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388 lines
15 KiB
Markdown
388 lines
15 KiB
Markdown
!!! warning "This site is under construction!"
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This site is being actively worked on.
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Feel you could help? Please do by clicking on the page with a pencil on the right!
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This can be done any page too.
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# BeamNG.drive Code Snippets
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## Lua Code Snippets
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### World
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#### Drawing a marker & Vehicle detection
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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.
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Drawing a marker is fairly easy. Here is an example of how the bus route marker is drawn:
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```lua
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local function createBusMarker(markerName)
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local marker = createObject('TSStatic')
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marker:setField('shapeName', 0, "art/shapes/interface/position_marker.dae")
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marker:setPosition(vec3(0, 0, 0))
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marker.scale = vec3(1, 1, 1)
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marker:setField('rotation', 0, '1 0 0 0')
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marker.useInstanceRenderData = true
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marker:setField('instanceColor', 0, '1 1 1 0')
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marker:setField('collisionType', 0, "Collision Mesh")
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marker:setField('decalType', 0, "Collision Mesh")
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marker:setField('playAmbient', 0, "1")
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marker:setField('allowPlayerStep', 0, "1")
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marker:setField('canSave', 0, "0")
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marker:setField('canSaveDynamicFields', 0, "1")
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marker:setField('renderNormals', 0, "0")
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marker:setField('meshCulling', 0, "0")
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marker:setField('originSort', 0, "0")
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marker:setField('forceDetail', 0, "-1")
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marker.canSave = false
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marker:registerObject(markerName)
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scenetree.MissionGroup:addObject(marker)
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return marker
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end
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-- this can then be called in a loop to setup your markers.
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-- NOTE: You should only do this once as part of your setup and not called on each frame.
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if #markers == 0 then
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for k,v in pairs(nameMarkers) do
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local mk = scenetree.findObject(v)
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if mk == nil then
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log('I', logTag,'Creating marker '..tostring(v))
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mk = createBusMarker(v)
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ScenarioObjectsGroup:addObject(mk.obj)
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end
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table.insert(markers, mk)
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end
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end
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```
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Here is a custom marker example from [BeamNG-FuelStations](https://github.com/BeamMP/BeamNG-FuelStations/tree/master):
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```lua
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local stations = [
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{ "location": [ -778.813, 485.973, 23.46 ], "type":"gas" },
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{ "location": [ 617.164, -192.107, 53.2 ], "type":"ev" },
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]
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local function IsEntityInsideArea(pos1, pos2, radius)
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return pos1:distance(pos2) < radius
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end
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local onUpdate = function (dt)
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for k, spot in pairs(stations) do -- loop through all spots on the current map
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local bottomPos = vec3(spot.location[1], spot.location[2], spot.location[3])
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local topPos = bottomPos + vec3(0,0,2) -- offset vec to get top position (2m tall)
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local spotInRange = false -- is this spot in range? used for color
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local spotCompatible = false -- is this spot compatible?
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if activeVeh then -- we have a car and its ours (if in mp)
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local vehPos = activeVeh:getPosition()
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spotInRange = IsEntityInsideArea(vec3(vehPos.x, vehPos.y,vehPos.z), bottomPos, 1.5)
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spotCompatible = activeFuelType == "any" or spot.type == "any" or activeFuelType == spot.type
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end
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local spotColor = (spotInRange and spotCompatible) and activeColorMap[spot.type] or inactiveColorMap[spot.type] or ColorF(1,1,1,0.5)
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debugDrawer:drawCylinder(bottomPos:toPoint3F(), topPos:toPoint3F(), 1, spotColor) --bottom, top, radius, color
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end
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end
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```
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### UI snippets
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#### Toast Notifications, Top right of screen
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<figure class="image image_resized" style="width:75%" markdown>
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</figure>
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```lua
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--guihooks.trigger('toastrMsg', {type, title, msg, config = {timeOut}})
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guihooks.trigger('toastrMsg', {type = "info", title = "Info Message:", msg = "Info Message Text Here", config = {timeOut = 5000}})
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guihooks.trigger('toastrMsg', {type = "warning", title = "Warning Message:", msg = "Warning Message Text Here", config = {timeOut = 5000}})
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guihooks.trigger('toastrMsg', {type = "error", title = "Error Message:", msg = "Error Message Text Here", config = {timeOut = 5000}})
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```
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#### Message notifications, top left of screen by default in Messages app
