1
0
Fork 0
mirror of https://github.com/luanti-org/luanti.git synced 2025-09-15 18:57:08 +00:00

Replace C++ mainmenu by formspec powered one

This commit is contained in:
sapier 2013-06-23 18:30:21 +02:00 committed by kwolekr
parent fe4ce03d52
commit 967121a34b
37 changed files with 8058 additions and 3949 deletions

View file

@ -883,6 +883,15 @@ background[<X>,<Y>;<W>,<H>;<texture name>]
^ Position and size units are inventory slots
^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]
^ Textual password style field; will be sent to server when a button is clicked
^ x and y position the field relative to the top left of the menu
^ w and h are the size of the field
^ fields are a set height, but will be vertically centred on h
^ Position and size units are inventory slots
^ name is the name of the field as returned in fields to on_receive_fields
^ label, if not blank, will be text printed on the top left above the field
field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
^ Textual field; will be sent to server when a button is clicked
^ x and y position the field relative to the top left of the menu
@ -910,6 +919,12 @@ label[<X>,<Y>;<label>]
^ label is the text on the label
^ Position and size units are inventory slots
vertlabel[<X>,<Y>;<label>]
^ Textual label drawn verticaly
^ x and y work as per field
^ label is the text on the label
^ Position and size units are inventory slots
button[<X>,<Y>;<W>,<H>;<name>;<label>]
^ Clickable button. When clicked, fields will be sent.
^ x, y and name work as per field
@ -922,6 +937,13 @@ image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
^ image is the filename of an image
^ Position and size units are inventory slots
image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>]
^ x, y, w, h, and name work as per button
^ image is the filename of an image
^ Position and size units are inventory slots
^ noclip true meand imagebutton doesn't need to be within specified formsize
^ drawborder draw button bodrer or not
item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
^ x, y, w, h, name and label work as per button
^ item name is the registered name of an item/node,
@ -934,6 +956,42 @@ button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
^ When clicked, fields will be sent and the form will quit.
textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]
^Scrollabel itemlist showing arbitrary text elements
^ x and y position the itemlist relative to the top left of the menu
^ w and h are the size of the itemlist
^ listelements can be prepended by #colorkey (see colorkeys),
^ if you want a listelement to start with # write ##
^ name fieldname sent to server on doubleclick value is current selected element
tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>;<current_tab>;<transparent>;<draw_border>]
^ show a tabHEADER at specific position (ignores formsize)
^ x and y position the itemlist relative to the top left of the menu
^ name fieldname data is transfered to lua
^ caption 1... name shown on top of tab
^ current_tab index of selected tab 1...
^ transparent (optional) show transparent
^ draw_border (optional) draw border
box[<X>,<Y>;<W>,<H>;<colorkey>]
^ simple colored semitransparent box
^ x and y position the box relative to the top left of the menu
^ w and h are the size of box
^ colorkey (see colorkeys)
Available colorkeys:
- YLW yellow
- GRN green
- LIM lime
- ORN orange
- RED red
- BLU blue
- CYN cyan
- BLK black
- BRN brown
- WHT white
- GRY grey
Inventory location:
- "context": Selected node metadata (deprecated: "current_name")

163
doc/menu_lua_api.txt Normal file
View file

@ -0,0 +1,163 @@
Minetest Lua Mainmenu API Reference 0.4.6
========================================
Introduction
-------------
The main menu is defined as a formspec by Lua in builtin/mainmenu.lua
Description of formspec language to show your menu is in lua_api.txt
Callbacks
---------
engine.buttonhandler(fields): called when a button is pressed.
^ fields = {name1 = value1, name2 = value2, ...}
engine.event_handler(event)
^ event: "MenuQuit", "KeyEnter", "ExitButton" or "EditBoxEnter"
Gamedata
--------
The "gamedata" table is read when calling engine.start(). It should contain:
{
playername = <name>,
password = <password>,
address = <IP/adress>,
port = <port>,
selected_world = <index>, -- 0 for client mode
singleplayer = <true/false>,
}
Functions
---------
engine.start()
engine.close()
Filesystem:
engine.get_scriptdir()
^ returns directory of script
engine.get_modpath()
^ returns path to global modpath
engine.get_modstore_details(modid)
^ 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>
}
engine.get_modstore_list()
^ returns {
[1] = {
id = <numeric id of mod in modstore>,
title = <human readable title>,
basename = <basename for mod>
}
}
engine.get_gamepath()
^ returns path to global gamepath
engine.get_dirlist(path,onlydirs)
^ path to get subdirs from
^ onlydirs should result contain only dirs?
^ returns list of folders within path
engine.create_dir(absolute_path)
^ absolute_path to directory to create (needs to be absolute)
^ returns true/false
engine.delete_dir(absolute_path)
^ absolute_path to directory to delete (needs to be absolute)
^ returns true/false
engine.copy_dir(source,destination,keep_soure)
^ source folder
^ destination folder
^ keep_source DEFAULT true --> if set to false source is deleted after copying
^ returns true/false
engine.extract_zip(zipfile,destination) [unzip within path required]
^ zipfile to extract
^ destination folder to extract to
^ returns true/false
engine.download_file(url,target)
^ url to download
^ target to store to
^ returns true/false
engine.get_version()
^ returns current minetest version
GUI:
engine.update_formspec(formspec)
- engine.set_background(type, texturepath)
^ type: "background", "overlay", "header" or "footer"
engine.set_clouds(<true/false>)
engine.set_topleft_text(text)
Games:
engine.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>,},
}
engine.get_games() -> table of all games in upper format
Favorites:
engine.get_favorites(location) -> list of favorites
^ 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>
},
}
engine.delete_favorite(id, location) -> success
Settings:
engine.setting_set(name, value)
engine.setting_get(name) -> string or nil
engine.setting_setbool(name, value)
engine.setting_getbool(name) -> bool or nil
Worlds:
engine.get_worlds() -> list of worlds
^ returns {
[1] = {
path = <full path to world>,
name = <name of world>,
gameid = <gameid of world>,
},
}
engine.create_world(worldname, gameid)
engine.delete_world(index)
UI:
engine.get_textlist_index(textlistname) -> index
engine.show_keys_menu()
engine.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
Helpers:
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"