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diff --git a/doc/client_lua_api.md b/doc/client_lua_api.md new file mode 100644 index 000000000..c24de8d85 --- /dev/null +++ b/doc/client_lua_api.md @@ -0,0 +1,1451 @@ +Minetest Lua Client Modding API Reference 5.2.0 +================================================ +* More information at <http://www.minetest.net/> +* Developer Wiki: <http://dev.minetest.net/> + +Introduction +------------ + +** WARNING: The client API is currently unstable, and may break/change without warning. ** + +Content and functionality can be added to Minetest 0.4.15-dev+ by using Lua +scripting in run-time loaded mods. + +A mod is a self-contained bunch of scripts, textures and other related +things that is loaded by and interfaces with Minetest. + +Transferring client-sided mods from the server to the client is planned, but not implemented yet. + +If you see a deficiency in the API, feel free to attempt to add the +functionality in the engine and API. You can send such improvements as +source code patches on GitHub (https://github.com/minetest/minetest). + +Programming in Lua +------------------ +If you have any difficulty in understanding this, please read +[Programming in Lua](http://www.lua.org/pil/). + +Startup +------- +Mods are loaded during client startup from the mod load paths by running +the `init.lua` scripts in a shared environment. + +In order to load client-side mods, the following conditions need to be satisfied: + +1) `$path_user/minetest.conf` contains the setting `enable_client_modding = true` + +2) The client-side mod located in `$path_user/clientmods/<modname>` is added to + `$path_user/clientmods/mods.conf` as `load_mod_<modname> = true`. + +Note: Depending on the remote server's settings, client-side mods might not +be loaded or have limited functionality. See setting `csm_restriction_flags` for reference. + +Paths +----- +* `RUN_IN_PLACE=1` (Windows release, local build) + * `$path_user`: `<build directory>` + * `$path_share`: `<build directory>` +* `RUN_IN_PLACE=0`: (Linux release) + * `$path_share`: + * Linux: `/usr/share/minetest` + * Windows: `<install directory>/minetest-0.4.x` + * `$path_user`: + * Linux: `$HOME/.minetest` + * Windows: `C:/users/<user>/AppData/minetest` (maybe) + +Mod load path +------------- +Generic: + +* `$path_share/clientmods/` +* `$path_user/clientmods/` (User-installed mods) + +In a run-in-place version (e.g. the distributed windows version): + +* `minetest-0.4.x/clientmods/` (User-installed mods) + +On an installed version on Linux: + +* `/usr/share/minetest/clientmods/` +* `$HOME/.minetest/clientmods/` (User-installed mods) + +Modpack support +---------------- + +Mods can be put in a subdirectory, if the parent directory, which otherwise +should be a mod, contains a file named `modpack.conf`. +The file is a key-value store of modpack details. + +* `name`: The modpack name. +* `description`: Description of mod to be shown in the Mods tab of the main + menu. + +Mod directory structure +------------------------ + + clientmods + ├── modname + │ ├── mod.conf + │ ├── init.lua + └── another + +### modname + +The location of this directory. + +### mod.conf + +An (optional) settings file that provides meta information about the mod. + +* `name`: The mod name. Allows Minetest to determine the mod name even if the + folder is wrongly named. +* `description`: Description of mod to be shown in the Mods tab of the main + menu. +* `depends`: A comma separated list of dependencies. These are mods that must be + loaded before this mod. +* `optional_depends`: A comma separated list of optional dependencies. + Like a dependency, but no error if the mod doesn't exist. + +### `init.lua` + +The main Lua script. Running this script should register everything it +wants to register. Subsequent execution depends on minetest calling the +registered callbacks. + +**NOTE**: Client mods currently can't provide and textures, sounds or models by +themselves. Any media referenced in function calls must already be loaded +(provided by mods that exist on the server). + +Naming convention for registered textual names +---------------------------------------------- +Registered names should generally be in this format: + + "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_) + +This is to prevent conflicting names from corrupting maps and is +enforced by the mod loader. + +### Example +In the mod `experimental`, there is the ideal item/node/entity name `tnt`. +So the name should be `experimental:tnt`. + +Enforcement can be overridden by prefixing the name with `:`. This can +be used for overriding the registrations of some other mod. + +Example: Any mod can redefine `experimental:tnt` by using the name + + :experimental:tnt + +when registering it. +(also that mod is required to have `experimental` as a dependency) + +The `:` prefix can also be used for maintaining backwards compatibility. + +Sounds +------ +**NOTE: Connecting sounds to objects is not implemented.** + +Only Ogg Vorbis files are supported. + +For positional playing of sounds, only single-channel (mono) files are +supported. Otherwise OpenAL will play them non-positionally. + +Mods should generally prefix their sounds with `modname_`, e.g. given +the mod name "`foomod`", a sound could be called: + + foomod_foosound.ogg + +Sounds are referred to by their name with a dot, a single digit and the +file extension stripped out. When a sound is played, the actual sound file +is chosen randomly from the matching sounds. + +When playing the sound `foomod_foosound`, the sound is chosen randomly +from the available ones of the following files: + +* `foomod_foosound.ogg` +* `foomod_foosound.0.ogg` +* `foomod_foosound.1.ogg` +* (...) +* `foomod_foosound.9.ogg` + +Examples of sound parameter tables: + + -- Play locationless + { + gain = 1.0, -- default + } + -- Play locationless, looped + { + gain = 1.0, -- default + loop = true, + } + -- Play in a location + { + pos = {x = 1, y = 2, z = 3}, + gain = 1.0, -- default + } + -- Play connected to an object, looped + { + object = <an ObjectRef>, + gain = 1.0, -- default + loop = true, + } + +Looped sounds must either be connected to an object or played