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Pierre-Yves Rollo 2018-09-21 21:19:48 +02:00
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# Display Lib API
This document describes Display Lib API. Display Lib allows to add a dynamic display on a node. Display Lib limits node rotations. For wallmounted, only vertical positionning is available, and for facedir, only first four position are availabel (those with default axis).
## Provided methods
### update\_entities
**display\_lib.update\_entities(pos)**
This method triggers entities update for the display node at pos. Actual entity update is made by `on_display_update` callback associated to the entity.
`pos`: Position of the node
### register\_display\_entity
**display\_lib.register\_display\_entity(entity_name)**
This is a helper to register entities used for display.
`entity_name`: Name of the entity to register.
## Provided callback implementations
### on_place
**display\_lib.on\_place(itemstack, placer, pointed\_thing)**
`on_place` node callback implementation. Display nodes should have this callback (avoid placement of horizontal display node).
### on_construct
**display\_lib.on\_construct(pos)**
`on_construct` node callback implementation. Display nodes should have this callback (creates, places and updates display entities on node construction).
### on_destruct
**display\_lib.on_destruct(pos)**
`on_destruct` node callback implementation. Display nodes should have this callback (removes display entities on node destruction).
### on_rotate
**display\_lib.on\_rotate(pos, node, user, mode, new_param2)**
`on_rotate` node callback implementation. Display nodes should have this callback (restricts rotations and rotates display entities associated with node).
### on_activate
**display\_lib.on_activate(entity, staticdata)**
`On_activate` entity callback implementation for display entities. No need of this method if display entities have been registered using `register_display_entity` (callback is already set).
## Howto register a display node
* Register display entities with `register_display_entity`
* Register node with :
- `on_place`, `on_construct`, `on_destruct` and `on_rotate` callbacks using display_api callbacks.
 
- `display_modpack_node` group. This will make this node have their entities updated as soon as the mapblock is loaded (Useful after /clearobjects).
 
- a `display_entities` field in node definition containing a entity name indexed table. See below for description of each display_entities fields.
### Display_entities fields
`on_display_update` is a callback in charge of setting up entity texture. If not set, entity will have no texture and will be displayed as unknown item.
`depth`, `right` and `height` : Entity position regarding to node facedir/wallmounted main axis.
Values for these fields can be any number between -1.5 and 1.5 (default value is 0).
Position 0,0,0 is the center of the node.
`depth` goes from front (-0.5) to rear (0.5), `height` goes from bottom (-0.5) to top (0.5) and `right` goes from left (-0.5) to right (0.5).
In order to avoid flickering text, it's better to have text a little behind node surface. A good spacing value is given by `display_api.entity_spacing` variable.
### Example
display_api.register_display_entity("mymod:entity1")
display_api.register_display_entity("mymod:entity2")
function my_display_update1(pos, objref)
objref:set_properties({ textures= {"mytexture1.png"},
visual_size = {x=1, y=1} })
end
function my_display_update2(pos, objref)
objref:set_properties({ textures= {"mytexture2.png"},
                        visual_size = {x=1, y=1} })
end
minetest.register_node("mymod:test_display_node", {
...
paramtype2 = "facedir",
...
groups = { display_modpack_node = 1, ... },
...
display_entities = {
["mymod:entity1"] = {
depth = 0.3,
on_display_update = my_display_update1 },
["mymod:entity1"] = {
depth = 0.2, height = 0.1,
on_display_update = my_display_update2 },
},
...
on_place = display_api.on_place,
on_construct = display_api.on_construct,
on_destruct = display_api.on_destruct,
on_rotate = display_api.on_rotate,
...
})

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GNU LESSER GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
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# Display Lib
This library's purpose is to ease creation of nodes with one or more displays on sides. For example, signs and clocks. Display can be dynamic and/or different for each node instance.
**Limitations**: This lib uses entities to draw display. This means display has to be vertical. So display nodes rotation are limitated to "upside up" positions.
**Dependancies**:default
**License**: LPGL
**API**: See [API.md](https://github.com/pyrollo/display_modpack/blob/master/display_api/API.md) document please.
For more information, see the [forum topic](https://forum.minetest.net/viewtopic.php?t=19365) at the Minetest forums.

