Difference between revisions of "Area 51"

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=Basic Essential Functions=
 
=Basic Essential Functions=
 
:These functions are generic functions used in normal scripting. These deal with mainly everyday things, like sending stuff and echoing to the screen.
 
:These functions are generic functions used in normal scripting. These deal with mainly everyday things, like sending stuff and echoing to the screen.
 
= sendCmdLine, PR #7828 =
 
 
'''sendCmdLine(command)''' – Sets the text of the main command line or a custom command line to the specified string, but does '''not''' send it to the server. This is useful for scripting command previews, suggestion systems, or autofill behavior in Mudlet.
 
 
== Syntax ==
 
<syntaxhighlight lang="lua">
 
sendCmdLine(command)
 
</syntaxhighlight>
 
 
== Parameters ==
 
{| class="wikitable"
 
! Parameter
 
! Type
 
! Description
 
|-
 
| command
 
| string
 
| The text to set in the command line.
 
|}
 
 
== Return value ==
 
Returns `true` if the command line was successfully updated, `false` otherwise.
 
 
== Example ==
 
<syntaxhighlight lang="lua">
 
sendCmdLine("cast fireball at goblin")
 
</syntaxhighlight>
 
This will place the command `cast fireball at goblin` into the active command line without sending it. The user can edit or press enter to send it.
 
 
== Notes ==
 
* This function is primarily intended for scripting support tools, such as suggestion completions or history cycling.
 
* To send the command to the server, use the [[send|send()]] function instead.
 
 
== See also ==
 
* [[send]]
 
* [[expandAlias]]
 
* [[selectCmdLineText]]
 
* [[resetCmdLineAction]]
 
  
 
=Database Functions=
 
=Database Functions=
Line 65: Line 26:
 
: A collection of functions for interacting with the file system.
 
: A collection of functions for interacting with the file system.
  
==saveProfile, PR #7982 open==
+
=Mapper Functions=
;saveProfile([location, [filename]])
+
: A collection of functions that manipulate the mapper and its related features.
  
:Saves the current Mudlet profile to disk, which is equivalent to pressing the "Save Profile" button.
+
==getMapInfo, PR #8963==
 +
;getMapInfo()
  
;Parameters
+
:Returns a table of all registered map info contributors mapped to their enabled/disabled state. This allows scripts to query which map info contributors (such as "Short" or "Full") are currently active.
* ''location:''
+
 
:(optional) folder to save the profile to. If not given, the profile will go into the [[Mudlet_File_Locations|default location]].  
+
:See also: [[Manual:Lua_Functions#enableMapInfo|enableMapInfo()]], [[Manual:Lua_Functions#disableMapInfo|disableMapInfo()]]
 +
 
 +
{{MudletVersion|4.21}}
  
* ''filename:''
+
;Returns
:(optional) save the profile as the filename. If the filename doesn't end with ''.xml'' this function will automatically save it as ''filename.xml''. If not given, the profile will be saved with the default ''DATE#TIME.xml'' filename format.
+
* A table with contributor names as keys and boolean values indicating whether each is enabled, or ''nil'' and an error message if no map is loaded.
  
 
;Example
 
;Example
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
-- save profile to the .../mudlet/profiles/profileName/current folder
+
-- check which map info contributors are active
saveProfile()
+
local info = getMapInfo()
 +
for name, enabled in pairs(info) do
 +
  print(name .. " is " .. (enabled and "enabled" or "disabled"))
 +
end
  
-- save to the desktop on Windows:
+
-- check if a specific contributor is enabled
saveProfile([[C:\Users\yourusername\Desktop]])
+
local info = getMapInfo()
 
+
if info["Short"] then
-- alternately, save to the desktop with the name system.xml:
+
  echo("Short map info is enabled.\n")
saveProfile([[C:\Users\yourusername\Desktop]],"system")
+
end
 
</syntaxhighlight>
 
</syntaxhighlight>
  
{{MudletVersion|https://github.com/Mudlet/Mudlet/pull/7982}}
+
==setRoomBorderColor, PR #8758==
 +
;setRoomBorderColor(roomID, r, g, b[, a])
  
=Mapper Functions=
+
:Sets a custom border color for an individual room on the 2D map. When set, this color overrides the global map border color for that specific room.
: A collection of functions that manipulate the mapper and its related features.
 
  
==setRoomHidden, PR #8443==
+
:See also: [[#getRoomBorderColor|getRoomBorderColor()]], [[#clearRoomBorderColor|clearRoomBorderColor()]], [[#setRoomBorderThickness|setRoomBorderThickness()]]
;setRoomHidden(roomID, hidden)
 
  
:Sets whether a room should be hidden on the 2D map. Hidden rooms are not drawn but still exist in the map data and can be used for pathfinding.
+
{{MudletVersion|4.21}}
 
 
:See also: [[#getRoomHidden|getRoomHidden()]], [[#getHiddenRooms|getHiddenRooms()]]
 
  
 
;Parameters
 
;Parameters
 
* ''roomID:''
 
* ''roomID:''
: The ID of the room to modify.
+
: The ID of the room to set the border color for.
* ''hidden:''
+
* ''r:''
: Boolean value - ''true'' to hide the room, ''false'' to show it.
+
: The red component of the color (0-255).
 
+
* ''g:''
 +
: The green component of the color (0-255).
 +
* ''b:''
 +
: The blue component of the color (0-255).
 +
* ''a:''
 +
: (optional) The alpha/transparency component (0-255). Defaults to 255 (fully opaque).
 +
 
 
;Returns
 
;Returns
* ''true'' on success, or ''nil'' and an error message if the room ID is invalid.
+
* ''true'' on success, or ''nil'' and an error message if no map is loaded or the room ID is invalid.
  
 
;Example
 
;Example
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
-- hide room 1 from the map display
+
-- Set room 1 to have a red border
setRoomHidden(1, true)
+
setRoomBorderColor(1, 255, 0, 0)
  
-- show the room again
+
-- Set room 2 to have a semi-transparent blue border
setRoomHidden(1, false)
+
setRoomBorderColor(2, 0, 0, 255, 128)
  
-- hide all rooms in a specific area
+
-- Mark all rooms with environment ID 5 (it could mean "outdoors" in your map, for example) with a green border
for _, roomID in ipairs(getAreaRooms(5)) do
+
for _, roomID in ipairs(getRooms()) do
     setRoomHidden(roomID, true)
+
     if getRoomEnv(roomID) == 5 then
 +
        setRoomBorderColor(roomID, 0, 200, 0)
 +
    end
 
end
 
end
 
</syntaxhighlight>
 
</syntaxhighlight>
  
==getRoomHidden, PR #8443==
 
;hidden = getRoomHidden([roomID])
 
  
:Returns whether a room is hidden on the 2D map.
 
  
:See also: [[#setRoomHidden|setRoomHidden()]], [[#getHiddenRooms|getHiddenRooms()]]
+
== setRoomUserData #PR9299 ==
 +
;setRoomUserData(roomID, key (as a string), value (as a string))
  
;Parameters
+
:Stores information about a room under a given key. Similar to Lua's key-value tables, except only strings may be used here. One advantage of using userdata is that it's stored within the map file itself - so sharing the map with someone else will pass on the user data. You can have as many keys as you'd like.
* ''roomID:''
 
: (optional) The ID of the room to check. If not provided, uses the current player room.
 
  
;Returns
+
There are also some default variables you can change for different effects.
* ''true'' if the room is hidden, ''false'' if it is visible, or nothing if the room doesn't exist.
 
  
;Example
+
{| class="wikitable"
<syntaxhighlight lang="lua">
+
|+ table of default variables for setRoomUserData()
-- check if room 1 is hidden
+
|-
if getRoomHidden(1) then
+
! Variable !! Effect
    echo("Room 1 is hidden\n")
+
|-
else
+
| room.ui_showName || toggle displaying of the room nam
    echo("Room 1 is visible\n")
+
|-
end
+
| room.ui_nameOffset || "x y" an offset to move the text - integers separated by a space
 
+
|-
-- check if current room is hidden
+
| room.ui_nameFont || the name of the font to use on the name label
if getRoomHidden() then
+
|-
    echo("You are in a hidden room\n")
+
| room.ui_nameSize || the size of the font to use on the name label
end
+
|-
</syntaxhighlight>
+
| room.ui_nameColor || the colour to set the name label text
 
+
|-
==getHiddenRooms, PR #8443==
+
| room.ui_borderColor || the colour of the room border
;roomTable = getHiddenRooms()
+
|-
 +
| room.ui_borderThickness || the thickness of the room border
 +
|-
 +
|}
  
:Returns a table of all hidden room IDs in the map.
 
  
:See also: [[#setRoomHidden|setRoomHidden()]], [[#getRoomHidden|getRoomHidden()]]
+
:Returns true if successfully set.
 +
: See also: [[#clearRoomUserData|clearRoomUserData()]], [[#clearRoomUserDataItem|clearRoomUserDataItem()]], [[#getAllRoomUserData|getAllRoomUserData()]], [[#getRoomUserData|getRoomUserData()]], [[#searchRoomUserData|searchRoomUserData()]]
  
;Returns
 
* A table with sequential integer keys (starting at 1) containing all hidden room IDs, or an empty table if no rooms are hidden. Returns ''nil'' and an error message if no map is loaded.
 
  
 
;Example
 
;Example
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
-- get all hidden rooms
+
-- can use it to store room descriptions...
local hiddenRooms = getHiddenRooms()
+
setRoomUserData(341, "description", "This is a plain-looking room.")
echo(string.format("There are %d hidden rooms\n", #hiddenRooms))
+
 
 +
-- or whenever it's outdoors or not...
 +
setRoomUserData(341, "outdoors", "true")
  
-- unhide all rooms
+
-- how how many times we visited that room
for _, roomID in ipairs(getHiddenRooms()) do
+
local visited = getRoomUserData(341, "visitcount")
    setRoomHidden(roomID, false)
+
visited = (tonumber(visited) or 0) + 1
end
+
setRoomUserData(341, "visitcount", tostring(visited))
  
-- list all hidden rooms
+
-- can even store tables in it, using the built-in yajl.to_string function
local hidden = getHiddenRooms()
+
setRoomUserData(341, "some table", yajl.to_string({name = "bub", age = 23}))
if #hidden > 0 then
+
display("The denizens name is: "..yajl.to_value(getRoomUserData(341, "some table")).name)
    echo("Hidden rooms: " .. table.concat(hidden, ", ") .. "\n")
 
else
 
    echo("No hidden rooms\n")
 
end
 
 
</syntaxhighlight>
 
</syntaxhighlight>
  
==setRoomBorderColor, PR #8758==
+
==getRoomBorderColor, PR #8758==
;setRoomBorderColor(roomID, r, g, b[, a])
+
;r, g, b, a = getRoomBorderColor(roomID)
  
:Sets a custom border color for an individual room on the 2D map. When set, this color overrides the global map border color for that specific room.
+
:Returns the custom border color for a room, if one has been set.
  
:See also: [[#getRoomBorderColor|getRoomBorderColor()]], [[#clearRoomBorderColor|clearRoomBorderColor()]], [[#setRoomBorderThickness|setRoomBorderThickness()]]
+
:See also: [[#setRoomBorderColor|setRoomBorderColor()]], [[#clearRoomBorderColor|clearRoomBorderColor()]]
  
 
{{MudletVersion|4.21}}
 
{{MudletVersion|4.21}}
Line 194: Line 160:
 
;Parameters
 
;Parameters
 
* ''roomID:''
 
* ''roomID:''
: The ID of the room to set the border color for.
+
: The ID of the room to get the border color for.
* ''r:''
 
: The red component of the color (0-255).
 
* ''g:''
 
: The green component of the color (0-255).
 
* ''b:''
 
: The blue component of the color (0-255).
 
* ''a:''
 
: (optional) The alpha/transparency component (0-255). Defaults to 255 (fully opaque).
 
  
 
;Returns
 
;Returns
* ''true'' on success, or ''nil'' and an error message if no map is loaded or the room ID is invalid.
+
* Four numbers (r, g, b, a) if a custom border color is set, or ''nil'' if the room uses the global default border color. Returns ''nil'' and an error message if no map is loaded or the room ID is invalid.
  
 
;Example
 
;Example
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
-- Set room 1 to have a red border
+
-- Check if room 1 has a custom border color
setRoomBorderColor(1, 255, 0, 0)
 
 
 
-- Set room 2 to have a semi-transparent blue border
 
setRoomBorderColor(2, 0, 0, 255, 128)
 
 
 
-- Mark all rooms with environment ID 5 (it could mean "outdoors" in your map, for example) with a green border
 
for _, roomID in ipairs(getRooms()) do
 
    if getRoomEnv(roomID) == 5 then
 
        setRoomBorderColor(roomID, 0, 200, 0)
 
    end
 
end
 
</syntaxhighlight>
 
 
 
==getRoomBorderColor, PR #8758==
 
;r, g, b, a = getRoomBorderColor(roomID)
 
 
 
:Returns the custom border color for a room, if one has been set.
 
 
 
:See also: [[#setRoomBorderColor|setRoomBorderColor()]], [[#clearRoomBorderColor|clearRoomBorderColor()]]
 
 
 
{{MudletVersion|4.21}}
 
 
 
;Parameters
 
* ''roomID:''
 
: The ID of the room to get the border color for.
 
 
 
;Returns
 
* Four numbers (r, g, b, a) if a custom border color is set, or ''nil'' if the room uses the global default border color. Returns ''nil'' and an error message if no map is loaded or the room ID is invalid.
 
 
 
;Example
 
<syntaxhighlight lang="lua">
 
-- Check if room 1 has a custom border color
 
 
local r, g, b, a = getRoomBorderColor(1)
 
local r, g, b, a = getRoomBorderColor(1)
 
if r then
 
if r then
Line 277: Line 203:
 
</syntaxhighlight>
 
</syntaxhighlight>
  
==setRoomBorderThickness, PR #8758==
+
==setRoomBorderStyle, PR #8985==
;setRoomBorderThickness(roomID, thickness)
+
;setRoomBorderStyle(roomID, style)
  
:Sets a custom border thickness for an individual room on the 2D map. When set, this thickness overrides the global default for that specific room.
+
:Sets the border style for a specific room on the map. This allows visually distinguishing rooms with dashed or dotted borders instead of the
 +
default solid border - useful for marking temporary, unvisited, or special rooms.
  
:See also: [[#getRoomBorderThickness|getRoomBorderThickness()]], [[#clearRoomBorderThickness|clearRoomBorderThickness()]], [[#setRoomBorderColor|setRoomBorderColor()]]
+
:See also: [[#setRoomBorderColor|setRoomBorderColor()]], [[#setRoomBorderThickness|setRoomBorderThickness()]], [[#getRoomBorderStyle|getRoomBorderStyle()]], [[#clearRoomBorderStyle|clearRoomBorderStyle()]]
  
 
{{MudletVersion|4.21}}
 
{{MudletVersion|4.21}}
Line 288: Line 215:
 
;Parameters
 
;Parameters
 
* ''roomID:''
 
* ''roomID:''
: The ID of the room to set the border thickness for.
+
: The ID of the room to set the border style for.
* ''thickness:''
+
* ''style:''
: The border thickness (1-10).
+
: The border style to apply. Valid values: ''"dashed"'' (or ''"dash line"'') for a dashed border, ''"dotted"'' (or ''"dot line"'') for a dotted border, or ''"solid"'' to reset to the default solid border.
  
 
;Returns
 
;Returns
* ''true'' on success, or ''nil'' and an error message if no map is loaded, the room ID is invalid, or the thickness is out of range.
+
* ''true'' on success, or ''nil'' and an error message if no map is loaded or the room ID is invalid.
  
 
;Example
 
;Example
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
-- Set room 1 to have a thick border
+
-- set room 1234 to have a dashed border
setRoomBorderThickness(1, 5)
+
setRoomBorderStyle(1234, "dashed")
 +
 
 +
-- set room 1234 to have a dotted border
 +
setRoomBorderStyle(1234, "dotted")
  
-- Highlight important rooms with thick red borders
+
-- reset room 1234 back to solid border
local importantRooms = {1, 5, 10, 15}
+
setRoomBorderStyle(1234, "solid")
for _, roomID in ipairs(importantRooms) do
 
    setRoomBorderColor(roomID, 255, 0, 0)
 
    setRoomBorderThickness(roomID, 3)
 
end
 
 
</syntaxhighlight>
 
</syntaxhighlight>
  
==getRoomBorderThickness, PR #8758==
+
==getRoomBorderStyle, PR #8985==
;thickness = getRoomBorderThickness(roomID)
+
;getRoomBorderStyle(roomID)
  
:Returns the custom border thickness for a room, if one has been set.
+
:Returns the border style for a specific room on the map.
  
:See also: [[#setRoomBorderThickness|setRoomBorderThickness()]], [[#clearRoomBorderThickness|clearRoomBorderThickness()]]
+
:See also: [[#setRoomBorderStyle|setRoomBorderStyle()]], [[#clearRoomBorderStyle|clearRoomBorderStyle()]]
  
 
{{MudletVersion|4.21}}
 
{{MudletVersion|4.21}}
Line 319: Line 245:
 
;Parameters
 
;Parameters
 
* ''roomID:''
 
* ''roomID:''
: The ID of the room to get the border thickness for.
+
: The ID of the room to get the border style for.
  
 
;Returns
 
;Returns
* The thickness value (1-10) if a custom thickness is set, or ''nil'' if the room uses the global default thickness. Returns ''nil'' and an error message if no map is loaded or the room ID is invalid.
+
* ''"dashed"'' if the room has a dashed border, ''"dotted"'' if the room has a dotted border, or ''nil'' if the room has the default solid border.
  
 
;Example
 
;Example
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
-- Check if room 1 has a custom border thickness
+
local style = getRoomBorderStyle(1234)
local thickness = getRoomBorderThickness(1)
+
if style then
if thickness then
+
  echo(f"Room 1234 has a {style} border.\n")
    echo(string.format("Room 1 has custom border thickness: %d\n", thickness))
 
 
else
 
else
    echo("Room 1 uses the global border thickness\n")
+
  echo("Room 1234 has a solid (default) border.\n")
 
end
 
end
 
</syntaxhighlight>
 
</syntaxhighlight>
  
==clearRoomBorderThickness, PR #8758==
+
==clearRoomBorderStyle, PR #8985==
;clearRoomBorderThickness(roomID)
+
;clearRoomBorderStyle(roomID)
  
:Removes the custom border thickness from a room, causing it to use the global default thickness.
+
:Resets the border style for a specific room back to the default solid border.
  
:See also: [[#setRoomBorderThickness|setRoomBorderThickness()]], [[#getRoomBorderThickness|getRoomBorderThickness()]]
+
:See also: [[#setRoomBorderStyle|setRoomBorderStyle()]], [[#getRoomBorderStyle|getRoomBorderStyle()]]
  
 
{{MudletVersion|4.21}}
 
{{MudletVersion|4.21}}
Line 346: Line 271:
 
;Parameters
 
;Parameters
 
* ''roomID:''
 
* ''roomID:''
: The ID of the room to clear the custom border thickness from.
+
: The ID of the room to clear the border style for.
  
 
;Returns
 
;Returns
Line 353: Line 278:
 
;Example
 
;Example
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
-- Reset room 1 to use the global border thickness
+
-- reset room 1234 back to solid border
clearRoomBorderThickness(1)
+
clearRoomBorderStyle(1234)
 +
</syntaxhighlight>
  
-- Clear all custom border settings from a room
+
==setRoomBorderThickness, PR #8758==
clearRoomBorderColor(1)
+
;setRoomBorderThickness(roomID, thickness)
clearRoomBorderThickness(1)
 
</syntaxhighlight>
 
  
 +
:Sets a custom border thickness for an individual room on the 2D map. When set, this thickness overrides the global default for that specific room.
  
==exportAreaImage PR#8156==
+
:See also: [[#getRoomBorderThickness|getRoomBorderThickness()]], [[#clearRoomBorderThickness|clearRoomBorderThickness()]], [[#setRoomBorderColor|setRoomBorderColor()]]
; exportAreaImage(areaID, filePath[, zLevel])
 
  
:Exports an area from the mapper as an image file. This function allows you to save a visual representation of a specific area (or a specific Z level within that area) to disk as an image. The exported image will show rooms, exits, and other map elements as they appear in the 2D mapper.
+
{{MudletVersion|4.21}}
 
 
:The image is rendered at a fixed 2.0x zoom level to provide good quality output while maintaining reasonable file sizes.
 
 
 
;See also: [[Manual:Mapper_Functions#createMapImageLabel|createMapImageLabel()]], [[Manual:Mapper_Functions#createMapLabel|createMapLabel()]]
 
 
 
{{MudletVersion|4.20}}
 
 
 
{{note}} This function requires the mapper to be open and a valid map to be loaded. It will return an error if no map is present or if the specified area ID doesn't exist.
 
  
 
;Parameters
 
;Parameters
* ''areaID:''
+
* ''roomID:''
: Area ID number of the area to export as an image.
+
: The ID of the room to set the border thickness for.
* ''filePath:''
+
* ''thickness:''
: File path where the image should be saved. Should include the desired file extension (e.g., ".png", ".jpg"). When exporting all Z levels, this will be used as a template for generating individual filenames.
+
: The border thickness (1-10).
* ''zLevel:''
 
: (optional) Can be one of the following:
 
:: ''integer'' - exports only the specific Z level within the area
 
:: ''true'' - exports all Z levels in the area as separate image files
 
:: ''nil/omitted'' - exports the current player's Z level
 
  
 
;Returns
 
;Returns
* ''success:'' boolean - true if the export was successful, false if it failed
+
* ''true'' on success, or ''nil'' and an error message if no map is loaded, the room ID is invalid, or the thickness is out of range.
* ''errorMessage:'' string - only returned when success is false, contains the error message describing what went wrong
 
  
 
;Example
 
;Example
 
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
-- Export the current player's Z level of area 1 to a PNG file
+
-- Set room 1 to have a thick border
exportAreaImage(1, "/home/user/mymap.png")
+
setRoomBorderThickness(1, 5)
  
-- Export only Z level 0 of area 5 to a JPG file
+
-- Highlight important rooms with thick red borders
exportAreaImage(5, "/home/user/level0.jpg", 0)
+
local importantRooms = {1, 5, 10, 15}
 +
for _, roomID in ipairs(importantRooms) do
 +
    setRoomBorderColor(roomID, 255, 0, 0)
 +
    setRoomBorderThickness(roomID, 3)
 +
end
 +
</syntaxhighlight>
  
-- Export area 10, Z level -1 (basement level)
+
==getRoomBorderThickness, PR #8758==
exportAreaImage(10, "basement_map.png", -1)
+
;thickness = getRoomBorderThickness(roomID)
  
-- Export ALL Z levels in area 12 as separate images
+
:Returns the custom border thickness for a room, if one has been set.
-- This will create files like: mymap_level_0.png, mymap_level_1.png, mymap_level_-1.png, etc.
 
local success, error = exportAreaImage(12, "mymap.png", true)
 
if success then
 
  echo("All Z levels exported successfully!")
 
else
 
  echo("Export failed: " .. error)
 
end
 
  
-- Export all Z levels in multiple areas
+
:See also: [[#setRoomBorderThickness|setRoomBorderThickness()]], [[#clearRoomBorderThickness|clearRoomBorderThickness()]]
for areaID, areaName in pairs(getAreaTable()) do
+
 
  local filename = string.format("%s_area_%d.png", areaName, areaID)
+
{{MudletVersion|4.21}}
  local success, error = exportAreaImage(areaID, filename, true)
+
 
  if success then
+
;Parameters
    echo("Exported all Z levels for area: " .. areaName)
+
* ''roomID:''
  else
+
: The ID of the room to get the border thickness for.
    echo("Failed to export area " .. areaName .. ": " .. error)
 
  end
 
end
 
  
-- Get a list of all Z levels in an area and export them individually
+
;Returns
local areaID = 5
+
* The thickness value (1-10) if a custom thickness is set, or ''nil'' if the room uses the global default thickness. Returns ''nil'' and an error message if no map is loaded or the room ID is invalid.
local area = getAreaTable()[areaID]
 
if area then
 
  -- Get all Z levels by examining rooms in the area
 
  local zLevels = {}
 
  for roomID in pairs(getAreaRooms(areaID)) do
 
    local x, y, z = getRoomCoordinates(roomID)
 
    if z and not zLevels[z] then
 
      zLevels[z] = true
 
    end
 
  end
 
  
  -- Export each Z level individually with custom naming
+
;Example
  for zLevel in pairs(zLevels) do
+
<syntaxhighlight lang="lua">
     local filename = string.format("area_%s_floor_%d.png", area, zLevel)
+
-- Check if room 1 has a custom border thickness
    exportAreaImage(areaID, filename, zLevel)
+
local thickness = getRoomBorderThickness(1)
     echo("Exported Z level " .. zLevel .. " to " .. filename)
+
if thickness then
  end
+
     echo(string.format("Room 1 has custom border thickness: %d\n", thickness))
 +
else
 +
     echo("Room 1 uses the global border thickness\n")
 
end
 
end
 
</syntaxhighlight>
 
</syntaxhighlight>
  
==createMapLabel, merged #7598==
+
==clearRoomBorderThickness, PR #8758==
;labelID = createMapLabel(areaID, text, posX, posY, posZ, fgRed, fgGreen, fgBlue, bgRed, bgGreen, bgBlue[, zoom, fontSize, showOnTop, noScaling, fontName, foregroundTransparency, backgroundTransparency, temporary, outlineRed, outlineGreen, outlineBlue])
+
;clearRoomBorderThickness(roomID)
  
:Creates a text label on the map at given coordinates, with the given background and foreground colors. It can go above or below the rooms, scale with zoom or stay a static size. From Mudlet 4.17.0 an additional parameter (assumed to be false if not given from then) makes the label NOT be saved in the map file which, if the image can be regenerated on future loading from a script can reduce the size of the saved map somewhat. It returns a label ID that you can use later for deleting it.
+
:Removes the custom border thickness from a room, causing it to use the global default thickness.
  
:The coordinates 0,0 are in the middle of the map, and are in sync with the room coordinates - so using the x,y values of [[#getRoomCoordinates|getRoomCoordinates()]] will place the label near that room.
+
:See also: [[#setRoomBorderThickness|setRoomBorderThickness()]], [[#getRoomBorderThickness|getRoomBorderThickness()]]
  
: See also: [[#getMapLabel|getMapLabel()]], [[#getMapLabels|getMapLabels()]], [[#deleteMapLabel|deleteMapLabel]], [[#createMapImageLabel|createMapImageLabel()]]
+
{{MudletVersion|4.21}}
  
<div class="toccolours mw-collapsible mw-collapsed" style="overflow:auto;">
+
;Parameters
<div style="font-weight:bold;line-height:1.6;">Historical Version Note</div>
+
* ''roomID:''
<div class="mw-collapsible-content">
+
: The ID of the room to clear the custom border thickness from.
{{note}} Some changes were done prior to 4.13 (which exactly? function existed before!) - see corresponding PR and update here!
 
</div></div>
 
  
;Parameters
+
;Returns
* ''areaID:''
+
* ''true'' on success, or ''nil'' and an error message if no map is loaded or the room ID is invalid.
: Area ID where to put the label.
 
* ''text:''
 
: The text to put into the label. To get a multiline text label add a '\n' between the lines.
 
* ''posX, posY, posZ:''
 
: Position of the label in (floating point numbers) room coordinates.
 
* ''fgRed, fgGreen, fgBlue:''
 
: Foreground color or text color of the label.
 
* ''bgRed, bgGreen, bgBlue:''
 
: Background color of the label.
 
* ''zoom:''
 
: (optional) Zoom factor of the label if noScaling is false. Higher zoom will give higher resolution of the text and smaller size of the label. Default is 30.0.
 
* ''fontSize:''
 
: (optional, but needed if zoom is provided) Size of the font of the text. Default is 50.
 
* ''showOnTop:''
 
: (optional) If true the label will be drawn on top of the rooms and if it is false the label will be drawn as a background, defaults to true if not given.
 
* ''noScaling:''
 
: (optional) If true the label will have the same size when you zoom in and out in the mapper, If it is false the label will scale when you zoom the mapper, defaults to true if not given.
 
* ''fontName:''
 
: (optional) font name to use.
 
* ''foregroundTransparency''
 
: (optional) transparency of the text on the label, defaults to 255 (in range of 0 to 255) or fully opaque if not given.
 
* ''backgroundTransparency''
 
: (optional) transparency of the label background itself, defaults to 50 (in range of 0 to 255) or significantly transparent if not given.
 
* ''temporary''
 
: (optional) if true does not save the image that the label makes in map save files, defaults to false if not given, or for prior versions of Mudlet.
 
* ''outlineRed, outlineGreen, outlineBlue''
 
: (optional) the outline colour of the displayed text
 
  
 
;Example
 
;Example
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
-- the first 50 is some area id, the next three 0,0,0 are coordinates - middle of the area
+
-- Reset room 1 to use the global border thickness
-- 255,0,0 would be the foreground in RGB, 23,0,0 would be the background RGB
+
clearRoomBorderThickness(1)
-- zoom is only relevant when when you're using a label of a static size, so we use 0
 
-- and we use a font size of 20 for our label, which is a small medium compared to the map
 
local labelid = createMapLabel( 50, "my map label", 0,0,0, 255,0,0, 23,0,0, 0,20)
 
 
 
-- to create a multi line text label add '\n' between lines
 
-- the position is placed somewhat to the northeast of the center of the map
 
-- this label will be scaled as you zoom the map.
 
local labelid = createMapLabel( 50, "1. Row One\n2. Row 2", .5,5.5,0, 255,0,0, 23,0,0, 30,50, true, false)
 
 
 
local x,y,z = getRoomCoordinates(getPlayerRoom())
 
createMapLabel(getRoomArea(getPlayerRoom()), "my map label", x,y,z, 255,0,0, 23,0,0, 0,20, false, true, "Ubuntu", 255, 100)
 
 
 
-- create a temporary, multiline label with purple text and a white outline
 
lua createMapLabel(1, "This is a really long text\nwith multiple lines.", 0, 0, 0, 125, 0, 125, 0, 0, 0, 50, 48, true, false, "Noto Sans", 255, 0, true, 255, 255, 255)
 
  
 +
-- Clear all custom border settings from a room
 +
clearRoomBorderColor(1)
 +
clearRoomBorderThickness(1)
 
</syntaxhighlight>
 
</syntaxhighlight>
  
==getRoomsByPosition1, PR #8619==
 
;roomTable = getRoomsByPosition1(areaID, x,y,z)
 
 
:Returns an indexed table of all rooms at the given coordinates in the given area, or an empty table if there are none. This function can be useful for checking if a room exists at certain coordinates, or whenever you have rooms overlapping.  This returns exactly the same thing as [[#getRoomsByPosition|getRoomsByPosition()]] except the table is indexed at 1, not zero.
 
