specified replaces the default minetest user agent with
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-- given string
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extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
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-- Optional, if specified adds additional headers to the HTTP request.
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-- You must make sure that the header strings follow HTTP specification
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-- ("Key: Value").
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multipart = boolean
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-- Optional, if true performs a multipart HTTP request.
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-- Default is false.
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}
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### `HTTPRequestResult` definition
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Passed to `HTTPApiTable.fetch` callback. Returned by
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`HTTPApiTable.fetch_async_get`.
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{
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completed = true,
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-- If true, the request has finished (either succeeded, failed or timed
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-- out)
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succeeded = true,
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-- If true, the request was successful
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timeout = false,
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-- If true, the request timed out
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code = 200,
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-- HTTP status code
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data = "response"
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}
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Formspec
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--------
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* `core.update_formspec(formspec)`
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* `core.get_table_index(tablename)` -> index
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* can also handle textlists
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* `core.formspec_escape(string)` -> string
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* escapes characters [ ] \ , ; that cannot be used in formspecs
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* `core.explode_table_event(string)` -> table
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* returns e.g. `{type="CHG", row=1, column=2}`
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* `type`: "INV" (no row selected), "CHG" (selected) or "DCL" (double-click)
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* `core.explode_textlist_event(string)` -> table
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* returns e.g. `{type="CHG", index=1}`
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* `type`: "INV" (no row selected), "CHG" (selected) or "DCL" (double-click)
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* `core.set_formspec_prepend(formspec)`
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* `formspec`: string to be added to every mainmenu formspec, to be used for theming.
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GUI
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---
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* `core.set_background(type,texturepath,[tile],[minsize])`
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* `type`: "background", "overlay", "header" or "footer"
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* `tile`: tile the image instead of scaling (background only)
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* `minsize`: minimum tile size, images are scaled to at least this size prior
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doing tiling (background only)
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* `core.set_clouds(<true/false>)`
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* `core.set_topleft_text(text)`
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* `core.show_keys_menu()`
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* `core.show_path_select_dialog(formname, caption, is_file_select)`
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* shows a path select 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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* if `is_file_select` is `true`, a file and not a folder will be selected
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* returns nil or selected file/folder
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* `core.get_screen_info()`
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* returns
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{
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density = <screen density 0.75,1.0,2.0,3.0 ... (dpi)>,
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display_width = <width of display>,
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display_height = <height of display>,
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window_width = <current window width>,
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window_height = <current window height>,
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render_info = <active render information>
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}
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Content and Packages
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--------------------
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Content - an installed mod, modpack, game, or texture pack (txt)
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Package - content which is downloadable from the content db, may or may not be installed.
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* `core.get_user_path()` (possible in async calls)
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* returns path to global user data,
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the directory that contains user-provided mods, worlds, games, and texture packs.
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* `core.get_modpath()` (possible in async calls)
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* returns path to global modpath in the user path, where mods can be installed
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* `core.get_modpaths()` (possible in async calls)
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* returns table of virtual path to global modpaths, where mods have been installed
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The difference with `core.get_modpath` is that no mods should be installed in these
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directories by Minetest -- they might be read-only.
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Ex:
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```
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{
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mods = "/home/user/.minetest/mods",
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share = "/usr/share/minetest/mods",
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-- Custom dirs can be specified by the MINETEST_MOD_DIR env variable
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["/path/to/custom/dir"] = "/path/to/custom/dir",
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}
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```
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* `core.get_clientmodpath()` (possible in async calls)
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* returns path to global client-side modpath
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* `core.get_gamepath()` (possible in async calls)
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* returns path to global gamepath
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* `core.get_texturepath()` (possible in async calls)
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* returns path to default textures
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* `core.get_games()` -> table of all games (possible in async calls)
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* `name` in return value is deprecated, use `title` instead.
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* returns a table (ipairs) with values:
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{
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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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title = <title of game>,
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menuicon_path = <full path to menuicon>,
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author = "author",
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DEPRECATED:
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addon_mods_paths = {[1] = <path>,},
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}
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* `core.get_content_info(path)`
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* returns
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{
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name = "technical_id",
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type = "mod" or "modpack" or "game" or "txp",
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title = "Human readable title",
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description = "description",
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author = "author",
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path = "path/to/content",
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depends = {"mod", "names"}, -- mods only
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optional_depends = {"mod", "names"}, -- mods only
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}
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* `core.check_mod_configuration(world_path, mod_paths)`
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* Checks whether configuration is valid.
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* `world_path`: path to the world
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* `mod_paths`: list of enabled mod paths
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* returns:
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{
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is_consistent = true, -- true is consistent, false otherwise
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unsatisfied_mods = {}, -- list of mod specs
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satisfied_mods = {}, -- list of mod specs
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error_message = "", -- message or nil
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}
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Logging
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-------
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* `core.debug(line)` (possible in async calls)
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* Always printed to `stderr` and logfile (`print()` is redirected here)
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* `core.log(line)` (possible in async calls)
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* `core.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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--------
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* `core.settings:set(name, value)`
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* `core.settings:get(name)` -> string or nil (possible in async calls)
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* `core.settings:set_bool(name, value)`
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* `core.settings:get_bool(name)` -> bool or nil (possible in async calls)
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* `core.settings:save()` -> nil, save all settings to config file
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For a complete list of methods of the `Settings` object see
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[lua_api.txt](https://github.com/minetest/minetest/blob/master/doc/lua_api.txt)
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Worlds
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------
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* `core.get_worlds()` -> list of worlds (possible in async calls)
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* returns
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{
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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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* `core.create_world(worldname, gameid, init_settings)`
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* `core.delete_world(index)`
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Helpers
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-------
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* `core.get_us_time()`
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* returns time with microsecond precision
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* `core.gettext(string)` -> string
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* look up the translation of a string in the gettext message catalog
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* `fgettext_ne(string, ...)`
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* call `core.gettext(string)`, replace "$1"..."$9" with the given
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extra arguments and return the result
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* `fgettext(string, ...)` -> string
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* same as `fgettext_ne()`, but calls `core.formspec_escape` before returning result
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* `core.parse_json(string[, nullvalue])` -> something (possible in async calls)
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* see `core.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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* `core.is_yes(arg)` (possible in async calls)
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* returns whether `arg` can be interpreted as yes
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* `minetest.encode_base64(string)` (possible in async calls)
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* Encodes a string in base64.
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* `minetest.decode_base64(string)` (possible in async calls)
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* Decodes a string encoded in base64.
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Async
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-----
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* `core.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 `core.start`, `core.close`,
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`core.show_path_select_dialog`
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Background music
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----------------
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The main menu supports background music.
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It looks for a `main_menu` sound in `$USER_PATH/sounds`. The same naming
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conventions as for normal sounds apply.
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This means the player can add a custom sound.
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It will be played in the main menu (gain = 1.0), looped.
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