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Code by Pierre-Yves Rollo (pyrollo)
Contributors:
(gpcf): Compatibility with signs lib
(Thomas--S): Fix /clearobjects bug
(12Me21): on_place improvement and code style fixing

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--[[
display_api mod for Minetest - Library to add dynamic display
capabilities to nodes
(c) Pierre-Yves Rollo
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
--]]
display_api = {}
-- Prefered gap between node and entity
-- Entity positionment is up to mods but it is a good practice to use this
-- variable as spacing between entity and node
display_api.entity_spacing = 0.002
-- Miscelaneous values depending on wallmounted param2
local wallmounted_values = {
[0]={dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0}, -- Should never be used
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=1}, -- Should never be used
{dx=-1, dz=0, rx=0, rz=-1, yaw=-math.pi/2, rotate=5},
{dx=1, dz=0, rx=0, rz=1, yaw=math.pi/2, rotate=4},
{dx=0, dz=-1, rx=1, rz=0, yaw=0, rotate=2},
{dx=0, dz=1, rx=-1, rz=0, yaw=math.pi, rotate=3}
}
-- Miscelaneous values depending on facedir param2
local facedir_values = {
[0]={dx=0, dz=-1, rx=1, rz=0, yaw=0, rotate=1},
{dx=-1, dz=0, rx=0, rz=-1, yaw=-math.pi/2, rotate=2},
{dx=0, dz=1, rx=-1, rz=0, yaw=math.pi, rotate=3},
{dx=1, dz=0, rx=0, rz=1, yaw=math.pi/2, rotate=0},
-- Forbiden values :
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0},
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0},
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0},
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0},
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0},
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0},
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0},
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0},
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0},
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0},
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0},
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0},
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0},
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0},
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0},
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0},
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0},
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0},
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0},
{dx=0, dz=0, rx=0, rz=0, yaw=0, rotate=0},
}
-- dx/dy = depth vector, rx/ly = right vector, yaw = yaw of entity,
-- rotate = next facedir/wallmount on rotate
local function get_values(node)
local ndef = minetest.registered_nodes[node.name]
if ndef then
if ndef.paramtype2 == "wallmounted" then
return wallmounted_values[node.param2]
end
if ndef.paramtype2 == "facedir" then
return facedir_values[node.param2]
end
end
end
--- Checks if the object is related to the given position
local function check_entity_pos(pos, objref)
local real_pos = vector.round(objref:get_pos())
local pos_hash = objref:get_luaentity().pos
if pos_hash == nil then
return vector.equals(real_pos, vector.round(pos))
else
return vector.equals(minetest.get_position_from_hash(pos_hash), pos)
end
end
--- Gets the display entities attached with a node. Removes extra ones
local function get_entities(pos)
local objrefs = {}
local ndef = minetest.registered_nodes[minetest.get_node(pos).name]
if ndef and ndef.display_entities then
for _, objref in ipairs(minetest.get_objects_inside_radius(pos, 1.5)) do
local entity = objref:get_luaentity()
if entity and ndef.display_entities[entity.name] and check_entity_pos(pos, objref) then
if objrefs[entity.name] then
objref:remove()
else
objrefs[entity.name] = objref
end
end
end
end
return objrefs
end
local function clip_pos_prop(posprop)
if posprop then
return math.max(-1.5, math.min(1.5, posprop))
else
return 0
end
end
--- (Create and) place display entities according to the node orientation
local function place_entities(pos)
local node = minetest.get_node(pos)
local ndef = minetest.registered_nodes[node.name]