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This requires the 'Messages' or 'Messages & Tasks' UI app. Icons can be found at `ui\ui-vue\src\assets\fonts\bngIcons\svg\`
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<figure class="image image_resized" style="width:75%" markdown>
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</figure>
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```lua
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--guihooks.trigger('Message', {msg, ttl, category, icon})
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--ui_message(msg, ttl, category, icon)
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guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "arrow_upward", icon = "arrow_upward"})
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guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "arrow_downward", icon = "arrow_downward"})
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guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "flag", icon = "flag"})
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guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "check", icon = "check"})
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guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "check_circle", icon = "check_circle"})
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guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "warning", icon = "warning"})
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guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "error", icon = "error"})
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guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "directions_car", icon = "directions_car"})
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guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "star", icon = "star"})
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guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "timeline", icon = "timeline"})
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guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "save", icon = "save"})
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guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "settings", icon = "settings"})
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```
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#### Center large or small display flash
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<figure class="image image_resized" style="width:75%" markdown>
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</figure>
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<figure class="image image_resized" style="width:75%" markdown>
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</figure>
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```lua
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--guihooks.trigger('ScenarioFlashMessage', {{msg, ttl, sound, big}} ) -- requires RaceCountdown ui app
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guihooks.trigger('ScenarioFlashMessage', {{"Message", 5.0, 0, true}} )
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guihooks.trigger('ScenarioFlashMessage', {{"Message Text Here", 5.0, 0, false}} )
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--countdown example, when all executed at once, the items are queued and will follow eachother after the previous ttl expires
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guihooks.trigger('ScenarioFlashMessage', {{"3", 1.0, "Engine.Audio.playOnce('AudioGui', 'event:UI_Countdown1')", true}})
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guihooks.trigger('ScenarioFlashMessage', {{"2", 1.0, "Engine.Audio.playOnce('AudioGui', 'event:UI_Countdown2')", true}})
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guihooks.trigger('ScenarioFlashMessage', {{"1", 1.0, "Engine.Audio.playOnce('AudioGui', 'event:UI_Countdown3')", true}})
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guihooks.trigger('ScenarioFlashMessage', {{"GO!", 3.0, "Engine.Audio.playOnce('AudioGui', 'event:UI_CountdownGo')", true}})
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--another sound example
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guihooks.trigger('ScenarioFlashMessage', {{"Teleported!", 3.0, "Engine.Audio.playOnce('AudioGui', 'event:UI_Checkpoint')", false}})
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```
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#### Center mid-size persistent display
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This requires the 'Race Realtime Display' UI app.
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<figure class="image image_resized" style="width:75%" markdown>
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</figure>
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```lua
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--guihooks.trigger('ScenarioRealtimeDisplay', {msg = msg} ) -- requires Race Realtime Display ui app
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guihooks.trigger('ScenarioRealtimeDisplay', {msg = "Message Text Here"} )
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--these messages persist, clear with a blank string
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--if you are running live data, this is a good one to update rapidly (think timers, distance calcs, et cetera)
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guihooks.trigger('ScenarioRealtimeDisplay', {msg = ""} )
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```
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#### Confirmation Dialog
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ConfirmationDialog is a simplistic popup with up to two buttons.
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```lua
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-- Open a ConfirmationDialog with a title, body text, and up to two buttons
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guihooks.trigger("ConfirmationDialogOpen",
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"Example Title",
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"Example Body Text",
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"Okay",
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"", --gelua. empty string
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"Cancel",
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"" --gelua
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)
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-- Close any open ConfirmationDialog with the provided title
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guihooks.trigger("ConfirmationDialogClose", "Example Title")
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```
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<figure class="image image_resized" style="width:75%" markdown>
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</figure>
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Both fields of a button must be strings in order for the button to appear.
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If the Okay button is provided, pressing the *OK / Primary action* action is equivalent to pressing the Okay button.
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If the Cancel button is provided, pressing the *Menu* action is equivalent to pressing the Cancel button.
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HTML is supported and can be used to add images/icons, for example.
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Multiple can be displayed at once, displayed sequentially.
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!!! bug
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Providing no buttons prevents the player from escaping the dialog without using the console.
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!!! bug
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The SDF parts of the Minimap UI app remain visible while a ConfirmationDialog is active.
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`#!lua guihooks.trigger('ShowApps', false)` to hide UI apps can be used as a hacky workaround.