 
: See also: [[#getRoomsByPosition|getRoomsByPosition()]], [[#getRoomCoordinates|getRoomCoordinates()]]
 
  
 
==mapSymbolFontInfo, PR #4038 closed==
 
==mapSymbolFontInfo, PR #4038 closed==
Line 811: Line 661:
 
: Miscellaneous functions.
 
: Miscellaneous functions.
  
== openIRC ==
+
== playSpatialSound, PR #8452 open ==
  
;openIRC()
+
* '''playSpatialSound(settings table)'''
  
:Opens the IRC client window for the current profile. Creates the IRC client if it doesn't already exist.
+
Plays spatial audio files with 3D positioning using Qt6's SpatialAudio framework. Allows precise positioning, occlusion effects, room acoustics, and environmental audio for immersive gameplay experiences.
 
 
:See also: [[#sendIrc|sendIrc()]], [[#getIrcNick|getIrcNick()]], [[#getIrcServer|getIrcServer()]], [[#getIrcChannels|getIrcChannels()]]
 
 
 
;Example
 
<syntaxhighlight lang="lua">
 
-- configure IRC and open the window
 
setConfig("ircHostName", "irc.libera.chat")
 
setConfig("ircHostPort", 6697)
 
setConfig("ircHostSecure", true)
 
setConfig("ircChannels", "#mudlet")
 
setConfig("ircNickName", "MyNickname")
 
 
 
openIRC()
 
</syntaxhighlight>
 
 
 
{{Note}} The IRC configuration UI has been removed from Settings. Use [[#setConfig|setConfig()]] to configure IRC settings.
 
 
 
== setConfig, getConfig IRC options ==
 
 
 
The following IRC configuration options have been added to [[Manual:Lua_Functions#setConfig|setConfig()]] and [[Manual:Lua_Functions#getConfig|getConfig()]]:
 
  
 
{| class="wikitable"
 
{| class="wikitable"
! Option !! Type !! Description
 
 
|-
 
|-
| <code>ircHostName</code> || string || IRC server hostname (default: "irc.libera.chat")
+
! Required
 +
! Key
 +
! Purpose
 +
! Default
 +
! Description
 
|-
 
|-
| <code>ircHostPort</code> || number || IRC server port (default: 6667, use 6697 for SSL)
+
| Yes
 +
| key
 +
| <unique identifier>
 +
|
 +
| Unique key to identify this spatial sound source for later updates or removal.
 
|-
 
|-
| <code>ircHostSecure</code> || boolean || Whether to use SSL/TLS connection
+
| Yes
 +
| name
 +
| <file name>
 +
|
 +
| Name of the audio file. May contain directory information (i.e. ambient/forest.ogg). May be part of the profile (i.e. getMudletHomeDir().. "/spatial/wind.wav") or on the local device (i.e. "C:/Users/YourName/Documents/sound.mp3").
 
|-
 
|-
| <code>ircChannels</code> || string || Space-separated list of channels to join (e.g., "#mudlet #help")
+
| No
 +
| url
 +
| <url>
 +
|
 +
| Resource location where the audio file may be downloaded. Only required if file is to be downloaded remotely.
 +
|-
 +
| No
 +
| position
 +
| {azimuth, elevation, distance}
 +
| {0, 0, 1}
 +
| 3D position as a table: azimuth (horizontal angle in degrees, 0-360), elevation (vertical angle in degrees, -90 to 90), distance (in meters, > 0).
 
|-
 
|-
| <code>ircNickName</code> || string || Your IRC nickname
+
| No
 +
| volume
 +
| 1 to 100
 +
| 50
 +
| Volume level relative to master spatial audio volume.
 
|-
 
|-
| <code>ircPassword</code> || string || IRC server password (if required)
+
| No
 +
| occlusion
 +
| 0.0 to 1.0
 +
| 0.0
 +
| Occlusion factor simulating objects blocking the sound path.
 +
|-
 +
| No
 +
| loops
 +
| -1 or >= 1
 +
| 1
 +
| Number of times to loop. -1 for infinite looping.
 +
|-
 +
| No
 +
| room
 +
| {dimensions, reverb, reflection, material}
 +
|
 +
| Room acoustics configuration table.
 
|}
 
|}
  
;setConfig examples
+
See also: [[Manual:Lua Functions#updateSpatialSound|updateSpatialSound()]], [[Manual:Lua Functions#stopSpatialSound|stopSpatialSound()]], [[Manual:Lua Functions#removeSpatialSound|removeSpatialSound()]], [[Manual:Lua Functions#getSpatialSounds|getSpatialSounds()]]
<syntaxhighlight lang="lua">
+
 
-- configure IRC to connect to Libera Chat with SSL
+
{{MudletVersion|4.??}}
setConfig("ircHostName", "irc.libera.chat")
 
setConfig("ircHostPort", 6697)
 
setConfig("ircHostSecure", true)
 
setConfig("ircChannels", "#mudlet #mygamechannel")
 
setConfig("ircNickName", "CoolPlayer123")
 
</syntaxhighlight>
 
  
;getConfig examples
+
* '''Example'''
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
-- read current IRC configuration
+
-- Play forest ambience behind the player
local hostname = getConfig("ircHostName")
+
playSpatialSound({
local port = getConfig("ircHostPort")
+
    key = "forest_ambience",
local secure = getConfig("ircHostSecure")
+
    name = "ambient/forest_birds.ogg",
local channels = getConfig("ircChannels")
+
    position = {180, 0, 5}, -- behind player, 5 meters away 
local nickname = getConfig("ircNickName")
+
    volume = 30,
 +
    loops = -1 -- infinite loop
 +
})
  
echo(string.format("IRC: %s@%s:%d (SSL: %s)\n", nickname, hostname, port, tostring(secure)))
+
-- Play footsteps with room acoustics
echo("Channels: " .. channels .. "\n")
+
playSpatialSound({
 +
    key = "footsteps",
 +
    name = "effects/footstep_stone.wav",
 +
    position = {45, -10, 2}, -- front-right, slightly below, 2 meters
 +
    volume = 60,
 +
    room = {
 +
        dimensions = {10, 3, 8}, -- 10m wide, 3m high, 8m deep
 +
        reverb = 0.3,
 +
        reflection = 0.7,
 +
        material = "sheetrock"
 +
    }
 +
})
 +
 
 +
-- Download and play remote spatial sound
 +
playSpatialSound({
 +
    key = "wind_howl",
 +
    name = "wind.ogg",
 +
    url = "https://example.com/sounds/",
 +
    position = {270, 45, 10}, -- left side, elevated, distant
 +
    volume = 40,
 +
    occlusion = 0.2 -- partially blocked
 +
})
 
</syntaxhighlight>
 
</syntaxhighlight>
  
== setLinkStyle, PR #8527 ==
+
== updateSpatialSound, PR #8452 open ==
  
;setLinkStyle(labelName, linkColor, linkVisitedColor, [underline])
+
* '''updateSpatialSound(key, settings table)'''
:Sets the color styling for clickable HTML hyperlinks within a label. This allows customization of how links appear before and after being clicked.
 
  
{{MudletVersion|4.20+}}
+
Updates properties of an existing spatial audio source without stopping playback.
  
See also: [[Manual:Lua_Functions#resetLinkStyle|resetLinkStyle]], [[Manual:Lua_Functions#clearVisitedLinks|clearVisitedLinks]], [[Manual:Lua_Functions#createLabel|createLabel]], [[Manual:Lua_Functions#echo|echo]]
+
* '''Parameters'''
  
;Parameters
+
• key: Unique identifier of the spatial sound source to update
* ''labelName:''
+
• settings table: Table containing properties to update (same format as playSpatialSound)
: The name of the label to apply link styling to.
+
 
* ''linkColor:''
+
See also: [[Manual:Lua Functions#playSpatialSound|playSpatialSound()]]
: The color for unvisited links. Can be a color name (e.g., "cyan"), hex code (e.g., "#00ffff"), or RGB string (e.g., "rgb(0,255,255)"). Pass an empty string "" to not change the unvisited link color.
 
* ''linkVisitedColor:''
 
: The color for visited links (links that have been clicked). Can be a color name, hex code, or RGB string. Pass an empty string "" to not change the visited link color.
 
* ''underline:''
 
: (optional) Whether links should be underlined. Defaults to true if omitted.
 
  
{{note}} Links must be in HTML format using <code>&lt;a href="..."&gt;text&lt;/a&gt;</code>. The label will track which links have been clicked and automatically change their color to the visited color.
+
{{MudletVersion|4.??}}
  
;Example
+
* '''Example'''
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
-- Create a label with clickable links
+
-- Move sound to new position
createLabel("navigationLabel", 10, 10, 400, 100, 1)
+
updateSpatialSound("forest_ambience", {
setLinkStyle("navigationLabel", "cyan", "purple")
+
    position = {90, 0, 3} -- move to right side, closer
 +
})
  
-- Echo some HTML links to the label
+
-- Update volume and add occlusion
echo("navigationLabel", [[
+
updateSpatialSound("footsteps", {
  <a href="send:north">Go North</a> |
+
    volume = 80,
  <a href="send:south">Go South</a> |
+
    occlusion = 0.5
  <a href="https://mudlet.org">Mudlet Website</a>
+
})
]])
 
  
-- Links will appear cyan, and turn purple after being clicked
+
-- Update multiple properties
 
+
updateSpatialSound("wind_howl", {
-- You can disable underlining
+
    position = {315, 30, 15},
setLinkStyle("navigationLabel", "#00ff00", "#ff00ff", false)
+
    volume = 25,
 +
    occlusion = 0.8
 +
})
 
</syntaxhighlight>
 
</syntaxhighlight>
  
{{note}} Link URL schemes supported:
+
== stopSpatialSound, PR #8452 open ==
* '''send:command''' - Sends the command to the game immediately
 
* '''prompt:text''' - Puts text in the command line for editing
 
* '''http:// or https://''' - Opens URL in external browser 
 
* '''No scheme''' - Executes as Lua code
 
  
 +
* '''stopSpatialSound(key)'''
  
== resetLinkStyle, PR #8527 ==
+
Stops playback of a spatial audio source but keeps the source available for later use.
  
;resetLinkStyle(labelName)
+
* '''Parameters'''
:Resets the hyperlink styling on a label to the default Qt colors (typically blue links).
 
  
{{MudletVersion|4.20+}}
+
• key: Unique identifier of the spatial sound source to stop
  
See also: [[Manual:Lua_Functions#setLinkStyle|setLinkStyle]], [[Manual:Lua_Functions#clearVisitedLinks|clearVisitedLinks]]
+
* '''Returns'''
  
;Parameters
+
• boolean: true on success, false if source not found
* ''labelName:''
+
 
: The name of the label to reset link styling for.
+
See also: [[Manual:Lua Functions#playSpatialSound|playSpatialSound()]], [[Manual:Lua Functions#removeSpatialSound|removeSpatialSound()]]
 +
 
 +
{{MudletVersion|4.??}}
  
;Example
+
* '''Example'''
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
-- Set custom link colors
+
-- Stop the forest ambience
setLinkStyle("myLabel", "red", "darkred")
+
stopSpatialSound("forest_ambience")
  
-- Later, reset to defaults
+
-- Stop footsteps when player stops walking 
resetLinkStyle("myLabel")
+
if not moving then
 +
    stopSpatialSound("footsteps")
 +
end
 
</syntaxhighlight>
 
</syntaxhighlight>
  
 +
== pauseSpatialSound, PR #8452 open ==
  
== clearVisitedLinks, PR #8527 ==
+
* '''pauseSpatialSound(key)'''
  
;clearVisitedLinks(labelName)
+
Pauses playback of a spatial audio source, allowing it to be resumed later from the same position.
:Clears the visited link history for a label, causing all links to display in the unvisited link color again.
 
  
{{MudletVersion|4.20+}}
+
* '''Parameters'''
  
See also: [[Manual:Lua_Functions#setLinkStyle|setLinkStyle]], [[Manual:Lua_Functions#resetLinkStyle|resetLinkStyle]]
+
• key: Unique identifier of the spatial sound source to pause
  
;Parameters
+
* '''Returns'''
* ''labelName:''
 
: The name of the label to clear the visited link history for.
 
  
{{note}} This does not change the link colors - it only resets which links are considered "visited". Links will revert to the unvisited color until clicked again.
+
• boolean: true on success, false if source not found
  
;Example
+
See also: [[Manual:Lua Functions#playSpatialSound|playSpatialSound()]], [[Manual:Lua Functions#stopSpatialSound|stopSpatialSound()]]
<syntaxhighlight lang="lua">
 
-- Clear the visited links history
 
clearVisitedLinks("navigationLabel")
 
  
-- All links in the label will now show in the unvisited color again,
+
{{MudletVersion|4.??}}
-- even if they were previously clicked
 
</syntaxhighlight>
 
  
==  playSpatialSound, PR #8452  ==
+
* '''Example'''
 +
<syntaxhighlight lang="lua">
 +
-- Pause ambient sound temporarily
 +
pauseSpatialSound("forest_ambience")
  
* '''playSpatialSound(settings table)'''
+
-- Resume by playing again (will continue from pause position)
 
+
playSpatialSound({
Plays spatial audio files with 3D positioning using Qt6's SpatialAudio framework. Allows precise positioning, occlusion effects, room acoustics, and environmental audio for immersive gameplay experiences.
+
    key = "forest_ambience",
 +
    name = "ambient/forest_birds.ogg",
 +
    position = {180, 0, 5}
 +
})
 +
</syntaxhighlight>
 +
 
 +
== removeSpatialSound, PR #8452 open ==
 +
 
 +
* '''removeSpatialSound(key)'''
 +
 
 +
Completely removes a spatial audio source, stopping playback and freeing resources.
 +
 
 +
* '''Parameters'''
 +
 
 +
• key: Unique identifier of the spatial sound source to remove
 +
 
 +
* '''Returns'''
 +
 
 +
• boolean: true on success, false if source not found
 +
 
 +
See also: [[Manual:Lua Functions#stopSpatialSound|stopSpatialSound()]], [[Manual:Lua Functions#getSpatialSounds|getSpatialSounds()]]
  
{| class="wikitable"
+
{{MudletVersion|4.??}}
|-
+
 
! Required
+
* '''Example'''
! Key
+
<syntaxhighlight lang="lua">
! Purpose
+
-- Remove completed sound effect
! Default
+
removeSpatialSound("door_slam")
! Description
+
 
|-
+
-- Clean up old ambient sounds
| Yes
+
for _, key in ipairs({"old_wind", "old_rain", "old_birds"}) do
| key
+
    removeSpatialSound(key)
| <unique identifier>
+
end
|
+
</syntaxhighlight>
| Unique key to identify this spatial sound source for later updates or removal.
+
 
|-
+
== getSpatialSounds, PR #8452 open ==
| Yes
+
 
| name
+
* '''getSpatialSounds()'''
| <file name>
+
 
|
+
Returns a list of all currently active spatial audio sources.
| Name of the audio file. May contain directory information (i.e. ambient/forest.ogg). May be part of the profile (i.e. getMudletHomeDir().. "/spatial/wind.wav") or on the local device (i.e. "C:/Users/YourName/Documents/sound.mp3").
+
 
|-
+
* '''Returns'''
| No
+
 
| url
+
• table: Indexed table containing the keys of all active spatial sound sources
| <url>
 
|
 
| Resource location where the audio file may be downloaded. Only required if file is to be downloaded remotely.
 
|-
 
| No
 
| position
 
| {azimuth, elevation, distance}
 
| {0, 0, 1}
 
| 3D position as a table: azimuth (horizontal angle in degrees, 0-360), elevation (vertical angle in degrees, -90 to 90), distance (in meters, > 0).
 
|-
 
| No
 
| volume
 
| 1 to 100
 
| 50
 
| Volume level relative to master spatial audio volume.
 
|-
 
| No
 
| occlusion
 
| 0.0 to 1.0
 
| 0.0
 
| Occlusion factor simulating objects blocking the sound path.
 
|-
 
| No
 
| loops
 
| -1 or >= 1
 
| 1
 
| Number of times to loop. -1 for infinite looping.
 
|-
 
| No
 
| room
 
| {dimensions, reverb, reflection, material}
 
|
 
| Room acoustics configuration table.
 
|}
 
  
See also: [[Manual:Lua Functions#updateSpatialSound|updateSpatialSound()]], [[Manual:Lua Functions#stopSpatialSound|stopSpatialSound()]], [[Manual:Lua Functions#removeSpatialSound|removeSpatialSound()]], [[Manual:Lua Functions#getSpatialSounds|getSpatialSounds()]]
+
See also: [[Manual:Lua Functions#playSpatialSound|playSpatialSound()]], [[Manual:Lua Functions#removeSpatialSound|removeSpatialSound()]]
  
{{MudletVersion|4.20}}
+
{{MudletVersion|4.??}}
  
 
* '''Example'''
 
* '''Example'''
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
-- Play forest ambience behind the player
+
-- List all active spatial sounds
playSpatialSound({
+
local activeSounds = getSpatialSounds()
    key = "forest_ambience",
+
for i, soundKey in ipairs(activeSounds) do
     name = "ambient/forest_birds.ogg",
+
     echo("Active spatial sound: " .. soundKey .. "\n")
    position = {180, 0, 5}, -- behind player, 5 meters away 
+
end
    volume = 30,
 
    loops = -1 -- infinite loop
 
})
 
  
-- Play footsteps with room acoustics
+
-- Stop all spatial sounds
playSpatialSound({
+
for _, soundKey in ipairs(getSpatialSounds()) do
     key = "footsteps",
+
     stopSpatialSound(soundKey)
    name = "effects/footstep_stone.wav",
+
end
    position = {45, -10, 2}, -- front-right, slightly below, 2 meters
 
    volume = 60,
 
    room = {
 
        dimensions = {10, 3, 8}, -- 10m wide, 3m high, 8m deep
 
        reverb = 0.3,
 
        reflection = 0.7,
 
        material = "sheetrock"
 
    }
 
})
 
  
-- Download and play remote spatial sound
+
-- Check if specific sound is playing
playSpatialSound({
+
local activeSounds = getSpatialSounds()
    key = "wind_howl",
+
local isPlaying = table.contains(activeSounds, "forest_ambience")
    name = "wind.ogg",
+
</syntaxhighlight>
    url = "https://example.com/sounds/",
 
    position = {270, 45, 10}, -- left side, elevated, distant
 
    volume = 40,
 
    occlusion = 0.2 -- partially blocked
 
})
 
</syntaxhighlight>
 
  
== updateSpatialSound, PR #8452 ==
+
== setSpatialListener, PR #8452 open ==
  
* '''updateSpatialSound(key, settings table)'''
+
* '''setSpatialListener(settings table)'''
  
Updates properties of an existing spatial audio source without stopping playback.
+
Sets the position and orientation of the spatial audio listener (the player's ears).
  
* '''Parameters'''
+
{| class="wikitable"
 
+
|-
• key: Unique identifier of the spatial sound source to update
+
! Required
• settings table: Table containing properties to update (same format as playSpatialSound)
+
! Key
 +
! Purpose
 +
! Default
 +
! Description
 +
|-
 +
| No
 +
| position
 +
| {x, y, z}
 +
| {0, 0, 0}
 +
| 3D position of the listener in world coordinates.
 +
|-
 +
| No
 +
| rotation
 +
| {yaw, pitch, roll}
 +
| {0, 0, 0}
 +
| Orientation of the listener's head: yaw (left/right), pitch (up/down), roll (tilt).
 +
|}
  
 
See also: [[Manual:Lua Functions#playSpatialSound|playSpatialSound()]]
 
See also: [[Manual:Lua Functions#playSpatialSound|playSpatialSound()]]
  
{{MudletVersion|4.20}}
+
{{MudletVersion|4.??}}
  
 
* '''Example'''
 
* '''Example'''
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
-- Move sound to new position
+
-- Set listener at origin, facing north
updateSpatialSound("forest_ambience", {
+
setSpatialListener({
     position = {90, 0, 3} -- move to right side, closer
+
     position = {0, 0, 0},
 +
    rotation = {0, 0, 0}
 
})
 
})
  
-- Update volume and add occlusion
+
-- Player moved to new room and is facing east 
updateSpatialSound("footsteps", {
+
setSpatialListener({
     volume = 80,
+
     position = {10, 0, 5},
     occlusion = 0.5
+
     rotation = {90, 0, 0} -- 90 degrees yaw = facing east
 
})
 
})
  
-- Update multiple properties
+
-- Looking up at the sky
updateSpatialSound("wind_howl", {
+
setSpatialListener({
     position = {315, 30, 15},
+
     rotation = {0, 45, 0} -- 45 degrees pitch up
    volume = 25,
 
    occlusion = 0.8
 
 
})
 
})
 
</syntaxhighlight>
 
</syntaxhighlight>
  
== stopSpatialSound, PR #8452 ==
+
== setSpatialMasterVolume, PR #8452 open ==
  
* '''stopSpatialSound(key)'''
+
* '''setSpatialMasterVolume(volume)'''
  
Stops playback of a spatial audio source but keeps the source available for later use.
+
Sets the master volume for all spatial audio sources.
  
 
* '''Parameters'''
 
* '''Parameters'''
  
key: Unique identifier of the spatial sound source to stop
+
volume: Master volume level (0-100)
  
 
* '''Returns'''
 
* '''Returns'''
  
• boolean: true on success, false if source not found
+
• boolean: true on success
  
See also: [[Manual:Lua Functions#playSpatialSound|playSpatialSound()]], [[Manual:Lua Functions#removeSpatialSound|removeSpatialSound()]]
+
See also: [[Manual:Lua Functions#playSpatialSound|playSpatialSound()]]
  
{{MudletVersion|4.20}}
+
{{MudletVersion|4.??}}
  
 
* '''Example'''
 
* '''Example'''
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
-- Stop the forest ambience
+
-- Set moderate spatial audio volume
stopSpatialSound("forest_ambience")
+
setSpatialMasterVolume(60)
 +
 
 +
-- Mute all spatial audio
 +
setSpatialMasterVolume(0)
  
-- Stop footsteps when player stops walking 
+
-- Maximum spatial audio volume
if not moving then
+
setSpatialMasterVolume(100)
    stopSpatialSound("footsteps")
 
end
 
 
</syntaxhighlight>
 
</syntaxhighlight>
  
== pauseSpatialSound, PR #8452 ==
+
== playSpatialTestTone, PR #8452 open ==
  
* '''pauseSpatialSound(key)'''
+
* '''playSpatialTestTone(settings table)'''
  
Pauses playback of a spatial audio source, allowing it to be resumed later from the same position.
+
Plays a generated test tone at a specific spatial position for testing and calibration purposes.
  
* '''Parameters'''
+
{| class="wikitable"
 
+
|-
key: Unique identifier of the spatial sound source to pause
+
! Required
 
+
! Key
* '''Returns'''
+
! Purpose
 
+
! Default
• boolean: true on success, false if source not found
+
! Description
 
+
|-
See also: [[Manual:Lua Functions#playSpatialSound|playSpatialSound()]], [[Manual:Lua Functions#stopSpatialSound|stopSpatialSound()]]
+
| Yes
 
+
| key
{{MudletVersion|4.20}}
+
| <unique identifier>
 
+
|
* '''Example'''
+
| Unique key to identify this test tone source.
<syntaxhighlight lang="lua">
+
|-
-- Pause ambient sound temporarily
+
| Yes
pauseSpatialSound("forest_ambience")
+
| type
 
+
| "white", "pink", or "sine"
-- Resume by playing again (will continue from pause position)
+
|
playSpatialSound({
+
| Type of test tone to generate.
    key = "forest_ambience",
+
|-
    name = "ambient/forest_birds.ogg",
+
| Yes
    position = {180, 0, 5}
+
| duration
})
+
| <seconds>
</syntaxhighlight>
+
|
 
+
| Duration of the test tone in seconds.
==  removeSpatialSound, PR #8452  ==
+
|-
 +
| Yes
 +
| azimuth
 +
| <degrees>
 +
|
 +
| Horizontal angle (0-360 degrees).
 +
|-
 +
| Yes
 +
| elevation
 +
| <degrees>
 +
|
 +
| Vertical angle (-90 to 90 degrees).
 +
|-
 +
| Yes
 +
| distance
 +
| <meters>
 +
|
 +
| Distance from listener in meters.
 +
|-
 +
| No
 +
| frequency
 +
| <Hz>
 +
| 440
 +
| Frequency for sine wave test tones.
 +
|-
 +
| No
 +
| volume
 +
| 1 to 100
 +
| 50
 +
| Volume of the test tone.
 +
|-
 +
| No
 +
| loops
 +
| -1 or >= 1
 +
| 1
 +
| Number of loops (-1 for infinite).
 +
|}
  
* '''removeSpatialSound(key)'''
+
See also: [[Manual:Lua Functions#playSpatialSound|playSpatialSound()]], [[Manual:Lua Functions#stopSpatialSound|stopSpatialSound()]]
  
Completely removes a spatial audio source, stopping playback and freeing resources.
+
{{MudletVersion|4.??}}
 
 
* '''Parameters'''
 
 
 
• key: Unique identifier of the spatial sound source to remove
 
 
 
* '''Returns'''
 
 
 
• boolean: true on success, false if source not found
 
 
 
See also: [[Manual:Lua Functions#stopSpatialSound|stopSpatialSound()]], [[Manual:Lua Functions#getSpatialSounds|getSpatialSounds()]]
 
 
 
{{MudletVersion|4.20}}
 
  
 
* '''Example'''
 
* '''Example'''
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
-- Remove completed sound effect
+
-- Test speaker positions with white noise
removeSpatialSound("door_slam")
+
playSpatialTestTone({
 +
    key = "test_left",
 +
    type = "white",
 +
    duration = 2,
 +
    azimuth = 270,  -- left side
 +
    elevation = 0,
 +
    distance = 2,
 +
    volume = 70
 +
})
  
-- Clean up old ambient sounds
+
-- Test frequency response with sine wave
for _, key in ipairs({"old_wind", "old_rain", "old_birds"}) do
+
playSpatialTestTone({
     removeSpatialSound(key)
+
    key = "test_1khz",  
end
+
    type = "sine",
 +
    frequency = 1000,
 +
    duration = 3,
 +
    azimuth = 0,    -- front center
 +
    elevation = 0,
 +
    distance = 1,
 +
    volume = 50
 +
})
 +
 
 +
-- Test distance with pink noise
 +
playSpatialTestTone({
 +
     key = "test_distant",
 +
    type = "pink",
 +
    duration = 5,
 +
    azimuth = 180,  -- behind
 +
    elevation = 0,
 +
    distance = 10,  -- far away
 +
    volume = 80,
 +
    loops = 2
 +
})
 
</syntaxhighlight>
 
</syntaxhighlight>
  
== getSpatialSounds, PR #8452  ==
+
==getCustomLoginTextId, PR #3952 open==
 +
;getCustomLoginTextId()
  
* '''getSpatialSounds()'''
+
Returns the Id number of the custom login text setting from the profile's preferences. Returns ''0'' if the option is disabled or a number greater than that for the item in the table; note it is possible if using an old saved profile in the future that the number might be higher than expected. As a design policy decision it is not permitted for a script to change the setting, this function is intended to allow a script or package to check that the setting is what it expects.
  
Returns a list of all currently active spatial audio sources.
+
Introduced along with four other functions to enable game server log-in to be scripted with the simultaneous movement of that functionality from the Mudlet application core code to a predefined ''doLogin()'' function, a replacement for which is shown below.
 +
:See also: [[#getCharacterName|getCharacterName()]], [[#sendCharacterName|sendCharacterName()]], [[#sendCustomLoginText|sendCustomLoginText()]], [[#sendPassword|sendPassword()]].
  
* '''Returns'''
+
{{note}} Not available yet. See https://github.com/Mudlet/Mudlet/pull/3952
  
• table: Indexed table containing the keys of all active spatial sound sources
+
Only one custom login text has been defined initially:
 
+
{| class="wikitable"
See also: [[Manual:Lua Functions#playSpatialSound|playSpatialSound()]], [[Manual:Lua Functions#removeSpatialSound|removeSpatialSound()]]
+
|+Predefined custom login texts
 +
|-
 +
!Id!!Custom text!!Introduced in Mudlet version
 +
|-
 +
|1|| "connect {character name} {password}"||TBD
 +
|}
  
{{MudletVersion|4.20}}
+
The addition of further texts would be subject to negotiation with the Mudlet Makers.
  
* '''Example'''
+
;Example
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
-- List all active spatial sounds
+
-- A replacement for the default function placed into LuaGlobal.lua to reproduce the previous behavior of the Mudlet application:
local activeSounds = getSpatialSounds()
+
function doLogin()
for i, soundKey in ipairs(activeSounds) do
+
  if getCustomLoginTextId() ~= 1 then
     echo("Active spatial sound: " .. soundKey .. "\n")
+
    -- We need this particular option but it is not permitted for a script to change the setting, it can only check what it is
 +
     echo("\nUnable to login - please select the 'connect {character name} {password}` custom login option in the profile preferences.\n")
 +
  else
 +
    tempTime(2.0, [[sendCustomLoginText()]], 1)
 +
  end
 
end
 
end
 
-- Stop all spatial sounds
 
for _, soundKey in ipairs(getSpatialSounds()) do
 
    stopSpatialSound(soundKey)
 
end
 
 
-- Check if specific sound is playing
 
local activeSounds = getSpatialSounds()
 
local isPlaying = table.contains(activeSounds, "forest_ambience")
 
 
</syntaxhighlight>
 
</syntaxhighlight>
  
== setSpatialListener, PR #8452  ==
+
==sendCharacterName, PR #3952 open==
 +
;sendCharacterName()
  
* '''setSpatialListener(settings table)'''
+
Sends the name entered into the "Character name" field on the Connection Preferences form directly to the game server. Returns ''true'' unless there is nothing set in that entry in which case a ''nil'' and an error message will be returned instead.
  
