!!! warning "This site is under construction!" This site is being actively worked on. Feel you could help? Please do by clicking on the page with a pencil on the right! This can be done any page too. # BeamNG.drive Code Snippets ## Lua Code Snippets ### World #### Drawing a marker & Vehicle detection Drawing markers in the map can be one of the best ways to indicate to the user that there is some form of interaction that they can do there. Drawing a marker is fairly easy. Here is an example of how the bus route marker is drawn: ```lua local function createBusMarker(markerName) local marker = createObject('TSStatic') marker:setField('shapeName', 0, "art/shapes/interface/position_marker.dae") marker:setPosition(vec3(0, 0, 0)) marker.scale = vec3(1, 1, 1) marker:setField('rotation', 0, '1 0 0 0') marker.useInstanceRenderData = true marker:setField('instanceColor', 0, '1 1 1 0') marker:setField('collisionType', 0, "Collision Mesh") marker:setField('decalType', 0, "Collision Mesh") marker:setField('playAmbient', 0, "1") marker:setField('allowPlayerStep', 0, "1") marker:setField('canSave', 0, "0") marker:setField('canSaveDynamicFields', 0, "1") marker:setField('renderNormals', 0, "0") marker:setField('meshCulling', 0, "0") marker:setField('originSort', 0, "0") marker:setField('forceDetail', 0, "-1") marker.canSave = false marker:registerObject(markerName) scenetree.MissionGroup:addObject(marker) return marker end -- this can then be called in a loop to setup your markers. -- NOTE: You should only do this once as part of your setup and not called on each frame. if #markers == 0 then for k,v in pairs(nameMarkers) do local mk = scenetree.findObject(v) if mk == nil then log('I', logTag,'Creating marker '..tostring(v)) mk = createBusMarker(v) ScenarioObjectsGroup:addObject(mk.obj) end table.insert(markers, mk) end end ``` Here is a custom marker example from [BeamNG-FuelStations](https://github.com/BeamMP/BeamNG-FuelStations/tree/master): ```lua local stations = [ { "location": [ -778.813, 485.973, 23.46 ], "type":"gas" }, { "location": [ 617.164, -192.107, 53.2 ], "type":"ev" }, ] local function IsEntityInsideArea(pos1, pos2, radius) return pos1:distance(pos2) < radius end local onUpdate = function (dt) for k, spot in pairs(stations) do -- loop through all spots on the current map local bottomPos = vec3(spot.location[1], spot.location[2], spot.location[3]) local topPos = bottomPos + vec3(0,0,2) -- offset vec to get top position (2m tall) local spotInRange = false -- is this spot in range? used for color local spotCompatible = false -- is this spot compatible? if activeVeh then -- we have a car and its ours (if in mp) local vehPos = activeVeh:getPosition() spotInRange = IsEntityInsideArea(vec3(vehPos.x, vehPos.y,vehPos.z), bottomPos, 1.5) spotCompatible = activeFuelType == "any" or spot.type == "any" or activeFuelType == spot.type end local spotColor = (spotInRange and spotCompatible) and activeColorMap[spot.type] or inactiveColorMap[spot.type] or ColorF(1,1,1,0.5) debugDrawer:drawCylinder(bottomPos:toPoint3F(), topPos:toPoint3F(), 1, spotColor) --bottom, top, radius, color end end ``` ### UI snippets #### Toast Notifications, Top right of screen
![image](https://github.com/StanleyDudek/Docs/assets/49531350/c8a87842-b95a-4eca-84dc-93072ecc9158)
```lua --guihooks.trigger('toastrMsg', {type, title, msg, config = {timeOut}}) guihooks.trigger('toastrMsg', {type = "info", title = "Info Message:", msg = "Info Message Text Here", config = {timeOut = 5000}}) guihooks.trigger('toastrMsg', {type = "warning", title = "Warning Message:", msg = "Warning Message Text Here", config = {timeOut = 5000}}) guihooks.trigger('toastrMsg', {type = "error", title = "Error Message:", msg = "Error Message Text Here", config = {timeOut = 5000}}) ``` #### Message notifications, top left of screen by default in Messages app This requires the 'Messages' or 'Messages & Tasks' UI app. Icons can be found at `ui\ui-vue\src\assets\fonts\bngIcons\svg\`
![image](https://github.com/StanleyDudek/Docs/assets/49531350/6baef813-50cb-43c3-9c59-0de550b014b6)
