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.md
core.button_handler(fields)
: called when a button is pressed.
fields
= {name1 = value1, name2 = value2, ...}
core.event_handler(event)
event
: "MenuQuit"
, "KeyEnter"
, "ExitButton"
, "EditBoxEnter"
or
"FullscreenChange"
The "gamedata" table is read when calling core.start()
. It should contain:
{
playername = <name>,
password = <password>,
address = <IP/address>,
port = <port>,
selected_world = <index>, -- 0 for client mode
singleplayer = <true/false>,
}
core.start()
core.close()
core.get_min_supp_proto()
core.get_max_supp_proto()
core.open_url(url)
core.open_dir(path)
core.share_file(path)
core.get_version()
(possible in async calls)
core.get_builtin_path()
core.create_dir(absolute_path)
(possible in async calls)
absolute_path
to directory to create (needs to be absolute)core.delete_dir(absolute_path)
(possible in async calls)
absolute_path
to directory to delete (needs to be absolute)core.copy_dir(source,destination,keep_source)
(possible in async calls)
source
folderdestination
folderkeep_source
DEFAULT true --> if set to false source
is deleted after copyingcore.is_dir(path)
(possible in async calls)
path
is a valid dircore.extract_zip(zipfile,destination)
[unzip within path required]
zipfile
to extractdestination
folder to extract tocore.sound_play(spec, looped)
-> handle
spec
= SimpleSoundSpec
(see lua_api.md
)looped
= boolhandle:stop()
or core.sound_stop(handle)
core.get_video_drivers()
{ {name="opengl", friendly_name="OpenGL"}, {name="software", friendly_name="Software Renderer"} }
core.get_mapgen_names([include_hidden=false])
-> table of map generator algorithms
registered in the core (possible in async calls)core.get_cache_path()
-> path of cachecore.get_temp_path([param])
(possible in async calls)
param
=true: returns path to a newly created temporary filecore.download_file(url, target)
(possible in async calls)
url
to download, and target
to store tocore.get_http_api()
(possible in async calls)
HTTPApiTable
containing http functions.fetch_sync
, fetch_async
and
fetch_async_get
described below.HTTPApiTable.fetch_sync(HTTPRequest req)
: returns HTTPRequestResult
HTTPApiTable.fetch_async(HTTPRequest req)
: returns handle
HTTPApiTable.fetch_async_get
HTTPApiTable.fetch_async_get(handle)
: returns HTTPRequestResult
HTTPRequest
definitionUsed by HTTPApiTable.fetch
and HTTPApiTable.fetch_async
.
{
url = "http://example.org",
timeout = 10,
-- Timeout for connection in seconds. Default is 3 seconds.
post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
-- Optional, if specified a POST request with post_data is performed.
-- Accepts both a string and a table. If a table is specified, encodes
-- table as x-www-form-urlencoded key-value pairs.
-- If post_data is not specified, a GET request is performed instead.
user_agent = "ExampleUserAgent",
-- Optional, if specified replaces the default minetest user agent with
-- given string
extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
-- Optional, if specified adds additional headers to the HTTP request.
-- You must make sure that the header strings follow HTTP specification
-- ("Key: Value").
multipart = boolean
-- Optional, if true performs a multipart HTTP request.
-- Default is false.
}
HTTPRequestResult
definitionPassed to HTTPApiTable.fetch
callback. Returned by
HTTPApiTable.fetch_async_get
.
{
completed = true,
-- If true, the request has finished (either succeeded, failed or timed
-- out)
succeeded = true,
-- If true, the request was successful
timeout = false,
-- If true, the request timed out
code = 200,
-- HTTP status code
data = "response"
}
core.update_formspec(formspec)
core.get_table_index(tablename)
-> index
core.formspec_escape(string)
-> string
core.explode_table_event(string)
-> table
{type="CHG", row=1, column=2}
type
: "INV" (no row selected), "CHG" (selected) or "DCL" (double-click)core.explode_textlist_event(string)
-> table
{type="CHG", index=1}
type
: "INV" (no row selected), "CHG" (selected) or "DCL" (double-click)core.set_formspec_prepend(formspec)
formspec
: string to be added to every mainmenu formspec, to be used for theming.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.show_path_select_dialog(formname, caption, is_file_select)
formname
is base name of dialog response returned in fields
"_accepted"
will be added to fieldname containing the path"_cancelled"
will be added to fieldname value is set to formname itselfis_file_select
is true
, a file and not a folder will be selectedcore.get_active_driver()
:
core.get_active_renderer()
:
core.get_active_irrlicht_device()
:
core.get_window_info()
: Same as server-side get_player_window_information
API.
-- Note that none of these things are constant, they are likely to change
-- as the player resizes the window and moves it between monitors
--
-- real_gui_scaling and real_hud_scaling can be used instead of DPI.