Sets the position and orientation of the spatial audio listener (the player's ears).
+
Introduced along with four other functions to enable game server log-in to be scripted with the simultaneous movement of that functionality from the Mudlet application core code to a predefined ''doLogin()'' function that may be replaced for more sophisticated requirements.
 +
:See also: [[#getCharacterName|getCharacterName()]], [[#sendCharacterPassword|sendCharacterPassword()]], [[#sendCustomLoginText|sendCustomLoginText()]], [[#getCustomLoginTextId|getCustomLoginTextId()]].
 +
 
 +
{{note}} Not available yet. See https://github.com/Mudlet/Mudlet/pull/3952
 +
 
 +
== sendCharacterPassword, PR #3952 open==
 +
;sendCharacterPassword()
  
{| class="wikitable"
+
Sends the password entered into the "Password" field on the Connection Preferences form directly to the game server. Returns ''true'' unless there is nothing set in that entry or it is too long after (or before) a connection was successfully made in which case a ''nil'' and an error message will be returned instead.
|-
 
! Required
 
! Key
 
! Purpose
 
! Default
 
! Description
 
|-
 
| No
 
| position
 
| {x, y, z}
 
| {0, 0, 0}
 
| 3D position of the listener in world coordinates.
 
|-
 
| No
 
| rotation
 
| {yaw, pitch, roll}
 
| {0, 0, 0}
 
| Orientation of the listener's head: yaw (left/right), pitch (up/down), roll (tilt).
 
|}
 
  
See also: [[Manual:Lua Functions#playSpatialSound|playSpatialSound()]]
+
Introduced along with four other functions to enable game server log-in to be scripted with the simultaneous movement of that functionality from the Mudlet application core code to a predefined ''doLogin()'' function, reproduced below, that may be replaced for more sophisticated requirements.
 +
:See also: [[#getCharacterName|getCharacterName()]], [[#sendCustomLoginText|sendCustomLoginText()]], [[#getCustomLoginTextId|getCustomLoginTextId()]], [[#sendCharacterName|sendCharacterName()]].
  
{{MudletVersion|4.20}}
+
{{note}} Not available yet. See https://github.com/Mudlet/Mudlet/pull/3952
  
* '''Example'''
+
;Example
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
-- Set listener at origin, facing north
+
-- The default function placed into LuaGlobal.lua to reproduce the previous behavior of the Mudlet application:
setSpatialListener({
+
function doLogin()
    position = {0, 0, 0},
+
  if getCharacterName() ~= "" then
     rotation = {0, 0, 0}
+
     tempTime(2.0, [[sendCharacterName()]], 1)
})
+
    tempTime(3.0, [[sendCharacterPassword()]], 1)
 
+
  end
-- Player moved to new room and is facing east 
+
end
setSpatialListener({
 
    position = {10, 0, 5},
 
    rotation = {90, 0, 0} -- 90 degrees yaw = facing east
 
})
 
 
 
-- Looking up at the sky
 
setSpatialListener({
 
    rotation = {0, 45, 0} -- 45 degrees pitch up
 
})
 
 
</syntaxhighlight>
 
</syntaxhighlight>
  
== setSpatialMasterVolume, PR #8452  ==
+
==sendCustomLoginText, PR #3952 open==
 +
;sendCustomLoginText()
  
* '''setSpatialMasterVolume(volume)'''
+
Sends the custom login text (which does NOT depend on the user's choice of GUI language) selected in the preferences for this profile. The {password} (and {character name} if present) fields will be replaced with the values entered into the "Password" and "Character name" fields on the Connection Preferences form and then sent directly to the game server. Returns ''true'' unless there is nothing set in either of those entries (though only if required for the character name) or it is too long after (or before) a connection was successfully made or if the custom login feature is disabled, in which case a ''nil'' and an error message will be returned instead.
  
Sets the master volume for all spatial audio sources.
+
Introduced along with four other functions to enable game server log-in to be scripted with the simultaneous movement of that functionality from the Mudlet application core code to a predefined ''doLogin()'' function, a replacement for which is shown below.
 +
:See also: [[#getCharacterName|getCharacterName()]], [[#sendCharacterName|sendCharacterName()]], [[#sendPassword|sendPassword()]], [[#getCustomLoginTextId|getCustomLoginTextId()]].
  
* '''Parameters'''
+
{{note}} Not available yet. See https://github.com/Mudlet/Mudlet/pull/3952
  
• volume: Master volume level (0-100)
+
Only one custom login text has been defined initially:
 +
{| class="wikitable"
 +
|+Predefined custom login texts
 +
|-
 +
!Id!!Custom text!!Introduced in Mudlet version
 +
|-
 +
|1||"connect {character name} {password}"||TBD
 +
|}
  
* '''Returns'''
+
The addition of further texts would be subject to negotiation with the Mudlet Makers.
  
• boolean: true on success
+
;Example
 +
<syntaxhighlight lang="lua">
 +
-- A replacement for the default function placed into LuaGlobal.lua to reproduce the previous behavior of the Mudlet application:
 +
function doLogin()
 +
  if getCustomLoginTextId() ~= 1 then
 +
    -- We need this particular option but it is not permitted for a script to change the setting, it can only check what it is
 +
    echo("\nUnable to login - please select the 'connect {character name} {password}` custom login option in the profile preferences.\n")
 +
  else
 +
    tempTime(2.0, [[sendCustomLoginText()]], 1)
 +
  end
 +
end
 +
</syntaxhighlight>
  
See also: [[Manual:Lua Functions#playSpatialSound|playSpatialSound()]]
+
=Mudlet Object Functions=
 +
: A collection of functions that manipulate Mudlet's scripting objects - triggers, aliases, and so forth.
  
{{MudletVersion|4.20}}
+
==createComposer PR #8114 open==
  
* '''Example'''
+
; ok = createComposer(title, text, callbackFunction)
<syntaxhighlight lang="lua">
 
-- Set moderate spatial audio volume
 
setSpatialMasterVolume(60)
 
  
-- Mute all spatial audio
+
Creates a Composer dialog window with the given title and initial text, and registers a Lua function to handle the result. When the user clicks **Save** or **Cancel**, the Composer closes and your callback function is invoked with two arguments: the resulting text and a boolean indicating whether the user saved (true) or canceled editing (false).
setSpatialMasterVolume(0)
 
  
-- Maximum spatial audio volume
+
;See also: [[Manual:Lua_Functions#getComposerText|getComposerText()]], [[Manual:Lua_Functions#setComposerText|setComposerText()]], [[Manual:Lua_Functions#getComposerTitle|getComposerTitle()]], [[Manual:Lua_Functions#setComposerTitle|setComposerTitle()]]
setSpatialMasterVolume(100)
+
 
 +
{{MudletVersion|4.20}}
 +
 
 +
;Parameters
 +
* ''title:'' 
 +
: The title of the Composer window.
 +
* ''text:'' 
 +
: The initial text content in the Composer. You can use <code>\n</code> to start a new line, <code>\t</code> for tabulators, etc.
 +
* ''callbackFunction:'' 
 +
: A Lua function to call when the Composer closes. It will receive two parameters:
 +
:* A string with the text the user entered.
 +
:* A boolean value – `true` if the user clicked **Save**, `false` if they clicked **Cancel**.
 +
 
 +
;Returns
 +
* Boolean `true` if the Composer was successfully created, otherwise nil + error (for example, if another Composer is already open).
 +
 
 +
;Example
 +
<syntaxhighlight lang="lua">
 +
-- Create a Composer window for editing a note
 +
createComposer("Edit Note", "Default text", function(editedText, isSaved)
 +
    if isSaved then
 +
        echo(f"Saved text: {editedText}\n")
 +
    else
 +
        echo("Edit was canceled.\n")
 +
    end
 +
end)
 
</syntaxhighlight>
 
</syntaxhighlight>
  
== playSpatialTestTone, PR #8452  ==
+
==getComposerText PR #8114 open==
  
* '''playSpatialTestTone(settings table)'''
+
; text = getComposerText()
 +
 
 +
Returns the current text from the Composer window, if it is open.
  
Plays a generated test tone at a specific spatial position for testing and calibration purposes.
+
;See also: [[Manual:Lua_Functions#createComposer|createComposer()]], [[Manual:Lua_Functions#setComposerText|setComposerText()]]
  
{| class="wikitable"
+
{{MudletVersion|4.20}}
|-
+
 
! Required
+
;Parameters
! Key
+
* (none)
! Purpose
+
 
! Default
+
;Returns
! Description
+
* The text currently displayed in the Composer, or nil + error if the Composer is not open.
|-
+
 
| Yes
+
;Example
| key
+
<syntaxhighlight lang="lua">
| <unique identifier>
+
-- Retrieve and print the current text from the Composer
|
+
local currentText = getComposerText()
| Unique key to identify this test tone source.
+
if currentText then
|-
+
    echo(f"Current text in Composer: {currentText}\n")
| Yes
+
else
| type
+
    echo("No Composer is open.\n")
| "white", "pink", or "sine"
+
end
|
+
</syntaxhighlight>
| Type of test tone to generate.
+
 
|-
+
 
| Yes
+
==getComposerTitle PR #8114 open==
| duration
+
 
| <seconds>
+
; title = getComposerTitle()
|
+
 
| Duration of the test tone in seconds.
+
Returns the current title from the Composer window, if it is open.
|-
+
 
| Yes
+
;See also: [[Manual:Lua_Functions#createComposer|createComposer()]], [[Manual:Lua_Functions#setComposerTitle|setComposerTitle()]]
| azimuth
+
 
| <degrees>
+
{{MudletVersion|4.20}}
|
+
 
| Horizontal angle (0-360 degrees).
+
;Parameters
|-
+
* (none)
| Yes
+
 
| elevation
+
;Returns
| <degrees>
+
* The current title of the Composer, or nil + error if the Composer is not open.
|
+
 
| Vertical angle (-90 to 90 degrees).
+
;Example
 +
<syntaxhighlight lang="lua">
 +
-- Print the Composer title
 +
local currentTitle = getComposerTitle()
 +
if currentTitle then
 +
    echo(f"Composer title: {currentTitle}\n")
 +
else
 +
    echo("No Composer is open.\n")
 +
end
 +
</syntaxhighlight>
 +
 
 +
==getKeyCode PR#8435 open==
 +
 
 +
; keyCode, keyModifers = getKeyCode(keyID/keyName)
 +
 
 +
: Returns numbers representing the key and any modifiers for a key-binding.
 +
 
 +
;See also: [[Manual:Mudlet_Object_Functions#enableKey|enableKey(...)]], [[Manual:Mudlet_Object_Functions#killKey|killKey(...)]], [[Manual:Mudlet_Object_Functions#tempKey|tempKey(...)]], [[Manual:Lua_Functions#findItems|findItems(...)]],
 +
 
 +
{{MudletVersion|tba https://github.com/Mudlet/Mudlet/pull/8435}}
 +
 
 +
{{note}} If a name is given and it is used by more than one key then only the first one found will be considered by this function.
 +
 
 +
{{note}} Modifiers vary between different operating systems and not all of them will be present or have the names given below for all users on all systems.
 +
 
 +
;Parameters
 +
* ''mandatoryParameter:''
 +
: either the ID (number) e.g. as returned by the permKey(...) or tempKey(...) functions; or the "name" (string) of a key-binding.
 +
 
 +
;Returns
 +
* Returns two values on success: the key code as used in the functions to create a key-binding; and any modifiers as a sum of the following (including as powers of two).
 +
{| class="wikitable"
 +
|+ Modifiers table
 +
|-
 +
! Modifier !! Value (hex) !! Value (dec) !! 2<sup>''n''</sup>  
 +
|-
 +
| Shift || 0x02000000 || 33,554,432 || 21
 
|-
 
|-
| Yes
+
| Control || 0x04000000 || 67,108,864 || 22
| distance
 
| <meters>
 
|
 
| Distance from listener in meters.
 
 
|-
 
|-
| No
+
| Alt || 0x08000000 || 134,217,728 || 23
| frequency
 
| <Hz>
 
| 440
 
| Frequency for sine wave test tones.
 
 
|-
 
|-
| No
+
| Keypad || 0x10000000 || 268,435,456 || 24
| volume
 
| 1 to 100
 
| 50
 
| Volume of the test tone.
 
 
|-
 
|-
| No
+
| GroupSwitch || 0x20000000 || 536,870,912 || 25
| loops
 
| -1 or >= 1
 
| 1
 
| Number of loops (-1 for infinite).
 
 
|}
 
|}
  
See also: [[Manual:Lua Functions#playSpatialSound|playSpatialSound()]], [[Manual:Lua Functions#stopSpatialSound|stopSpatialSound()]]
+
The list of key codes is rather long to include here, instead view the original code in the Mudlet GitHub repository [[https://github.com/Mudlet/Mudlet/blob/development/src/mudlet-lua/lua/KeyCodes.lua#L2|KeyCodes.lua]].
  
{{MudletVersion|4.20}}
+
* Returns two values on failure: a Lua '''nil''' and an error message,
 
+
;Example
* '''Example'''
 
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
-- Test speaker positions with white noise
 
playSpatialTestTone({
 
    key = "test_left",
 
    type = "white",
 
    duration = 2,
 
    azimuth = 270,  -- left side
 
    elevation = 0,
 
    distance = 2,
 
    volume = 70
 
})
 
  
-- Test frequency response with sine wave
+
--[[Temporarily make Shift+Alt+T put something on the main console - and remember the ID for the key-binding
playSpatialTestTone({
+
so it can be removed afterwards {as a temporary one it won't show up in the Editor!}]]--
    key = "test_1khz",  
+
testKey = tempKey(mudlet.keymodifier["Shift"] + mudlet.keymodifier["Alt"], mudlet.key["T"], [[echo("You pressed Shift+Alt+T didn't you!\n"]])
    type = "sine",
 
    frequency = 1000,
 
    duration = 3,
 
    azimuth = 0,    -- front center
 
    elevation = 0,
 
    distance = 1,
 
    volume = 50
 
})
 
  
-- Test distance with pink noise
+
----Try the combination and prove that it works, then use the function to check it:
playSpatialTestTone({
+
usedKey, usedModifiers = getKeyCode(testKey)
    key = "test_distant",
+
if usedKey == mudlet.T and usedModifiers == (mudlet.keymodifier.Shift + mudlet.keymodifier.Alt) then
    type = "pink",
+
  echo("It seems that the testKey (with ID = " .. testKey .. ") IS using the 'T' key and the 'Shift' and 'Alt' modifiers.\n")
    duration = 5,
+
end
    azimuth = 180,  -- behind
+
----AFTER testing this, do the following to remove all the traces:
    elevation = 0,
+
killKey(testKey)
    distance = 10,  -- far away
+
testKey = nil
    volume = 80,
+
usedKey = nil
    loops = 2
+
usedModifiers = nil
})
 
</syntaxhighlight>
 
  
==deleteCommandLine, PR #8387==
+
--Now do the same with a permanent key-binding
 +
permKey("TestKey", "", mudlet.keymodifier["Shift"] + mudlet.keymodifier["Control"], mudlet.key["T"], [[echo("You pressed Shift+Cntl+T didn't you!\n"]])
  
;deleteCommandLine(commandLineName)
+
----Try the combination and prove that it works, then use the function to check it:
:Deletes a command line with the given name. This performs complete cleanup, removing the command line from memory and all tracking structures.
+
usedKey, usedModifiers = getKeyCode("TestKey")
 +
if usedKey == mudlet.T and usedModifiers == (mudlet.keymodifier.Shift + mudlet.keymodifier.Alt) then
 +
  echo("It seems that the testKey (with name = \"TestKey\" IS using the 'T' key and the 'Shift' and 'Control' modifiers.\n")
 +
end
  
{{note}} If you are using the Geyser layout manager, use <code>myCommandLine:delete()</code> instead. This will handle proper cleanup from Geyser's internal structures.
+
----AFTER testing this, do the following to remove all the traces:
 +
usedKey = nil
 +
usedModifiers = nil
 +
----AND also look for the top level "Test Key" in the "Keys" view in the editor, select it, and click the "Delete" button to remove it.
  
{{note}} While disabling a command line with [[Manual:Lua_Functions#disableCommandLine|disableCommandLine()]] keeps it in memory but hidden, deleting it completely removes it. Deleted command lines cannot be shown again - you would need to create a new one. It's more efficient to enable/disable command lines than to delete and recreate them if you'll need them again.
+
--[[Lastly, check to see if there is already a key binding for <Shift>+<Ctrl>+R
 +
For reuse let's make it a general function - which can be copied into the code for a profile]]--
 +
function isKeyUsed(soughtKey, soughtModifiers)
 +
  --first get the IDs of all the current key-bindings
 +
  local allKeys = findItems("", "keybinding", false)
  
{{note}} The main command line ("main") cannot be deleted - attempting to do so will return false with an error message.
+
  --then scan through them looking for matches for the one we want
 +
  for _, keyID in pairs(allKeys) do
 +
    local key, modifiers = getKeyCode(keyID)
 +
    if key == soughtKey and modifiers == soughtModifiers then
 +
      --got one!
 +
      return true
 +
    end
 +
  end
  
;See also: [[Manual:Lua_Functions#createCommandLine|createCommandLine()]], [[Manual:Lua_Functions#enableCommandLine|enableCommandLine()]], [[Manual:Lua_Functions#disableCommandLine|disableCommandLine()]]
+
  return false
 +
end
  
{{MudletVersion|4.20}}
+
----Now lets try it out - assuming that Alt+Shift+R hasn't been used so far
 +
if isKeyUsed(mudlet.key["R"], mudlet.keymodifier["Shift"] + mudlet.keymodifier["Alt"]) then
 +
  echo "The Alt+Shift+R is already used!"
 +
else
 +
  echo "The Alt+Shift+R key-binding is available..."
 +
end
  
;Parameters
+
----[[Let's define it temporarily to send "rent" to the game server (and mention it on screen)
* ''commandLineName'': The name of the command line to delete. Cannot be "main".
+
remembering the ID so we can delete the key-binding after use and then forget the ID]]----
 +
rentKey = tempKey(mudlet.keymodifier["Shift"] + mudlet.keymodifier["Alt"], mudlet.key["R"], [[send("rent", true) killKey(]] .. rentKey .. [[) rentKey = nil]])
  
;Returns
+
----Now we can check for it (before we use it!)
* true on success
+
if isKeyUsed(mudlet.key["R"], mudlet.keymodifier["Shift"] + mudlet.keymodifier["Alt"]) then
* false and an error message if the command line doesn't exist or is "main"
+
  echo "The Alt+Shift+R is now used!"
 +
else
 +
  echo "The Alt+Shift+R isn't used now..."
 +
end
  
;Example
+
----[[It is left to the reader/user to press this combination at a suitable point - either whilst connected to
<syntaxhighlight lang="lua">
+
a MUD to which they want to save and presumable disconnect from - or whilst disconnected to just see the
-- Create a custom command line
+
text on screen]]----
createCommandLine("myCommandLine", 10, 400, 300, 30)
 
  
-- Later, delete it completely
+
--Finally some of the error messages
local success, err = deleteCommandLine("myCommandLine")
+
----in this case an invalid keyID
if not success then
+
local ok, err = getKeyCode(-1)
   cecho(f"<red>Error: {err}\n")
+
if not ok then
 +
   debugc(f"Error: {err}\n")
 +
  return
 
end
 
end
  
-- This will fail - cannot delete main command line
+
----and here providing the arguments as a table instead of an ID number or name string and a modifier:
local success, err = deleteCommandLine("main")
+
local ok, err = getKeyCode({mudlet.key["R"], mudlet.keymodifier["Shift"] + mudlet.keymodifier["Alt"]})
-- success = false, err = "the main command line cannot be deleted"
+
if not ok then
 
+
   debugc(f"Error: {err}\n")
-- With Geyser:
+
  return
local myCommandLine = Geyser.CommandLine:new({
+
end
  name = "myGeyserCommandLine",
 
  x = 100, y = 400,
 
   width = 300, height = 30,
 
})
 
 
 
-- Delete it (handles all cleanup automatically)
 
myCommandLine:delete()
 
 
</syntaxhighlight>
 
</syntaxhighlight>
  
==deleteScrollBox, PR #8387==
+
; Additional development notes
  
;deleteScrollBox(scrollBoxName)
+
==setComposerText PR #8114 open==
:Deletes a scrollbox with the given name. This performs complete cleanup, removing the scrollbox and all its contents from memory and tracking structures.
 
  
{{note}} If you are using the Geyser layout manager, use <code>myScrollBox:delete()</code> instead. This will handle proper cleanup from Geyser's internal structures.
+
; setComposerText(newText)
  
{{note}} While hiding a scrollbox with [[Manual:Lua_Functions#hideWindow|hideWindow()]] keeps it in memory for later use, deleting it completely removes it. Deleted scrollboxes cannot be shown again - you would need to create a new one. It's more efficient to hide/show scrollboxes than to delete and recreate them if you'll need them again.
+
Sets the text content of the Composer window, if it is open.
  
;See also: [[Manual:Lua_Functions#createScrollBox|createScrollBox()]]
+
;See also: [[Manual:Lua_Functions#createComposer|createComposer()]], [[Manual:Lua_Functions#getComposerText|getComposerText()]]
  
 
{{MudletVersion|4.20}}
 
{{MudletVersion|4.20}}
  
 
;Parameters
 
;Parameters
* ''scrollBoxName'': The name of the scrollbox to delete.
+
* ''newText:''
 +
: The text to display in the Composer. You can use <code>\n</code> to start a new line, <code>\t</code> for tabulators, etc.
  
 
;Returns
 
;Returns
* true on success
+
* Boolean `true` if the Title was successfully set, or nil + error if no Composer is open.
* false and an error message if the scrollbox doesn't exist
 
  
 
;Example
 
;Example
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
-- Create a scrollbox
+
-- Change the Composer text dynamically
createScrollBox("myScrollBox", 10, 10, 300, 400)
+
setComposerText("Updated text for the Composer")
 
 
-- Later, delete it completely
 
local success, err = deleteScrollBox("myScrollBox")
 
if not success then
 
  cecho(f"<red>Error: {err}\n")
 
end
 
 
 
-- With Geyser:
 
local myScrollBox = Geyser.ScrollBox:new({
 
  name = "myGeyserScrollBox",
 
  x = 100, y = 100,
 
  width = 300, height = 400,
 
})
 
 
 
-- Delete it (handles all cleanup automatically)
 
myScrollBox:delete()
 
 
</syntaxhighlight>
 
</syntaxhighlight>
  
==Geyser Object Deletion, PR #8387==
+
==setComposerTitle PR #8114 open==
  
;myGeyserObject:delete()
+
; setComposerTitle(newTitle)
:Deletes a Geyser object and all of its children. This method is available on all Geyser container types including Label, Gauge, MiniConsole, CommandLine, ScrollBox, and Mapper. It performs complete cleanup including:
 
* Recursively deleting all children
 
* Removing the object from parent containers
 
* Removing references from Geyser's tracking structures
 
* Calling the underlying C++ delete function where applicable
 
  
{{note}} This is the recommended way to delete Geyser objects as it handles all necessary cleanup automatically.
+
Sets the title of the Composer window, if it is open.
  
{{note}} After calling delete(), the Lua variable still exists but the object it referenced is gone. You should set it to nil: <code>myLabel = nil</code>
+
;See also: [[Manual:Lua_Functions#createComposer|createComposer()]], [[Manual:Lua_Functions#getComposerTitle|getComposerTitle()]]
 
 
;See also: [[Manual:Lua_Functions#deleteLabel|deleteLabel()]], [[Manual:Lua_Functions#deleteMiniConsole|deleteMiniConsole()]], [[Manual:Lua_Functions#deleteCommandLine|deleteCommandLine()]], [[Manual:Lua_Functions#deleteScrollBox|deleteScrollBox()]]
 
  
 
{{MudletVersion|4.20}}
 
{{MudletVersion|4.20}}
  
 
;Parameters
 
;Parameters
* None
+
* ''newTitle:'' 
 +
: The title to display in the Composer.
  
 
;Returns
 
;Returns
* Nothing
+
* Boolean `true` if the Title was successfully set, or nil + error if no Composer is open.
  
 
;Example
 
;Example
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
-- Create a container with nested labels
+
-- Change the Composer title dynamically
local container = Geyser.Container:new({
+
setComposerTitle("Declaration of Independence")
  name = "myContainer",
+
</syntaxhighlight>
  x = 100, y = 100,
 
  width = 400, height = 300,
 
})
 
  
local label1 = Geyser.Label:new({
+
= Networking Functions=
  name = "label1",
+
:A collection of functions for managing networking.
  x = 10, y = 10,
 
  width = 100, height = 30,
 
}, container)
 
  
local label2 = Geyser.Label:new({
+
==getTelnetOptionsStatus PR #8962, open==
  name = "label2",
+
;getTelnetOptionsStatus()
  x = 10, y = 50,
+
: Returns the current status of telnet options that have been negotiated between Mudlet and the game server. This function is useful for debugging telnet protocol issues and understanding which features are currently enabled in your connection. The values returned are the same as those that would be reported back to the Server if it requested them via the telnet option number 5 (''STATUS'').
  width = 100, height = 30,
 
}, container)
 
  
-- Delete the entire container - automatically deletes label1 and label2 too
+
: The function returns a table where each key is a telnet option number (0-255), and the value is a sub-table containing the option details. Only options that have been negotiated so far during the telnet session are included in the results. As nearly all options are handled separately in the two directions each numbered option has two statuses to report,
container:delete()
 
container = nil
 
  
-- Delete individual elements
+
: See also: [[Manual:Supported_Protocols#Telnet|Telnet Protocols]]
local myGauge = Geyser.Gauge:new({
 
  name = "healthGauge",
 
  x = 10, y = 10,
 
  width = 200, height = 20,
 
})
 
  
-- Later when you don't need it anymore
+
{{MudletVersion|4.21}}
myGauge:delete()
 
myGauge = nil
 
</syntaxhighlight>
 
 
 
==setConsoleBufferSize PR #8222==
 
;setConsoleBufferSize([consoleName], linesLimit, sizeOfBatchDeletion, [max])
 
:Sets the maximum number of lines a buffer (main window or a miniconsole) can hold. Default is 100,000.
 
:Returns nothing on success (up to '''Mudlet 4.16''') or ''true'' (from '''Mudlet 4.17'''); ''nil'' and an error message on failure.
 
  
;Parameters
+
;Returns:
* ''consoleName:''
+
* A table with telnet option numbers as keys, each containing:
: (optional) The name of the window. If omitted, uses the main console.
+
** ''Name:'' A string with the human-readable name of the telnet option (e.g., "ECHO (1)", "NAWS (31)", "MCCP2 (86)")
* ''linesLimit:''
+
** ''Server:'' (optional) Boolean indicating if the server (who sent the ''<IAC><WILL><OPTION>'' to which Mudlet replied''<IAC><DO><OPTION>'' to agree or ''<IAC><DONT><OPTION>'' to disagree to it) has this option enabled (''true'') or disabled (''false''). Only present if the server requested this option.
: Sets the amount of lines the buffer should have.
+
** ''Mudlet:'' (optional) Boolean indicating if Mudlet (who sent the ''<IAC><WILL><OPTION>'' to which the Server replied ''<IAC><DO><OPTION>'' to agree or ''<IAC><DONT><OPTION>'' to disagree to it) has this option enabled (''true'') or disabled (''false''). Only present if Mudlet requested this option.
{{note}} Mudlet performs extremely efficiently with even huge numbers, but there is of course a limit to your computer's memory. As of Mudlet 4.7+, this amount will be capped to that limit on macOS and Linux (on Windows, it's capped lower as Mudlet on Windows is 32bit).
 
* ''sizeOfBatchDeletion:''
 
: Specifies how many lines should Mudlet delete at once when you go over the limit - it does it in bulk because it's efficient to do so.
 
* ''max:''
 
: Set to true if you'd like to set the ''linesLimit'' to the maximum allowed. This is only supported for the main console.
 
  
 
;Example
 
;Example
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
-- sets the main windows size to 1 million lines maximum - which is more than enough!
+
-- Display all negotiated telnet options
setConsoleBufferSize("main", 1000000, 1000)
+
local options = getTelnetOptionsStatus()
</syntaxhighlight>
 
  
 +
cecho("<cyan>Current Telnet Options Status:\n")
 +
for optionNumber, details in pairs(options) do
 +
  cecho(string.format("<white>Option %d: <yellow>%s<reset>\n", optionNumber, details.Name))
 +
 
 +
  if details.Server ~= nil then
 +
    if details.Server then
 +
      cecho("  <white>Server: <green>enabled<reset>\n")
 +
    else
 +
      cecho("  <white>Server: <red>disabled<reset>\n")
 +
    end
 +
  end
 +
 
 +
  if details.Mudlet ~= nil then
 +
    if details.Mudlet ~= nil then
 +
      cecho("  <white>Mudlet: <green>enabled<reset>\n")
 +
    else
 +
      cecho("  <white>Mudlet: <red>disabled<reset>\n")
 +
    end
 +
  end
 +
end
 +
</syntaxhighlight>
  
==loadVideoFile, PR #7721 closed==
+
<syntaxhighlight lang="lua">
;loadVideoFile(settings table) or loadVideoFile(name, [url])
+
-- Check if compression (MCCP2) is enabled
:Loads video files from the Internet or the local file system to the "media" folder of the profile for later use with [[Manual:Miscellaneous_Functions#playVideoFile|playVideoFile()]] and [[Manual:Miscellaneous_Functions#stopVideos|stopVideos()]]. Although files could be loaded or streamed directly at playing time from [[Manual:Miscellaneous_Functions#playVideoFile|playVideoFile()]], loadVideoFile() provides the advantage of loading files in advance.
+
local options = getTelnetOptionsStatus()
 
 
{{note}} Video files consume drive space on your device. Consider using the streaming feature of [[Manual:Miscellaneous_Functions#playVideoFile|playVideoFile()]] for large files.
 
 
 
{| class="wikitable"
 
!Required
 
!Key
 
!Value
 
! style="text-align:left;" |Purpose
 
|- style="color: green;"
 
| style="text-align:center;" |Yes
 
|name
 
|<file name>
 
| style="text-align:left;" |
 
*Name of the media file.
 
*May contain directory information (i.e. weather/maelstrom.mp4).
 
*May be part of the profile (i.e. getMudletHomeDir().. "/congratulations.mp4")
 
*May be on the local device (i.e. "C:/Users/YourNameHere/Movies/nevergoingtogiveyouup.mp4")
 
|- style="color: blue;"
 
| style="text-align:center;" |Maybe
 
|url
 
|<url>
 
| style="text-align:left;" |
 
*Resource location where the media file may be downloaded.
 
