Minetest Lua Mainmenu API Reference 0.4.9 ======================================== 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 --------- 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 = , password = , address = , port = , selected_world = , -- 0 for client mode singleplayer = , } Functions --------- engine.start() engine.close() Filesystem: engine.get_scriptdir() ^ returns directory of script engine.get_modpath() (possible in async calls) ^ returns path to global modpath engine.get_modstore_details(modid) (possible in async calls) ^ modid numeric id of mod in modstore ^ returns { id = , title = , basename = , description = , author = , download_url= , license = , rating = } engine.get_modstore_list() (possible in async calls) ^ returns { [1] = { id = , title = , basename = } } engine.get_gamepath() (possible in async calls) ^ returns path to global gamepath engine.get_texturepath() (possible in async calls) ^ returns path to default textures engine.get_dirlist(path,onlydirs) (possible in async calls) ^ path to get subdirs from ^ onlydirs should result contain only dirs? ^ returns list of folders within path engine.create_dir(absolute_path) (possible in async calls) ^ absolute_path to directory to create (needs to be absolute) ^ returns true/false engine.delete_dir(absolute_path) (possible in async calls) ^ absolute_path to directory to delete (needs to be absolute) ^ returns true/false engine.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 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) (possible in async calls) ^ url to download ^ target to store to ^ returns true/false engine.get_version() (possible in async calls) ^ returns current core version engine.sound_play(spec, looped) -> handle ^ spec = SimpleSoundSpec (see lua-api.txt) ^ looped = bool engine.sound_stop(handle) Formspec: engine.update_formspec(formspec) engine.get_table_index(tablename) -> index ^ can also handle textlists engine.formspec_escape(string) -> string ^ escapes characters [ ] \ , ; that can not be used in formspecs engine.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) engine.explode_textlist_event(string) -> table ^ returns e.g. {type="CHG", index=1} ^ type: "INV" (no row selected), "CHG" (selected) or "DCL" (double-click) GUI: engine.set_background(type, texturepath) ^ type: "background", "overlay", "header" or "footer" engine.set_clouds() engine.set_topleft_text(text) 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 engine.get_screen_info() ^ returns { density = , display_width = , display_height = , window_width = , window_height = } Games: engine.get_game(index) ^ returns { id = , path = , gamemods_path = , name = , menuicon_path = , DEPRECATED: addon_mods_paths = {[1] = ,}, } engine.get_games() -> table of all games in upper format (possible in async calls) Favorites: engine.get_favorites(location) -> list of favorites (possible in async calls) ^ location: "local" or "online" ^ returns { [1] = { clients = , clients_max = , version = , password = , creative = , damage = , pvp = , description = , name = , address =
, port = }, } engine.delete_favorite(id, location) -> success Logging: engine.debug(line) (possible in async calls) ^ Always printed to stderr and logfile (print() is redirected here) engine.log(line) (possible in async calls) engine.log(loglevel, line) (possible in async calls) ^ loglevel one of "error", "action", "info", "verbose" Settings: engine.setting_set(name, value) engine.setting_get(name) -> string or nil (possible in async calls) engine.setting_setbool(name, value) engine.setting_getbool(name) -> bool or nil (possible in async calls) engine.setting_save() -> nil, save all settings to config file Worlds: engine.get_worlds() -> list of worlds (possible in async calls) ^ returns { [1] = { path = , name = , gameid = , }, } engine.create_world(worldname, gameid) engine.delete_world(index) Helpers: engine.gettext(string) -> string ^ look up the translation of a string in the gettext message catalog fgettext(string, ...) -> string ^ call engine.gettext(string), replace "$1"..."$9" with the given ^ extra arguments, call engine.formspec_escape and return the result engine.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 Async: engine.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 engine.start,engine.close, engine.file_open_dialog Class reference ---------------- Settings: see lua_api.txt