-- OSes don't necessarily give the physical DPI, as they may allow user configuration.
-- real_*_scaling is just OS DPI / 96 but with another level of user configuration.
{
-- Current size of the in-game render target.
--
-- This is usually the window size, but may be smaller in certain situations,
-- such as side-by-side mode.
size = {
x = 1308,
y = 577,
},
-- Estimated maximum formspec size before Minetest will start shrinking the
-- formspec to fit. For a fullscreen formspec, use a size 10-20% larger than
-- this and `padding[-0.01,-0.01]`.
max_formspec_size = {
x = 20,
y = 11.25
},
-- GUI Scaling multiplier
-- Equal to the setting `gui_scaling` multiplied by `dpi / 96`
real_gui_scaling = 1,
-- HUD Scaling multiplier
-- Equal to the setting `hud_scaling` multiplied by `dpi / 96`
real_hud_scaling = 1,
-- Whether the touchscreen controls are enabled.
-- Usually (but not always) `true` on Android.
touch_controls = false,
}
Content - an installed mod, modpack, game, or texture pack (txt) Package - content which is downloadable from the content db, may or may not be installed.
core.get_user_path()
(possible in async calls)
core.get_modpath()
(possible in async calls)
core.get_modpaths()
(possible in async calls)
core.get_modpath
is that no mods should be installed in these
directories by Minetest -- they might be read-only.Ex:
{
mods = "/home/user/.minetest/mods",
share = "/usr/share/minetest/mods",
-- Custom dirs can be specified by the MINETEST_MOD_DIR env variable
["/path/to/custom/dir"] = "/path/to/custom/dir",
}
core.get_clientmodpath()
(possible in async calls)
core.get_gamepath()
(possible in async calls)
core.get_texturepath()
(possible in async calls)
core.get_games()
-> table of all games (possible in async calls)
name
in return value is deprecated, use title
instead.returns a table (ipairs) with values:
{
id = <id>,
path = <full path to game>,
gamemods_path = <path>,
title = <title of game>,
menuicon_path = <full path to menuicon>,
author = "author",
--DEPRECATED:
addon_mods_paths = {[1] = <path>,},
}
core.get_content_info(path)
returns
{
name = "technical_id",
type = "mod" or "modpack" or "game" or "txp",
title = "Human readable title",
description = "description",
author = "author",
path = "path/to/content",
textdomain = "textdomain", -- textdomain to translate title / description with
depends = {"mod", "names"}, -- mods only
optional_depends = {"mod", "names"}, -- mods only
}
core.check_mod_configuration(world_path, mod_paths)
world_path
: path to the worldmod_paths
: list of enabled mod pathsreturns:
{
is_consistent = true, -- true is consistent, false otherwise
unsatisfied_mods = {}, -- list of mod specs
satisfied_mods = {}, -- list of mod specs
error_message = "", -- message or nil
}
core.get_content_translation(path, domain, string)
string
using domain
in content directory at path
.core.translate(textdomain, ...)
.core.get_content_translation("mods/mymod", "mymod", core.translate("mymod", "Hello World"))
will translate "Hello World" into the current user's language
using mods/mymod/locale/mymod.fr.tr
.core.debug(line)
(possible in async calls)
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"core.settings:set(name, value)
core.settings:get(name)
-> string or nil (possible in async calls)core.settings:set_bool(name, value)
core.settings:get_bool(name)
-> bool or nil (possible in async calls)core.settings:save()
-> nil, save all settings to config fileFor a complete list of methods of the Settings
object see
lua_api.md
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, init_settings)
core.delete_world(index)
core.get_us_time()
core.gettext(string)
-> string
fgettext_ne(string, ...)
core.gettext(string)
, replace "$1"..."$9" with the given
extra arguments and return the resultfgettext(string, ...)
-> string
fgettext_ne()
, but calls core.formspec_escape
before returning resultcore.parse_json(string[, nullvalue])
-> something (possible in async calls)
core.parse_json
(lua_api.md
)dump(obj, dumped={})
string:split(separator)
string:split("a,b", ",")
== {"a","b"}
string:trim()
string.trim("\n \t\tfoo bar\t ")
== "foo bar"
core.is_yes(arg)
(possible in async calls)
arg
can be interpreted as yescore.encode_base64(string)
(possible in async calls)
core.decode_base64(string)
(possible in async calls)
core.urlencode(str)
: Encodes non-unreserved URI characters by a
percent sign followed by two hex digits. See
RFC 3986, section 2.3.core.handle_async(async_job,parameters,finished)
async_job
is a function receiving one parameter and returning one parameterparameters
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 functioncore.start
, core.close
,
core.show_path_select_dialog
The main menu supports background music.
It looks for a main_menu
sound in $USER_PATH/sounds
. The same naming
conventions as for normal sounds apply.
This means the player can add a custom sound.
It will be played in the main menu (gain = 1.0), looped.