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
Directory delimiters change according to the OS (e.g. on Unix-like systems
is /
, on Windows is \
). When putting an image or a 3D model inside a formspec,
be sure to sanitize it first with core.formspec_escape(img)
; otherwise,
any resource located in a subpath won't be displayed on OSs using \
as delimiter.
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()
- start game session
core.close()
- exit engine
core.get_min_supp_proto()
- returns the minimum supported network protocol version
core.get_max_supp_proto()
- returns the maximum supported network protocol version
core.open_url(url)
- opens the URL in a web browser, returns false on failure.
url
must begin with http:// or https://
core.open_url_dialog(url)
- shows a dialog to allow the user to choose whether to open a URL.
url
must begin with http:// or https://
core.open_dir(path)
- opens the path in the system file browser/explorer, returns false on failure.
- Must be an existing directory.
core.share_file(path)
- Android only. Shares file using the share popup
core.get_version()
(possible in async calls)- returns current core version
core.get_formspec_version()
- returns maximum supported formspec version
To access specific subpaths, use DIR_DELIM
as a directory delimiter instead
of manually putting one, as different OSs use different delimiters. E.g.
"my" .. DIR_DELIM .. "custom" .. DIR_DELIM .. "path" -- and not my/custom/path
core.get_builtin_path()
- returns path to builtin root
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_source)
(possible in async calls)source
folderdestination
folderkeep_source
DEFAULT true --> if set to falsesource
is deleted after copying- returns true/false
core.is_dir(path)
(possible in async calls)- returns true if
path
is a valid dir
- returns true if
core.extract_zip(zipfile,destination)
[unzip within path required]zipfile
to extractdestination
folder to extract to- returns true/false
core.sound_play(spec, looped)
-> handlespec
=SimpleSoundSpec
(seelua_api.md
)looped
= bool
handle:stop()
orcore.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
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 file- otherwise: returns path to a newly created temporary folder
core.download_file(url, target)
(possible in async calls)url
to download, andtarget
to store to- returns true/false
core.get_http_api()
(possible in async calls)- returns
HTTPApiTable
containing http functions. - The returned table contains the functions
fetch_sync
,fetch_async
andfetch_async_get
described below. - Function only exists if Luanti server was built with cURL support.
- returns
HTTPApiTable.fetch_sync(HTTPRequest req)
: returns HTTPRequestResult- Performs given request synchronously
HTTPApiTable.fetch_async(HTTPRequest req)
: returns handle- Performs given request asynchronously and returns handle for
HTTPApiTable.fetch_async_get
- Performs given request asynchronously and returns handle for
HTTPApiTable.fetch_async_get(handle)
: returnsHTTPRequestResult
- Return response data for given asynchronous HTTP request
Used 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 Luanti 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.
}
Passed 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- can also handle textlists
core.formspec_escape(string)
-> string- escapes characters [ ] \ , ; that cannot 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)
- returns e.g.
core.explode_textlist_event(string)
-> table- returns e.g.
{type="CHG", index=1}
type
: "INV" (no row selected), "CHG" (selected) or "DCL" (double-click)
- returns e.g.
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)
- shows a path select 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
- if dialog was accepted
- if
is_file_select
istrue
, a file and not a folder will be selected - returns nil or selected file/folder
-
core.get_active_driver()
:- technical name of active video driver, e.g. "opengl"
-
core.get_active_renderer()
:- name of current renderer, e.g. "OpenGL 4.6"
-
core.get_active_irrlicht_device()
:- name of current irrlicht device, e.g. "SDL"
-
core.get_window_info()
: Same as server-sideget_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 Luanti will start shrinking the -- formspec to fit. For a fullscreen formspec, use this formspec size and -- `padding[0,0]`. `bgcolor[;true]` is also recommended. 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)- returns path to global user data, the directory that contains user-provided mods, worlds, games, and texture packs.
-
core.get_modpath()
(possible in async calls)- returns path to global modpath in the user path, where mods can be installed
-
core.get_modpaths()
(possible in async calls)-
returns table of virtual path to global modpaths, where mods have been installed The difference with
core.get_modpath
is that no mods should be installed in these directories by Luanti -- they might be read-only.Ex:
{ mods = "/home/user/.minetest/mods", share = "/usr/share/minetest/mods", -- only provided when RUN_IN_PLACE=0 -- 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)- returns path to global client-side modpath
-
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.get_games()
-> table of all games (possible in async calls)name
in return value is deprecated, usetitle
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 }
- returns
-
core.check_mod_configuration(world_path, mod_paths)
- Checks whether configuration is valid.
world_path
: path to the worldmod_paths
: list of enabled mod paths- returns:
{ 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)
- Translates
string
usingdomain
in content directory atpath
. - Textdomains will be found by looking through all locale folders.
- String should contain translation markup from
core.translate(textdomain, ...)
. - Ex:
core.get_content_translation("mods/mymod", "mymod", core.translate("mymod", "Hello World"))
will translate "Hello World" into the current user's language usingmods/mymod/locale/mymod.fr.tr
.
- Translates
core.debug(line)
(possible in async calls)- Always printed to
stderr
and logfile (print()
is redirected here)
- Always printed to
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 file
For 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>, }, }
- returns
core.create_world(worldname, gameid, init_settings)
core.delete_world(index)
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
- call
fgettext(string, ...)
-> string- same as
fgettext_ne()
, but callscore.formspec_escape
before returning result
- same as
core.parse_json(string[, nullvalue])
-> something (possible in async calls)- see
core.parse_json
(lua_api.md
)
- see
dump(obj, dumped={})
- Return object serialized as a string
string:split(separator)
- eg.
string:split("a,b", ",")
=={"a","b"}
- eg.
string:trim()
- eg.
string.trim("\n \t\tfoo bar\t ")
=="foo bar"
- eg.
core.is_yes(arg)
(possible in async calls)- returns whether
arg
can be interpreted as yes
- returns whether
core.encode_base64(string)
(possible in async calls)- Encodes a string in base64.
core.decode_base64(string)
(possible in async calls)- Decodes a string encoded in base64.
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)
- execute a function asynchronously
async_job
is a function receiving one parameter and returning one parameterparameters
parameter table passed toasync_job
finished
function to be called onceasync_job
has finished the result ofasync_job
is passed to this function
- 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.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.