*Only required if file to load is not part of the profile or on the local file system.
 
|-
 
|}
 
 
 
See also: [[Manual:Miscellaneous_Functions#getPausedMusic|getPausedMusic()]], [[Manual:Miscellaneous_Functions#getPausedSounds|getPausedSounds()]], [[Manual:Miscellaneous_Functions#getPausedVideos|getPausedVideos()]], [[Manual:Miscellaneous_Functions#getPlayingMusic|getPlayingMusic()]], [[Manual:Miscellaneous_Functions#getPlayingSounds|getPlayingSounds()]], [[Manual:Miscellaneous_Functions#getPlayingVideos|getPausedVideos()]], [[Manual:Miscellaneous_Functions#loadMusicFile|loadMusicFile()]], [[Manual:Miscellaneous_Functions#loadSoundFile|loadSoundFile()]], [[Manual:Miscellaneous_Functions#pauseMusic|pauseMusic()]], [[Manual:Miscellaneous_Functions#pauseSounds|pauseSounds()]], [[Manual:Miscellaneous_Functions#pauseVideos|pauseVideos()]], [[Manual:Miscellaneous_Functions#playMusicFile|playMusicFile()]], [[Manual:Miscellaneous_Functions#playSoundFile|playSoundFile()]], [[Manual:Miscellaneous_Functions#playVideoFile|playVideoFile()]], [[Manual:Miscellaneous_Functions#purgeMediaCache|purgeMediaCache()]], [[Manual:Miscellaneous_Functions#receiveMSP|receiveMSP()]], [[Manual:Miscellaneous_Functions#stopMusic|stopMusic()]], [[Manual:Miscellaneous_Functions#stopSounds|stopSounds()]], [[Manual:Miscellaneous_Functions#stopVideos|stopVideos()]], [[Manual:Scripting#MUD_Client_Media_Protocol|Mud Client Media Protocol]]
 
  
{{MudletVersion|4.??}}
+
-- Option 86 is MCCP2 (Mud Client Compression Protocol 2)
 +
if options[86] and options[86].Server then
 +
  cecho("<green>Compression is enabled!\n")
 +
else
 +
  cecho("<red>Compression is not active.\n")
 +
end
 +
</syntaxhighlight>
  
;Example
+
<syntaxhighlight lang="lua">
 +
-- Monitor telnet negotiation on connect
 +
function checkTelnetFeatures()
 +
  local options = getTelnetOptionsStatus()
 +
 
 +
  -- Check for common features
 +
  local features = {
 +
    [1] = "Echo",
 +
    [3] = "Suppress Go Ahead",
 +
    [24] = "Terminal Type",
 +
    [31] = "Negotiate Window Size (NAWS)",
 +
    [69] = "MSDP",
 +
    [86] = "MCCP2 Compression",
 +
    [201] = "GMCP"
 +
  }
 +
 
 +
  cecho("<cyan>Enabled Features:\n")
 +
  for optNum, name in pairs(features) do
 +
    if options[optNum] then
 +
      local status = "announced"
 +
      if options[optNum].Server and options[optNum].Mudlet then
 +
        status = "fully enabled"
 +
      elseif options[optNum].Server then
 +
        status = "server enabled"
 +
      elseif options[optNum].Mudlet then
 +
        status = "client enabled"
 +
      end
 +
      cecho(string.format("<white>%s: <green>%s\n", name, status))
 +
    end
 +
  end
 +
end
  
<syntaxhighlight lang="lua">
+
registerAnonymousEventHandler("sysConnectionEvent", "checkTelnetFeatures")
---- Table Parameter Syntax ----
+
</syntaxhighlight>
  
-- Download from the Internet
+
{{note}} This function is primarily intended for debugging telnet protocol issues. Most users won't need to use it in normal scripts, as Mudlet handles telnet negotiation automatically. At the time of introduction there is a suspicion that the status of some options were not being correctly handled and this function was created to provide a means to monitor them.
loadVideoFile({
 
    name = "TextInMotion-VideoSample-1080p.mp4"
 
    , url = "https://d2qguwbxlx1sbt.cloudfront.net/"
 
})
 
  
-- OR download from the profile
+
{{note}} pending, not yet available. See https://github.com/Mudlet/Mudlet/pull/8962
loadVideoFile({name = getMudletHomeDir().. "/TextInMotion-VideoSample-1080p.mp4"})
 
  
-- OR download from the local file system
+
=String Functions=
loadVideoFile({name = "C:/Users/Tamarindo/Movies/TextInMotion-VideoSample-1080p.mp4"})
+
:These functions are used to manipulate strings.
</syntaxhighlight>
 
  
==playVideoFile, PR #7721 closed==
+
=Table Functions=
;playVideoFile(settings table)
+
:These functions are used to manipulate tables. Through them you can add to tables, remove values, check if a value is present in the table, check the size of a table, and more.
:Plays video files from the Internet or the local file system for later use with [[Manual:Miscellaneous_Functions#stopVideos|stopVideos()]]. Video files may be downloaded to the device and played, or streamed from the Internet when the value of the <code>stream</code> parameter is <code>true</code>.
 
  
{| class="wikitable"
+
=Text to Speech Functions=
!Required
+
: These functions are used to create sound from written words. Check out our [[Special:MyLanguage/Manual:Text-to-Speech|Text-To-Speech Manual]] for more detail on how this all works together.
!Key
 
!Value
 
!Default
 
! style="text-align:left;" |Purpose
 
|- style="color: green;"
 
| style="text-align:center;" |Yes
 
|name
 
|<file name>
 
|&nbsp;
 
| style="text-align:left;" |
 
*Name of the media file.
 
*May contain directory information (i.e. weather/maelstrom.mp4).
 
*May be part of the profile (i.e. getMudletHomeDir().. "/cow.mp4")
 
*May be on the local device (i.e. "C:/Users/YourNameHere/Documents/nevergoingtogiveyouup.mp4")
 
*Wildcards ''*'' and ''?'' may be used within the name to randomize media files selection.
 
|-
 
| style="text-align:center;" |No
 
|volume
 
| 1 to 100
 
|50
 
| style="text-align:left;" |
 
*Relative to the volume set on the player's client.
 
|-
 
| style="text-align:center;" |No
 
|start
 
|<msec>
 
|0
 
| style="text-align:left;" |
 
*Begin play at the specified position in milliseconds.
 
|-
 
| style="text-align:center;" |No
 
|finish
 
|<msec>
 
|0
 
|
 
*Finish play at the specified position in milliseconds.
 
|-
 
| style="text-align:center;" |No
 
|loops
 
| -1, or >= 1
 
|1
 
| style="text-align:left;" |
 
*Number of iterations that the media plays.
 
* A value of -1 allows the media to loop indefinitely.
 
|- style="color: green;"
 
| style="text-align:center;" |Yes
 
|key
 
|<key>
 
|&nbsp;
 
| style="text-align:left;" |
 
*Identifies the label or window the video will appear on the user interface.
 
*Uniquely identifies media files with a "key" that is bound to their "name" or "url".
 
*Halts the play of current media files with the same "key" that have a different "name" or "url" while this media plays.
 
|-
 
| style="text-align:center;" |No
 
|tag
 
|<tag>
 
|&nbsp;
 
| style="text-align:left;" |
 
*Helps categorize media.
 
|-
 
| style="text-align:center;" |No
 
|continue
 
|true or false
 
|true
 
| style="text-align:left;" |
 
*Continues playing matching new video files when true.
 
*Restarts matching new video files when false.
 
|-
 
| style="text-align:center;" |No
 
|close
 
|true or false
 
|false
 
|
 
*Closes the label or window when playback is complete.
 
|- style="color: blue;"
 
| style="text-align:center;" |Maybe
 
|url
 
|<url>
 
|&nbsp;
 
| style="text-align:left;" |
 
*Resource location where the media file may be downloaded.
 
*Only required if the file is to be downloaded remotely or for streaming from the Internet.
 
|- style="color: blue;"
 
| style="text-align:center;" |Maybe
 
|stream
 
|true or false
 
|false
 
| style="text-align:left;" |
 
*Streams files from the Internet when true.
 
*Download files when false (default).
 
*Used in combination with the `url` key.
 
|-
 
|}
 
  
See also: [[Manual:Miscellaneous_Functions#getPausedMusic|getPausedMusic()]], [[Manual:Miscellaneous_Functions#getPausedSounds|getPausedSounds()]], [[Manual:Miscellaneous_Functions#getPausedVideos|getPausedVideos()]], [[Manual:Miscellaneous_Functions#getPlayingMusic|getPlayingMusic()]], [[Manual:Miscellaneous_Functions#getPlayingSounds|getPlayingSounds()]], [[Manual:Miscellaneous_Functions#getPlayingVideos|getPausedVideos()]], [[Manual:Miscellaneous_Functions#loadMusicFile|loadMusicFile()]], [[Manual:Miscellaneous_Functions#loadSoundFile|loadSoundFile()]], [[Manual:Miscellaneous_Functions#loadVideoFile|loadVideoFile()]], [[Manual:Miscellaneous_Functions#pauseMusic|pauseMusic()]], [[Manual:Miscellaneous_Functions#pauseSounds|pauseSounds()]], [[Manual:Miscellaneous_Functions#pauseVideos|pauseVideos()]], [[Manual:Miscellaneous_Functions#playMusicFile|playMusicFile()]], [[Manual:Miscellaneous_Functions#playSoundFile|playSoundFile()]], [[Manual:Miscellaneous_Functions#purgeMediaCache|purgeMediaCache()]], [[Manual:Miscellaneous_Functions#receiveMSP|receiveMSP()]], [[Manual:Miscellaneous_Functions#stopMusic|stopMusic()]], [[Manual:Miscellaneous_Functions#stopSounds|stopSounds()]], [[Manual:Miscellaneous_Functions#stopVideos|stopVideos()]], [[Manual:Scripting#MUD_Client_Media_Protocol|Mud Client Media Protocol]]
+
=UI Functions=
 +
:These functions are used to construct custom user GUIs. They deal mainly with miniconsole/label/gauge creation and manipulation as well as displaying or formatting information on the screen.
  
{{MudletVersion|4.??}}
+
==createTextEdit, PR #8986==
 +
;createTextEdit([windowName,] name, x, y, width, height)
  
;Example
+
:Creates a new multi-line text editor widget. The text edit can be placed inside the main window or a user window. It supports word wrap, custom
 +
fonts, stylesheets, placeholder text, and read-only mode. Use [[#deleteTextEdit|deleteTextEdit()]] to remove it.
  
<syntaxhighlight lang="lua">
+
:Standard window functions ([[Manual:Lua_Functions#moveWindow|moveWindow()]], [[Manual:Lua_Functions#resizeWindow|resizeWindow()]],
---- Table Parameter Syntax ----
+
[[Manual:Lua_Functions#showWindow|showWindow()]], [[Manual:Lua_Functions#hideWindow|hideWindow()]],
 +
[[Manual:Lua_Functions#raiseWindow|raiseWindow()]], [[Manual:Lua_Functions#lowerWindow|lowerWindow()]],
 +
[[Manual:Lua_Functions#setWindow|setWindow()]]) all work with text edit widgets. [[Manual:Lua_Functions#windowType|windowType()]] returns
 +
''"textedit"'' for these widgets.
  
-- Stream a video file from the Internet and play it.
+
:See also: [[#deleteTextEdit|deleteTextEdit()]], [[#getTextEditText|getTextEditText()]], [[#setTextEditText|setTextEditText()]]
playVideoFile({
 
    name = "TextInMotion-VideoSample-1080p.mp4"
 
    , key = "textinmotion" -- label or window to target playback
 
    , url = "https://d2qguwbxlx1sbt.cloudfront.net/"
 
    , stream = true
 
})
 
  
-- Play a video file from the Internet, storing it in the profile's media directory (i.e. /Users/Tamarindo/mudlet-data/profiles/StickMUD/media) so you don't need to download it over and over.  You could add ", stream = false" below, but that is the default and is not needed.
+
{{MudletVersion|4.21}}
  
playVideoFile({
+
;Parameters
    name = "TextInMotion-VideoSample-1080p.mp4"
+
* ''windowName:''
    , key = "textinmotion" -- label or window to target playback
+
: (optional) The name of the parent user window. Defaults to the main window if omitted.
    , url = "https://d2qguwbxlx1sbt.cloudfront.net/"
+
* ''name:''
})
+
: The name of the text edit to create.
 +
* ''x:''
 +
: The x-coordinate of the text edit.
 +
* ''y:''
 +
: The y-coordinate of the text edit.
 +
* ''width:''
 +
: The width of the text edit.
 +
* ''height:''
 +
: The height of the text edit.
 +
 
 +
;Returns
 +
* ''true'' on success, or raises an error if the text edit could not be created.
  
-- Play a video file stored in the profile's media directory (i.e. /Users/Tamarindo/mudlet-data/profiles/StickMUD/media)
+
;Example
playVideoFile({
+
<syntaxhighlight lang="lua">
    name = "TextInMotion-VideoSample-1080p.mp4"
+
-- create a text edit on the main window
    , key = "textinmotion" -- label or window to target playback
+
createTextEdit("myEditor", 10, 10, 400, 200)
})
 
  
-- OR copy once from the game's profile, and play a video file stored in the profile's media directory
+
-- create a text edit inside a user window
---- [volume] of 75 (1 to 100)
+
createTextEdit("myUserWindow", "myEditor", 10, 10, 400, 200)
playVideoFile({
 
    name = getMudletHomeDir().. "/TextInMotion-VideoSample-1080p.mp4"
 
    , key = "textinmotion" -- label or window to target playback
 
    , volume = 75
 
})
 
  
-- OR copy once from the local file system, and play a video file stored in the profile's media directory
+
-- Geyser usage
---- [volume] of 75 (1 to 100)
+
local editor = Geyser.TextEdit:new({
playVideoFile({
+
name = "myEditor",
    name = "C:/Users/Tamarindo/Movies/TextInMotion-VideoSample-1080p.mp4"
+
x = 10, y = 10,
    , key = "textinmotion" -- label or window to target playback
+
width = 400, height = 200,
    , volume = 75
 
 
})
 
})
  
-- OR download once from the Internet, and play a video stored in the profile's media directory
+
-- set some text and a placeholder
---- [fadein] and increase the volume from 1 at the start position to default volume up until the position of 10 seconds
+
editor:setText("Hello world!")
---- [fadeout] and decrease the volume from default volume to one, 15 seconds from the end of the video
+
editor:setPlaceholder("Type here...")
---- [start] 5 seconds after position 0 (fadein scales its volume increase over a shorter duration, too)
 
---- [key] reference of "textinmotion" for targeting label or window playback
 
---- [tag] reference of "ambience" to stop any video later with the same tag
 
---- [continue] playing this video if another request for the same video comes in (false restarts it)  
 
---- [url] resource location where the file may be accessed on the Internet
 
---- [stream] download once from the Internet if the video does not exist in the profile's media directory when false (true streams from the Internet and will not download to the device)
 
playVideoFile({
 
    name = "TextInMotion-VideoSample-1080p.mp4"
 
    , volume = nil -- nil lines are optional, no need to use
 
    , start = 10000
 
    , finish = 20000
 
    , loops = nil -- nil lines are optional, no need to use
 
    , key = "textinmotion" -- label or window where this will play
 
    , tag = "ambience"
 
    , continue = true
 
    , close = true -- close the label or window when playback completes
 
    , url = "https://d2qguwbxlx1sbt.cloudfront.net/"
 
    , stream = false
 
})
 
 
</syntaxhighlight>
 
</syntaxhighlight>
  
==stopVideos, PR #7721 closed==
+
==deleteTextEdit, PR #8986==
;stopVideos(settings table)
+
;deleteTextEdit(name)
:Stop all videos (no filter), or videos that meet a combination of filters (name, key, and tag) intended to be paired with [[Manual:Miscellaneous_Functions#playVideoFile|playVideoFile()]].
 
  
{| class="wikitable"
+
:Deletes a text edit widget. Raises the [[Manual:Event_Engine#sysTextEditDeleted|sysTextEditDeleted]] event with the text edit name as an
!Required
+
argument.
!Key
 
!Value
 
! style="text-align:left;" |Purpose
 
|-
 
| style="text-align:center;" |No
 
|name
 
|<file name>
 
| style="text-align:left;" |
 
*Name of the media file.
 
|-
 
| style="text-align:center;" |No
 
|key
 
|<key>
 
| style="text-align:left;" |
 
* Uniquely identifies media files with a "key" that is bound to their "name" or "url".
 
* Halts the play of current media files with the same "key" that have a different "name" or "url" while this media plays.
 
|-
 
| style="text-align:center;" |No
 
|tag
 
|<tag>
 
| style="text-align:left;" |
 
*Helps categorize media.
 
|-
 
|}
 
  
See also: [[Manual:Miscellaneous_Functions#getPausedMusic|getPausedMusic()]], [[Manual:Miscellaneous_Functions#getPausedSounds|getPausedSounds()]], [[Manual:Miscellaneous_Functions#getPausedVideos|getPausedVideos()]], [[Manual:Miscellaneous_Functions#getPlayingMusic|getPlayingMusic()]], [[Manual:Miscellaneous_Functions#getPlayingSounds|getPlayingSounds()]], [[Manual:Miscellaneous_Functions#getPlayingVideos|getPausedVideos()]], [[Manual:Miscellaneous_Functions#loadMusicFile|loadMusicFile()]], [[Manual:Miscellaneous_Functions#loadSoundFile|loadSoundFile()]], [[Manual:Miscellaneous_Functions#loadVideoFile|loadVideoFile()]], [[Manual:Miscellaneous_Functions#pauseMusic|pauseMusic()]], [[Manual:Miscellaneous_Functions#pauseSounds|pauseSounds()]], [[Manual:Miscellaneous_Functions#pauseVideos|pauseVideos()]], [[Manual:Miscellaneous_Functions#playMusicFile|playMusicFile()]], [[Manual:Miscellaneous_Functions#playSoundFile|playSoundFile()]], [[Manual:Miscellaneous_Functions#playVideoFile|playVideoFile()]], [[Manual:Miscellaneous_Functions#purgeMediaCache|purgeMediaCache()]], [[Manual:Miscellaneous_Functions#receiveMSP|receiveMSP()]], [[Manual:Miscellaneous_Functions#stopMusic|stopMusic()]], [[Manual:Miscellaneous_Functions#stopSounds|stopSounds()]], [[Manual:Scripting#MUD_Client_Media_Protocol|Mud Client Media Protocol]]
+
:See also: [[#createTextEdit|createTextEdit()]]
  
{{MudletVersion|4.??}}
+
{{MudletVersion|4.21}}
  
; Example
+
;Parameters
 +
* ''name:''
 +
: The name of the text edit to delete.
  
 +
;Returns
 +
* ''true'' on success, or ''false'' and an error message if the text edit was not found.
 +
 +
;Example
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
---- Table Parameter Syntax ----
+
deleteTextEdit("myEditor")
 +
</syntaxhighlight>
 +
 
 +
==getTextEditText, PR #8986==
 +
;getTextEditText(name)
 +
 
 +
:Returns the current plain text content of a text edit widget.
 +
 
 +
:See also: [[#setTextEditText|setTextEditText()]], [[#clearTextEdit|clearTextEdit()]]
 +
 
 +
{{MudletVersion|4.21}}
  
-- Stop all playing video files for this profile associated with the API
+
;Parameters
stopVideos()
+
* ''name:''
 +
: The name of the text edit to get the text from.
  
-- Stop playing the text mp4 by name
+
;Returns
stopVideos({name = "TextInMotion-VideoSample-1080p.mp4"})
+
* The text content as a string, or raises an error if the text edit was not found.
  
-- Stop playing the unique sound identified as "text"
+
;Example
stopVideos({
+
<syntaxhighlight lang="lua">
    name = nil  -- nil lines are optional, no need to use
+
local text = getTextEditText("myEditor")
    , key = "text" -- key
+
echo("Editor contains: " .. text .. "\n")
    , tag = nil  -- nil lines are optional, no need to use
+
 
})
+
-- Geyser usage
 +
local text = myEditor:getText()
 
</syntaxhighlight>
 
</syntaxhighlight>
  
==getPausedMusic, PR #7721 closed==
+
==setTextEditText, PR #8986==
;getPausedMusic(settings table)
+
;setTextEditText(name, text)
: List all paused music (no filter), or paused music that meets a combination of filters (name, key, and tag) intended to be paired with [[Manual:Miscellaneous_Functions#playMusicFile|playMusicFile()]].
+
 
 +
:Sets the plain text content of a text edit widget, replacing any existing content.
  
{| class="wikitable"
+
:See also: [[#getTextEditText|getTextEditText()]], [[#clearTextEdit|clearTextEdit()]]
!Required
 
!Key
 
!Value
 
!Default
 
! style="text-align:left;" |Purpose
 
|-
 
| style="text-align:center;" |No
 
|name
 
|<file name>
 
|
 
| style="text-align:left;" |
 
*Name of the media file.
 
|-
 
| style="text-align:center;" |No
 
|key
 
|<key>
 
|
 
| style="text-align:left;" |
 
* Uniquely identifies media files with a "key" that is bound to their "name" or "url".
 
|-
 
| style="text-align:center;" |No
 
|tag
 
|<tag>
 
|
 
| style="text-align:left;" |
 
*Helps categorize media.
 
|-
 
|}
 
  
See also: [[Manual:Miscellaneous_Functions#getPausedSounds|getPausedSounds()]], [[Manual:Miscellaneous_Functions#getPausedVideos|getPausedVideos()]], [[Manual:Miscellaneous_Functions#getPlayingMusic|getPlayingMusic()]], [[Manual:Miscellaneous_Functions#getPlayingSounds|getPlayingSounds()]], [[Manual:Miscellaneous_Functions#getPlayingVideos|getPausedVideos()]], [[Manual:Miscellaneous_Functions#loadMusicFile|loadMusicFile()]], [[Manual:Miscellaneous_Functions#loadSoundFile|loadSoundFile()]], [[Manual:Miscellaneous_Functions#loadVideoFile|loadVideoFile()]], [[Manual:Miscellaneous_Functions#pauseMusic|pauseMusic()]], [[Manual:Miscellaneous_Functions#pauseSounds|pauseSounds()]], [[Manual:Miscellaneous_Functions#pauseVideos|pauseVideos()]], [[Manual:Miscellaneous_Functions#playMusicFile|playMusicFile()]], [[Manual:Miscellaneous_Functions#playSoundFile|playSoundFile()]], [[Manual:Miscellaneous_Functions#playVideoFile|playVideoFile()]], [[Manual:Miscellaneous_Functions#purgeMediaCache|purgeMediaCache()]], [[Manual:Miscellaneous_Functions#receiveMSP|receiveMSP()]], [[Manual:Miscellaneous_Functions#stopMusic|stopMusic()]], [[Manual:Miscellaneous_Functions#stopSounds|stopSounds()]], [[Manual:Miscellaneous_Functions#stopVideos|stopVideos()]], [[Manual:Scripting#MUD_Client_Media_Protocol|Mud Client Media Protocol]]
+
{{MudletVersion|4.21}}
  
{{MudletVersion|4.??}}
+
;Parameters
 +
* ''name:''
 +
: The name of the text edit.
 +
* ''text:''
 +
: The text to set.
  
; Example
+
;Returns
 +
* ''true'' on success, or raises an error if the text edit was not found.
  
 +
;Example
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
---- Table Parameter Syntax ----
+
setTextEditText("myEditor", "Hello world!")
  
-- List all paused music files for this profile associated with the API
+
-- Geyser usage
getPausedMusic()
+
myEditor:setText("Hello world!")
 +
</syntaxhighlight>
  
-- List all paused music matching the rugby mp3 name
+
==clearTextEdit, PR #8986==
getPausedMusic({name = "167124__patricia-mcmillen__rugby-club-in-spain.mp3"})
+
;clearTextEdit(name)
  
-- List all paused music matching the unique key of "rugby"
+
:Clears all text from a text edit widget.
getPausedMusic({
 
    name = nil  -- nil lines are optional, no need to use
 
    , key = "rugby" -- key
 
    , tag = nil  -- nil lines are optional, no need to use
 
})
 
</syntaxhighlight>
 
  
== getPausedSounds, PR #7721 closed==
+
:See also: [[#setTextEditText|setTextEditText()]], [[#getTextEditText|getTextEditText()]]
;getPausedSounds(settings table)
 
:List all paused sounds (no filter), or paused sounds that meets a combination of filters (name, key, tag, and priority) intended to be paired with [[Manual:Miscellaneous_Functions#playSoundFile|playSoundFile()]].
 
  
{| class="wikitable"
+
{{MudletVersion|4.21}}
!Required
 
!Key
 
!Value
 
!Default
 
! style="text-align:left;" |Purpose
 
|-
 
| style="text-align:center;" | No
 
|name
 
|<file name>
 
|
 
| style="text-align:left;" |
 
*Name of the media file.
 
|-
 
| style="text-align:center;" |No
 
|key
 
|<key>
 
|
 
| style="text-align:left;" |
 
* Uniquely identifies media files with a "key" that is bound to their "name" or "url".
 
|-
 
| style="text-align:center;" |No
 
|tag
 
|<tag>
 
|
 
| style="text-align:left;" |
 
*Helps categorize media.
 
|-
 
|}
 
  
See also: [[Manual:Miscellaneous_Functions#getPausedMusic|getPausedMusic()]], [[Manual:Miscellaneous_Functions#getPausedVideos|getPausedVideos()]], [[Manual:Miscellaneous_Functions#getPlayingMusic|getPlayingMusic()]], [[Manual:Miscellaneous_Functions#getPlayingSounds|getPlayingSounds()]], [[Manual:Miscellaneous_Functions#getPlayingVideos|getPausedVideos()]], [[Manual:Miscellaneous_Functions#loadMusicFile|loadMusicFile()]], [[Manual:Miscellaneous_Functions#loadSoundFile|loadSoundFile()]], [[Manual:Miscellaneous_Functions#loadVideoFile|loadVideoFile()]], [[Manual:Miscellaneous_Functions#pauseMusic|pauseMusic()]], [[Manual:Miscellaneous_Functions#pauseSounds|pauseSounds()]], [[Manual:Miscellaneous_Functions#pauseVideos|pauseVideos()]], [[Manual:Miscellaneous_Functions#playMusicFile|playMusicFile()]], [[Manual:Miscellaneous_Functions#playSoundFile|playSoundFile()]], [[Manual:Miscellaneous_Functions#playVideoFile|playVideoFile()]], [[Manual:Miscellaneous_Functions#purgeMediaCache|purgeMediaCache()]], [[Manual:Miscellaneous_Functions#receiveMSP|receiveMSP()]], [[Manual:Miscellaneous_Functions#stopMusic|stopMusic()]], [[Manual:Miscellaneous_Functions#stopSounds|stopSounds()]], [[Manual:Miscellaneous_Functions#stopVideos|stopVideos()]], [[Manual:Scripting#MUD_Client_Media_Protocol|Mud Client Media Protocol]]
+
;Parameters
 +
* ''name:''
 +
: The name of the text edit to clear.
  
{{MudletVersion|4.??}}
+
;Returns
 
+
* ''true'' on success, or raises an error if the text edit was not found.
; Example
 
  
 +
;Example
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
---- Table Parameter Syntax ----
+
clearTextEdit("myEditor")
  
-- List all paused sounds for this profile associated with the API
+
-- Geyser usage
getPausedSounds()
+
myEditor:clear()
 +
</syntaxhighlight>
  
-- List all paused sounds matching the rugby mp3 name
+
==setTextEditReadOnly, PR #8986==
getPausedSounds({name = "167124__patricia-mcmillen__rugby-club-in-spain.mp3"})
+
;setTextEditReadOnly(name, state)
  
-- List the paused sound matching the unique key of "rugby"
+
:Sets whether a text edit widget is read-only. When read-only, the user cannot edit the text but can still select and copy it.
getPausedSounds({
 
    name = nil  -- nil lines are optional, no need to use
 
    , key = "rugby" -- key
 
    , tag = nil  -- nil lines are optional, no need to use
 
})
 
</syntaxhighlight>
 
  
== getPausedVideos, PR #7721 closed==
+
:See also: [[#createTextEdit|createTextEdit()]]
;getPausedVideos(settings table)
 
:List all paused videos (no filter), or playing videos that meets a combination of filters (name, key, and tag) intended to be paired with [[Manual:Miscellaneous_Functions#playVideoFile|playVideoFile()]].
 
  
{| class="wikitable"
+
{{MudletVersion|4.21}}
!Required
 
!Key
 
!Value
 
!Default
 
! style="text-align:left;" |Purpose
 
|-
 
| style="text-align:center;" | No
 
|name
 
|<file name>
 
|
 
| style="text-align:left;" |
 
*Name of the media file.
 
|-
 
| style="text-align:center;" |No
 
|key
 
|<key>
 
|
 
| style="text-align:left;" |
 
*Uniquely identifies media files with a "key" that is bound to their "name" or "url".
 
|-
 
| style="text-align:center;" |No
 
|tag
 
|<tag>
 
|
 
| style="text-align:left;" |
 
*Helps categorize media.
 
|-
 
|}
 
  
See also: [[Manual:Miscellaneous_Functions#getPausedMusic|getPausedMusic()]], [[Manual:Miscellaneous_Functions#getPausedSounds|getPausedSounds()]], [[Manual:Miscellaneous_Functions#getPlayingMusic|getPlayingMusic()]], [[Manual:Miscellaneous_Functions#getPlayingSounds|getPlayingSounds()]], [[Manual:Miscellaneous_Functions#getPlayingVideos|getPlayingVideos()]], [[Manual:Miscellaneous_Functions#loadMusicFile|loadMusicFile()]], [[Manual:Miscellaneous_Functions#loadSoundFile|loadSoundFile()]], [[Manual:Miscellaneous_Functions#loadVideoFile|loadVideoFile()]], [[Manual:Miscellaneous_Functions#pauseMusic|pauseMusic()]], [[Manual:Miscellaneous_Functions#pauseSounds|pauseSounds()]], [[Manual:Miscellaneous_Functions#pauseVideos|pauseVideos()]], [[Manual:Miscellaneous_Functions#playMusicFile|playMusicFile()]], [[Manual:Miscellaneous_Functions#playSoundFile|playSoundFile()]], [[Manual:Miscellaneous_Functions#playVideoFile|playVideoFile()]], [[Manual:Miscellaneous_Functions#purgeMediaCache|purgeMediaCache()]], [[Manual:Miscellaneous_Functions#receiveMSP|receiveMSP()]], [[Manual:Miscellaneous_Functions#stopMusic|stopMusic()]], [[Manual:Miscellaneous_Functions#stopSounds|stopSounds()]], [[Manual:Miscellaneous_Functions#stopVideos|stopVideos()]], [[Manual:Scripting#MUD_Client_Media_Protocol|Mud Client Media Protocol]]
+
;Parameters
 +
* ''name:''
 +
: The name of the text edit.
 +
* ''state:''
 +
: ''true'' to make the text edit read-only, ''false'' to make it editable.
  