locationless. + +### SimpleSoundSpec +* e.g. `""` +* e.g. `"default_place_node"` +* e.g. `{}` +* e.g. `{name = "default_place_node"}` +* e.g. `{name = "default_place_node", gain = 1.0}` + +Representations of simple things +-------------------------------- + +### Position/vector + + {x=num, y=num, z=num} + +For helper functions see "Vector helpers". + +### pointed_thing +* `{type="nothing"}` +* `{type="node", under=pos, above=pos}` +* `{type="object", id=ObjectID}` + +Flag Specifier Format +--------------------- +Flags using the standardized flag specifier format can be specified in either of +two ways, by string or table. + +The string format is a comma-delimited set of flag names; whitespace and +unrecognized flag fields are ignored. Specifying a flag in the string sets the +flag, and specifying a flag prefixed by the string `"no"` explicitly +clears the flag from whatever the default may be. + +In addition to the standard string flag format, the schematic flags field can +also be a table of flag names to boolean values representing whether or not the +flag is set. Additionally, if a field with the flag name prefixed with `"no"` +is present, mapped to a boolean of any value, the specified flag is unset. + +E.g. A flag field of value + + {place_center_x = true, place_center_y=false, place_center_z=true} + +is equivalent to + + {place_center_x = true, noplace_center_y=true, place_center_z=true} + +which is equivalent to + + "place_center_x, noplace_center_y, place_center_z" + +or even + + "place_center_x, place_center_z" + +since, by default, no schematic attributes are set. + +Formspec +-------- +Formspec defines a menu. It is a string, with a somewhat strange format. + +Spaces and newlines can be inserted between the blocks, as is used in the +examples. + +### Examples + +#### Chest + + size[8,9] + list[context;main;0,0;8,4;] + list[current_player;main;0,5;8,4;] + +#### Furnace + + size[8,9] + list[context;fuel;2,3;1,1;] + list[context;src;2,1;1,1;] + list[context;dst;5,1;2,2;] + list[current_player;main;0,5;8,4;] + +#### Minecraft-like player inventory + + size[8,7.5] + image[1,0.6;1,2;player.png] + list[current_player;main;0,3.5;8,4;] + list[current_player;craft;3,0;3,3;] + list[current_player;craftpreview;7,1;1,1;] + +### Elements + +#### `size[<W>,<H>,<fixed_size>]` +* Define the size of the menu in inventory slots +* `fixed_size`: `true`/`false` (optional) +* deprecated: `invsize[<W>,<H>;]` + +#### `container[<X>,<Y>]` +* Start of a container block, moves all physical elements in the container by (X, Y) +* Must have matching container_end +* Containers can be nested, in which case the offsets are added + (child containers are relative to parent containers) + +#### `container_end[]` +* End of a container, following elements are no longer relative to this container + +#### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]` +* Show an inventory list + +#### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]` +* Show an inventory list + +#### `listring[<inventory location>;<list name>]` +* Allows to create a ring of inventory lists +* Shift-clicking on items in one element of the ring + will send them to the next inventory list inside the ring +* The first occurrence of an element inside the ring will + determine the inventory where items will be sent to + +#### `listring[]` +* Shorthand for doing `listring[<inventory location>;<list name>]` + for the last two inventory lists added by list[...] + +#### `listcolors[<slot_bg_normal>;<slot_bg_hover>]` +* Sets background color of slots as `ColorString` +* Sets background color of slots on mouse hovering + +#### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]` +* Sets background color of slots as `ColorString` +* Sets background color of slots on mouse hovering +* Sets color of slots border + +#### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]` +* Sets background color of slots as `ColorString` +* Sets background color of slots on mouse hovering +* Sets color of slots border +* Sets default background color of tooltips +* Sets default font color of tooltips + +#### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]` +* Adds tooltip for an element +* `<bgcolor>` tooltip background color as `ColorString` (optional) +* `<fontcolor>` tooltip font color as `ColorString` (optional) + +#### `image[<X>,<Y>;<W>,<H>;<texture name>]` +* Show an image +* Position and size units are inventory slots + +#### `item_image[<X>,<Y>;<W>,<H>;<item name>]` +* Show an inventory image of registered item/node +* Position and size units are inventory slots + +#### `bgcolor[<color>;<fullscreen>]` +* Sets background color of formspec as `ColorString` +* If `true`, the background color is drawn fullscreen (does not effect the size of the formspec) + +#### `background[<X>,<Y>;<W>,<H>;<texture name>]` +* Use a background. Inventory rectangles are not drawn then. +* Position and size units are inventory slots +* Example for formspec 8x4 in 16x resolution: image shall be sized + 8 times 16px times 4 times 16px. + +#### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]` +* Use a background. Inventory rectangles are not drawn then. +* Position and size units are inventory slots +* Example for formspec 8x4 in 16x resolution: + image shall be sized 8 times 16px times 4 times 16px +* If `true` the background is clipped to formspec size + (`x` and `y` are used as offset values, `w` and `h` are ignored) + +#### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]` +* Textual password style field; will be sent to server when a button is clicked +* When enter is pressed in field, fields.key_enter_field will be sent with the name + of this field. +* `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 +* See field_close_on_enter to stop enter closing the formspec + +#### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]` +* Textual field; will be sent to server when a button is clicked +* When enter is pressed in field, fields.key_enter_field will be sent with the name + of this field. +* `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 +* `default` is the default value of the field + * `default` may contain variable references such as `${text}'` which + will fill the value from the