```lua --guihooks.trigger('Message', {msg, ttl, category, icon}) --ui_message(msg, ttl, category, icon) guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "arrow_upward", icon = "arrow_upward"}) guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "arrow_downward", icon = "arrow_downward"}) guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "flag", icon = "flag"}) guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "check", icon = "check"}) guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "check_circle", icon = "check_circle"}) guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "warning", icon = "warning"}) guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "error", icon = "error"}) guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "directions_car", icon = "directions_car"}) guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "star", icon = "star"}) guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "timeline", icon = "timeline"}) guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "save", icon = "save"}) guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "settings", icon = "settings"}) ``` #### Center large or small display flash
![image](https://github.com/StanleyDudek/Docs/assets/49531350/d0cf754f-83f8-4d15-9159-27350da127de)
![image](https://github.com/StanleyDudek/Docs/assets/49531350/1df6fc9b-756f-484e-b8d9-5df346dc4c26)
```lua --guihooks.trigger('ScenarioFlashMessage', {{msg, ttl, sound, big}} ) -- requires RaceCountdown ui app guihooks.trigger('ScenarioFlashMessage', {{"Message", 5.0, 0, true}} ) guihooks.trigger('ScenarioFlashMessage', {{"Message Text Here", 5.0, 0, false}} ) --countdown example, when all executed at once, the items are queued and will follow eachother after the previous ttl expires guihooks.trigger('ScenarioFlashMessage', {{"3", 1.0, "Engine.Audio.playOnce('AudioGui', 'event:UI_Countdown1')", true}}) guihooks.trigger('ScenarioFlashMessage', {{"2", 1.0, "Engine.Audio.playOnce('AudioGui', 'event:UI_Countdown2')", true}}) guihooks.trigger('ScenarioFlashMessage', {{"1", 1.0, "Engine.Audio.playOnce('AudioGui', 'event:UI_Countdown3')", true}}) guihooks.trigger('ScenarioFlashMessage', {{"GO!", 3.0, "Engine.Audio.playOnce('AudioGui', 'event:UI_CountdownGo')", true}}) --another sound example guihooks.trigger('ScenarioFlashMessage', {{"Teleported!", 3.0, "Engine.Audio.playOnce('AudioGui', 'event:UI_Checkpoint')", false}}) ``` #### Center mid-size persistent display This requires the 'Race Realtime Display' UI app.
![image](https://github.com/StanleyDudek/Docs/assets/49531350/6290e018-6b3d-4674-98f2-34282a723258)
```lua --guihooks.trigger('ScenarioRealtimeDisplay', {msg = msg} ) -- requires Race Realtime Display ui app guihooks.trigger('ScenarioRealtimeDisplay', {msg = "Message Text Here"} ) --these messages persist, clear with a blank string --if you are running live data, this is a good one to update rapidly (think timers, distance calcs, et cetera) guihooks.trigger('ScenarioRealtimeDisplay', {msg = ""} ) ``` #### Confirmation Dialog ConfirmationDialog is a simplistic popup with up to two buttons. ```lua -- Open a ConfirmationDialog with a title, body text, and up to two buttons guihooks.trigger("ConfirmationDialogOpen", "Example Title", "Example Body Text", "Okay", "", --gelua. empty string "Cancel", "" --gelua ) -- Close any open ConfirmationDialog with the provided title guihooks.trigger("ConfirmationDialogClose", "Example Title") ```
![Example of a ConfirmationDialog](../../assets/content/ConfirmationDialog.png)
Both fields of a button must be strings in order for the button to appear. If the Okay button is provided, pressing the *OK / Primary action* action is equivalent to pressing the Okay button. If the Cancel button is provided, pressing the *Menu* action is equivalent to pressing the Cancel button. HTML is supported and can be used to add images/icons, for example. Multiple can be displayed at once, displayed sequentially. !!! bug Providing no buttons prevents the player from escaping the dialog without using the console. !!! bug The SDF parts of the Minimap UI app remain visible while a ConfirmationDialog is active. `#!lua guihooks.trigger('ShowApps', false)` to hide UI apps can be used as a hacky workaround.