{{MudletVersion|4.??}}
+
;Returns
 
+
* ''true'' on success, or raises an error if the text edit was not found.
; Example
 
  
 +
;Example
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
---- Table Parameter Syntax ----
+
-- make it read-only to display content
 +
setTextEditReadOnly("myEditor", true)
  
-- List all paused videos files for this profile associated with the API
+
-- make it editable again
getPausedVideos()
+
setTextEditReadOnly("myEditor", false)
  
-- List all paused videos matching the unique textinmotion key name
+
-- Geyser usage
getPausedVideos({name = "textinmotion"})
+
myEditor:setReadOnly(true)
 +
</syntaxhighlight>
  
-- List all paused videos matching the textinmotion mp4 name
+
==setTextEditPlaceholder, PR #8986==
getPausedVideos({name = "TextInMotion-VideoSample-1080p.mp4"})
+
;setTextEditPlaceholder(name, text)
  
-- List all paused videos matching the unique key of "textinmotion"
+
:Sets the placeholder text displayed when the text edit is empty. The placeholder text is shown in a lighter color and disappears when the user
getPausedVideos({
+
starts typing.
    name = nil  -- nil lines are optional, no need to use
 
    , key = "textinmotion" -- key
 
    , tag = nil  -- nil lines are optional, no need to use
 
})
 
</syntaxhighlight>
 
==getPlayingVideos, PR #7721 closed==
 
; getPlayingVideos(settings table)
 
:List all playing videos (no filter), or playing videos that meets a combination of filters (name, key, and tag) intended to be paired with [[Manual:Miscellaneous_Functions#playVideoFile|playVideoFile()]].
 
  
{| class="wikitable"
+
:See also: [[#createTextEdit|createTextEdit()]]
!Required
 
!Key
 
!Value
 
!Default
 
! style="text-align:left;" |Purpose
 
|-
 
| style="text-align:center;" | No
 
|name
 
|<file name>
 
|
 
| style="text-align:left;" |
 
*Name of the media file.
 
|-
 
| style="text-align:center;" |No
 
|key
 
|<key>
 
|
 
| style="text-align:left;" |
 
* Uniquely identifies media files with a "key" that is bound to their "name" or "url".
 
|-
 
| style="text-align:center;" |No
 
|tag
 
|<tag>
 
|
 
| style="text-align:left;" |
 
*Helps categorize media.
 
|-
 
|}
 
  
See also: [[Manual:Miscellaneous_Functions#getPausedMusic|getPausedMusic()]], [[Manual:Miscellaneous_Functions#getPausedSounds|getPausedSounds()]], [[Manual:Miscellaneous_Functions#getPausedVideos|getPausedVideos()]], [[Manual:Miscellaneous_Functions#getPlayingMusic|getPlayingMusic()]], [[Manual:Miscellaneous_Functions#getPlayingSounds|getPlayingSounds()]], [[Manual:Miscellaneous_Functions#loadMusicFile|loadMusicFile()]], [[Manual:Miscellaneous_Functions#loadSoundFile|loadSoundFile()]], [[Manual:Miscellaneous_Functions#loadVideoFile|loadVideoFile()]], [[Manual:Miscellaneous_Functions#pauseMusic|pauseMusic()]], [[Manual:Miscellaneous_Functions#pauseSounds|pauseSounds()]], [[Manual:Miscellaneous_Functions#pauseVideos|pauseVideos()]], [[Manual:Miscellaneous_Functions#playMusicFile|playMusicFile()]], [[Manual:Miscellaneous_Functions#playSoundFile|playSoundFile()]], [[Manual:Miscellaneous_Functions#playVideoFile|playVideoFile()]], [[Manual:Miscellaneous_Functions#purgeMediaCache|purgeMediaCache()]], [[Manual:Miscellaneous_Functions#receiveMSP|receiveMSP()]], [[Manual:Miscellaneous_Functions#stopMusic|stopMusic()]], [[Manual:Miscellaneous_Functions#stopSounds|stopSounds()]], [[Manual:Miscellaneous_Functions#stopVideos|stopVideos()]], [[Manual:Scripting#MUD_Client_Media_Protocol|Mud Client Media Protocol]]
+
{{MudletVersion|4.21}}
  
{{MudletVersion|4.??}}
+
;Parameters
 +
* ''name:''
 +
: The name of the text edit.
 +
* ''text:''
 +
: The placeholder text to display.
  
; Example
+
;Returns
 +
* ''true'' on success, or raises an error if the text edit was not found.
  
 +
;Example
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
---- Table Parameter Syntax ----
+
setTextEditPlaceholder("myEditor", "Write your message here...")
  
-- List all playing videos files for this profile associated with the API
+
-- Geyser usage
getPlayingVideos()
+
myEditor:setPlaceholder("Write your message here...")
 +
</syntaxhighlight>
  
-- List all playing videos matching the unique textinmotion key name
+
==setTextEditStyleSheet, PR #8986==
getPlayingVideos({name = "textinmotion"})
+
;setTextEditStyleSheet(name, css)
  
-- List all playing videos matching the textinmotion mp4 name
+
:Applies a Qt stylesheet to a text edit widget for custom visual styling, such as colors, borders, and padding.
getPlayingVideos({name = "TextInMotion-VideoSample-1080p.mp4"})
 
  
-- List all playing videos matching the unique key of "textinmotion"
+
:See also: [[#createTextEdit|createTextEdit()]]
getPlayingVideos({
 
    name = nil  -- nil lines are optional, no need to use
 
    , key = "textinmotion" -- key
 
    , tag = nil  -- nil lines are optional, no need to use
 
})
 
</syntaxhighlight>
 
  
==pauseMusic, PR #7721 closed==
+
{{MudletVersion|4.21}}
;pauseMusic(settings table)
 
:Pause all music (no filter), or music that meet a combination of filters (name, key, and tag) intended to be paired with [[Manual:Miscellaneous_Functions#playMusicFile|playMusicFile()]].
 
  
{| class="wikitable"
+
;Parameters
!Required
+
* ''name:''
!Key
+
: The name of the text edit.
!Value
+
* ''css:''
! style="text-align:left;" |Purpose
+
: A Qt stylesheet string.
|-
 
| style="text-align:center;" |No
 
|name
 
|<file name>
 
| style="text-align:left;" |
 
*Name of the media file.
 
|-
 
| style="text-align:center;" |No
 
|key
 
|<key>
 
| style="text-align:left;" |
 
*Uniquely identifies media files with a "key" that is bound to their "name" or "url".
 
*Pauses the play of current media files with the same "key" that have a different "name" or "url" while this media plays.
 
|-
 
| style="text-align:center;" |No
 
|tag
 
|<tag>
 
| style="text-align:left;" |
 
*Helps categorize media.
 
|-
 
|}
 
  
See also: [[Manual:Miscellaneous_Functions#getPausedMusic|getPausedMusic()]], [[Manual:Miscellaneous_Functions#getPausedSounds|getPausedSounds()]], [[Manual:Miscellaneous_Functions#getPausedVideos|getPausedVideos()]], [[Manual:Miscellaneous_Functions#getPlayingMusic|getPlayingMusic()]], [[Manual:Miscellaneous_Functions#getPlayingSounds|getPlayingSounds()]], [[Manual:Miscellaneous_Functions#getPlayingVideos|getPausedVideos()]], [[Manual:Miscellaneous_Functions#loadMusicFile|loadMusicFile()]], [[Manual:Miscellaneous_Functions#loadSoundFile|loadSoundFile()]], [[Manual:Miscellaneous_Functions#loadVideoFile|loadVideoFile()]], [[Manual:Miscellaneous_Functions#pauseSounds|pauseSounds()]], [[Manual:Miscellaneous_Functions#pauseVideos|pauseVideos()]], [[Manual:Miscellaneous_Functions#playMusicFile|playMusicFile()]], [[Manual:Miscellaneous_Functions#playSoundFile|playSoundFile()]], [[Manual:Miscellaneous_Functions#playVideoFile|playVideoFile()]], [[Manual:Miscellaneous_Functions#purgeMediaCache|purgeMediaCache()]], [[Manual:Miscellaneous_Functions#receiveMSP|receiveMSP()]], [[Manual:Miscellaneous_Functions#stopMusic|stopMusic()]], [[Manual:Miscellaneous_Functions#stopSounds|stopSounds()]], [[Manual:Miscellaneous_Functions#stopVideos|stopVideos()]], [[Manual:Scripting#MUD_Client_Media_Protocol|Mud Client Media Protocol]]
+
;Returns
 
+
* ''true'' on success, or raises an error if the text edit was not found.
{{MudletVersion|4.??}}
 
 
 
; Example
 
  
 +
;Example
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
---- Table Parameter Syntax ----
+
setTextEditStyleSheet("myEditor", [[
 +
QPlainTextEdit {
 +
background-color: #1a1a2e;
 +
color: #e0e0e0;
 +
border: 1px solid #444;
 +
padding: 5px;
 +
}
 +
]])
  
-- Pause all playing music files for this profile associated with the API
+
-- Geyser usage
pauseMusic()
+
myEditor:setStyleSheet([[
 +
QPlainTextEdit {
 +
background-color: #1a1a2e;
 +
color: #e0e0e0;
 +
border: 1px solid #444;
 +
padding: 5px;
 +
}
 +
]])
 +
</syntaxhighlight>
  
-- Pause playing the music matching the rugby mp3 name
+
==setTextEditFont, PR #8986==
pauseMusic({name = "167124__patricia-mcmillen__rugby-club-in-spain.mp3"})
+
;setTextEditFont(name, fontName)
  
-- Pause playing the unique music identified as "rugby"
+
:Sets the font family of a text edit widget.
pauseMusic({
 
    name = nil  -- nil lines are optional, no need to use
 
    , key = "rugby" -- key
 
    , tag = nil  -- nil lines are optional, no need to use
 
})
 
</syntaxhighlight>
 
  
==pauseSounds, PR #7721 closed ==
+
:See also: [[#setTextEditFontSize|setTextEditFontSize()]]
;pauseSounds(settings table)
 
:Pause all sounds (no filter), or sounds that meet a combination of filters (name, key, and tag) intended to be paired with [[Manual:Miscellaneous_Functions#playSoundFile|playSoundFile()]].
 
  
{| class="wikitable"
+
{{MudletVersion|4.21}}
!Required
 
!Key
 
!Value
 
! style="text-align:left;" |Purpose
 
|-
 
| style="text-align:center;" |No
 
|name
 
|<file name>
 
| style="text-align:left;" |
 
*Name of the media file.
 
|-
 
| style="text-align:center;" |No
 
|key
 
|<key>
 
| style="text-align:left;" |
 
* Uniquely identifies media files with a "key" that is bound to their "name" or "url".
 
*Pauses the play of current media files with the same "key" that have a different "name" or "url" while this media plays.
 
|-
 
| style="text-align:center;" |No
 
|tag
 
|<tag>
 
| style="text-align:left;" |
 
*Helps categorize media.
 
|-
 
|}
 
  
See also: [[Manual:Miscellaneous_Functions#getPausedMusic|getPausedMusic()]], [[Manual:Miscellaneous_Functions#getPausedSounds|getPausedSounds()]], [[Manual:Miscellaneous_Functions#getPausedVideos|getPausedVideos()]], [[Manual:Miscellaneous_Functions#getPlayingMusic|getPlayingMusic()]], [[Manual:Miscellaneous_Functions#getPlayingSounds|getPlayingSounds()]], [[Manual:Miscellaneous_Functions#getPlayingVideos|getPausedVideos()]], [[Manual:Miscellaneous_Functions#loadMusicFile|loadMusicFile()]], [[Manual:Miscellaneous_Functions#loadSoundFile|loadSoundFile()]], [[Manual:Miscellaneous_Functions#loadVideoFile|loadVideoFile()]], [[Manual:Miscellaneous_Functions#pauseMusic|pauseMusic()]], [[Manual:Miscellaneous_Functions#pauseVideos|pauseVideos()]], [[Manual:Miscellaneous_Functions#playMusicFile|playMusicFile()]], [[Manual:Miscellaneous_Functions#playSoundFile|playSoundFile()]], [[Manual:Miscellaneous_Functions#playVideoFile|playVideoFile()]], [[Manual:Miscellaneous_Functions#purgeMediaCache|purgeMediaCache()]], [[Manual:Miscellaneous_Functions#receiveMSP|receiveMSP()]], [[Manual:Miscellaneous_Functions#stopMusic|stopMusic()]], [[Manual:Miscellaneous_Functions#stopSounds|stopSounds()]], [[Manual:Miscellaneous_Functions#stopVideos|stopVideos()]], [[Manual:Scripting#MUD_Client_Media_Protocol|Mud Client Media Protocol]]
+
;Parameters
 +
* ''name:''
 +
: The name of the text edit.
 +
* ''fontName:''
 +
: The name of the font family to use (e.g. ''"Ubuntu Mono"'', ''"Courier New"'').
  
{{MudletVersion|4.??}}
+
;Returns
 
+
* ''true'' on success, or raises an error if the text edit was not found.
; Example
 
  
 +
;Example
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
---- Table Parameter Syntax ----
+
setTextEditFont("myEditor", "Ubuntu Mono")
  
-- Pause all playing sound files for this profile associated with the API
+
-- Geyser usage
pauseSounds()
+
myEditor:setFont("Ubuntu Mono")
 +
</syntaxhighlight>
  
-- Pause all playing sounds matching the rugby mp3 name
+
==setTextEditFontSize, PR #8986==
getPlayingSounds({name = "167124__patricia-mcmillen__rugby-club-in-spain.mp3"})
+
;setTextEditFontSize(name, size)
  
-- Pause all playing sound matching the unique key of "rugby"
+
:Sets the font size of a text edit widget in points.
getPlayingSounds({
 
    name = nil  -- nil lines are optional, no need to use
 
    , key = "rugby" -- key
 
    , tag = nil  -- nil lines are optional, no need to use
 
})
 
</syntaxhighlight>
 
  
==pauseVideos, PR #7721 closed ==
+
:See also: [[#setTextEditFont|setTextEditFont()]]
;pauseVideos(settings table)
 
:Pause all videos (no filter), or videos that meet a combination of filters (name, key, and tag) intended to be paired with [[Manual:Miscellaneous_Functions#playVideoFile|playVideoFile()]].
 
  
{| class="wikitable"
+
{{MudletVersion|4.21}}
! Required
 
!Key
 
!Value
 
! style="text-align:left;" |Purpose
 
|-
 
| style="text-align:center;" |No
 
|name
 
|<file name>
 
| style="text-align:left;" |
 
*Name of the media file.
 
|-
 
| style="text-align:center;" |No
 
|key
 
|<key>
 
| style="text-align:left;" |
 
* Uniquely identifies media files with a "key" that is bound to their "name" or "url".
 
*Pauses the play of current media files with the same "key" that have a different "name" or "url" while this media plays.
 
|-
 
| style="text-align:center;" |No
 
|tag
 
|<tag>
 
| style="text-align:left;" |
 
*Helps categorize media.
 
|-
 
|}
 
  
See also: [[Manual:Miscellaneous_Functions#getPausedMusic|getPausedMusic()]], [[Manual:Miscellaneous_Functions#getPausedSounds|getPausedSounds()]], [[Manual:Miscellaneous_Functions#getPausedVideos|getPausedVideos()]], [[Manual:Miscellaneous_Functions#getPlayingMusic|getPlayingMusic()]], [[Manual:Miscellaneous_Functions#getPlayingSounds|getPlayingSounds()]], [[Manual:Miscellaneous_Functions#getPlayingVideos|getPausedVideos()]], [[Manual:Miscellaneous_Functions#loadMusicFile|loadMusicFile()]], [[Manual:Miscellaneous_Functions#loadSoundFile|loadSoundFile()]], [[Manual:Miscellaneous_Functions#loadVideoFile|loadVideoFile()]], [[Manual:Miscellaneous_Functions#pauseMusic|pauseMusic()]], [[Manual:Miscellaneous_Functions#pauseSounds|pauseSounds()]], [[Manual:Miscellaneous_Functions#playMusicFile|playMusicFile()]], [[Manual:Miscellaneous_Functions#playSoundFile|playSoundFile()]], [[Manual:Miscellaneous_Functions#playVideoFile|playVideoFile()]], [[Manual:Miscellaneous_Functions#purgeMediaCache|purgeMediaCache()]], [[Manual:Miscellaneous_Functions#receiveMSP|receiveMSP()]], [[Manual:Miscellaneous_Functions#stopMusic|stopMusic()]], [[Manual:Miscellaneous_Functions#stopSounds|stopSounds()]], [[Manual:Miscellaneous_Functions#stopVideos|stopVideos()]], [[Manual:Scripting#MUD_Client_Media_Protocol|Mud Client Media Protocol]]
+
;Parameters
 +
* ''name:''
 +
: The name of the text edit.
 +
* ''size:''
 +
: The font size in points.
  
{{MudletVersion|4.??}}
+
;Returns
 +
* ''true'' on success, or raises an error if the text edit was not found.
  
; Example
+
;Example
 +
<syntaxhighlight lang="lua">
 +
setTextEditFontSize("myEditor", 14)
  
<syntaxhighlight lang="lua">
+
-- Geyser usage
---- Table Parameter Syntax ----
+
myEditor:setFontSize(14)
 +
</syntaxhighlight>
  
-- Pause all playing video files for this profile associated with the API
+
==setTextEditTabMovesFocus, PR #8986==
pauseVideos()
+
;setTextEditTabMovesFocus(name, state)
  
-- Pause playing the text mp4 by name
+
:Controls whether pressing Tab in the text edit inserts a tab character or moves focus to the next widget. By default, Tab inserts a tab
pauseVideos({name = "TextInMotion-VideoSample-1080p.mp4"})
+
character.
  
-- Pause playing the unique video identified as "text"
+
:See also: [[#createTextEdit|createTextEdit()]]
pauseVideos({
+
 
    name = nil  -- nil lines are optional, no need to use
+
{{MudletVersion|4.21}}
    , key = "text" -- key
+
 
    , tag = nil  -- nil lines are optional, no need to use
+
;Parameters
})
+
* ''name:''
 +
: The name of the text edit.
 +
* ''state:''
 +
: ''true'' to have Tab move focus to the next widget, ''false'' to have Tab insert a tab character (default behavior).
 +
 
 +
;Returns
 +
* ''true'' on success, or raises an error if the text edit was not found.
 +
 
 +
;Example
 +
<syntaxhighlight lang="lua">
 +
-- make Tab move focus instead of inserting a tab
 +
setTextEditTabMovesFocus("myEditor", true)
 +
 
 +
-- Geyser usage
 +
myEditor:setTabMovesFocus(true)
 
</syntaxhighlight>
 
</syntaxhighlight>
==getCustomLoginTextId, PR #3952 open==
 
;getCustomLoginTextId()
 
  
Returns the Id number of the custom login text setting from the profile's preferences. Returns ''0'' if the option is disabled or a number greater than that for the item in the table; note it is possible if using an old saved profile in the future that the number might be higher than expected. As a design policy decision it is not permitted for a script to change the setting, this function is intended to allow a script or package to check that the setting is what it expects.
+
---
 +
And here's the event documentation that should be added to the Events section (if one exists on Area 51), or noted alongside the functions:
  
Introduced along with four other functions to enable game server log-in to be scripted with the simultaneous movement of that functionality from the Mudlet application core code to a predefined ''doLogin()'' function, a replacement for which is shown below.
+
==sysTextEditDeleted, PR #8986==
:See also: [[#getCharacterName|getCharacterName()]], [[#sendCharacterName|sendCharacterName()]], [[#sendCustomLoginText|sendCustomLoginText()]], [[#sendPassword|sendPassword()]].
 
  
{{note}} Not available yet. See https://github.com/Mudlet/Mudlet/pull/3952
+
:Raised when a text edit widget is deleted via [[#deleteTextEdit|deleteTextEdit()]] or when the Geyser wrapper calls its ''type_delete'' method.
  
Only one custom login text has been defined initially:
+
;Arguments
{| class="wikitable"
+
* ''arg1:'' ''"sysTextEditDeleted"''
|+Predefined custom login texts
+
* ''arg2:'' The name of the deleted text edit.
|-
 
!Id!!Custom text!!Introduced in Mudlet version
 
|-
 
|1|| "connect {character name} {password}"||TBD
 
|}
 
 
 
The addition of further texts would be subject to negotiation with the Mudlet Makers.
 
  
 
;Example
 
;Example
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
-- A replacement for the default function placed into LuaGlobal.lua to reproduce the previous behavior of the Mudlet application:
+
function onTextEditDeleted(event, name)
function doLogin()
+
echo("Text edit deleted: " .. name .. "\n")
  if getCustomLoginTextId() ~= 1 then
 
    -- We need this particular option but it is not permitted for a script to change the setting, it can only check what it is
 
    echo("\nUnable to login - please select the 'connect {character name} {password}` custom login option in the profile preferences.\n")
 
  else
 
    tempTime(2.0, [[sendCustomLoginText()]], 1)
 
  end
 
 
end
 
end
 +
registerAnonymousEventHandler("sysTextEditDeleted", onTextEditDeleted)
 
</syntaxhighlight>
 
</syntaxhighlight>
  
==sendCharacterName, PR #3952 open==
 
;sendCharacterName()
 
  
Sends the name entered into the "Character name" field on the Connection Preferences form directly to the game server. Returns ''true'' unless there is nothing set in that entry in which case a ''nil'' and an error message will be returned instead.
+
==setBackgroundImage (updated), PR #8935==
 +
 
 +
{{note}} As of Mudlet 4.21, [[#setBackgroundImage|setBackgroundImage()]] supports SVG files in addition to raster images (PNG, JPG, etc). Simply pass a path to an ''.svg''
 +
file. SVG backgrounds can then be transformed using [[#setSvgRotation|setSvgRotation()]], [[#setSvgShear|setSvgShear()]], and reset with
 +
[[#resetSvgTransform|resetSvgTransform()]]. SVG images are rendered at full resolution regardless of HiDPI scaling.
 +
 
 +
;Example
 +
<syntaxhighlight lang="lua">
 +
-- set an SVG background on a label
 +
setBackgroundImage("myLabel", getMudletHomeDir() .. "/compass.svg", 4)
 +
 
 +
-- rotate it 45 degrees
 +
setSvgRotation("myLabel", 45)
 +
 
 +
-- Geyser usage
 +
myLabel:setBackgroundImage(getMudletHomeDir() .. "/compass.svg")
 +
myLabel:setSvgRotation(45)
 +
</syntaxhighlight>
  
Introduced along with four other functions to enable game server log-in to be scripted with the simultaneous movement of that functionality from the Mudlet application core code to a predefined ''doLogin()'' function that may be replaced for more sophisticated requirements.
+
==setSvgRotation, PR #8935==
:See also: [[#getCharacterName|getCharacterName()]], [[#sendCharacterPassword|sendCharacterPassword()]], [[#sendCustomLoginText|sendCustomLoginText()]], [[#getCustomLoginTextId|getCustomLoginTextId()]].
+
;setSvgRotation(labelName, angle)
  
{{note}} Not available yet. See https://github.com/Mudlet/Mudlet/pull/3952
+
:Sets the rotation angle for a label's SVG background image. The SVG is rotated around its center; label text and background color are unaffected. Requires the label to have an
 +
SVG background set via [[Manual:Lua_Functions#setBackgroundImage|setBackgroundImage()]].
  
== sendCharacterPassword, PR #3952 open==
+
:See also: [[#resetSvgRotation|resetSvgRotation()]], [[#setSvgShear|setSvgShear()]], [[#resetSvgTransform|resetSvgTransform()]]
;sendCharacterPassword()
 
  
Sends the password entered into the "Password" field on the Connection Preferences form directly to the game server. Returns ''true'' unless there is nothing set in that entry or it is too long after (or before) a connection was successfully made in which case a ''nil'' and an error message will be returned instead.
+
{{MudletVersion|4.21}}
  
Introduced along with four other functions to enable game server log-in to be scripted with the simultaneous movement of that functionality from the Mudlet application core code to a predefined ''doLogin()'' function, reproduced below, that may be replaced for more sophisticated requirements.
+
;Parameters
:See also: [[#getCharacterName|getCharacterName()]], [[#sendCustomLoginText|sendCustomLoginText()]], [[#getCustomLoginTextId|getCustomLoginTextId()]], [[#sendCharacterName|sendCharacterName()]].
+
* ''labelName:''
 +
: The name of the label to rotate the SVG background for.
 +
* ''angle:''
 +
: Rotation angle in degrees (positive = clockwise).
  
{{note}} Not available yet. See https://github.com/Mudlet/Mudlet/pull/3952
+
;Returns
 +
* ''true'' on success, or ''nil'' and an error message if the label is not found.
  
 
;Example
 
;Example
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
-- The default function placed into LuaGlobal.lua to reproduce the previous behavior of the Mudlet application:
+
-- rotate the SVG background 45 degrees clockwise
function doLogin()
+
setSvgRotation("myLabel", 45)
  if getCharacterName() ~= "" then
+
 
    tempTime(2.0, [[sendCharacterName()]], 1)
+
-- rotate it upside down
    tempTime(3.0, [[sendCharacterPassword()]], 1)
+
setSvgRotation("myLabel", 180)
  end
+
 
end
+
-- Geyser usage
 +
myLabel:setSvgRotation(45)
 
</syntaxhighlight>
 
</syntaxhighlight>
  
==sendCustomLoginText, PR #3952 open==
+
==resetSvgRotation, PR #8935==
;sendCustomLoginText()
+
;resetSvgRotation(labelName)
  
Sends the custom login text (which does NOT depend on the user's choice of GUI language) selected in the preferences for this profile. The {password} (and {character name} if present) fields will be replaced with the values entered into the "Password" and "Character name" fields on the Connection Preferences form and then sent directly to the game server. Returns ''true'' unless there is nothing set in either of those entries (though only if required for the character name) or it is too long after (or before) a connection was successfully made or if the custom login feature is disabled, in which case a ''nil'' and an error message will be returned instead.
+
:Resets the SVG background image rotation to 0 degrees.
  
Introduced along with four other functions to enable game server log-in to be scripted with the simultaneous movement of that functionality from the Mudlet application core code to a predefined ''doLogin()'' function, a replacement for which is shown below.
+
:See also: [[#setSvgRotation|setSvgRotation()]], [[#resetSvgTransform|resetSvgTransform()]]
:See also: [[#getCharacterName|getCharacterName()]], [[#sendCharacterName|sendCharacterName()]], [[#sendPassword|sendPassword()]], [[#getCustomLoginTextId|getCustomLoginTextId()]].
 
  
{{note}} Not available yet. See https://github.com/Mudlet/Mudlet/pull/3952
+
{{MudletVersion|4.21}}
  
Only one custom login text has been defined initially:
+
;Parameters
{| class="wikitable"
+
* ''labelName:''
|+Predefined custom login texts
+
: The name of the label to reset the SVG rotation for.
|-
 
!Id!!Custom text!!Introduced in Mudlet version
 
|-
 
|1||"connect {character name} {password}"||TBD
 
|}
 
  
The addition of further texts would be subject to negotiation with the Mudlet Makers.
+
;Returns
 +
* ''true'' on success, or ''nil'' and an error message if the label is not found.
  
 
;Example
 
;Example
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
-- A replacement for the default function placed into LuaGlobal.lua to reproduce the previous behavior of the Mudlet application:
+
resetSvgRotation("myLabel")
function doLogin()
+
 
  if getCustomLoginTextId() ~= 1 then
+
-- Geyser usage
    -- We need this particular option but it is not permitted for a script to change the setting, it can only check what it is
+
myLabel:resetSvgRotation()
    echo("\nUnable to login - please select the 'connect {character name} {password}` custom login option in the profile preferences.\n")
 
  else
 
    tempTime(2.0, [[sendCustomLoginText()]], 1)
 
  end
 
end
 
 
</syntaxhighlight>
 
</syntaxhighlight>
  
 +
==setSvgShear, PR #8935==
 +
;setSvgShear(labelName, shearX, shearY)
  
==openMudletHomeDir, PR 8026, merged==
+
:Sets the shear (skew) for a label's SVG background image. The SVG is sheared around its center; label text and background color are unaffected. Requires the label to have an
;openMudletHomeDir()
+
SVG background set via [[Manual:Lua_Functions#setBackgroundImage|setBackgroundImage()]].
:Opens the current home directory of the current profile in your local system's file browser. This can be used to review or modify data stored there.
 
  
;See also:[[Manual:Lua_Functions#getMudletHomeDir|getMudletHomeDir()]]
+
:See also: [[#resetSvgShear|resetSvgShear()]], [[#setSvgRotation|setSvgRotation()]], [[#resetSvgTransform|resetSvgTransform()]]
 +
 
 +
{{MudletVersion|4.21}}
 +
 
 +
;Parameters
 +
* ''labelName:''
 +
: The name of the label to shear the SVG background for.
 +
* ''shearX:''
 +
: Horizontal shear factor.
 +
* ''shearY:''
 +
: Vertical shear factor.
 +
 
 +
;Returns
 +
* ''true'' on success, or ''nil'' and an error message if the label is not found.
  
 
;Example
 
;Example
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
openMudletHomeDir()
+
-- apply a horizontal skew to the SVG background
 +
setSvgShear("myLabel", 0.3, 0)
 +
 
 +
-- apply both horizontal and vertical skew
 +
setSvgShear("myLabel", 0.2, 0.1)
 +
 
 +
-- Geyser usage
 +
myLabel:setSvgShear(0.3, 0)
 
</syntaxhighlight>
 
</syntaxhighlight>
  
=Mudlet Object Functions=
+
==resetSvgShear, PR #8935==
: A collection of functions that manipulate Mudlet's scripting objects - triggers, aliases, and so forth.
+
;resetSvgShear(labelName)
  
==createComposer PR #8114==
+
:Resets the SVG background image shear to (0, 0).
  
; ok = createComposer(title, text, callbackFunction)
+
:See also: [[#setSvgShear|setSvgShear()]], [[#resetSvgTransform|resetSvgTransform()]]
  
Creates a Composer dialog window with the given title and initial text, and registers a Lua function to handle the result. When the user clicks **Save** or **Cancel**, the Composer closes and your callback function is invoked with two arguments: the resulting text and a boolean indicating whether the user saved (true) or canceled editing (false).
+
{{MudletVersion|4.21}}
 
 
;See also: [[Manual:Lua_Functions#getComposerText|getComposerText()]], [[Manual:Lua_Functions#setComposerText|setComposerText()]], [[Manual:Lua_Functions#getComposerTitle|getComposerTitle()]], [[Manual:Lua_Functions#setComposerTitle|setComposerTitle()]]
 
 
 
{{MudletVersion|4.20}}
 
  
 
;Parameters
 
;Parameters
* ''title:''
+
* ''labelName:''
: The title of the Composer window.
+
: The name of the label to reset the SVG shear for.
* ''text:'' 
 
: The initial text content in the Composer. You can use <code>\n</code> to start a new line, <code>\t</code> for tabulators, etc.
 