metadata value `text` + * **Note**: no extra text or more than a single variable is supported ATM. +* See field_close_on_enter to stop enter closing the formspec + +#### `field[<name>;<label>;<default>]` +* As above, but without position/size units +* When enter is pressed in field, fields.key_enter_field will be sent with the name + of this field. +* Special field for creating simple forms, such as sign text input +* Must be used without a `size[]` element +* A "Proceed" button will be added automatically +* See field_close_on_enter to stop enter closing the formspec + +#### `field_close_on_enter[<name>;<close_on_enter>]` +* <name> is the name of the field +* if <close_on_enter> is false, pressing enter in the field will submit the form but not close it +* defaults to true when not specified (ie: no tag for a field) + +#### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]` +* Same as fields above, but with multi-line input + +#### `label[<X>,<Y>;<label>]` +* `x` and `y` work as per field +* `label` is the text on the label +* Position and size units are inventory slots + +#### `vertlabel[<X>,<Y>;<label>]` +* Textual label drawn vertically +* `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 +* `w` and `h` are the size of the button +* Fixed button height. It will be vertically centred on `h` +* `label` is the text on the button +* Position and size units are inventory slots + +#### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]` +* `x`, `y`, `w`, `h`, and `name` work as per button +* `texture name` 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>;<pressed texture name>]` +* `x`, `y`, `w`, `h`, and `name` work as per button +* `texture name` is the filename of an image +* Position and size units are inventory slots +* `noclip=true` means the image button doesn't need to be within specified formsize +* `drawborder`: draw button border or not +* `pressed texture name` is the filename of an image on pressed state + +#### `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, + tooltip will be made out of its description + to override it use tooltip element +* Position and size units are inventory slots + +#### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]` +* When clicked, fields will be sent and the form will quit. + +#### `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>]` +* Scrollable item list 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 +* `name` fieldname sent to server on doubleclick value is current selected element +* `listelements` can be prepended by #color in hexadecimal format RRGGBB (only), + * if you want a listelement to start with "#" write "##". + +#### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]` +* Scrollable itemlist showing arbitrary text elements +* `x` and `y` position the item list relative to the top left of the menu +* `w` and `h` are the size of the item list +* `name` fieldname sent to server on doubleclick value is current selected element +* `listelements` can be prepended by #RRGGBB (only) in hexadecimal format + * if you want a listelement to start with "#" write "##" +* Index to be selected within textlist +* `true`/`false`: draw transparent background +* See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`) + +#### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]` +* Show a tab**header** at specific position (ignores formsize) +* `x` and `y` position the itemlist relative to the top left of the menu +* `name` fieldname data is transferred 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>;<color>]` +* 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 +* `color` is color specified as a `ColorString` + +#### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]` +* Show a dropdown field +* **Important note**: There are two different operation modes: + 1. handle directly on change (only changed dropdown is submitted) + 2. read the value on pressing a button (all dropdown values are available) +* `x` and `y` position of dropdown +* Width of dropdown +* Fieldname data is transferred to Lua +* Items to be shown in dropdown +* Index of currently selected dropdown item + +#### `checkbox[<X>,<Y>;<name>;<label>;<selected>]` +* Show a checkbox +* `x` and `y`: position of checkbox +* `name` fieldname data is transferred to Lua +* `label` to be shown left of checkbox +* `selected` (optional): `true`/`false` + +#### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]` +* Show a scrollbar +* There are two ways to use it: + 1. handle the changed event (only changed scrollbar is available) + 2. read the value on pressing a button (all scrollbars are available) +* `x` and `y`: position of trackbar +* `w` and `h`: width and height +* `orientation`: `vertical`/`horizontal` +* Fieldname data is transferred to Lua +* Value this trackbar is set to (`0`-`1000`) +* See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`) + +#### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]` +* Show scrollable table using options defined by the previous `tableoptions[]` +* Displays cells as defined by the previous `tablecolumns[]` +* `x` and `y`: position the itemlist relative to the top left of the menu +* `w` and `h` are the size of the itemlist +* `name`: fieldname sent to server on row select or doubleclick +* `cell 1`...`cell n`: cell contents given in row-major order +* `selected idx`: index of row to be selected within table (first row = `1`) +* See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`) + +#### `tableoptions[<opt 1>;<opt 2>;...]