forked from MTSR/techage_modpack
231 lines
6.4 KiB
Plaintext
231 lines
6.4 KiB
Plaintext
unified_inventory API
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=====================
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This file provides information about the API of unified_inventory.
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API revisions within unified_inventory can be checked using:
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(unified_inventory.version or 1)
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**Revision history**
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* Version `1`: Classic formspec layout (no real_coordinates)
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* Version `2`: Force formspec version 4 (includes real_coordinates)
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Misc functions
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--------------
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Grouped by use-case, afterwards sorted alphabetically.
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* `unified_inventory.is_creative(name)`
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* Checks whether creative is enabled or the player has `creative`
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Callbacks
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---------
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Register a callback that will be run whenever a craft is registered via unified_inventory.register_craft:
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unified_inventory.register_on_craft_registered(
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function (item_name, options)
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-- item_name (string): name of the output item, equivalent to `ItemStack:get_name()`
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-- options (table): definition table of crafts registered by `unified_inventory.register_craft`
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end
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)
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Register a callback that will be run after all mods have loaded and after the unified_inventory mod has initialised all its internal structures:
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unified_inventory.register_on_initialized(callback)
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-- The callback is passed no arguments
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Accessing Data
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--------------
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These methods should be used instead of accessing the unified_inventory data structures directly - this will ensure your code survives any potential restructuring of the mod.
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Get a list of recipes for a particular output item:
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unified_inventory.get_recipe_list(output_item)
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Returns a list of tables, each holding a recipe definition, like:
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{
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{
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type = "normal",
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items = { "default:stick", "default:stick", "default:stick", "default:stick" },
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output = "default:wood",
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width = 2
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},
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{
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type = "shapeless",
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items = { "default:tree" },
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output = "default:wood 4",
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width = 0
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},
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...
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}
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Get a list of all the output items crafts have been registered for:
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unified_inventory.get_registered_outputs()
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Returns a list of item names, like:
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{
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"default:stone",
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"default:chest",
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"default:brick",
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"doors:door_wood",
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...
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}
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Pages
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-----
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Register a new page: The callback inside this function is called on user input.
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unified_inventory.register_page("pagename", {
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get_formspec = function(player)
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-- ^ `player` is an `ObjectRef`
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-- Compute the formspec string here
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return {
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formspec = "button[2,2;2,1;mybutton;Press me]",
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-- ^ Final form of the formspec to display
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draw_inventory = false, -- default `true`
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-- ^ Optional. Hides the player's `main` inventory list
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draw_item_list = false, -- default `true`
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-- ^ Optional. Hides the item list on the right side
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formspec_prepend = false, -- default `false`
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-- ^ Optional. When `false`: Disables the formspec prepend
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}
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end,
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})
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Buttons
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-------
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Register a new button for the bottom row:
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unified_inventory.register_button("skins", {
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type = "image",
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image = "skins_skin_button.png",
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tooltip = "Skins",
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hide_lite = true
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-- ^ Button is hidden when following two conditions are met:
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-- Configuration line `unified_inventory_lite = true`
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-- Player does not have the privilege `ui_full`
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})
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Crafting
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--------
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The code blocks below document each possible parameter using exemplary values.
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Provide information to display custom craft types:
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unified_inventory.register_craft_type("mytype", {
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-- ^ Unique identifier for `register_craft`
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description = "Sample Craft",
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-- ^ Text shown below the crafting arrow
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icon = "dummy.png",
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-- ^ Image shown above the crafting arrow
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width = 3,
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height = 3,
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-- ^ Maximal input dimensions of the recipes
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dynamic_display_size = function(craft)
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-- ^ `craft` is the definition from `register_craft`
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return {
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width = 2,
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height = 3
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}
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end,
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-- ^ Optional callback to change the displayed recipe size
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uses_crafting_grid = true,
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})
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Register a non-standard craft recipe:
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unified_inventory.register_craft({
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output = "default:foobar",
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type = "mytype",
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-- ^ Standard craft type or custom (see `register_craft_type`)
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items = {
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{ "default:foo" },
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{ "default:bar" }
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},
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width = 3,
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-- ^ Same as `minetest.register_recipe`
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})
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Categories
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----------
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Register a new category:
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The config table (second argument) is optional, and all its members are optional
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See the unified_inventory.set_category_* functions for more details on the members of the config table
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unified_inventory.register_category("category_name", {
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symbol = "mod_name:item_name" or "texture.png",
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label = "Human Readable Label",
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index = 5,
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items = {
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"mod_name:item_name",
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"another_mod:different_item"
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}
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})
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Add / override the symbol for a category:
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The category does not need to exist first
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The symbol can be an item name or a texture image
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If unset this will default to "default:stick"
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unified_inventory.set_category_symbol("category_name", "mod_name:item_name" or "texture.png")
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Add / override the human readable label for a category:
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If unset this will default to the category name
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unified_inventory.set_category_label("category_name", "Human Readable Label")
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Add / override the sorting index of the category:
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Must be a number, can also be negative (-5) or fractional (2.345)
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This determines the position the category appears in the list of categories
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The "all" meta-category has index -2, the "misc"/"uncategorized" meta-category has index -1, use a negative number smaller than these to make a category appear before these in the list
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By default categories are sorted alphabetically with an index between 0.0101(AA) and 0.2626(ZZ)
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unified_inventory.set_category_index("category_name", 5)
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Add a single item to a category:
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unified_inventory.add_category_item("category_name", "mod_name:item_name")
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Add multiple items to a category:
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unified_inventory.add_category_items("category_name", {
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"mod_name:item_name",
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"another_mod:different_item"
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})
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Remove an item from a category:
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unified_inventory.remove_category_item("category_name", "mod_name:item_name")
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Remove a category entirely:
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unified_inventory.remove_category("category_name")
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Finding existing items in categories:
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This will find the first category an item exists in
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It should be used for checking if an item is catgorised
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Returns "category_name" or nil
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unified_inventory.find_category("mod_name:item_name")
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This will find all the categories an item exists in
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Returns a number indexed table (list) of category names
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unified_inventory.find_categories("mod_name:item_name")
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