* ''callbackFunction:'' 
 
: A Lua function to call when the Composer closes. It will receive two parameters:
 
:* A string with the text the user entered.
 
:* A boolean value – `true` if the user clicked **Save**, `false` if they clicked **Cancel**.
 
  
 
;Returns
 
;Returns
* Boolean `true` if the Composer was successfully created, otherwise nil + error (for example, if another Composer is already open).
+
* ''true'' on success, or ''nil'' and an error message if the label is not found.
  
 
;Example
 
;Example
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
-- Create a Composer window for editing a note
+
resetSvgShear("myLabel")
createComposer("Edit Note", "Default text", function(editedText, isSaved)
+
 
    if isSaved then
+
-- Geyser usage
        echo(f"Saved text: {editedText}\n")
+
myLabel:resetSvgShear()
    else
 
        echo("Edit was canceled.\n")
 
    end
 
end)
 
 
</syntaxhighlight>
 
</syntaxhighlight>
  
==deleteAllNamedTriggers PR#7767==
+
==resetSvgTransform, PR #8935==
; deleteAllNamedTriggers(userName)
+
;resetSvgTransform(labelName)
  
:Deletes all named triggers and prevents them from matching. Information is deleted and cannot be retrieved.
+
:Resets all SVG transforms (rotation and shear) back to defaults, but preserves any SVG tint. This is a convenience function equivalent to calling both
 +
[[#resetSvgRotation|resetSvgRotation()]] and [[#resetSvgShear|resetSvgShear()]].
  
;See also: [[Manual:Lua_Functions#registerNamedTrigger|registerNamedTrigger()]], [[Manual:Lua_Functions#stopNamedTrigger|stopNamedTrigger()]]
+
:See also: [[#setSvgRotation|setSvgRotation()]], [[#setSvgShear|setSvgShear()]], [[#resetSvgRotation|resetSvgRotation()]], [[#resetSvgShear|resetSvgShear()]]
  
{{MudletVersion|4.20}}
+
{{MudletVersion|4.21}}
  
 
;Parameters
 
;Parameters
* ''userName:''
+
* ''labelName:''
: The user name the trigger was registered under.
+
: The name of the label to reset all SVG transforms for.
 +
 
 +
;Returns
 +
* ''true'' on success, or ''nil'' and an error message if the label is not found.
  
 
;Example
 
;Example
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
deleteAllNamedTriggers("Zooka") -- emergency stop or debugging situation, most likely.
+
-- reset all transforms at once
 +
resetSvgTransform("myLabel")
 +
 
 +
-- Geyser usage
 +
myLabel:resetSvgTransform()
 
</syntaxhighlight>
 
</syntaxhighlight>
  
==deleteNamedTrigger PR#7767==
+
==getBorderColor, PR #8688 ==
; success = deleteNamedTrigger(userName, triggerName)
+
;getBorderColor()
  
:Deletes a named trigger with name triggerName and prevents it from matching any more. Information is deleted and cannot be retrieved.
+
:Returns the RGB values of the main window border color (the area outside the main console where the mapper, buttons, and other UI elements are placed).
  
;See also: [[Manual:Lua_Functions#registerNamedTrigger|registerNamedTrigger()]], [[Manual:Lua_Functions#stopNamedTrigger|stopNamedTrigger()]]
+
:See also: [[#setBorderColor|setBorderColor()]], [[#getBorderSizes|getBorderSizes()]], [[#getBackgroundColor|getBackgroundColor()]]
  
{{MudletVersion|4.20}}
 
 
;Parameters
 
* ''userName:''
 
: The user name the trigger was registered under.
 
* ''triggerName:''
 
: The name of the trigger to stop. Same used as when you called [[Manual:Lua_Functions#registerNamedTrigger|registerNamedTrigger()]]
 
 
;Returns
 
* true if successful, false if it didn't exist
 
 
;Example
 
;Example
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
local deleted = deleteNamedTrigger("Zooka", "automatic drinking trigger")
+
-- get the current border color
if deleted then
+
local r, g, b = getBorderColor()
  cecho("Drinking trigger deleted forever!")
+
echo(string.format("Border color is RGB(%d, %d, %d)\n", r, g, b))
else
+
 
   cecho("Drinking trigger doesn't exist and so could not be deleted.")
+
-- check if border is using default black color
 +
local r, g, b = getBorderColor()
 +
if r == 0 and g == 0 and b == 0 then
 +
   echo("Border is black - consider customizing it!\n")
 
end
 
end
 +
 +
-- store current color before changing it
 +
local oldR, oldG, oldB = getBorderColor()
 +
setBorderColor(50, 50, 50)
 +
-- later, restore the original color
 +
setBorderColor(oldR, oldG, oldB)
 
</syntaxhighlight>
 
</syntaxhighlight>
  
  
==getComposerText PR #8114==
+
==insertPopup, revised in PR #6925==
 
+
; insertPopup([windowName], text, {commands}, {hints}[{, tool-tips}][, useCurrentFormatElseDefault])
; text = getComposerText()
+
:Creates text with a left-clickable link, and a right-click menu for more options at the end of the current line, like echo. The added text, upon being left-clicked, will do the first command in the list. Upon being right-clicked, it'll display a menu with all possible commands. The menu will be populated with hints, one for each line; if a tool-tips table is not provided the same hints will also be listed one-per-line as a tool-tip but if a matching number of tool-tips are provided they will be concatenated to provide a tool-tip when the text is hovered over by the pointer - these tool-tips can be ''rich-text'' to produce information formatted with additional content in the same manner as labels.
 
 
Returns the current text from the Composer window, if it is open.
 
 
 
;See also: [[Manual:Lua_Functions#createComposer|createComposer()]], [[Manual:Lua_Functions#setComposerText|setComposerText()]]
 
 
 
{{MudletVersion|4.20}}
 
  
 
;Parameters
 
;Parameters
* (none)
+
*''windowName:''
 +
:(optional) name of the window as a string to echo to. Use either ''main'' or omit for the main window, or the miniconsole's or user-window's name otherwise.
 +
*''text:''
 +
:the text string to display.
 +
*''{commands}:''
 +
:a table of lua code to do, in text strings or as functions (since Mudlet 4.11), i.e. <syntaxhighlight lang="lua" inline="">{[[send("hello")]], function() echo("hi!") end}</syntaxhighlight>.
 +
*''{hints}:''
 +
:a table of strings which will be shown on the right-click menu (and popup if no {tool-tips} table is provided). If a particular position in both the commands and hints table are both the empty string ''""'' but there is something in the tool-tips table, no entry for that position will be made in the context menu but the tool-tip can still display something which can include images or text.
 +
*''{tool-tips}:''
 +
:(optional) a table of possibly ''rich-text'' strings which will be shown on the popup if provided.
 +
*''useCurrentFormatElseDefault:''
 +
:(optional) a boolean value for using either the current formatting options (color, underline, italic and other effects) if ''true'' or the link default (blue underline) if ''false'', if omitted the default format is used.
  
;Returns
+
{{note}} Mudlet will distinguish between the optional tool-tips and the flag to switch between the standard link and the current text format by examining the type of the argument, as such this pair of arguments can be in either order.
* The text currently displayed in the Composer, or nil + error if the Composer is not open.
 
  
 
;Example
 
;Example
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
-- Retrieve and print the current text from the Composer
+
-- Create some text as a clickable with a popup menu, a left click will ''send "sleep"'':
local currentText = getComposerText()
+
insertPopup("activities to do", {function() send "sleep" end, function() send "sit" end, function() send "stand" end}, {"sleep", "sit", "stand"})
if currentText then
 
    echo(f"Current text in Composer: {currentText}\n")
 
else
 
    echo("No Composer is open.\n")
 
end
 
</syntaxhighlight>
 
  
 +
-- alternatively, put commands as text (in [[ and ]] to use quotation marks inside)
 +
insertPopup("activities to do", {[[send "sleep"]], [[send "sit"]], [[send "stand"]]}, {"sleep", "sit", "stand"})
  
==getComposerTitle PR #8114==
+
-- one can also provide helpful information
  
; title = getComposerTitle()
+
-- todo: an example with rich-text in the tool-tips(s)
  
Returns the current title from the Composer window, if it is open.
+
</syntaxhighlight>
  
;See also: [[Manual:Lua_Functions#createComposer|createComposer()]], [[Manual:Lua_Functions#setComposerTitle|setComposerTitle()]]
+
==selectAll, PR #8971==
 
+
;selectAll(str, func)
{{MudletVersion|4.20}}
+
:Selects every instance of a string on the cursor's current line and executes a provided function for each one. Useful for applying formatting or other operations to repeated occurrences of a word or phrase.
 
+
:See also: [[#selectString|selectString()]]
;Parameters
+
;Parameters
* (none)
+
* ''str:''
 
+
:The string to select every instance of.
;Returns
+
* ''func:''
* The current title of the Composer, or nil + error if the Composer is not open.
+
:The function to run for each selected instance of the string.
 
+
;Example
;Example
 
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
-- Print the Composer title
+
-- bold every instance of "dragon" on the current line
local currentTitle = getComposerTitle()
+
selectAll("dragon", function()
if currentTitle then
+
  setBold(true)
    echo(f"Composer title: {currentTitle}\n")
+
end)
else
+
deselect()
    echo("No Composer is open.\n")
+
resetFormat()
end
 
 
</syntaxhighlight>
 
</syntaxhighlight>
  
 +
=Discord Functions=
 +
:All functions to customize the information Mudlet displays in Discord's rich presence interface. For an overview on how all of these functions tie in together, see our [[Special:MyLanguage/Manual:Scripting#Discord_Rich_Presence|Discord scripting overview]].
  
==getNamedTriggers PR#7767==
+
=Mud Client Media Protocol =
; triggers = getNamedTriggers(userName)
+
:All GMCP functions to send sound and music events. For an overview on how all of these functions tie in together, see our [[Special:MyLanguage/Manual:Scripting#MUD_Client_Media_Protocol|MUD Client Media Protocol scripting overview]].
  
:Returns a list of all the named triggers names as a table.
+
== Client.Media.Spatial, PR #8452 open ==
  
;See also: [[Manual:Lua_Functions#registerNamedTrigger|registerNamedTrigger()]]
+
The Client.Media.Spatial family of GMCP packages extends the [[Manual:Scripting#Client.Media|Client.Media]] protocol to provide 3D positional audio capabilities. These packages allow games to create immersive spatial soundscapes with positioned audio sources and listener orientation.
  
 
{{MudletVersion|4.20}}
 
{{MudletVersion|4.20}}
  
;Parameters
+
=== Enabling Spatial Audio ===
* ''userName:''
 
: The user name the triggers were registered under.
 
  
;Returns
+
Spatial audio requires the same settings as regular Client.Media:
* a table of trigger names. { "automatic drinking trigger", "autoheal trigger" } for example. {} if none are registered
 
  
;Example
+
# The "Enable GMCP" box in the Miscellaneous section must be checked.
<syntaxhighlight lang="lua">
+
# The "Allow server to download and play media" box in the Game protocols section must be checked.
  local triggers = getNamedTriggers("Zooka")
 
  display(triggers)
 
  -- {}
 
  registerNamedTriggers("Zooka", "Test1", "test string", "testFunction")
 
  triggers = getNamedTriggers("Zooka")
 
  display(triggers)
 
  -- { "Test1" }
 
</syntaxhighlight>
 
  
 +
=== Coordinate System ===
  
==registerNamedTrigger PR#7767==
+
The spatial audio system uses a 3D coordinate system where:
; success = registerNamedTrigger(userName, triggerName, substring, functionReference, [expireAfter])
+
* '''Azimuth''': Horizontal angle in degrees (0° = front, 90° = right, 180° = back, 270° = left)
 
+
* '''Elevation''': Vertical angle in degrees (-90° = below, 0° = level, 90° = above)
:Registers a named substring trigger with name triggerName. Named triggers are protected from duplication and can be stopped and resumed, unlike normal tempTriggers. A separate list is kept for each userName, to enforce name spacing and avoid collisions
+
* '''Distance''': Distance from listener in arbitrary units (1.0 = close, higher values = farther)
  
;See also: [[Manual:Lua_Functions#tempTrigger|tempTrigger()]], [[Manual:Lua_Functions#stopNamedTrigger|stopNamedTrigger()]], [[Manual:Lua_Functions#resumeNamedTrigger|resumeNamedTrigger()]], [[Manual:Lua_Functions#deleteNamedTrigger|deleteNamedTrigger()]]
+
For listener positioning, a Cartesian coordinate system is used:
 +
* '''X''': Left/right position
 +
* '''Y''': Forward/back position 
 +
* '''Z''': Up/down position
  
{{MudletVersion|4.20}}
+
=== Playing Spatial Media ===
  
;Parameters
+
Send Client.Media.Spatial.Play GMCP events to play positioned sound sources in 3D space.
* ''userName:''
 
: The user name the trigger was registered under.
 
* ''triggerName:''
 
: The name of the trigger. Used to reference the trigger in other functions and prevent duplicates. Recommended to use descriptive names, "hp" is likely to collide with something else, "automatic drinking trigger" less so.
 
* ''substring:''
 
: The substring text to match.
 
* ''functionReference:''
 
: The function reference to run when the trigger matches. Can be the name of a function, "handlerFunction", or the lua function itself.
 
* ''expireAfter:''
 
: (optional) Delete trigger after a specified number of matches
 
;Returns
 
* true if successful, otherwise errors.
 
  
;Example
+
{| class="wikitable"
<syntaxhighlight lang="lua">
+
|-
-- establish a named trigger called "automatic drinking trigger" which sends 'drink canteen' when thirsty
+
! Required !! Parameter !! Value !! Default !! Description
registerNamedTrigger("Zooka", "automatic drinking trigger", "You are thirsty.", function() send("drink canteen") end)
+
|-
</syntaxhighlight>
+
| Yes || "key" || <string> || || Unique identifier for this spatial audio source. Used for updates and stopping.
 +
|-
 +
| Yes || "name" || <file name> || || Name of the media file. May contain directory information (i.e. ambient/wind.wav).
 +
|-
 +
| Maybe || "url" || <url> || || Resource location where the media file may be downloaded. Only required if not using Client.Media.Default URL or if file is not cached.
 +
|-
 +
| No || "volume" || 1 to 100 || 80 || Volume level relative to the master spatial audio volume.
 +
|-
 +
| No || "loops" || -1, or >= 1 || 1 || Number of times to loop the sound. -1 for infinite looping.
 +
|-
 +
| No || "position" || <array or object> || || 3D position of the sound source. See position formats below.
 +
|-
 +
| No || "occlusion" || 0.0 to 1.0 || 0.0 || Occlusion factor (0.0 = no occlusion, 1.0 = fully occluded/muffled).
 +
|-
 +
| No || "room" || <object> || || Room acoustics parameters. See room acoustics below.
 +
|}
  
==resumeNamedTrigger PR#7767==
+
==== Position Formats ====
; success = resumeNamedTrigger(userName, triggerName)
 
  
:Resumes a named trigger with name triggerName and allows it to match again.
+
Position can be specified as an array <code>[azimuth, elevation, distance]</code> or as an object:
  
;See also: [[Manual:Lua_Functions#registerNamedTrigger|registerNamedTrigger()]], [[Manual:Lua_Functions#stopNamedTrigger|stopNamedTrigger()]]
+
<syntaxhighlight lang="text">
 +
// Array format
 +
Client.Media.Spatial.Play {
 +
  "key": "footsteps_player",
 +
  "name": "footsteps.wav",
 +
  "position": [45, 0, 2.5]
 +
}
  
{{MudletVersion|4.20}}
+
// Object format 
 
+
Client.Media.Spatial.Play {
;Parameter
+
  "key": "footsteps_player",
* ''userName:''
+
  "name": "footsteps.wav",
: The user name the trigger was registered under.s
+
  "position": {
* ''triggerName:''
+
    "azimuth": 45,
: The name of the trigger to resume. Same as used when you called [[Manual:Lua_Functions#registerNamedTrigger|registerNamedTrigger()]]
+
    "elevation": 0,
 
+
    "distance": 2.5
;Returns
+
   }
* true if successful, false if it didn't exist.
+
}
 
 
;Example
 
<syntaxhighlight lang="lua">
 
local resumed = resumeNamedTrigger("Zooka", "automatic drinking trigger")
 
if resumed then
 
  echo("Starting to automatically drink again.")
 
else
 
   echo("Drink trigger doesn't exist so cannot resume it.")
 
end
 
 
</syntaxhighlight>
 
</syntaxhighlight>
  
==setComposerText PR #8114==
+
==== Room Acoustics ====
  
; setComposerText(newText)
+
Room acoustics can enhance spatial realism by simulating reverb and reflections:
  
Sets the text content of the Composer window, if it is open.
+
<syntaxhighlight lang="json">
 
+
Client.Media.Spatial.Play {
;See also: [[Manual:Lua_Functions#createComposer|createComposer()]], [[Manual:Lua_Functions#getComposerText|getComposerText()]]
+
  "key": "cave_drip",
 
+
  "name": "water_drop.wav",
{{MudletVersion|4.20}}
+
  "position": [0, -45, 8],
 
+
  "room": {
;Parameters
+
    "dimensions": [20, 30, 5],
* ''newText:'' 
+
    "reverb": 2.5,
: The text to display in the Composer. You can use <code>\n</code> to start a new line, <code>\t</code> for tabulators, etc.
+
    "reflection": 1.8,
 
+
    "material": "sheetrock"
;Returns
+
  }
* Boolean `true` if the Title was successfully set, or nil + error if no Composer is open.
+
}
 
 
;Example
 
<syntaxhighlight lang="lua">
 
-- Change the Composer text dynamically
 
setComposerText("Updated text for the Composer")
 
 
</syntaxhighlight>
 
</syntaxhighlight>
  
==setComposerTitle PR #8114==
+
=== Updating Spatial Media ===
  
; setComposerTitle(newTitle)
+
Send Client.Media.Spatial.Update GMCP events to modify properties of already playing spatial audio sources.
  
Sets the title of the Composer window, if it is open.
+
{| class="wikitable"
 +
|-
 +
! Required !! Parameter !! Value !! Description
 +
|-
 +
| Yes || "key" || <string> || Unique identifier of the spatial audio source to update.
 +
|-
 +
| No || "position" || <array or object> || New 3D position for the sound source.
 +
|-
 +
| No || "volume" || 1 to 100 || New volume level.
 +
|-
 +
| No || "occlusion" || 0.0 to 1.0 || New occlusion factor.
 +
|}
  
;See also: [[Manual:Lua_Functions#createComposer|createComposer()]], [[Manual:Lua_Functions#getComposerTitle|getComposerTitle()]]
+
Example of moving a sound source:
 
+
<syntaxhighlight lang="json">
{{MudletVersion|4.20}}
+
Client.Media.Spatial.Update {
 
+
  "key": "footsteps_player",
;Parameters
+
  "position": [90, 0, 3.0],
* ''newTitle:'' 
+
  "volume": 60
: The title to display in the Composer.
+
}
 
 
;Returns
 
* Boolean `true` if the Title was successfully set, or nil + error if no Composer is open.
 
 
 
;Example
 
<syntaxhighlight lang="lua">
 
-- Change the Composer title dynamically
 
setComposerTitle("Declaration of Independence")
 
 
</syntaxhighlight>
 
</syntaxhighlight>
  
 +
=== Stopping Spatial Media ===
  
==stopAllNamedTrigger PR#7767==
+
Send Client.Media.Spatial.Stop GMCP events to stop spatial audio sources.
; stopAllNamedTrigger(userName)
 
  
:Stops all named triggers for userName and prevents them from firing any more. Information is retained and triggers can be resumed.
+
{| class="wikitable"
 +
|-
 +
! Required !! Parameter !! Value !! Description
 +
|-
 +
| No || "key" || <string> || Unique identifier of the spatial audio source to stop. If omitted, stops all spatial audio.
 +
|}
  
;See also: [[Manual:Lua_Functions#registerNamedTrigger|registerNamedTrigger()]], [[Manual:Lua_Functions#stopNamedTrigger|stopNamedTrigger()]], [[Manual:Lua_Functions#resumeNamedTrigger|resumeNamedTrigger()]]
+
Stop a specific source:
 +
<syntaxhighlight lang="json">
 +
Client.Media.Spatial.Stop {
 +
  "key": "footsteps_player"
 +
}
 +
</syntaxhighlight>
  
{{MudletVersion|4.20}}
+
Stop all spatial audio:
 
+
<syntaxhighlight lang="json">
;Example
+
Client.Media.Spatial.Stop {}
<syntaxhighlight lang="lua">
 
stopAllNamedTriggers("Zooka") -- emergency stop situation, most likely.
 
 
</syntaxhighlight>
 
</syntaxhighlight>
  
==stopNamedTrigger PR#7767==
+
=== Listener Control ===
; success = stopNamedTrigger(userName, triggerName)
 
  
:Stops a named trigger with name triggerName and prevents it from firing any more. Information is stored so it can be resumed later if desired.
+
Send Client.Media.Spatial.Listener GMCP events to control the listener's position and orientation in 3D space.
  
;See also: [[Manual:Lua_Functions#registerNamedTrigger|registerNamedTrigger()]], [[Manual:Lua_Functions#resumeNamedTrigger|resumeNamedTrigger()]]
+
{| class="wikitable"
 +
|-
 +
! Required !! Parameter !! Value !! Description
 +
|-
 +
| No || "position" || <array or object> || Listener position in 3D space [x, y, z] or {x, y, z}.
 +
|-
 +
| No || "rotation" || <array or object> || Listener rotation [yaw, pitch, roll] or {yaw, pitch, roll} in degrees.
 +
|}
  
{{MudletVersion|4.20}}
+
==== Listener Position ====
  
;Parameters
+
Position uses Cartesian coordinates:
* ''userName:''
 
: The user name the event handler was registered under.
 
* ''triggerName:''
 
: The name of the trigger to stop. Same as used when you called [[Manual:Lua_Functions#registerNamedTrigger|registerNamedTrigger()]]
 
  
;Returns
+
<syntaxhighlight lang="text">
* true if successful, false if it didn't exist or was already stopped
+
// Array format: [x, y, z]
 +
Client.Media.Spatial.Listener {
 +
  "position": [5.0, -2.0, 1.5]
 +
}
  
;Example
+
// Object format
<syntaxhighlight lang="lua">
+
Client.Media.Spatial.Listener {
local stopped = stopNamedTrigger("Zooka", "automatic drinking trigger")
+
  "position": {
if stopped then
+
    "x": 5.0,
  echo("No longer drinking automatically.")
+
    "y": -2.0,
else
+
    "z": 1.5
   echo("Drinking trigger doesn't exist or already stopped; either way it won't fire any more.")
+
   }
end
+
}
 
</syntaxhighlight>
 
</syntaxhighlight>
  
= Networking Functions=
+
==== Listener Rotation ====
:A collection of functions for managing networking.
 
  
=String Functions=
+
Rotation controls where the listener is facing:
:These functions are used to manipulate strings.
 
  
=Table Functions=
+
<syntaxhighlight lang="text">
:These functions are used to manipulate tables. Through them you can add to tables, remove values, check if a value is present in the table, check the size of a table, and more.
+
// Array format: [yaw, pitch, roll]
 +
Client.Media.Spatial.Listener {
 +
  "rotation": [180, -10, 0]
 +
}
  
=Text to Speech Functions=
+
// Object format
: These functions are used to create sound from written words. Check out our [[Special:MyLanguage/Manual:Text-to-Speech|Text-To-Speech Manual]] for more detail on how this all works together.
+
Client.Media.Spatial.Listener {
 +
  "rotation": {
 +
    "yaw": 180,
 +
    "pitch": -10,
 +
    "roll": 0
 +
  }
 +
}
 +
</syntaxhighlight>
  
=UI Functions=
+
=== Usage Examples ===
:These functions are used to construct custom user GUIs. They deal mainly with miniconsole/label/gauge creation and manipulation as well as displaying or formatting information on the screen.
 
  
==getBorderColor, PR #8688 ==
+
==== Basic Positioned Sound ====
;getBorderColor()
+
<syntaxhighlight lang="json">
 +
Client.Media.Spatial.Play {
 +
  "key": "sword_clash",
 +
  "name": "combat/sword_hit.wav",
 +
  "position": [30, 0, 2],
 +
  "volume": 85
 +
}
 +
</syntaxhighlight>
  
:Returns the RGB values of the main window border color (the area outside the main console where the mapper, buttons, and other UI elements are placed).
+
==== Moving Ambient Sound ====
 +
<syntaxhighlight lang="text">
 +
// Start a moving creature sound
 +
Client.Media.Spatial.Play {
 +
  "key": "wolf_howl",
 +
  "name": "creatures/wolf_howl.wav",  
 +
  "position": [-90, 10, 5],
 +
  "loops": 3
 +
}
  
:See also: [[#setBorderColor|setBorderColor()]], [[#getBorderSizes|getBorderSizes()]], [[#getBackgroundColor|getBackgroundColor()]]
+
// Update its position as it moves
 +
Client.Media.Spatial.Update {
 +
  "key": "wolf_howl",
 +
  "position": [-45, 5, 3]
 +
}
 +
</syntaxhighlight>
  
;Example
+
==== Environmental Audio with Room Acoustics ====
<syntaxhighlight lang="lua">
+
<syntaxhighlight lang="json">
-- get the current border color
+
Client.Media.Spatial.Play {
local r, g, b = getBorderColor()
+
  "key": "cathedral_organ",
echo(string.format("Border color is RGB(%d, %d, %d)\n", r, g, b))
+
  "name": "music/organ_chord.wav",
 +
  "position": [0, 15, 20],
 +
  "volume": 70,
 +
  "room": {
 +
    "dimensions": [40, 80, 15],
 +
    "reverb": 3.0,
 +
    "reflection": 2.2,
 +
    "material": "sheetrock"
 +
  }
 +
}
 +
</syntaxhighlight>
  
-- check if border is using default black color
+
==== Dynamic Listener Movement ====
local r, g, b = getBorderColor()
+
<syntaxhighlight lang="text">
if r == 0 and g == 0 and b == 0 then
+
// Player turns to face north and moves forward
   echo("Border is black - consider customizing it!\n")
+
Client.Media.Spatial.Listener {
end
+
  "position": [0, 5, 0],
 +
   "rotation": [0, 0, 0]
 +
}
  
-- store current color before changing it
+
// Player turns to look northeast and up slightly
local oldR, oldG, oldB = getBorderColor()
+
Client.Media.Spatial.Listener {
setBorderColor(50, 50, 50)
+
  "rotation": [45, 15, 0]
-- later, restore the original color
+
}
setBorderColor(oldR, oldG, oldB)
 
 
</syntaxhighlight>
 
</syntaxhighlight>
  
 +
{{Note}} Spatial audio provides the most immersive experience when used with headphones or properly positioned stereo speakers. The 3D positioning effects may be less apparent with poor audio hardware.
  
==insertPopup, revised in PR #6925==
+
=== GMCP Spatial Audio Capability Detection ===
; insertPopup([windowName], text, {commands}, {hints}[{, tool-tips}][, useCurrentFormatElseDefault])
 
:Creates text with a left-clickable link, and a right-click menu for more options at the end of the current line, like echo. The added text, upon being left-clicked, will do the first command in the list. Upon being right-clicked, it'll display a menu with all possible commands. The menu will be populated with hints, one for each line; if a tool-tips table is not provided the same hints will also be listed one-per-line as a tool-tip but if a matching number of tool-tips are provided they will be concatenated to provide a tool-tip when the text is hovered over by the pointer - these tool-tips can be ''rich-text'' to produce information formatted with additional content in the same manner as labels.
 
  
;Parameters
+
Mudlet provides three GMCP messages for server developers to detect and query spatial audio capabilities. These allow servers to adapt their audio content based on the client's actual capabilities and current settings.
*''windowName:''
 
:(optional) name of the window as a string to echo to. Use either ''main'' or omit for the main window, or the miniconsole's or user-window's name otherwise.
 
*''text:''
 
:the text string to display.
 
*''{commands}:''
 
:a table of lua code to do, in text strings or as functions (since Mudlet 4.11), i.e. <syntaxhighlight lang="lua" inline="">{[[send("hello")]], function() echo("hi!") end}</syntaxhighlight>.
 
*''{hints}:''
 
:a table of strings which will be shown on the right-click menu (and popup if no {tool-tips} table is provided). If a particular position in both the commands and hints table are both the empty string ''""'' but there is something in the tool-tips table, no entry for that position will be made in the context menu but the tool-tip can still display something which can include images or text.
 
*''{tool-tips}:''
 
:(optional) a table of possibly ''rich-text'' strings which will be shown on the popup if provided.
 
*''useCurrentFormatElseDefault:''
 
:(optional) a boolean value for using either the current formatting options (color, underline, italic and other effects) if ''true'' or the link default (blue underline) if ''false'', if omitted the default format is used.
 