` +* Sets options for `table[]` +* `color=#RRGGBB` + * default text color (`ColorString`), defaults to `#FFFFFF` +* `background=#RRGGBB` + * table background color (`ColorString`), defaults to `#000000` +* `border=<true/false>` + * should the table be drawn with a border? (default: `true`) +* `highlight=#RRGGBB` + * highlight background color (`ColorString`), defaults to `#466432` +* `highlight_text=#RRGGBB` + * highlight text color (`ColorString`), defaults to `#FFFFFF` +* `opendepth=<value>` + * all subtrees up to `depth < value` are open (default value = `0`) + * only useful when there is a column of type "tree" + +#### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]` +* Sets columns for `table[]` +* Types: `text`, `image`, `color`, `indent`, `tree` + * `text`: show cell contents as text + * `image`: cell contents are an image index, use column options to define images + * `color`: cell contents are a ColorString and define color of following cell + * `indent`: cell contents are a number and define indentation of following cell + * `tree`: same as indent, but user can open and close subtrees (treeview-like) +* Column options: + * `align=<value>` + * for `text` and `image`: content alignment within cells. + Available values: `left` (default), `center`, `right`, `inline` + * `width=<value>` + * for `text` and `image`: minimum width in em (default: `0`) + * for `indent` and `tree`: indent width in em (default: `1.5`) + * `padding=<value>`: padding left of the column, in em (default `0.5`). + Exception: defaults to 0 for indent columns + * `tooltip=<value>`: tooltip text (default: empty) + * `image` column options: + * `0=<value>` sets image for image index 0 + * `1=<value>` sets image for image index 1 + * `2=<value>` sets image for image index 2 + * and so on; defined indices need not be contiguous empty or + non-numeric cells are treated as `0`. + * `color` column options: + * `span=<value>`: number of following columns to affect (default: infinite) + +**Note**: do _not_ use a element name starting with `key_`; those names are reserved to +pass key press events to formspec! + +Spatial Vectors +--------------- +* `vector.new(a[, b, c])`: returns a vector: + * 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.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 + +Helper functions +---------------- +* `dump2(obj, name="_", dumped={})` + * Return object serialized as a string, handles reference loops +* `dump(obj, dumped={})` + * Return object serialized as a string +* `math.hypot(x, y)` + * Get the hypotenuse of a triangle with legs x and y. + Useful for distance calculation. +* `math.sign(x, tolerance)` + * Get the sign of a number. + Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`) +* `string.split(str, separator=",", include_empty=false, max_splits=-1, sep_is_pattern=false)` + * If `max_splits` is negative, do not limit splits. + * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex). + * e.g. `string:split("a,b", ",") == {"a","b"}` +* `string:trim()` + * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"` +* `minetest.wrap_text(str, limit)`: returns a string + * Adds new lines to the string to keep it within the specified character limit + * limit: Maximal amount of characters in one line +* `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns string `"(X,Y,Z)"` + * Convert position to a printable string + Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place. +* `minetest.string_to_pos(string)`: returns a position + * Same but in reverse. Returns `nil` if the string can't be parsed to a position. +* `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions + * Converts a string representing an area box into two positions +* `minetest.is_yes(arg)` + * returns whether `arg` can be interpreted as yes +* `minetest.is_nan(arg)` + * returns true true when the passed number represents NaN. +* `table.copy(table)`: returns a table + * returns a deep copy of `table` + +Minetest namespace reference +------------------------------ + +### Utilities + +* `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod +* `minetest.get_modpath(modname)`: returns virtual path of given mod including + the trailing separator. This is useful to load additional Lua files + contained in your mod: + e.g. `dofile(minetest.get_modpath(minetest.get_current_modname()) .. "stuff.lua")` +* `minetest.get_language()`: returns two strings + * the current gettext locale + * the current language code (the same as used for client-side translations) +* `minetest.get_version()`: returns a table containing components of the + engine version. Components: + * `project`: Name of the project, eg, "Minetest" + * `string`: Simple version, eg, "1.2.3-dev" + * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty" + Use this for informational purposes only. The information in the returned + table does not represent the capabilities of the engine, nor is it + reliable or verifiable. Compatible forks will have a different name and + version entirely. To check for the presence of engine features, test + whether the functions exported by the wanted features exist. For example: + `if minetest.check_for_falling then ... end`. +* `minetest.sha1(data, [raw])`: returns the sha1 hash of data + * `data`: string of data to hash + * `raw`: return raw bytes instead of hex digits, default: false +* `minetest.get_csm_restrictions()`: returns a table of `Flags` indicating the + restrictions applied to the current mod. + * If a flag in this table is set to true, the feature is RESTRICTED. + * Possible flags: `load_client_mods`, `chat_messages`, `read_itemdefs`, + `read_nodedefs`, `lookup_nodes`, `read_playerinfo` + +### Logging +* `minetest.debug(...)` + * Equivalent to `minetest.log(table.concat({...}, "\t"))` +* `minetest.log([level,] text)` + * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`, + `"info"`, or `"verbose"`. Default is `"none"`. + +### Global callback registration functions +Call these functions only at load time! + +* `minetest.register_globalstep(function(dtime))` + * Called every client environment step, usually interval of 0.1s +* `minetest.register_on_mods_loaded(function())` + * Called just after mods have finished loading. +* `minetest.register_on_shutdown(function())` + * Called before client shutdown + * **Warning**: If the client terminates abnormally (i.e. crashes), the registered + callbacks **will likely not be run**. Data should be saved at + semi-frequent intervals as well as on server shutdown. +* `minetest.register_on_receiving_chat_message(function(message))` + * Called always when a client receive a message + * Return `true` to mark the message as handled, which means that it will not be shown to chat +* `minetest.register_on_sending_chat_message(function(message))` + * Called always when a client send a message from chat + * Return `true` to mark the message as handled, which means that it will