forked from your-land-mirror/minetest-flow
348 lines
11 KiB
Markdown
348 lines
11 KiB
Markdown
# flow
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[](https://content.minetest.net/packages/luk3yx/flow/)
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An experimental layout manager and formspec API replacement for Minetest.
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Vaguely inspired by Flutter and GTK.
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[Online tutorial/demo](https://luk3yx.gitlab.io/minetest-flow-playground/)
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([source](https://gitlab.com/luk3yx/minetest-flow-playground))
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## Features
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#### Layouting
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- No manual positioning of elements.
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- Automatic layouting using `HBox` and `VBox` containers
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- Some elements have an automatic size.
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- The size of elements can optionally expand to fit larger spaces
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#### Other features
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- No form names. Form names are still used internally, however they are
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hidden from the API.
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- No having to worry about state.
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- Values of fields, scrollbars, checkboxes, etc are remembered when
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redrawing a form and are automatically applied.
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## Limitations
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- This mod doesn't support all of the features that regular formspecs do.
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- [FS51](https://content.minetest.net/packages/luk3yx/fs51/) is required if
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you want to have full support for Minetest 5.3 and below.
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## Basic example
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See `example.lua` for a more comprehensive example which demonstrates how
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layouting and alignment works.
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```lua
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-- GUI elements are accessible with flow.widgets. Using
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-- `local gui = flow.widgets` is recommended to reduce typing.
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local gui = flow.widgets
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-- GUIs are created with flow.make_gui(build_func).
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local my_gui = flow.make_gui(function(player, ctx)
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-- The build function should return a GUI element such as gui.VBox.
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-- `ctx` can be used to store context. `ctx.form` is reserved for storing
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-- the state of elements in the form. For example, you can use
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-- `ctx.form.my_checkbox` to check whether `my_checkbox` is checked. Note
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-- that ctx.form.element may be nil instead of its default value.
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-- This function may be called at any time by flow.
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-- gui.VBox is a "container element" added by this mod.
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return gui.VBox {
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gui.Label {label = "Here is a dropdown:"},
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gui.Dropdown {
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-- The value of this dropdown will be accessible from ctx.form.my_dropdown
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name = "my_dropdown",
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items = {'First item', 'Second item', 'Third item'},
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index_event = true,
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},
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gui.Button {
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label = "Get dropdown index",
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on_event = function(player, ctx)
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-- flow should guarantee that `ctx.form.my_dropdown` exists, even if the client doesn't send my_dropdown to the server.
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local selected_idx = ctx.form.my_dropdown
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minetest.chat_send_player(player:get_player_name(), "You have selected item #" .. selected_idx .. "!")
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end,
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}
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}
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end)
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-- Show the GUI to player as an interactive form
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-- Note that `player` is a player object and not a player name.
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my_gui:show(player)
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-- You can provide an initial value for `ctx` by adding a second parameter to
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-- show(). In the below example, `ctx.value` will be "test".
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my_gui:show(player, {value = "test"})
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-- Close the form
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my_gui:close(player)
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-- Alternatively, the GUI can be shown as a non-interactive HUD (requires
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-- hud_fs to be installed).
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my_gui:show_hud(player)
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my_gui:close_hud(player)
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```
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### Updating forms
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If some data displayed inside a form changes (for example a timer or progress
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indicator), you can use `form:update` to update the form without resetting
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`ctx` or showing the form again if the player has closed it.
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Due to formspec limitations, players may lose text typed into fields that
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hasn't been sent to the server when `form:update` is called.
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```lua
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-- Re-shows the form for one player if they have the form open
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my_gui:update(player)
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-- Re-shows the form for all players that have the form open and where
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-- ctx.test == 123
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my_gui:update_where(function(player, ctx)
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return ctx.test == 123
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end)
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-- Re-shows the form for all players with the "server" privilege
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my_gui:update_where(function(player, ctx)
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return minetest.check_player_privs(player, "server")
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end)
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-- Re-shows the form for all players with the form open
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my_gui:update_where(function() return true end)
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```
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Inside an `on_event` handler, you can use `return true` instead.
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```lua
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gui.Button{
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label = "Update form",
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on_event = function(player, ctx)
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return true
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end,
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}
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```
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## Other formspec libraries/utilities
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These utilities likely aren't compatible with flow.
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- [fs_layout](https://github.com/fluxionary/minetest-fs_layout/) is another mod library that does automatic formspec element positioning.
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- [fslib](https://content.minetest.net/packages/LMD/fslib/) is a small mod library that lets you build formspec strings.
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- [Just_Visiting's formspec editor](https://content.minetest.net/packages/Just_Visiting/formspec_editor) is a Minetest (sub)game that lets you edit formspecs and preview them as you go
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- [kuto](https://github.com/TerraQuest-Studios/kuto/) is a formspec library that has some extra widgets/components and has a callback API. Some automatic sizing can be done for buttons.
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- It may be possible to use kuto's components with flow somehow as they both use formspec_ast internally.
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- [My web-based formspec editor](https://forum.minetest.net/viewtopic.php?f=14&t=24130) lets you add elements and drag+drop them, however it doesn't support all formspec features.
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## Elements
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You should do `local gui = flow.widgets` in your code.
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### Layouting elements
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These elements are used to lay out elements in the form. They don't have a
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direct equivalent in formspecs.