  
{{note}} Mudlet will distinguish between the optional tool-tips and the flag to switch between the standard link and the current text format by examining the type of the argument, as such this pair of arguments can be in either order.
+
==== Client.Media.Spatial.Capabilities ====
  
;Example
+
Query the client's spatial audio capabilities to determine what features and formats are supported.
<syntaxhighlight lang="lua">
 
-- Create some text as a clickable with a popup menu, a left click will ''send "sleep"'':
 
insertPopup("activities to do", {function() send "sleep" end, function() send "sit" end, function() send "stand" end}, {"sleep", "sit", "stand"})
 
 
 
-- alternatively, put commands as text (in [[ and ]] to use quotation marks inside)
 
insertPopup("activities to do", {[[send "sleep"]], [[send "sit"]], [[send "stand"]]}, {"sleep", "sit", "stand"})
 
 
 
-- one can also provide helpful information
 
 
 
-- todo: an example with rich-text in the tool-tips(s)
 
  
 +
'''Server sends:'''
 +
<syntaxhighlight lang="json">
 +
Client.Media.Spatial.Capabilities {}
 
</syntaxhighlight>
 
</syntaxhighlight>
  
==setWindowWrapHangingIndent, merged PR #7714==
+
'''Client responds with:'''
 
+
<syntaxhighlight lang="json">
;setWindowWrapHangingIndent(windowName, indentSize)
+
Client.Media.Spatial.Capabilities {
 +
  "version": "1.0",
 +
  "formats": ["wav", "mp3", "ogg", "flac", "aac", "m4a"],
 +
  "output_modes": ["stereo", "surround", "headphone"],
 +
  "room_materials": ["brick", "concrete", "wood", "metal", "glass", ...],
 +
  "max_sources": 32,
 +
  "distance_model": "inverse",
 +
  "coordinate_system": "spherical",
 +
  "features": {
 +
    "positioning": true,
 +
    "room_acoustics": true,
 +
    "occlusion": true,
 +
    "listener_control": true,
 +
    "test_tones": true,
 +
    "volume_control": true,
 +
    "loops": true
 +
  }
 +
}
 +
</syntaxhighlight>
  
:Sets how many spaces the second and all subsequent line(s) of text from a wrapped line will be indented.
+
'''Response Fields:'''
 +
* '''version''': Protocol version (currently "1.0")
 +
* '''formats''': Array of supported audio file formats (detected at runtime based on Qt6 multimedia backend)
 +
* '''output_modes''': Available audio output configurations
 +
* '''room_materials''': Supported acoustic materials for room simulation
 +
* '''max_sources''': Maximum number of simultaneous spatial audio sources
 +
* '''distance_model''': Audio attenuation model used ("inverse")
 +
* '''coordinate_system''': Position coordinate system ("spherical" with azimuth/elevation/distance)
 +
* '''features''': Boolean flags indicating supported capabilities
  
;See also: [[#setWindowWrap|setWindowWrap()]], [[#setWindowWrapIndent|setWindowWrapIndent()]]
+
===== Room Materials =====
  
{{MudletVersion|https://github.com/Mudlet/Mudlet/pull/7714}}
+
The room materials are baed on this list from [https://doc.qt.io/qt-6/qaudioroom.html#Material-enum Qt QAudioRoom's Material enum]. Mudlet is accepting the list of aliases as well.
  
;Parameters
+
{| class="wikitable"
* ''windowName:''
+
|-
: Name of the "main" console or user-created miniconsole which you want to be wrapped differently. If you want to wrap the main window, use windowName "main".
+
! Material !! Aliases !! Description
* ''indentSize:''
+
|-
: Number of spaces which hanging wrapped lines are prefixed with.
+
| transparent || air || The side of the room is open and won't contribute to reflections or reverb.
 
+
|-
;Example
+
| acousticceilingtiles || acoustictiles || Acoustic tiles that suppress most reflections and reverb.
<syntaxhighlight lang="lua">
+
|-
-- |Make wrapped text indent
+
| brickbare || brick || Bare brick wall.
-- | like this. (Keep going
+
|-
-- | until a linebreak.)
+
| brickpainted || || Painted brick wall.
 
+
|-
setWindowWrap("main", 25)
+
| concreteblockcoarse || concrete || Raw concrete wall
setWindowWrapIndent("main", 0)          -- First line indent
+
|-
setWindowWrapHangingIndent("main", 2)  -- subsequent line(s)
+
| concreteblockpainted || concretepainted || Painted concrete wall
</syntaxhighlight>
+
|-
 
+
| curtainheavy || curtain, fabric || Heavy curtain. Will mostly reflect low frequencies
==setWindowWrapIndent, merged PR #7714==
+
|-
 
+
| fiberglassinsulation || fiberglass, carpet || Fiber glass insulation. Only reflects very low frequencies
;setWindowWrapIndent(windowName, indentSize)
+
|-
 
+
| glassthin || glass || Thin glass wall
:Sets how many spaces the first line of text from a wrapped line will be indented.
+
|-
 
+
| glassthick || || Thick glass wall
;See also: [[#setWindowWrap|setWindowWrap()]], [[#setWindowWrapHangingIndent|setWindowWrapHangingIndent()]]
+
|-
 
+
| grass || || Grass
{{MudletVersion|https://github.com/Mudlet/Mudlet/pull/7714}}
+
|-
 
+
| linoleumonconcrete || linoleum || Linoleum floor
;Parameters
+
|-
* ''windowName:''
+
| marble || || Marble floor
: Name of the "main" console or user-created miniconsole which you want to be wrapped differently. If you want to wrap the main window, use windowName "main".
+
|-
* ''indentSize:''
+
| metal || || Metal
: Number of spaces which wrapped lines are prefixed with.
+
|-
 
+
| parquetonconcrete || parquet, parquetonfiberboard || Parquet wooden floor on concrete
;Example
+
|-
<syntaxhighlight lang="lua">
+
| plasterrough || plaster || Rough plaster
-- | Make wrapped text indent
+
|-
-- |indent like this. (Only
+
| plastersmooth || || Smooth plaster
-- |first line indented.)
+
|-
 
+
| plywoodpanel || plywood || Plywood panel
setWindowWrap("main", 25)
+
|-
setWindowWrapIndent("main", 2)          -- First line indent
+
| polishedconcreteortile || tile, polishedconcrete || Polished concrete or tiles
setWindowWrapHangingIndent("main", 0)  -- subsequent line(s)
+
|-
</syntaxhighlight>
+
| sheetrock || stone || Rock
 +
|-
 +
| wateroricesurface || water, ice, wateroriceereflector || Water or ice
 +
|-
 +
| woodceiling || || Wooden ceiling
 +
|-
 +
| woodpanel || wood || Wooden panel
 +
|-
 +
| uniformmaterial || uniform || Artificial material giving uniform reflections on all frequencies
 +
|}
  
=Discord Functions=
+
==== Client.Media.Spatial.Settings ====
:All functions to customize the information Mudlet displays in Discord's rich presence interface. For an overview on how all of these functions tie in together, see our [[Special:MyLanguage/Manual:Scripting#Discord_Rich_Presence|Discord scripting overview]].
 
  
=Mud Client Media Protocol =
+
Query the client's current spatial audio configuration and user settings.
:All GMCP functions to send sound and music events. For an overview on how all of these functions tie in together, see our [[Special:MyLanguage/Manual:Scripting#MUD_Client_Media_Protocol|MUD Client Media Protocol scripting overview]].
 
  
== Client.Media.Spatial, PR #8452 ==
+
'''Server sends:'''
 +
<syntaxhighlight lang="json">
 +
Client.Media.Spatial.Settings {}
 +
</syntaxhighlight>
  
The Client.Media.Spatial family of GMCP packages extends the [[Manual:Scripting#Client.Media|Client.Media]] protocol to provide 3D positional audio capabilities. These packages allow games to create immersive spatial soundscapes with positioned audio sources and listener orientation.
+
'''Client responds with:'''
 +
<syntaxhighlight lang="json">
 +
Client.Media.Spatial.Settings {
 +
  "master_volume": 80,
 +
  "listener": {
 +
    "position": [0, 0, 0],
 +
    "rotation": [0, 0, 0]
 +
  },
 +
  "room": {
 +
    "dimensions": [10, 10, 4],
 +
    "reverb_gain": 0.3,
 +
    "reflection_gain": 0.5,
 +
    "reverb_time": 1.0,
 +
    "reverb_brightness": 0.0
 +
  }
 +
}
 +
</syntaxhighlight>
  
{{MudletVersion|4.20}}
+
'''Response Fields:'''
 
+
* '''master_volume''': Current master volume (0-100)
=== Enabling Spatial Audio ===
+
* '''listener.position''': 3D listener position [x, y, z] in Cartesian coordinates
 
+
* '''listener.rotation''': Listener orientation [yaw, pitch, roll] in degrees
Spatial audio requires the same settings as regular Client.Media:
+
* '''room.dimensions''': Room size [width, height, depth] in meters
 +
* '''room.reverb_gain''': Reverberation intensity (0.0-5.0)
 +
* '''room.reflection_gain''': Early reflection intensity (0.0-5.0)
 +
* '''room.reverb_time''': Reverberation decay time in seconds (0.0-20.0)
 +
* '''room.reverb_brightness''': Reverb frequency bias (-1.0 to 1.0)
  
# The "Enable GMCP" box in the Miscellaneous section must be checked.
+
==== Client.Media.Spatial.Status ====
# The "Allow server to download and play media" box in the Game protocols section must be checked.
 
  
=== Coordinate System ===
+
Query the current status of active spatial audio sources managed by the server.
  
The spatial audio system uses a 3D coordinate system where:
+
'''Server sends:'''
* '''Azimuth''': Horizontal angle in degrees (0° = front, 90° = right, 180° = back, 270° = left)
+
<syntaxhighlight lang="json">
* '''Elevation''': Vertical angle in degrees (-90° = below, 0° = level, 90° = above)
+
Client.Media.Spatial.Status {}
* '''Distance''': Distance from listener in arbitrary units (1.0 = close, higher values = farther)
+
</syntaxhighlight>
  
For listener positioning, a Cartesian coordinate system is used:
+
'''Client responds with:'''
* '''X''': Left/right position
+
<syntaxhighlight lang="json">
* '''Y''': Forward/back position 
+
Client.Media.Spatial.Status {
* '''Z''': Up/down position
+
  "engine_initialized": true,
 
+
  "source_count": 2,
=== Playing Spatial Media ===
+
  "max_sources": 32,
 
+
  "active_sources": [
Send Client.Media.Spatial.Play GMCP events to play positioned sound sources in 3D space.
+
    {
 +
      "key": "ambient_forest",
 +
      "status": "playing",
 +
      "position": [45, 0, 5],
 +
      "volume": 60,
 +
      "occlusion": 0.0,
 +
      "size": 1.0,
 +
      "loops": -1
 +
    },
 +
    {
 +
      "key": "footsteps",
 +
      "status": "paused",
 +
      "position": [-90, -10, 2],
 +
      "volume": 80,
 +
      "occlusion": 0.5,
 +
      "size": 0.5,
 +
      "loops": 1
 +
    }
 +
  ]
 +
}
 +
</syntaxhighlight>
  
{| class="wikitable"
+
'''Response Fields:'''
|-
+
* '''engine_initialized''': Whether the spatial audio engine is ready
! Required !! Parameter !! Value !! Default !! Description
+
* '''source_count''': Number of currently active sources
|-
+
* '''max_sources''': Maximum supported sources
| Yes || "key" || <string> || || Unique identifier for this spatial audio source. Used for updates and stopping.
+
* '''active_sources''': Array of source objects with current state
|-
+
** '''key''': Server-assigned source identifier
| Yes || "name" || <file name> || || Name of the media file. May contain directory information (i.e. ambient/wind.wav).
+
** '''status''': Current playback state ("playing", "paused", "stopped")
|-
+
** '''position''': Source position [azimuth, elevation, distance] in spherical coordinates
| Maybe || "url" || <url> || || Resource location where the media file may be downloaded. Only required if not using Client.Media.Default URL or if file is not cached.
+
** '''volume''': Current volume level (0-100)
|-
+
** '''occlusion''': Occlusion/obstruction level (0.0-4.0)
| No || "volume" || 1 to 100 || 80 || Volume level relative to the master spatial audio volume.
+
** '''size''': Source spatial size (0.0+, affects audio spread)
|-
+
** '''loops''': Loop count (-1 for infinite, 0 for stopped, >0 for remaining loops)
| No || "loops" || -1, or >= 1 || 1 || Number of times to loop the sound. -1 for infinite looping.
+
 
|-
+
=Supported Protocols=
| No || "position" || <array or object> || || 3D position of the sound source. See position formats below.
+
 
|-
+
== MXP FRAME and DEST Tags, PR #8577 4.21 ==
| No || "occlusion" || 0.0 to 1.0 || 0.0 || Occlusion factor (0.0 = no occlusion, 1.0 = fully occluded/muffled).
 
|-
 
| No || "room" || <object> || || Room acoustics parameters. See room acoustics below.
 
|}
 
  
==== Position Formats ====
+
MXP FRAME and DEST tags allow MUD servers to create multi-window layouts, directing game output to separate panels within Mudlet. This enables rich interfaces with dedicated areas for chat, inventory, status, and more.
  
Position can be specified as an array <code>[azimuth, elevation, distance]</code> or as an object:
+
{{MudletVersion|4.21}}
  
<syntaxhighlight lang="json">
+
=== Overview ===
// Array format
 
Client.Media.Spatial.Play {
 
  "key": "footsteps_player",
 
  "name": "footsteps.wav",
 
  "position": [45, 0, 2.5]
 
}
 
  
// Object format 
+
FRAME creates a new window panel that can display game content.
Client.Media.Spatial.Play {
+
 
  "key": "footsteps_player",
+
DEST (destination) redirects subsequent text to a specific frame.
  "name": "footsteps.wav",
+
 
  "position": {
+
=== FRAME Tag ===
    "azimuth": 45,
 
    "elevation": 0,
 
    "distance": 2.5
 
  }
 
}
 
</syntaxhighlight>
 
  
==== Room Acoustics ====
+
Creates a named frame where content can be directed.
  
Room acoustics can enhance spatial realism by simulating reverb and reflections:
+
==== Basic Syntax ====
  
<syntaxhighlight lang="json">
+
<syntaxhighlight lang="xml">
Client.Media.Spatial.Play {
+
<FRAME name="frameName" title="Frame Title" align="left" width="25%" height="100%">
  "key": "cave_drip",
 
  "name": "water_drop.wav",
 
  "position": [0, -45, 8],
 
  "room": {
 
    "dimensions": [20, 30, 5],
 
    "reverb": 2.5,
 
    "reflection": 1.8,
 
    "material": "sheetrock"
 
  }
 
}
 
 
</syntaxhighlight>
 
</syntaxhighlight>
  
=== Updating Spatial Media ===
+
==== Attributes ====
 
 
Send Client.Media.Spatial.Update GMCP events to modify properties of already playing spatial audio sources.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
 +
! Attribute !! Required !! Description !! Default
 
|-
 
|-
! Required !! Parameter !! Value !! Description
+
| NAME || Yes || Unique identifier for the frame || -
 +
|-
 +
| TITLE || No || Display title shown in the frame's tab || Same as NAME
 +
|-
 +
| INTERNAL || No || Frame appears inside the main window || Yes (default)
 +
|-
 +
| EXTERNAL || No || Frame appears as a separate floating window || No
 +
|-
 +
| FLOATING || No || Borderless frame without title bar || No
 +
|-
 +
| ALIGN || No || Position: left, right, top, bottom || left
 +
|-
 +
| LEFT || No || Absolute horizontal position (pixels, %, or 'c' suffix) || -
 +
|-
 +
| TOP || No || Absolute vertical position (pixels, %, or 'c' suffix) || -
 
|-
 
|-
| Yes || "key" || <string> || Unique identifier of the spatial audio source to update.
+
| WIDTH || No || Frame width (pixels, %, or characters with 'c' suffix) || 25%
 
|-
 
|-
| No || "position" || <array or object> || New 3D position for the sound source.
+
| HEIGHT || No || Frame height (pixels, %, or characters with 'c' suffix) || 25%
 
|-
 
|-
| No || "volume" || 1 to 100 || New volume level.
+
| SCROLLING || No || Enable scrolling (YES/NO) || YES
 
|-
 
|-
| No || "occlusion" || 0.0 to 1.0 || New occlusion factor.
+
| ACTION || No || open (show), close (hide), or focus || open
 
|}
 
|}
  
Example of moving a sound source:
+
==== Size Units ====
<syntaxhighlight lang="json">
 
Client.Media.Spatial.Update {
 
  "key": "footsteps_player",
 
  "position": [90, 0, 3.0],
 
  "volume": 60
 
}
 
</syntaxhighlight>
 
  
=== Stopping Spatial Media ===
+
* '''Pixels''': <code>300px</code> or <code>300</code>
 +
* '''Percentage''': <code>25%</code> of available space
 +
* '''Characters''': <code>40c</code> for 40 characters width/height
  
Send Client.Media.Spatial.Stop GMCP events to stop spatial audio sources.
+
==== CMUD Extension: DOCK ====
  
{| class="wikitable"
+
{{Note|The DOCK attribute is a CMUD extension, not part of the official MXP 1.0 specification.}}
|-
 
! Required !! Parameter !! Value !! Description
 
|-
 
| No || "key" || <string> || Unique identifier of the spatial audio source to stop. If omitted, stops all spatial audio.
 
|}
 
  
Stop a specific source:
+
<syntaxhighlight lang="xml">
<syntaxhighlight lang="json">
+
<FRAME name="tab2" INTERNAL align="client" DOCK="parentFrame">
Client.Media.Spatial.Stop {
 
  "key": "footsteps_player"
 
}
 
 
</syntaxhighlight>
 
</syntaxhighlight>
  
Stop all spatial audio:
+
When used with <code>align="client"</code>, the DOCK attribute creates a tabbed frame inside an existing frame.
<syntaxhighlight lang="json">
 
Client.Media.Spatial.Stop {}
 
</syntaxhighlight>
 
  
=== Listener Control ===
+
==== Examples ====
  
Send Client.Media.Spatial.Listener GMCP events to control the listener's position and orientation in 3D space.
+
Create a left-aligned chat panel:
 +
<syntaxhighlight lang="xml">
 +
<FRAME name="chat" title="Chat" align="left" width="30%">
 +
</syntaxhighlight>
  
{| class="wikitable"
+
Create a status bar at the bottom:
|-
+
<syntaxhighlight lang="xml">
! Required !! Parameter !! Value !! Description
+
<FRAME name="status" align="bottom" height="50">
|-
+
</syntaxhighlight>
| No || "position" || <array or object> || Listener position in 3D space [x, y, z] or {x, y, z}.
 
|-
 
| No || "rotation" || <array or object> || Listener rotation [yaw, pitch, roll] or {yaw, pitch, roll} in degrees.
 
|}
 
  
==== Listener Position ====
+
Create a borderless floating frame:
 +
<syntaxhighlight lang="xml">
 +
<FRAME name="minimap" FLOATING width="200" height="200" LEFT="10" TOP="10">
 +
</syntaxhighlight>
  
Position uses Cartesian coordinates:
+
Show an existing frame:
 +
<syntaxhighlight lang="xml">
 +
<FRAME name="chat" action="open">
 +
</syntaxhighlight>
  
<syntaxhighlight lang="json">
+
Close a frame:
// Array format: [x, y, z]
+
<syntaxhighlight lang="xml">
Client.Media.Spatial.Listener {
+
<FRAME name="chat" action="close">
  "position": [5.0, -2.0, 1.5]
 
}
 
 
 
// Object format
 
Client.Media.Spatial.Listener {
 
  "position": {
 
    "x": 5.0,
 
    "y": -2.0,
 
    "z": 1.5
 
  }
 
}
 
 
</syntaxhighlight>
 
</syntaxhighlight>
  
==== Listener Rotation ====
+
=== DEST Tag ===
  
Rotation controls where the listener is facing:
+
Redirects text output to a named frame.
  
<syntaxhighlight lang="json">
+
==== Syntax ====
// Array format: [yaw, pitch, roll]
 
Client.Media.Spatial.Listener {
 
  "rotation": [180, -10, 0]
 
}
 
  
// Object format
+
<syntaxhighlight lang="xml">
Client.Media.Spatial.Listener {
+
<DEST name="frameName">Text goes here</DEST>
  "rotation": {
 
    "yaw": 180,
 
    "pitch": -10,
 
    "roll": 0
 
  }
 
}
 
 
</syntaxhighlight>
 
</syntaxhighlight>
  
=== Usage Examples ===
+
Or as a self-closing tag to set destination for all following text:
 +
<syntaxhighlight lang="xml">
 +
<DEST name="frameName">
 +
</syntaxhighlight>
  
==== Basic Positioned Sound ====
+
==== Attributes ====
<syntaxhighlight lang="json">
 
Client.Media.Spatial.Play {
 
  "key": "sword_clash",
 
  "name": "combat/sword_hit.wav",
 
  "position": [30, 0, 2],
 
  "volume": 85
 
}
 
</syntaxhighlight>
 
  
==== Moving Ambient Sound ====
+
{| class="wikitable"
<syntaxhighlight lang="json">
+
! Attribute !! Required !! Description
// Start a moving creature sound
+
|-
Client.Media.Spatial.Play {
+
| NAME || Yes || Target frame name (empty string returns to main window)
  "key": "wolf_howl",
+
|-
  "name": "creatures/wolf_howl.wav",  
+
| EOF || No || If present, clears all content in the frame before writing
  "position": [-90, 10, 5],
+
|-
  "loops": 3
+
| EOL || No || If present, clears the current line before writing
}
+
|}
 +
 
 +
==== Examples ====
  
// Update its position as it moves
+
Send text to a chat frame:
Client.Media.Spatial.Update {
+
<syntaxhighlight lang="xml">
  "key": "wolf_howl",
+
<DEST name="chat">Player says: Hello!</DEST>
  "position": [-45, 5, 3]
 
}
 
 
</syntaxhighlight>
 
</syntaxhighlight>
  
==== Environmental Audio with Room Acoustics ====
+
Clear frame and write new content:
<syntaxhighlight lang="json">
+
<syntaxhighlight lang="xml">
Client.Media.Spatial.Play {
+
<DEST name="status" EOF>HP: 100/100  MP: 50/50</DEST>
  "key": "cathedral_organ",
+
</syntaxhighlight>
  "name": "music/organ_chord.wav",
 
  "position": [0, 15, 20],
 
  "volume": 70,
 
  "room": {
 
    "dimensions": [40, 80, 15],
 
    "reverb": 3.0,
 
    "reflection": 2.2,
 
    "material": "sheetrock"
 
  }
 
}
 
</syntaxhighlight>
 
  
==== Dynamic Listener Movement ====
+
Return output to main window:
<syntaxhighlight lang="json">
+
<syntaxhighlight lang="xml">
// Player turns to face north and moves forward
+
<DEST name="">
Client.Media.Spatial.Listener {
 
  "position": [0, 5, 0],
 
  "rotation": [0, 0, 0]
 
}
 
 
 
// Player turns to look northeast and up slightly
 
Client.Media.Spatial.Listener {
 
  "rotation": [45, 15, 0]
 
}
 
 
</syntaxhighlight>
 
</syntaxhighlight>
  
{{Note}} Spatial audio provides the most immersive experience when used with headphones or properly positioned stereo speakers. The 3D positioning effects may be less apparent with poor audio hardware.
+
=== Complete Example ===
  
=== GMCP Spatial Audio Capability Detection ===
+
A typical MXP sequence to set up a multi-panel interface:
  
Mudlet provides three GMCP messages for server developers to detect and query spatial audio capabilities. These allow servers to adapt their audio content based on the client's actual capabilities and current settings.
+
<syntaxhighlight lang="xml">
 +
<!-- Create the frames -->
 +
<FRAME name="chat" title="Chat" align="left" width="25%">
 +
<FRAME name="status" title="Status" align="bottom" height="3c">
  
==== Client.Media.Spatial.Capabilities ====
+
<!-- Send content to chat frame -->
 +
<DEST name="chat">
 +
[Guild] Bob: Anyone want to group?
 +
[Guild] Alice: Sure!
 +
</DEST>
  
Query the client's spatial audio capabilities to determine what features and formats are supported.
+
<!-- Send content to status frame, clearing previous content -->
 +
<DEST name="status" EOF>HP: 100/100 | MP: 75/100 | XP: 45%</DEST>
  
'''Server sends:'''
+
<!-- Return to main window for regular game output -->
<syntaxhighlight lang="json">
+
<DEST name="">
Client.Media.Spatial.Capabilities {}
+
You are standing in the town square.
 
</syntaxhighlight>
 
</syntaxhighlight>
  
'''Client responds with:'''
+
=== Behavior Notes ===
<syntaxhighlight lang="json">
+
 
Client.Media.Spatial.Capabilities {
+
* Frames persist until explicitly closed with <code>action="close"</code>
  "version": "1.0",
+
* Re-opening an existing frame shows it without changing its size or position (respects user customization)
  "formats": ["wav", "mp3", "ogg", "flac", "aac", "m4a"],
+
* Frame names are case-sensitive
  "output_modes": ["stereo", "surround", "headphone"],
+
* Content sent via DEST inherits the formatting of the destination frame
  "room_materials": ["brick", "concrete", "wood", "metal", "glass", ...],
+
* Frames reset on reconnect (don't persist between sessions)
  "max_sources": 32,
+
 
  "distance_model": "inverse",
+
=== See Also ===
  "coordinate_system": "spherical",
+
 
  "features": {
+
* [[Manual:Lua_Functions#createMiniConsole|createMiniConsole()]] - Lua equivalent for creating sub-windows
    "positioning": true,
+
 
    "room_acoustics": true,
+
=Events =
    "occlusion": true,
+
:New or revised events that Mudlet can raise to inform a profile about changes. See [[Manual:Event_Engine#Mudlet-raised_events|Mudlet-raised events]] for the existing ones.
    "listener_control": true,
+
 
    "test_tones": true,
+
=UI Functions=
    "volume_control": true,
+
:All functions that help you construct custom GUIs. They deal mainly with miniconsole/label/gauge creation and manipulation as well as displaying or formatting information on the screen.
    "loops": true
+
 
  }
+
==setTextFormat, PR #8983, open==
}
+
;setTextFormat(windowName, r1, g1, b1, r2, g2, b2, bold, underline, italics, [strikeout], [overline], [reverse], [blink])
</syntaxhighlight>
+
: Sets current text format of selected window. This is a more convenient means to set all the individual features at once compared to using [[#setFgColor|setFgColor]](windowName, r,g,b), [[#setBold|setBold]](windowName, true), [[#setItalics|setItalics]](windowName, true), [[#setUnderline|setUnderline]](windowName, true), [[#setStrikeOut|setStrikeOut]](windowName, true).
 +
: See Also: [[Manual:Lua_Functions#getTextFormat|getTextFormat()]]
  
'''Response Fields:'''
+
;Parameters
* '''version''': Protocol version (currently "1.0")
+
* ''windowName''
* '''formats''': Array of supported audio file formats (detected at runtime based on Qt6 multimedia backend)
+
: Specify name of selected window. If empty string "" or "main" format will be applied to the main console
* '''output_modes''': Available audio output configurations
+
* ''r1,g1,b1''
* '''room_materials''': Supported acoustic materials for room simulation
+
: To color text background, give number values in RBG style
* '''max_sources''': Maximum number of simultaneous spatial audio sources
+
* ''r2,g2,b2''
* '''distance_model''': Audio attenuation model used ("inverse")
+
: To color text foreground, give number values in RBG style
* '''coordinate_system''': Position coordinate system ("spherical" with azimuth/elevation/distance)
+
* ''bold''
* '''features''': Boolean flags indicating supported capabilities
+
: To format text bold, set to 1 or true, otherwise 0 or false
 +
* ''underline''
 +
: To underline text, set to 1 or true, otherwise 0 or false
 +
* ''italics''
 +
: To format text italic, set to 1 or true, otherwise 0 or false
 +
* ''strikeout''
 +
: (optional) To strike text out, set to 1 or true, otherwise 0 or false or simply no argument
 +
* ''overline''
 +
: (optional) To use overline, set to 1 or true, otherwise 0 or false or simply no argument
 +
* ''reverse''
 +
: (optional) To swap foreground and background colors, set to 1 or true, otherwise 0 or false or simply no argument
 +
* ''blink''
 +
: (optional) To make text blink, use "slow", "fast", or "none" (default). Requires "Enable blinking text" in Settings → Accessibility.
  
===== Room Materials =====
+
;Example:
 +
<syntaxhighlight lang="lua">
 +
--This script would create a mini text console and write with bold, struck-out, yellow foreground color and blue background color "This is a test".
 +
createMiniConsole( "con1", 0,0,300,100);
 +
setTextFormat("con1",0,0,255,255,255,0,true,0,false,1);
 +
echo("con1","This is a test")
 +
</syntaxhighlight>
  
The room materials are baed on this list from [https://doc.qt.io/qt-6/qaudioroom.html#Material-enum Qt QAudioRoom's Material enum]. Mudlet is accepting the list of aliases as well.
+
{{note}} In versions prior to 3.7.0 the error messages ''and this wiki'' were wrong in that they had the foreground color parameters as r1, g1 and b1 and the background ones as r2, g2 and b2.
  
{| class="wikitable"
+
=MudMaster Chat Protocol (MMCP)=
|-
+
:MMCP is a peer-to-peer protocol enabling out of band data to be sent to connected peers in the form of public or private chats, or general data.
! Material !! Aliases !! Description
+
:See MMCP protocol documentation at: https://tintin.mudhalla.net/protocols/mmcp/
|-
+
:And at: https://mudstandards.org/mud/mmcp/
| transparent || air || The side of the room is open and won't contribute to reflections or reverb.
+
:See also https://wiki.mudlet.org/w/Notes_on_MMCP
|-
+
{{MudletVersion| ?.??}}
| acousticceilingtiles || acoustictiles || Acoustic tiles that suppress most reflections and reverb.
+
 
|-
+
{{note}} pending, not yet available. See https://github.com/Mudlet/Mudlet/pull/7765
| brickbare || brick || Bare brick wall.
+
 
|-
+
== Lua functions ==
| brickpainted || || Painted brick wall.
+
* Note for all functions using target as an argument, the argument can be the client chatname or ID of the client as seen in mmcp.displayClientList()
|-
+
 
| concreteblockcoarse || concrete || Raw concrete wall
+
===accept===
|-
+
;mmcp.accept(target)
| concreteblockpainted || concretepainted || Painted concrete wall
+
:Accepts an incoming connection request.
|-
+
;Parameters
| curtainheavy || curtain, fabric || Heavy curtain. Will mostly reflect low frequencies
+
* ''target'':
|-
+
:* Incoming client name or ID.
| fiberglassinsulation || fiberglass, carpet || Fiber glass insulation. Only reflects very low frequencies
+
 
|-
+
{{note}} pending, not yet available in initial MMCP release.
| glassthin || glass || Thin glass wall
+
 
|-
+
===allowSnoop===
| glassthick || || Thick glass wall
+
;mmcp.allowSnoop(target)
|-
+
:Toggles the Allow Snoop flag for a client, allowing them to initiate a snoop request which will forward them text you see from your game.
| grass || || Grass
+
;Parameters
|-
+
* ''target'':
| linoleumonconcrete || linoleum || Linoleum floor
+
:* Client name or ID.
|-
+
 
| marble || || Marble floor
+
===call===
|-
+
;mmcp.call(host[, port])
| metal || || Metal
+
:Initiate an outgoing connection to another client.
|-
+
;Parameters
| parquetonconcrete || parquet, parquetonfiberboard || Parquet wooden floor on concrete
+
* ''host'':
|-
+
:* IPv4 address or fully qualified domain name.
| plasterrough || plaster || Rough plaster
+
* ''port'':
|-
+
:* (optional) Port to connect to. Default 4050.
| plastersmooth || || Smooth plaster
+
 
|-
+
;Example
| plywoodpanel || plywood || Plywood panel
+
<syntaxhighlight lang="lua">
|-
+
local host = "1.2.3.4"
| polishedconcreteortile || tile, polishedconcrete || Polished concrete or tiles
+
local port = 4050
|-
 
| sheetrock || stone || Rock
 
|-
 
| wateroricesurface || water, ice, wateroriceereflector || Water or ice
 
|-
 
| woodceiling || || Wooden ceiling
 
|-
 
| woodpanel || wood || Wooden panel
 
|-
 
| uniformmaterial || uniform || Artificial material giving uniform reflections on all frequencies
 
|}
 
  
==== Client.Media.Spatial.Settings ====
+
mmcp.call(host, port)
 +
</syntaxhighlight>
  
Query the client's current spatial audio configuration and user settings.
+
;You should see the following message:
 
+
<syntaxhighlight lang="text">
'''Server sends:'''
+
[ CHAT ]  - Connecting to 1.2.3.4:4050...
<syntaxhighlight lang="json">
+
[ CHAT ]  - Waiting for response from 1.2.3.4:4050...
Client.Media.Spatial.Settings {}
+
[ CHAT ]  - Connection to ChatClient at 1.2.3.4:4050 accepted.
 