![ConfirmationDialog being used for an inactivity kick system](../../assets/content/ConfirmationDialog_Example.png)
#### introPopupTutorial introPopupTutorial is a highly customizable popup that is largely defined with embedded HTML. It is standard to load from a standalone HTML file located in `/gameplay/tutorials/pages/*/content.html`. ```lua guihooks.trigger("introPopupTutorial", { { content = readFile("/gameplay/tutorials/pages/template/content.html"):gsub("\r\n",""), flavour = "onlyOk" } }) guihooks.trigger("introPopupClose") ```
![The introPopupTutorial snippet displayed in BeamNG.drive](../../assets/content/introPopupTutorial.png)
Flavours controls which buttons are displayed. Four flavours exist: * `withLogbook` * Buttons: Career Logbook, Okay * `onlyOk` * Buttons: Okay * `onlyLogbook` * Buttons: Career Logbook * `noButtons` * Provides no buttons !!! warning When using the noButtons flavour on the page, providing no extra JavaScript in the page content to close the popup causes a softlock. Pages are not combined into one popup in this flavour. It is not recommended to use this flavour. If multiple pages are provided, or the hook is triggered multiple times, then the pages are combined into the same popup. If the hook is triggered while a introPopup is active, or when a different introPopup type has already been triggered, then it is displayed in a separate popup after the existing popup is closed. #### introPopupCareer introPopupCareer is an easy to use, but open ended popup that supports embedding HTML, if needed. Flavours control which buttons are displayed and the default image aspect ratio. Four flavours exist: * `default` * Default image aspect ratio: 16x9 * Buttons: Later, Okay * `welcome` * Default image aspect ratio: 16x9 * Buttons: Career Logbook, Okay * `branch-info` * Default image aspect ratio: 16x9 * Buttons: Career Logbook, Okay * `garage` * Buttons: Later, Okay ```lua guihooks.trigger("introPopupCareer", { { title = "Example title", text = "Example text", image = "/gameplay/tutorials/pages/template/image.jpg", ratio = "16x9", flavour = "default" } }) guihooks.trigger("introPopupClose") ```
![The introPopupCareer snippet displayed in BeamNG.drive](../../assets/content/introPopupCareer.png)
If multiple pages are provided, or the hook is triggered multiple times, then the pages are combined into the same popup. If the hook is triggered while a introPopup is active, or when a different introPopup type has already been triggered, then it is displayed in a separate popup after the existing popup is closed. !!! bug The background blur has a minimum height, causing popups with short content to have excess blur below its window. Two main workarounds exist: * Repeat `\n` and end with `#!html
` until the window covers the blur * Use an empty or missing `image` path and adjust the aspect ratio until the window covers the blur #### introPopupMission introPopupMission is almost identical to introPopupCareer, but needs buttons to be defined rather than picking a preset for buttons. Button styles are combined as *bng-button-*`style`. Built-in button styles are: * `main` - orange * `secondary` - cyan * `attention` - red * `white` - white * `link` - translucent * `outline` - orange outline ```lua guihooks.trigger('introPopupMission', { title = "introPopupMission title", text = "introPopupMission description", image = "/gameplay/tutorials/pages/template/image.jpg", ratio = "16x9", buttons = { { default=true, class="main", label="main button", clickLua="" }, { default=false, class="secondary", label="secondary button", clickLua="" }, { default=false, class="attention", label="attention button", clickLua="" }, { default=false, class="white", label="white button", clickLua="" }, { default=false, class="link", label="link button", clickLua="" }, { default=false, class="outline", label="outline button", clickLua="" } } }) guihooks.trigger("introPopupClose") ```
![The introPopupMission snippet displayed in BeamNG.drive](../../assets/content/introPopupMission.png)
If multiple pages are provided, or the hook is triggered multiple times, then the pages are combined into the same popup. If the hook is triggered while a introPopup is active, or when a different introPopup type has already been triggered, then it is displayed in a separate popup after the existing popup is closed. !!! bug The background blur has a minimum height, causing popups with short content to have excess blur below its window. Two main workarounds exist: * Repeat `\n` and end with `#!html
` until the window covers the blur * Use an empty or missing `image` path and adjust the aspect ratio until the window covers the blur #### Dialogue Dialogue is used in the *A Rocky Start* campaign to display information about a mission. It is a centered, vertically aligned popup with a specific layout. It does not support embedding HTML. ```lua ui_missionInfo.openDialogue({ title = "Dialogue title", type = "Custom", -- isn't actually displayed typeName = "typeName", data = { {label = "objective", value = "reward"} -- add more... }, buttons = { {action = "accept", text = "Accept", cmd = ""}, {action = 'decline',text = "Decline", cmd = ""} -- add more... } }) ui_missionInfo.closeDialogue() ```
![The Dialogue snippet displayed in BeamNG.drive](../../assets/content/Dialogue.png)
Only one Dialogue can be displayed at once. Any existing Dialogue is overridden. !!! info `#!lua ui_missionInfo.closeDialogue()` must be used to close a dialogue. Make sure you call this function when any button is pressed. ## IMGUI Code Snippets todo ## CEF UI Code Snippets todo