not be sent to server +* `minetest.register_chatcommand(cmd, chatcommand definition)` + * Adds definition to minetest.registered_chatcommands +* `minetest.unregister_chatcommand(name)` + * Unregisters a chatcommands registered with register_chatcommand. +* `minetest.register_on_death(function())` + * Called when the local player dies +* `minetest.register_on_hp_modification(function(hp))` + * Called when server modified player's HP +* `minetest.register_on_damage_taken(function(hp))` + * Called when the local player take damages +* `minetest.register_on_formspec_input(function(formname, fields))` + * Called when a button is pressed in the local player's inventory form + * Newest functions are called first + * If function returns `true`, remaining functions are not called +* `minetest.register_on_dignode(function(pos, node))` + * Called when the local player digs a node + * Newest functions are called first + * If any function returns true, the node isn't dug +* `minetest.register_on_punchnode(function(pos, node))` + * Called when the local player punches a node + * Newest functions are called first + * If any function returns true, the punch is ignored +* `minetest.register_on_placenode(function(pointed_thing, node))` + * Called when a node has been placed +* `minetest.register_on_item_use(function(item, pointed_thing))` + * Called when the local player uses an item. + * Newest functions are called first. + * If any function returns true, the item use is not sent to server. +* `minetest.register_on_modchannel_message(function(channel_name, sender, message))` + * Called when an incoming mod channel message is received + * You must have joined some channels before, and server must acknowledge the + join request. + * If message comes from a server mod, `sender` field is an empty string. +* `minetest.register_on_modchannel_signal(function(channel_name, signal))` + * Called when a valid incoming mod channel signal is received + * Signal id permit to react to server mod channel events + * Possible values are: + 0: join_ok + 1: join_failed + 2: leave_ok + 3: leave_failed + 4: event_on_not_joined_channel + 5: state_changed +* `minetest.register_on_inventory_open(function(inventory))` + * Called when the local player open inventory + * Newest functions are called first + * If any function returns true, inventory doesn't open +### Sounds +* `minetest.sound_play(spec, parameters)`: returns a handle + * `spec` is a `SimpleSoundSpec` + * `parameters` is a sound parameter table +* `minetest.sound_stop(handle)` + +### Timing +* `minetest.after(time, func, ...)` + * Call the function `func` after `time` seconds, may be fractional + * Optional: Variable number of arguments that are passed to `func` +* `minetest.get_us_time()` + * Returns time with microsecond precision. May not return wall time. +* `minetest.get_timeofday()` + * Returns the time of day: `0` for midnight, `0.5` for midday + +### Map +* `minetest.get_node_or_nil(pos)` + * Returns the node at the given position as table in the format + `{name="node_name", param1=0, param2=0}`, returns `nil` + for unloaded areas or flavor limited areas. +* `minetest.get_node_light(pos, timeofday)` + * Gets the light value at the given position. Note that the light value + "inside" the node at the given position is returned, so you usually want + to get the light value of a neighbor. + * `pos`: The position where to measure the light. + * `timeofday`: `nil` for current time, `0` for night, `0.5` for day + * Returns a number between `0` and `15` or `nil` +* `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns pos or `nil` + * `radius`: using a maximum metric + * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"` + * `search_center` is an optional boolean (default: `false`) + If true `pos` is also checked for the nodes +* `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of + positions. + * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"` + * First return value: Table with all node positions + * Second return value: Table with the count of each node with the node name + as index. + * Area volume is limited to 4,096,000 nodes +* `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a + list of positions. + * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"` + * Return value: Table with all node positions with a node air above + * Area volume is limited to 4,096,000 nodes +* `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos` + * Checks if there is anything other than air between pos1 and pos2. + * Returns false if something is blocking the sight. + * Returns the position of the blocking node when `false` + * `pos1`: First position + * `pos2`: Second position +* `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast` + * Creates a `Raycast` object. + * `pos1`: start of the ray + * `pos2`: end of the ray + * `objects`: if false, only nodes will be returned. Default is `true`. + * `liquids`: if false, liquid nodes won't be returned. Default is `false`. + +* `minetest.find_nodes_with_meta(pos1, pos2)` + * Get a table of positions of nodes that have metadata within a region + {pos1, pos2}. +* `minetest.get_meta(pos)` + * Get a `NodeMetaRef` at that position +* `minetest.get_node_level(pos)` + * get level of leveled node (water, snow) +* `minetest.get_node_max_level(pos)` + * get max available level for leveled node + +### Player +* `minetest.get_wielded_item()` + * Returns the itemstack the local player is holding +* `minetest.send_chat_message(message)` + * Act as if `message` was typed by the player into the terminal. +* `minetest.run_server_chatcommand(cmd, param)` + * Alias for `minetest.send_chat_message("/" .. cmd .. " " .. param)` +* `minetest.clear_out_chat_queue()` + * Clears the out chat queue +* `minetest.localplayer` + * Reference to the LocalPlayer object. See [`LocalPlayer`](#localplayer) class reference for methods. + +### Privileges +* `minetest.get_privilege_list()` + * Returns a list of privileges the current player has in the format `{priv1=true,...}` +* `minetest.string_to_privs(str)`: returns `{priv1=true,...}` +* `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."