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<figure class="image image_resized" style="width:75%" markdown>
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</figure>
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#### introPopupTutorial
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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`.
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```lua
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guihooks.trigger("introPopupTutorial", {
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{
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content = readFile("/gameplay/tutorials/pages/template/content.html"):gsub("\r\n",""),
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flavour = "onlyOk"
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}
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})
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guihooks.trigger("introPopupClose")
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```
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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, then it is displayed in a separate popup after the existing popup is closed.
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Flavours controls which buttons are displayed. Four flavours exist:
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* `withLogbook`
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* Buttons: Career Logbook, Okay
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* `onlyOk`
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* Buttons: Okay
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* `onlyLogbook`
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* Buttons: Career Logbook
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* `noButtons`
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* Provides no buttons
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!!! warning
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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.
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#### introPopupCareer
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introPopupCareer is an easy to use, but open ended popup that supports embedding HTML, if needed.
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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, then it is displayed in a separate popup after the existing popup is closed.
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```lua
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guihooks.trigger("introPopupCareer", {
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{
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title = "Example title",
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text = "Example text",
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image = "/gameplay/tutorials/pages/template/image.jpg",
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ratio = "16x9",
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flavour = "default"
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}
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})
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guihooks.trigger("introPopupClose")
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```
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<figure class="image image_resized" style="width:75%" markdown>
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</figure>
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Flavours control which buttons are displayed and the default image aspect ratio. Four flavours exist:
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* `default`
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* Default image aspect ratio: 16x9
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* Buttons: Later, Okay
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* `welcome`
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* Default image aspect ratio: 16x9
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* Buttons: Career Logbook, Okay
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* `branch-info`
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* Default image aspect ratio: 16x9
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* Buttons: Career Logbook, Okay
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* `garage`
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* Buttons: Later, Okay
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!!! bug
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The background blur has a minimum height, causing popups with short content to have excess blur below its window. Two main workarounds exist:
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* Repeat `\n` and end with `#!html <div />` until the window covers the blur
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* Use an empty or missing `image` path and adjust the aspect ratio until the window covers the blur
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#### introPopupMission
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introPopupMission is almost identical to introPopupCareer, but requires defining buttons rather than picking a preset for buttons.
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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, then it is displayed in a separate popup after the existing popup is closed.
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Button styles are combined as *bng-button-*`style`. Built-in button styles are:
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* `main` - orange
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* `secondary` - cyan
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* `attention` - red
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* `white` - white
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* `link` - translucent
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* `outline` - orange outline
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```lua
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guihooks.trigger('introPopupMission', {
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title = "introPopupMission title",
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text = "introPopupMission description",
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image = "/gameplay/tutorials/pages/template/image.jpg",
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ratio = "16x9",
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buttons = {
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{ default=true, class="main", label="main button", clickLua="" },
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{ default=false, class="secondary", label="secondary button", clickLua="" },
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{ default=false, class="attention", label="attention button", clickLua="" },
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{ default=false, class="white", label="white button", clickLua="" },
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{ default=false, class="link", label="link button", clickLua="" },
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{ default=false, class="outline", label="outline button", clickLua="" }
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}
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})
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guihooks.trigger("introPopupClose")
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```
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<figure class="image image_resized" style="width:75%" markdown>
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</figure>
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!!! bug
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The background blur has a minimum height, causing popups with short content to have excess blur below its window. Two main workarounds exist:
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* Repeat `\n` and end with `#!html <div />` until the window covers the blur
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* Use an empty or missing `image` path and adjust the aspect ratio until the window covers the blur
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#### Dialogue
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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.
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```lua
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ui_missionInfo.openDialogue({
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title = "Dialogue title",
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type = "Custom", -- isn't actually displayed
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typeName = "typeName",
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data = {
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{label = "objective", value = "reward"}
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-- add more...
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},
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buttons = {
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{action = "accept", text = "Accept", cmd = ""},
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{action = 'decline',text = "Decline", cmd = ""}
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-- add more...
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}
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})
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ui_missionInfo.closeDialogue()
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```
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<figure class="image image_resized" style="width:75%" markdown>
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</figure>
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Only one Dialogue can be displayed at once. Any existing Dialogue is overridden.
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!!! info
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`#!lua ui_missionInfo.closeDialogue()` must be used to close a dialogue.
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Make sure you call this function when any button is pressed.
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## IMGUI Code Snippets
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todo
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## CEF UI Code Snippets
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todo
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