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#### `gui.VBox`
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A vertical box, similar to a VBox in GTK. Elements inside a VBox are stacked
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vertically.
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```lua
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gui.VBox{
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-- These elements are documented later on.
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gui.Label{label="I am a label!"},
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-- The second label will be positioned underneath the first one.
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gui.Label{label="I am a second label!"},
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}
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```
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Elements inside boxes have a spacing of 0.2 between them. To change this, you
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can add `spacing = <number>` to the box definition. For example, `spacing = 0`
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will remove all spacing between the elements.
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#### `gui.HBox`
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Like `gui.VBox` but stacks elements horizontally instead.
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```lua
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gui.HBox{
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-- These elements are documented later on.
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gui.Label{label="I am a label!"},
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-- The second label will be positioned to the right of first one.
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gui.Label{label="I am a second label!"},
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-- You can nest HBox and VBox elements
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gui.VBox{
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gui.Image{w=1, h=1, texture_name="default_dirt.png", align_h="centre"},
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gui.Label{label="Dirt", expand=true, align_h="centre"},
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}
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}
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```
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#### `gui.ScrollableVBox`
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Similar to `gui.VBox` but uses a scroll_container and automatically adds a
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scrollbar. You must specify a width and height for the scroll container.
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```lua
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gui.ScrollableVBox{
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-- A name must be provided for ScrollableVBox elements. You don't
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-- have to use this name anywhere else, it just makes sure flow
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-- doesn't mix up scrollbar states if one gets removed or if the
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-- order changes.
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name = "vbox1",
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-- Specifying a height is optional but is probably a good idea.
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-- If you don't specify a height, it will default to
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-- min(height_of_content, 5).
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h = 10,
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-- These elements are documented later on.
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gui.Label{label="I am a label!"},
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-- The second label will be positioned underneath the first one.
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gui.Label{label="I am a second label!"},
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}
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```
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#### `gui.Spacer`
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A "flexible space" element that expands by default. Example usage:
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```lua
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gui.HBox{
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-- These buttons will be on the left-hand side of the screen
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gui.Button{label = "Cancel"},
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gui.Button{label = "< Back"},
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gui.Spacer{},
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-- These buttons will be on the right-hand side of the screen
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gui.Button{label = "Next >"},
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gui.Button{label = "Confirm"},
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}
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```
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I advise against using spacers when `expand = true` and `align = ...` would
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work just as well since spacers are implemented hackily and won't account for
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some special cases.
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You can replicate the above example without spacers, however the code doesn't
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look as clean:
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```lua
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gui.HBox{
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-- These buttons will be on the left-hand side of the screen
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gui.Button{label = "Cancel"},
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gui.Button{label = "< Back", expand = true, align_h = "left"},
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-- These buttons will be on the right-hand side of the screen
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gui.Button{label = "Next >"},
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gui.Button{label = "Confirm"},
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}
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```
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You should not use spacers to centre elements as it creates unnecessary boxes,
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and labels may be slightly off-centre (because label widths depend on screen
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size, DPI, etc and this code doesn't trigger the centering hack):
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```lua
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-- This is bad!
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gui.HBox{
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gui.Spacer{},
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gui.Label{label="I am not properly centered!"},
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gui.Spacer{},
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}
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```
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You should do this instead:
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```lua
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gui.Label{label="I am centered!", align_h = "centre"},
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```
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This applies to other elements as well, because using HBox and Spacer to centre
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elements creates unnecessary containers.
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### Minetest formspec elements
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There is an auto-generated
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[`elements.md`](https://gitlab.com/luk3yx/minetest-flow/-/blob/main/elements.md)
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file which contains a list of elements and parameters. Elements in this list
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haven't been tested and might not work.
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#### Dynamic element types
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If you want to generate element types from a variable, you can use
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`{type = "label", label = "Hello world!"}` instead of
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`gui.Label{label="Hello world!"}`. HBoxes and VBoxes can be created
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this way as well (with `type = "hbox"` and `type = "vbox"`), however other
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layouting elements (such as ScrollableVBox and Spacer)
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won't work correctly.
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An example of this is in `example.lua`.
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## Padding, spacing, and backgrounds
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All elements can have a `padding` value, which will add the specified amount of
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padding around the element. The "root" element of the form (the one returned by
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`build_func`) has a default padding of 0.3, everything else has a default
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padding of 0.
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`HBox` and `VBox` have a `spacing` field which specifies how much spacing there
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is between elements inside the box. If unspecified, `spacing` will default to
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0.2.
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Container elements (HBox and VBox) can optionally have `bgimg` and `bgimg_middle`
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parameters that specify a background for the container. The background will be
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drawn behind any padding that the container has.
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Example:
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```lua
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gui.VBox{
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padding = 0.5,
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spacing = 0.1,
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-- bgimg can be used without bgimg_middle
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bgimg = "air.png",
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bgimg_middle = 2,
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gui.Button{label="Button 1"},
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gui.Button{label="Button 2"},
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}
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```
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The padding around the VBox is 0.5 and the spacing between the buttons inside
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it is 0.1.
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## Styling forms
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To style forms, you use the `gui.Style` and `gui.StyleType` elements:
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```lua
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gui.Style{
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selectors = {"btn1"},
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props = {
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bgimg = "button.png",
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border = false,
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}
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},
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gui.Button{
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name = "btn1",
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label = "Button",
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},
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```
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The style elements are invisible and won't affect padding.
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