` + * Convert between two privilege representations + +### Client Environment +* `minetest.get_player_names()` + * Returns list of player names on server (nil if CSM_RF_READ_PLAYERINFO is enabled by server) +* `minetest.disconnect()` + * Disconnect from the server and exit to main menu. + * Returns `false` if the client is already disconnecting otherwise returns `true`. +* `minetest.get_server_info()` + * Returns [server info](#server-info). +* `minetest.send_respawn()` + * Sends a respawn request to the server. + +### Storage API +* `minetest.get_mod_storage()`: + * returns reference to mod private `StorageRef` + * must be called during mod load time + +### Mod channels + + +* `minetest.mod_channel_join(channel_name)` + * Client joins channel `channel_name`, and creates it, if necessary. You + should listen from incoming messages with `minetest.register_on_modchannel_message` + call to receive incoming messages. Warning, this function is asynchronous. + +### Particles +* `minetest.add_particle(particle definition)` + +* `minetest.add_particlespawner(particlespawner definition)` + * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds + * Returns an `id`, and -1 if adding didn't succeed + +* `minetest.delete_particlespawner(id)` + * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`) + +### Misc. +* `minetest.parse_json(string[, nullvalue])`: returns something + * Convert a string containing JSON data into the Lua equivalent + * `nullvalue`: returned in place of the JSON null; defaults to `nil` + * On success returns a table, a string, a number, a boolean or `nullvalue` + * On failure outputs an error message and returns `nil` + * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}` +* `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message + * Convert a Lua table into a JSON string + * styled: Outputs in a human-readable format if this is set, defaults to false + * Unserializable things like functions and userdata are saved as null. + * **Warning**: JSON is more strict than the Lua table format. + 1. You can only use strings and positive integers of at least one as keys. + 2. You can not mix string and integer keys. + This is due to the fact that JSON has two distinct array and object values. + * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"` +* `minetest.serialize(table)`: returns a string + * Convert a table containing tables, strings, numbers, booleans and `nil`s + into string form readable by `minetest.deserialize` + * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'` +* `minetest.deserialize(string)`: returns a table + * Convert a string returned by `minetest.deserialize` into a table + * `string` is loaded in an empty sandbox environment. + * Will load functions, but they cannot access the global environment. + * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}` + * Example: `deserialize('print("foo")')`, returns `nil` (function call fails) + * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)` +* `minetest.compress(data, method, ...)`: returns `compressed_data` + * Compress a string of data. + * `method` is a string identifying the compression method to be used. + * Supported compression methods: + * Deflate (zlib): `"deflate"` + * `...` indicates method-specific arguments. Currently defined arguments are: + * Deflate: `level` - Compression level, `0`-`9` or `nil`. +* `minetest.decompress(compressed_data, method, ...)`: returns data + * Decompress a string of data (using ZLib). + * See documentation on `minetest.compress()` for supported compression methods. + * currently supported. + * `...` indicates method-specific arguments. Currently, no methods use this. +* `minetest.rgba(red, green, blue[, alpha])`: returns a string + * Each argument is a 8 Bit unsigned integer + * Returns the ColorString from rgb or rgba values + * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"` +* `minetest.encode_base64(string)`: returns string encoded in base64 + * Encodes a string in base64. +* `minetest.decode_base64(string)`: returns string + * Decodes a string encoded in base64. +* `minetest.gettext(string)` : returns string + * look up the translation of a string in the gettext message catalog +* `fgettext_ne(string, ...)` + * call minetest.gettext(string), replace "$1"..."$9" with the given + extra arguments and return the result +* `fgettext(string, ...)` : returns string + * same as fgettext_ne(), but calls minetest.formspec_escape before returning result +* `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a position + * returns the exact position on the surface of a pointed node +* `minetest.global_exists(name)` + * Checks if a global variable has been set, without triggering a warning. + +### UI +* `minetest.ui.minimap` + * Reference to the minimap object. See [`Minimap`](#minimap) class reference for methods. + * If client disabled minimap (using enable_minimap setting) this reference will be nil. +* `minetest.camera` + * Reference to the camera object. See [`Camera`](#camera) class reference for methods. +* `minetest.show_formspec(formname, formspec)` : returns true on success + * Shows a formspec to the player +* `minetest.display_chat_message(message)` returns true on success + * Shows a chat message to the current player. + +Class reference +--------------- + +### ModChannel + +An interface to use mod channels on client and server + +#### Methods +* `leave()`: leave the mod channel. + * Client leaves channel `channel_name`. + * No more incoming or outgoing messages can be sent to this channel from client mods. + * This invalidate all future object usage + * Ensure your set mod_channel to nil after that to free Lua resources +* `is_writeable()`: returns true if channel is writable and mod can send over it. +* `send_all(message)`: Send `message` though the mod channel. + * If mod channel is not writable or invalid, message will be dropped. + * Message size is limited to 65535 characters by protocol. + +### Minimap +An interface to manipulate minimap on client UI + +#### Methods +* `show()`: shows the minimap (if not disabled by server) +* `hide()`: hides the minimap +* `set_pos(pos)`: sets the minimap position on screen +* `get_pos()`: returns the minimap current position +* `set_angle(deg)`: sets the minimap angle in degrees +* `get_angle()`: returns the current minimap angle in degrees +* `set_mode(mode)`: sets the minimap mode (0 to 6) +* `get_mode()`: returns the current minimap mode +* `set_shape(shape)`: Sets the minimap shape. (0 = square, 1 = round) +* `get_shape()`: Gets the minimap shape. (0 = square, 1 = round) + +### Camera +An interface to get or set information about the camera and camera-node. +Please do not try to access the reference until the camera is initialized, otherwise the reference will be nil. + +#### Methods +* `set_camera_mode(mode)` + * Pass `0` for first-person, `1` for third person, and `2` for third person front +* `get_camera_mode()` + * Returns 0, 1, or 2 as described above +* `get_fov()` + * Returns: + +```lua + { + x = number, + y = number, + max = number, + actual = number + } +``` + +* `get_pos()` + * Returns position of camera with view bobbing +* `get_offset()` + * Returns eye offset vector +* `get_look_dir()` + * Returns eye direction unit vector +* `get_look_vertical()` + * Returns pitch in radians +* `get_look_horizontal()` + * Returns yaw in radians +* `get_aspect_ratio()` + * Returns aspect ratio of screen + +### LocalPlayer +An interface to retrieve information about the player. + +Methods: + +* `get_pos()` + * returns current player current position +* `get_velocity()` + * returns player speed vector +* `get_hp()` + * returns player HP +* `get_name()` + * returns player name +* `is_attached()` + * returns true if player is attached +* `is_touching_ground()` + * returns true if player touching ground +* `is_in_liquid()` + * returns true if player is in a liquid (This oscillates so that the player jumps a bit above the surface) +* `is_in_liquid_stable()` + * returns true if player is in a stable liquid (This is more stable and defines the maximum speed of the player) +* `get_liquid_viscosity()` + * returns liquid viscosity (Gets the viscosity of liquid to calculate friction) +* `is_climbing()` + * returns true if player is climbing +* `swimming_vertical()` + * returns true if player is swimming in vertical +* `get_physics_override()` + * returns: + +```lua + { + speed = float, + jump = float, + gravity = float, + sneak = boolean, + sneak_glitch = boolean + } +``` + +* `get_override_pos()` + * returns override position +* `get_last_pos()` + * returns last player position before the current client step +* `get_last_velocity()` + * returns last player speed +* `get_breath()` + * returns the player's breath +* `get_movement_acceleration()` + * returns acceleration of the player in different environments: + +```lua + { + fast = float, + air = float, + default = float, + } +``` + +* `get_movement_speed()` + * returns player's speed in different environments: + +```lua + { + walk = float, + jump = float, + crouch = float, + fast = float, + climb = float, + } +``` + +* `get_movement()` + * returns player's movement in different environments: + +```lua + { + liquid_fluidity = float, + liquid_sink = float, + liquid_fluidity_smooth = float, + gravity = float, + } +``` + +* `get_last_look_horizontal()`: + * returns last look horizontal angle +* `get_last_look_vertical()`: + * returns last look vertical angle +* `get_key_pressed()`: + * returns last key typed by the player +* `hud_add(definition)` + * add a HUD element described by HUD def, returns ID number on success and `nil` on failure. + * See [`HUD definition`](#hud-definition-hud_add-hud_get) +* `hud_get(id)` + * returns the [`definition`](#hud-definition-hud_add-hud_get) of the HUD with that ID number or `nil`, if non-existent. +* `hud_remove(id)` + * remove the HUD element of the specified id, returns `true` on success +* `hud_change(id, stat, value)` + * change a value of a previously added HUD element + * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir` + * Returns `true` on success, otherwise returns `nil` + +### Settings +An interface to read config files in the format of `minetest.conf`. + +It can be created via `Settings(filename)`. + +#### Methods +* `get(key)`: returns a value +* `get_bool(key)`: returns a boolean +* `set(key, value)` +* `remove(key)`: returns a boolean (`true` for success) +* `get_names()`: returns `{key1,...}` +* `write()`: returns a boolean (`true` for success) + * write changes to file +* `to_table()`: returns `{[key1]=value1,...}` + +### NodeMetaRef +Node metadata: reference extra data and functionality stored in a node. +Can be obtained via `minetest.get_meta(pos)`. + +#### Methods +* `get_string(name)` +* `get_int(name)` +* `get_float(name)` +* `to_table()`: returns `nil` or a table with keys: + * `fields`: key-value storage + * `inventory`: `{list1 = {}, ...}}` + +### `Raycast` + +A raycast on the map. It works with selection boxes. +Can be used as an iterator in a for loop as: + + local ray = Raycast(...) + for pointed_thing in ray do + ... + end + +The map is loaded as the ray advances. If the map is modified after the +`Raycast` is created, the changes may or may not have an effect on the object. + +It can be created via `Raycast(pos1, pos2, objects, liquids)` or +`minetest.raycast(pos1, pos2, objects, liquids)` where: + +* `pos1`: start of the ray +* `pos2`: end of the ray +* `objects`: if false, only nodes will be returned. Default is true. +* `liquids`: if false, liquid nodes won't be returned. Default is false. + +#### Methods + +* `next()`: returns a `pointed_thing` with exact pointing location + * Returns the next thing pointed by the ray or nil. + +----------------- +### Definitions +* `minetest.get_node_def(nodename)` + * Returns [node definition](#node-definition) table of `nodename` +* `minetest.get_item_def(itemstring)` + * Returns item definition table of `itemstring` + +#### Node Definition + +```lua + { + has_on_construct = bool, -- Whether the node has the on_construct callback defined + has_on_destruct = bool, -- Whether the node has the on_destruct callback defined + has_after_destruct = bool, -- Whether the node has the after_destruct callback defined + name = string, -- The name of the node e.g. "air", "default:dirt" + groups = table, -- The groups of the node + paramtype = string, -- Paramtype of the node + paramtype2 = string, -- ParamType2 of the node + drawtype = string, -- Drawtype of the node + mesh = <string>, -- Mesh name if existant + minimap_color = <Color>, -- Color of node on minimap *May not exist* + visual_scale = number, -- Visual scale of node + alpha = number, -- Alpha of the node. Only used for liquids + color = <Color>, -- Color of node *May not exist* + palette_name = <string>, -- Filename of palette *May not exist* + palette = <{ -- List of colors + Color, + Color + }>, + waving = number, -- 0 of not waving, 1 if waving + connect_sides = number, -- Used for connected nodes + connects_to = { -- List of nodes to connect to + "node1", + "node2" + }, + post_effect_color = Color, -- Color overlayed on the screen when the player is in the node + leveled = number, -- Max level for node + sunlight_propogates = bool, -- Whether light passes through the block + light_source = number, -- Light emitted by the block + is_ground_content = bool, -- Whether caves should cut through the node + walkable = bool, -- Whether the player collides with the node + pointable = bool, -- Whether the player can select the node + diggable = bool, -- Whether the player can dig the node + climbable = bool, -- Whether the player can climb up the node + buildable_to = bool, -- Whether the player can replace the node by placing a node on it + rightclickable = bool, -- Whether the player can place nodes pointing at this node + damage_per_second = number, -- HP of damage per second when the player is in the node + liquid_type = <string>, -- A string containing "none", "flowing", or "source" *May not exist* + liquid_alternative_flowing = <string>, -- Alternative node for liquid *May not exist* + liquid_alternative_source = <string>, -- Alternative node for liquid *May not exist* + liquid_viscosity = <number>, -- How fast the liquid flows *May not exist* + liquid_renewable = <boolean>, -- Whether the liquid makes an infinite source *May not exist* + liquid_range = <number>, -- How far the liquid flows *May not exist* + drowning = bool, -- Whether the player will drown in the node + floodable = bool, -- Whether nodes will be replaced by liquids (flooded) + node_box = table, -- Nodebox to draw the node with + collision_box = table, -- Nodebox to set the collision area + selection_box = table, -- Nodebox to set the area selected by the player + sounds = { -- Table of sounds that the block makes + sound_footstep = SimpleSoundSpec, + sound_dig = SimpleSoundSpec, + sound_dug = SimpleSoundSpec + }, + legacy_facedir_simple = bool, -- Whether to use old facedir + legacy_wallmounted = bool -- Whether to use old wallmounted + } +``` + +#### Item Definition + +```lua + { + name = string, -- Name of the item e.g. "default:stone" + description = string, -- Description of the item e.g. "Stone" + type = string, -- Item type: "none", "node", "craftitem", "tool" + inventory_image = string, -- Image in the inventory + wield_image = string, -- Image in wieldmesh + palette_image = string, -- Image for palette + color = Color, -- Color for item + wield_scale = Vector, -- Wieldmesh scale + stack_max = number, -- Number of items stackable together + usable = bool, -- Has on_use callback defined + liquids_pointable = bool, -- Whether you can point at liquids with the item + tool_capabilities = <table>, -- If the item is a tool, tool capabilities of the item + groups = table, -- Groups of the item + sound_place = SimpleSoundSpec, -- Sound played when placed + sound_place_failed = SimpleSoundSpec, -- Sound played when placement failed + node_placement_prediction = string -- Node placed in client until server catches up + } +``` +----------------- + +### Chat command definition (`register_chatcommand`) + + { + params = "<name> <privilege>", -- Short parameter description + description = "Remove privilege from player", -- Full description + func = function(param), -- Called when command is run. + -- Returns boolean success and text output. + } +### Server info +```lua +{ + address = "minetest.example.org", -- The domain name/IP address of a remote server or "" for a local server. + ip = "203.0.113.156", -- The IP address of the server. + port = 30000, -- The port the client is connected to. + protocol_version = 30 -- Will not be accurate at start up as the client might not be connected to the server yet, in that case it will be 0. +} +``` + +### HUD Definition (`hud_add`, `hud_get`) +```lua + { + hud_elem_type = "image", -- see HUD element types, default "text" + -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory" + 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 + } +``` + +Escape sequences +---------------- +Most text can contain escape sequences, that can for example color the text. +There are a few exceptions: tab headers, dropdowns and vertical labels can't. +The following functions provide escape sequences: +* `minetest.get_color_escape_sequence(color)`: + * `color` is a [ColorString](#colorstring) + * The escape sequence sets the text color to `color` +* `minetest.colorize(color, message)`: + * Equivalent to: + `minetest.get_color_escape_sequence(color) .. + message .. + minetest.get_color_escape_sequence("#ffffff")` +* `minetest.get_background_escape_sequence(color)` + * `color` is a [ColorString](#colorstring) + * The escape sequence sets the background of the whole text element to + `color`. Only defined for item descriptions and tooltips. +* `minetest.strip_foreground_colors(str)` + * Removes foreground colors added by `get_color_escape_sequence`. +* `minetest.strip_background_colors(str)` + * Removes background colors added by `get_background_escape_sequence`. +* `minetest.strip_colors(str)` + * Removes all color 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 `#AA` to the end of the color name +(e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha +value must (always) be two hexadecimal digits. + +`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. +* `number:` An integer containing the RGB value of the color used to draw the text. +* `world_pos`: World position of the waypoint. + +### Particle definition (`add_particle`) + + { + 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 + } + +### `ParticleSpawner` definition (`add_particlespawner`) + + { + 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) + } |