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SAPI: Accept either ARGB8 table or ColorString to specify colors
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@ -1607,6 +1607,16 @@ To specify the value of the alpha channel, append `#AA` to the end of the color
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(e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
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value must (always) be two hexadecimal digits.
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`ColorSpec`
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-----------
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A ColorSpec specifies a 32-bit color. It can be written in either:
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table form, each element ranging from 0..255 (a, if absent, defaults to 255):
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`colorspec = {a=255, r=0, g=255, b=0}`
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numerical form, the raw integer value of an ARGB8 quad:
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`colorspec = 0xFF00FF00`
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or string form, a ColorString (defined above):
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`colorspec = "green"`
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Vector helpers
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--------------
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@ -2481,7 +2491,7 @@ This is basically a reference to a C++ `ServerActiveObject`
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* `name`: `"breath"` or `"health"`
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* `hud_definition`: definition to replace builtin definition
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* `set_sky(bgcolor, type, {texture names})`
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* `bgcolor`: `{r=0...255, g=0...255, b=0...255}` or `nil`, defaults to white
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* `bgcolor`: ColorSpec, defaults to white
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* Available types:
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* `"regular"`: Uses 0 textures, `bgcolor` ignored
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* `"skybox"`: Uses 6 textures, `bgcolor` used
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@ -2507,13 +2517,13 @@ This is basically a reference to a C++ `ServerActiveObject`
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* `get_nametag_attributes()`
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* returns a table with the attributes of the nametag of the player
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* {
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color = { a = 0...255, r = 0...255, g = 0...255, b = 0...255 }
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color = {a=0..255, r=0..255, g=0..255, b=0..255},
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}
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* `set_nametag_attributes(attributes)`
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* sets the attributes of the nametag of the player
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* `attributes`:
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{
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color = { a = 0...255, r = 0...255, g = 0...255, b = 0...255 }
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color = ColorSpec,
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}
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### `InvRef`
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@ -3023,7 +3033,7 @@ Definition tables
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^ List can be shortened to needed length ]]
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alpha = 255,
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use_texture_alpha = false, -- Use texture's alpha channel
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post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
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post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec"
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paramtype = "none", -- See "Nodes" --[[
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^ paramtype = "light" allows light to propagate from or through the node with light value
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^ falling by 1 per node. This line is essential for a light source node to spread its light. ]]
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