local values = get_values(node)
local objrefs = get_entities(pos)
if values and ndef and ndef.display_entities then
for entity_name, props in pairs(ndef.display_entities) do
local depth = clip_pos_prop(props.depth)
local right = clip_pos_prop(props.right)
local top = clip_pos_prop(props.top)
if not objrefs[entity_name] then
objrefs[entity_name] = minetest.add_entity(pos, entity_name)
end
objrefs[entity_name]:setpos({
x = pos.x - values.dx * depth + values.rx * right,
y = pos.y - top,
z = pos.z - values.dz * depth + values.rz * right})
objrefs[entity_name]:setyaw(values.yaw)
end
end
return objrefs
end
--- Call on_display_update callback of a node for one of its display entities
local function call_node_on_display_update(pos, objref)
local ndef = minetest.registered_nodes[minetest.get_node(pos).name]
local entity = objref:get_luaentity()
if ndef and ndef.display_entities and entity and ndef.display_entities[entity.name] then
ndef.display_entities[entity.name].on_display_update(pos, objref)
end
end
--- Force entity update
function display_api.update_entities(pos)
local objrefs = place_entities(pos)
for _, objref in pairs(objrefs) do
objref:get_luaentity().pos = minetest.hash_node_position(pos)
call_node_on_display_update(pos, objref)
end
end
--- On_activate callback for display_api entities. Calls on_display_update callbacks
--- of corresponding node for each entity.
function display_api.on_activate(entity, staticdata)
if entity then
if string.sub(staticdata, 1, string.len("return")) == "return" then
local data = core.deserialize(staticdata)
if data and type(data) == "table" then
entity.pos = data.pos
end
end
entity.object:set_armor_groups({immortal=1})
local pos
if entity.pos then
pos = minetest.get_position_from_hash(entity.pos)
else
pos = entity.object:getpos()
end
display_api.update_entities(pos)
end
end
--- On_place callback for display_api items. Does nothing more than preventing item
--- from being placed on ceiling or ground
function display_api.on_place(itemstack, placer, pointed_thing)
local ndef = itemstack:get_definition()
local above = pointed_thing.above
local under = pointed_thing.under
local dir = {x = under.x - above.x,
y = 0,
z = under.z - above.z}
-- If item is not placed on a wall, use the player's view direction instead
if dir.x == 0 and dir.z == 0 then
dir = placer:get_look_dir()
dir.y = 0
end
local param2
if ndef then
if ndef.paramtype2 == "wallmounted" then
param2 = minetest.dir_to_wallmounted(dir)
elseif ndef.paramtype2 == "facedir" then
param2 = minetest.dir_to_facedir(dir)
end
end
return minetest.item_place(itemstack, placer, pointed_thing, param2)
end
--- On_construct callback for display_api items. Creates entities and update them.
function display_api.on_construct(pos)
display_api.update_entities(pos)
end
--- On_destruct callback for display_api items. Removes entities.
function display_api.on_destruct(pos)
local objrefs = get_entities(pos)
for _, objref in pairs(objrefs) do
objref:remove()
end
end
-- On_rotate (screwdriver) callback for display_api items. Prevents axis rotation and reorients entities.
function display_api.on_rotate(pos, node, user, mode, new_param2)
if mode ~= 1 then return false end
local values = get_values(node)
if values then
minetest.swap_node(pos, {name = node.name, param1 = node.param1, param2 = values.rotate})
place_entities(pos)
return true
else
return false
end
end
--- Creates display entity with some fields and the on_activate callback
function display_api.register_display_entity(entity_name)
if not minetest.registered_entity then
minetest.register_entity(':'..entity_name, {
collisionbox = { 0, 0, 0, 0, 0, 0 },
visual = "upright_sprite",
textures = {},
on_activate = display_api.on_activate,
get_staticdata = function(self)
return minetest.serialize({
pos = self.pos,
})
end,
})
end
end
minetest.register_lbm({
label = "Update display_api entities",
name = "display_api:update_entities",
run_at_every_load = true,
nodenames = {"group:display_modpack_node", "group:display_lib_node"},
action = function(pos, node) display_api.update_entities(pos) end,
})
-- Compatibility
display_lib = display_api