1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170/* Minetest Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com> This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #pragma once #include "irrlichttypes.h" #include <list> #include <set> #include <vector> #include <string> #include <map> #include <json/json.h> #include <unordered_set> #include "config.h" #include "metadata.h" #define MODNAME_ALLOWED_CHARS "abcdefghijklmnopqrstuvwxyz0123456789_" struct ModSpec { std::string name; std:Minetest Lua Mainmenu API Reference 0.4.14 ======================================== 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.get_modpath() (possible in async calls) ^ returns path to global modpath core.get_modstore_details(modid) (possible in async calls) ^ modid numeric id of mod in modstore ^ returns { id = <numeric id of mod in modstore>, title = <human readable title>, basename = <basename for mod>, description = <description of mod>, author = <author of mod>, download_url= <best match download url>, license = <short description of license>, rating = <float value of current rating> } core.get_modstore_list() (possible in async calls) ^ returns { [1] = { id = <numeric id of mod in modstore>, title = <human readable title>, basename = <basename for mod> } } 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.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 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) 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.file_open_dialog(formname,caption) ^ shows a file open 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 ^ 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> } Games: 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>, DEPRECATED: addon_mods_paths = {[1] = <path>,}, } core.get_games() -> table of all games in upper format (possible in async calls) core.get_mapgen_names([include_hidden=false]) -> table of map generator algorithms registered in the core (possible in async calls) 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> }, } 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.setting_set(name, value) core.setting_get(name) -> string or nil (possible in async calls) core.setting_setbool(name, value) core.setting_getbool(name) -> bool or nil (possible in async calls) core.setting_save() -> nil, save all settings to config file 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.file_open_dialog Class reference ---------------- Settings: see lua_api.txt |