</syntaxhighlight>
 
</syntaxhighlight>
  
'''Client responds with:'''
+
===chatAll===
<syntaxhighlight lang="json">
+
;mmcp.chatAll(message)
Client.Media.Spatial.Settings {
+
:Sends a message to all connected clients.
  "master_volume": 80,
+
;Parameters
  "listener": {
+
* ''message'':
    "position": [0, 0, 0],
+
:* The message to send.
    "rotation": [0, 0, 0]
 
  },
 
  "room": {
 
    "dimensions": [10, 10, 4],
 
    "reverb_gain": 0.3,
 
    "reflection_gain": 0.5,
 
    "reverb_time": 1.0,
 
    "reverb_brightness": 0.0
 
  }
 
}
 
</syntaxhighlight>
 
  
'''Response Fields:'''
+
This message will have the format of:
* '''master_volume''': Current master volume (0-100)
+
<Name> chats to everybody, '<message>'
* '''listener.position''': 3D listener position [x, y, z] in Cartesian coordinates
 
* '''listener.rotation''': Listener orientation [yaw, pitch, roll] in degrees
 
* '''room.dimensions''': Room size [width, height, depth] in meters
 
* '''room.reverb_gain''': Reverberation intensity (0.0-5.0)
 
* '''room.reflection_gain''': Early reflection intensity (0.0-5.0)
 
* '''room.reverb_time''': Reverberation decay time in seconds (0.0-20.0)
 
* '''room.reverb_brightness''': Reverb frequency bias (-1.0 to 1.0)
 
  
==== Client.Media.Spatial.Status ====
+
You will see the message:
 +
You chat to everybody, '<message>'
  
Query the current status of active spatial audio sources managed by the server.
+
;Example
 +
<syntaxhighlight lang="lua">
 +
-- Alias: ChatAll
 +
-- Alias Pattern: ^chatAll (.*)
  
'''Server sends:'''
+
mmcp.chatAll(matches[2])
<syntaxhighlight lang="json">
+
</syntaxhighlight>
Client.Media.Spatial.Status {}
+
 
 +
===chatGroup===
 +
;mmcp.chatGroup(group, message)
 +
:Sends a message to all clients in the specified group.
 +
;Parameters
 +
* ''group'':
 +
:* The group to send the message to.
 +
* ''message'':
 +
:* The message to send.
 +
 
 +
The message will have the format of:
 +
<Name> chats to the group, '<message>'
 +
 
 +
You will see the message:
 +
You chat to <<group>>, '<message>'
 +
 
 +
;Example
 +
<syntaxhighlight lang="lua">
 +
-- Alias: ChatGroup
 +
-- Alias Pattern: ^chatGroup ([a-zA-Z0-9]+) (.*)
 +
 
 +
mmcp.chatGroup(matches[2], matches[3])
 
</syntaxhighlight>
 
</syntaxhighlight>
  
'''Client responds with:'''
+
===chatName===
<syntaxhighlight lang="json">
+
;mmcp.chatName([name])
Client.Media.Spatial.Status {
+
:Sets or gets your current chat name visible to other clients.
  "engine_initialized": true,
+
;Parameters
  "source_count": 2,
+
* ''name'':
  "max_sources": 32,
+
:* (optional) The new chat name to use.
  "active_sources": [
+
;Returns
    {
+
:* If no name is specified, this function will return your current chat name.
      "key": "ambient_forest",
+
 
      "status": "playing",
+
;Example
      "position": [45, 0, 5],
+
<syntaxhighlight lang="lua">
      "volume": 60,
+
-- Alias: ChatName
      "occlusion": 0.0,
+
-- Alias Pattern: ^chatName (\S+)
      "size": 1.0,
+
 
      "loops": -1
+
mmcp.chatNAme(matches[2])
    },
 
    {
 
      "key": "footsteps",
 
      "status": "paused",
 
      "position": [-90, -10, 2],
 
      "volume": 80,
 
      "occlusion": 0.5,
 
      "size": 0.5,
 
      "loops": 1
 
    }
 
  ]
 
}
 
 
</syntaxhighlight>
 
</syntaxhighlight>
  
'''Response Fields:'''
+
===chatTo===
* '''engine_initialized''': Whether the spatial audio engine is ready
+
;mmcp.chatTo(target, message)
* '''source_count''': Number of currently active sources
+
:Sends a message to a specific client.
* '''max_sources''': Maximum supported sources
+
;Parameters
* '''active_sources''': Array of source objects with current state
+
* ''target'':
** '''key''': Server-assigned source identifier
+
:* Client name or ID.
** '''status''': Current playback state ("playing", "paused", "stopped")
+
* ''message'':
** '''position''': Source position [azimuth, elevation, distance] in spherical coordinates
+
:* The message to send.
** '''volume''': Current volume level (0-100)
 
** '''occlusion''': Occlusion/obstruction level (0.0-4.0)
 
** '''size''': Source spatial size (0.0+, affects audio spread)
 
** '''loops''': Loop count (-1 for infinite, 0 for stopped, >0 for remaining loops)
 
  
=Supported Protocols=
+
The target client will see the message:
 +
<Name> chats to you, '<message>'
  
== MXP FRAME and DEST Tags, PR #8577 ==
+
You will see the message:
 +
You chat to <target>, '<message>'
  
MXP FRAME and DEST tags allow MUD servers to create multi-window layouts, directing game output to separate panels within Mudlet. This enables rich interfaces with dedicated areas for chat, inventory, status, and more.
+
;Example
 +
<syntaxhighlight lang="lua">
 +
-- Alias: ChatTo
 +
-- Alias Pattern: ^chatTo (.*?) (.*)
  
{{MudletVersion|4.21}}
+
mmcp.chatTo(matches[2], matches[3])
 +
</syntaxhighlight>
  
=== Overview ===
+
===deny===
 +
;mmcp.deny(target)
 +
:Denies an incoming connection request.
 +
;Parameters
 +
* ''target'':
 +
:* Client name or ID.
  
FRAME creates a new window panel that can display game content.
+
{{note}} pending, not yet available in initial MMCP release.
  
DEST (destination) redirects subsequent text to a specific frame.
+
===disconnect===
 
+
;mmcp.disconnect(target)
=== FRAME Tag ===
+
:Disconnects a connected client.
 +
;Parameters
 +
* ''target'':
 +
:* Client name or ID
  
Creates a named frame where content can be directed.
+
===displayClientList===
 +
;mmcp.displayClientList()
 +
:Displays a table showing information about connected and pending clients.
  
==== Basic Syntax ====
+
;Example
 +
<syntaxhighlight lang="lua">
 +
mmcp.displayClientList()
 +
</syntaxhighlight>
  
<syntaxhighlight lang="xml">
+
;You should see the following table
<FRAME name="frameName" title="Frame Title" align="left" width="25%" height="100%">
+
<syntaxhighlight lang="text">
 +
Id  Name                Address              Port  Group          Flags    ChatClient
 +
==== ==================== ==================== ===== =============== ======== ================
 +
  1 ChatClient          1.2.3.4              4050                          Mudlet
 +
==== ==================== ==================== ===== =============== ======== ================
 +
Color Key: Connected  Pending
 +
Flags:  F - Firewall,      I - Ignored,  P - Private,  S - Serving
 +
        n - Allow Snooping, N - Being Snooped
 
</syntaxhighlight>
 
</syntaxhighlight>
  
==== Attributes ====
+
:* You may then use the mmcp lua commands referencing the client by their ID (1) or name (ChatClient)
  
{| class="wikitable"
+
===emoteAll===
! Attribute !! Required !! Description !! Default
+
;mmcp.emoteAll(message)
|-
+
:Sends an emote message to all connected clients.
| NAME || Yes || Unique identifier for the frame || -
+
;Parameters
|-
+
* ''message'':
| TITLE || No || Display title shown in the frame's tab || Same as NAME
+
:* The message to send.
|-
 
| INTERNAL || No || Frame appears inside the main window || Yes (default)
 
|-
 
| EXTERNAL || No || Frame appears as a separate floating window || No
 
|-
 
| FLOATING || No || Borderless frame without title bar || No
 
|-
 
| ALIGN || No || Position: left, right, top, bottom || left
 
|-
 
| LEFT || No || Absolute horizontal position (pixels, %, or 'c' suffix) || -
 
|-
 
| TOP || No || Absolute vertical position (pixels, %, or 'c' suffix) || -
 
|-
 
| WIDTH || No || Frame width (pixels, %, or characters with 'c' suffix) || 25%
 
|-
 
| HEIGHT || No || Frame height (pixels, %, or characters with 'c' suffix) || 25%
 
|-
 
| SCROLLING || No || Enable scrolling (YES/NO) || YES
 
|-
 
| ACTION || No || open (show), close (hide), or focus || open
 
|}
 
  
==== Size Units ====
+
Clients will see the message:
 +
<Name> <message>
  
* '''Pixels''': <code>300px</code> or <code>300</code>
+
If you have enabled the "Prefix emote messages" option, you will see:
* '''Percentage''': <code>25%</code> of available space
+
You emote to everyone: '<Name> <message>'
* '''Characters''': <code>40c</code> for 40 characters width/height
 
  
==== CMUD Extension: DOCK ====
+
Otherwise you will see:
 +
<Name> <message>
  
{{Note|The DOCK attribute is a CMUD extension, not part of the official MXP 1.0 specification.}}
+
;Example
 +
<syntaxhighlight lang="lua">
 +
-- Alias: EmoteAll
 +
-- Alias Pattern: ^emoteAll (.*)
 +
 
 +
local emoteStr = "says, '" .. matches[2] .. "'"
  
<syntaxhighlight lang="xml">
+
mmcp.emoteAll(emoteStr)
<FRAME name="tab2" INTERNAL align="client" DOCK="parentFrame">
 
 
</syntaxhighlight>
 
</syntaxhighlight>
  
When used with <code>align="client"</code>, the DOCK attribute creates a tabbed frame inside an existing frame.
+
===getClientFlags===
 +
;mmcp.getClientFlags(target)
 +
:Returns a string containing the client flags of a connected client.
 +
;Parameters
 +
* ''target'':
 +
:* Client name or ID.
 +
;Returns
 +
This string is an 8 character string where letters in the following positions have meaning:
 +
"12345678"
 +
*1: Reserved, blank
 +
*2: Reserved, blank
 +
*3: P if the connection is Private, otherwise blank
 +
*4: I if the connection is Ignored, otherwise blank
 +
*5: S if the client is being served, otherwise blank
 +
*6: F if the client is firewalled, otherwise blank
 +
*7: N if the client is snooping us, n if the client can snoop us, otherwise blank
 +
*8: Reserved, blank
  
==== Examples ====
+
===getClientList===
 +
;clientInfo = mmcp.getClientList()
 +
:Returns a lua table containing the following information for each connected client.
 +
;Returns
 +
*id: The ID of the client
 +
*name: The chat name of the client.
 +
*host: The hostname or IP address of the client.
 +
*port: The port the client (check if this is the reported port or port they connected from)
 +
*version: The MUD client and version of the client
  
Create a left-aligned chat panel:
+
;Example
<syntaxhighlight lang="xml">
+
<syntaxhighlight lang="lua">
<FRAME name="chat" title="Chat" align="left" width="30%">
+
local clientList = mmcp.getClientList()
 
</syntaxhighlight>
 
</syntaxhighlight>
  
Create a status bar at the bottom:
+
;The variable clientList will then contain:
<syntaxhighlight lang="xml">
+
<syntaxhighlight lang="text">
<FRAME name="status" align="bottom" height="50">
+
{ {
 +
    host = "1.2.3.4",
 +
    id = 1,
 +
    name = "ChatClient",
 +
    port = 4050,
 +
    version = "Mudlet"
 +
  } }
 
</syntaxhighlight>
 
</syntaxhighlight>
  
Create a borderless floating frame:
+
===ignore===
<syntaxhighlight lang="xml">
+
;mmcp.ignore(target)
<FRAME name="minimap" FLOATING width="200" height="200" LEFT="10" TOP="10">
+
:Toggles ignoring a client. You will not see chat messages from an ignored client.
</syntaxhighlight>
+
;Parameters
 +
* ''target'':
 +
:* Client name or ID.
  
Show an existing frame:
+
===peek===
<syntaxhighlight lang="xml">
+
;mmcp.peek(target)
<FRAME name="chat" action="open">
+
:Sends a request to the target client to peek at their connection list.
</syntaxhighlight>
+
;Parameters
 +
* ''target'':
 +
:* Client name or ID.
  
Close a frame:
+
===ping===
<syntaxhighlight lang="xml">
+
;mmcp.ping(target)
<FRAME name="chat" action="close">
+
:Sends a ping request to a client.
</syntaxhighlight>
+
;Parameters
 +
* ''target'':
 +
:* Client name or ID.
  
=== DEST Tag ===
+
===request===
 +
;mmcp.request(target)
 +
:Sends a request to the target client to request and connect to their public connections.
 +
:Mudlet will attempt to connect to each of the hosts returned by this command.
 +
;Parameters
 +
* ''target'':
 +
:* Client name or ID.
  
Redirects text output to a named frame.
+
===sendSideChannel===
 +
;mmcp.sendSideChannel(channel, message)
 +
:Sends an OOB (Out of band) message to all connected clients.
 +
;Parameters
 +
* ''channel'':
 +
:* The channel to send the message on.
 +
* ''message'':
 +
:* The message to send.
  
==== Syntax ====
+
{{note}} This will only send to other Mudlet clients. Upon receipt of this message Mudlet will raise a sysMMCPSideChannelMessage containing
 +
the channel and message data.
  
<syntaxhighlight lang="xml">
+
;Example
<DEST name="frameName">Text goes here</DEST>
+
<syntaxhighlight lang="lua">
</syntaxhighlight>
+
-- myStats populated by prompt trigger
 +
local outStr = string.format("%s,%d,%d,%d,%d,%s",
 +
  mmcp.chatName(), myStats.hp, myStats.maxHp, myStats.mana, myStats.maxMana, myStats.buffs)
  
Or as a self-closing tag to set destination for all following text:
+
mmcp.sendSideChannel("stats", outStr)
<syntaxhighlight lang="xml">
 
<DEST name="frameName">
 
</syntaxhighlight>
 
  
==== Attributes ====
+
-- Example event handling
 +
function handleStatsData(statsTable)
 +
  -- this should match the outStr format sent by mmcp.sendSideChannel
 +
  local name, hp, maxHp, mana, maxMana, buffs = string.match(statsTable, "(%S+),(%d+),(%d+),(%d+),(%d+),(.*)")
  
{| class="wikitable"
+
  -- do things with this data
! Attribute !! Required !! Description
+
end
|-
 
| NAME || Yes || Target frame name (empty string returns to main window)
 
|-
 
| EOF || No || If present, clears all content in the frame before writing
 
|-
 
| EOL || No || If present, clears the current line before writing
 
|}
 
  
==== Examples ====
+
function VStats.eventHandler(event, ...)
 +
  if event == "sysMMCPSideChannelMessage" then
 +
    if arg[2] == "stats" then -- check if its actually for us, arg[2] should match "stats" provided to mmcp.sendSideChannel
 +
      handleStatsData(arg[3])
 +
    end
 +
  end
 +
end
  
Send text to a chat frame:
+
registerAnonymousEventHandler("sysMMCPSideChannelMessage", "VStats.eventHandler")
<syntaxhighlight lang="xml">
 
<DEST name="chat">Player says: Hello!</DEST>
 
 
</syntaxhighlight>
 
</syntaxhighlight>
  
Clear frame and write new content:
+
===serve===
<syntaxhighlight lang="xml">
+
;mmcp.serve(target)
<DEST name="status" EOF>HP: 100/100  MP: 50/50</DEST>
+
:Toggles the serve flag for a client, this clients chat messages will be sent to all other connected clients.
</syntaxhighlight>
+
;Parameters
 +
* ''target'':
 +
:* Client name or ID.
  
Return output to main window:
+
===setDoNotDisturb===
<syntaxhighlight lang="xml">
+
;mmcp.setDoNotDisturb(target)
<DEST name="">
+
:Toggles the Do Not Disturb flag, any incoming connections will be automatically denied.
</syntaxhighlight>
+
{{note}} pending, not yet available in initial MMCP release.
  
=== Complete Example ===
+
===setGroup===
 +
;mmcp.setGroup(target, group)
 +
:Assigns a client to a chat group.
 +
;Parameters
 +
* ''target'':
 +
:* Client name or ID.
 +
* ''group'':
 +
:* The group name.
  
A typical MXP sequence to set up a multi-panel interface:
+
{{note}} The group name is only visible to you.
  
<syntaxhighlight lang="xml">
+
;Example
<!-- Create the frames -->
+
<syntaxhighlight lang="lua">
<FRAME name="chat" title="Chat" align="left" width="25%">
+
-- Alias: SetGroup
<FRAME name="status" title="Status" align="bottom" height="3c">
+
-- Alias Pattern: ^setGroup ([a-zA-Z0-9]+) ?(.*)
  
<!-- Send content to chat frame -->
+
mmcp.setGroup(matches[2], matches[3])
<DEST name="chat">
+
</syntaxhighlight>
[Guild] Bob: Anyone want to group?
 
[Guild] Alice: Sure!
 
</DEST>
 
  
<!-- Send content to status frame, clearing previous content -->
+
===setPrivate===
<DEST name="status" EOF>HP: 100/100 | MP: 75/100 | XP: 45%</DEST>
+
;mmcp.setPrivate(target)
 +
:Toggles the private flag for a client. Any clients set as private will not be listed in peek or connection requests.
 +
;Parameters
 +
* ''target'':
 +
:* Client name or ID.
  
<!-- Return to main window for regular game output -->
+
===snoop===
<DEST name="">
+
;mmcp.snoop(target)
You are standing in the town square.
+
:Starts snooping a client. The target may first need to enable snooping on their client.
</syntaxhighlight>
 
 
 
=== Behavior Notes ===
 
 
 
* Frames persist until explicitly closed with <code>action="close"</code>
 
* Re-opening an existing frame shows it without changing its size or position (respects user customization)
 
* Frame names are case-sensitive
 
* Content sent via DEST inherits the formatting of the destination frame
 
* Frames reset on reconnect (don't persist between sessions)
 
 
 
=== See Also ===
 
 
 
* [[Manual:Lua_Functions#createMiniConsole|createMiniConsole()]] - Lua equivalent for creating sub-windows
 
 
 
=Events =
 
:New or revised events that Mudlet can raise to inform a profile about changes. See [[Manual:Event_Engine#Mudlet-raised_events|Mudlet-raised events]] for the existing ones.
 
 
 
===sysCommandLineDeleted, PR #8387===
 
 
 
Raised when a command line is successfully deleted via [[Manual:UI_Functions#deleteCommandLine|deleteCommandLine()]] or Geyser's <code>CommandLine:delete()</code> method. The event provides the name of the deleted command line as an argument.
 
 
 
{{note}} This event is raised after the command line has been marked for deletion but before Qt's event loop has completed the deletion. The command line should be considered gone for practical purposes.
 
 
 
{{note}} The main command line cannot be deleted, so this event will never be raised for it.
 
 
 
{{MudletVersion|4.20}}
 
 
 
;Event arguments
 
* ''event'': The event name: "sysCommandLineDeleted"
 
* ''commandLineName'': The name of the command line that was deleted
 
 
 
;Example
 
<syntaxhighlight lang="lua">
 
-- Register an event handler for command line deletion
 
function onCommandLineDeleted(event, commandLineName)
 
  cecho(f"<green>Command line '{commandLineName}' has been deleted.\n")
 
 
 
  -- Clean up any command history or aliases specific to this command line
 
  if commandLineHistory[commandLineName] then
 
    commandLineHistory[commandLineName] = nil
 
  end
 
end
 
 
 
registerAnonymousEventHandler("sysCommandLineDeleted", onCommandLineDeleted)
 
 
 
-- Now when you delete a command line, the handler will be called
 
createCommandLine("customInput", 10, 400, 300, 30)
 
deleteCommandLine("customInput")
 
-- Output: Command line 'customInput' has been deleted.
 
</syntaxhighlight>
 
 
 
===sysScrollBoxDeleted, PR #8387===
 
 
 
Raised when a scrollbox is successfully deleted via [[Manual:UI_Functions#deleteScrollBox|deleteScrollBox()]] or Geyser's <code>ScrollBox:delete()</code> method. The event provides the name of the deleted scrollbox as an argument.
 
 
 
{{note}} This event is raised after the scrollbox has been marked for deletion but before Qt's event loop has completed the deletion. The scrollbox should be considered gone for practical purposes.
 
 
 
{{MudletVersion|4.20}}
 
 
 
;Event arguments
 
* ''event'': The event name: "sysScrollBoxDeleted"
 
* ''scrollBoxName'': The name of the scrollbox that was deleted
 
 
 
;Example
 
<syntaxhighlight lang="lua">
 
-- Register an event handler for scrollbox deletion
 
function onScrollBoxDeleted(event, scrollBoxName)
 
  cecho(f"<green>ScrollBox '{scrollBoxName}' has been deleted.\n")
 
 
 
  -- Clean up any content tables or buffers
 
  if scrollBoxContent[scrollBoxName] then
 
    scrollBoxContent[scrollBoxName] = nil
 
  end
 
end
 
 
 
registerAnonymousEventHandler("sysScrollBoxDeleted", onScrollBoxDeleted)
 
 
 
-- Now when you delete a scrollbox, the handler will be called
 
createScrollBox("messageBox", 10, 10, 300, 400)
 
deleteScrollBox("messageBox")
 
-- Output: ScrollBox 'messageBox' has been deleted.
 
</syntaxhighlight>
 
 
 
===sysConsoleSizeChanged, PR #7870===
 
This event is raised when the (scrollable part of) the main or a sub-console or a user-window changes in size. After the event name as the first argument (as is "standard") additional arguments contain:
 
* the name (string) of the console involved ("''main''" for the main console)
 
* the number of characters (''em-space'' equivalents) wide the new size is
 
* the number of lines tall the new size is
 
* the number of characters taken up by a visible time stamp (will be '''0''' if this detail is not visible).
 
 
 
{{MudletVersion| 4.20}}
 
 
 
{{note}} pending, not yet available. See https://github.com/Mudlet/Mudlet/pull/7870
 
 
 
===sysLoadEvent, PR #7726 ===
 
 
 
Raised after Mudlet is done loading the profile, after all of the scripts, packages, and modules are installed. Note that when it does so, it also compiles and runs all scripts - which could be a good idea to initialize everything at once, but beware - scripts are also run when saved. Hence, hooking only on the sysLoadEvent would prevent multiple re-loads as you’re editing the script.
 
 
 
In '''4.20.0''' an extra boolean argument was provided which indicates whether the event is from loading a new profile (''true'') or after a call of the ''resetProfile()'' function (''false'').
 
 
 
{{note}} pending, not yet available. See https://github.com/Mudlet/Mudlet/pull/7726
 
 
 
===sysMapWindowMousePressEvent, PR #6962===
 
Raised when the mouse is left-clicked on the mapper window.
 
 
 
{{MudletVersion| ?.??}}
 
 
 
{{note}} pending, not yet available. See https://github.com/Mudlet/Mudlet/pull/6962
 
 
 
===sysSettingChanged, PR #7476 ===
 
This event is raised when a Preferences or Mudlet setting has changed.  The first argument contains the setting that was changed, further arguments detail the change.
 
 
 
Currently implemented sysSettingChanged events are;
 
 
 
*"main window font" - raised when the main window/console font has changed via API or Preferences window. Returns two additional arguments, the font family and the font size. e.g. {"main window font", "Times New Roman", 12 }
 
 
 
{{MudletVersion| ?.??}}
 
 
 
{{note}} pending, not yet available. See https://github.com/Mudlet/Mudlet/pull/7476
 
 
 
=MudMaster Chat Protocol (MMCP) PR #7765=
 
:MMCP is a peer-to-peer protocol enabling out of band data to be sent to connected peers in the form of public or private chats, or general data.
 
:See MMCP protocol documentation at: https://tintin.mudhalla.net/protocols/mmcp/
 
:See https://wiki.mudlet.org/w/Notes_on_MMCP
 
{{MudletVersion| ?.??}}
 
 
 
{{note}} pending, not yet available. See https://github.com/Mudlet/Mudlet/pull/7765
 
 
 
== Lua functions ==
 
* Note for all functions using target as an argument, the argument can be the client chatname or ID of the client as seen in mmcp.displayClientList()
 
 
 
===accept===
 
;mmcp.accept(target)
 
:Accepts an incoming connection request.
 
;Parameters
 
* ''target'':
 
:* Incoming client name or ID.
 
 
 
{{note}} pending, not yet available in initial MMCP release.
 
 
 
===allowSnoop===
 
;mmcp.allowSnoop(target)
 
:Toggles the Allow Snoop flag for a client, allowing them to initiate a snoop request which will forward them text you see from your game.
 
;Parameters
 
* ''target'':
 
:* Client name or ID.
 
 
 
===call===
 
;mmcp.call(host[, port])
 
:Initiate an outgoing connection to another client.
 
;Parameters
 
* ''host'':
 
:* IPv4 address or fully qualified domain name.
 
* ''port'':
 
:* (optional) Port to connect to. Default 4050.
 
 
 
;Example
 
<syntaxhighlight lang="lua">
 
local host = "1.2.3.4"
 
local port = 4050
 
 
 
mmcp.call(host, port)
 
</syntaxhighlight>
 
 
 
;You should see the following message:
 
<syntaxhighlight lang="lua">
 
[ CHAT ]  - Connecting to 1.2.3.4:4050...
 
[ CHAT ]  - Waiting for response from 1.2.3.4:4050...
 
[ CHAT ]  - Connection to ChatClient at 1.2.3.4:4050 accepted.
 
</syntaxhighlight>
 
 
 
===chatAll===
 
;mmcp.chatAll(message)
 
:Sends a message to all connected clients.
 
;Parameters
 
* ''message'':
 
:* The message to send.
 
 
 
This message will have the format of:
 
<Name> chats to everybody, '<message>'
 
 
 
You will see the message:
 
You chat to everybody, '<message>'
 
 
 
===chatGroup===
 
;mmcp.chatGroup(group, message)
 
:Sends a message to all clients in the specified group.
 
;Parameters
 
* ''group'':
 
:* The group to send the message to.
 
* ''message'':
 
:* The message to send.
 
 
 
The message will have the format of:
 
<Name> chats to the group, '<message>'
 
 
 
You will see the message:
 
You chat to <<group>>, '<message>'
 
 
 
===chatName===
 
;mmcp.chatName([name])
 
:Sets or gets your current chat name visible to other clients.
 
;Parameters
 
* ''name'':
 
:* (optional) The new chat name to use.
 
;Returns
 
:* If no name is specified, this function will return your current chat name.
 
 
 
===chatTo===
 
;mmcp.chatTo(target, message)
 
:Sends a message to a specific client.
 
;Parameters
 
* ''target'':
 
:* Client name or ID.
 
* ''message'':
 
:* The message to send.
 
 
 
The target client will see the message:
 
<Name> chats to you, '<message>'
 
 
 
You will see the message:
 
You chat to <target>, '<message>'
 
 
 
===deny===
 
;mmcp.deny(target)
 
:Denies an incoming connection request.
 
;Parameters
 
* ''target'':
 
:* Client name or ID.
 
 
 
{{note}} pending, not yet available in initial MMCP release.
 
 
 
===disconnect===
 
;mmcp.disconnect(target)
 
:Disconnects a connected client.
 
;Parameters
 
* ''target'':
 
:* Client name or ID
 
 
 
===displayClientList===
 
;mmcp.displayClientList()
 
:Displays a table showing information about connected and pending clients.
 
 
 
;Example
 
<syntaxhighlight lang="lua">
 
mmcp.displayClientList()
 
</syntaxhighlight>
 
 
 
;You should see the following table
 
<syntaxhighlight>
 
Id  Name                Address              Port  Group          Flags    ChatClient
 
==== ==================== ==================== ===== =============== ======== ================
 
  1 ChatClient          1.2.3.4              4050                          Mudlet
 
==== ==================== ==================== ===== =============== ======== ================
 
Color Key: Connected  Pending
 
Flags:  F - Firewall,      I - Ignored,  P - Private,  S - Serving
 
        n - Allow Snooping, N - Being Snooped
 
</syntaxhighlight>
 
 
 
:* You may then use the mmcp lua commands referencing the client by their ID (1) or name (ChatClient)
 
 
 
===emoteAll===
 
;mmcp.emoteAll(message)
 
:Sends an emote message to all connected clients.
 
;Parameters
 
* ''message'':
 
:* The message to send.
 
 
 
Clients will see the message:
 
<Name> <message>
 
 
 
If you have enabled the "Prefix emote messages" option, you will see:
 
You emote to everyone: '<Name> <message>'
 
 
 
Otherwise you will see:
 
<Name> <message>
 
 
 
===getClientFlags===
 
;mmcp.getClientFlags(target)
 
:Returns a string containing the client flags of a connected client.
 
;Parameters
 
* ''target'':
 
:* Client name or ID.
 
;Returns
 
This string is an 8 character string where letters in the following positions have meaning:
 
"12345678"
 
*1: Reserved, blank
 
*2: Reserved, blank
 
*3: P if the connection is Private, otherwise blank
 
*4: I if the connection is Ignored, otherwise blank
 
*5: S if the client is being served, otherwise blank
 
*6: F if the client is firewalled, otherwise blank
 
*7: N if the client is snooping us, n if the client can snoop us, otherwise blank
 
*8: Reserved, blank
 
 
 
===getClientList===
 
;clientInfo = mmcp.getClientList()
 
:Returns a lua table containing the following information for each connected client.
 
;Returns
 
*id: The ID of the client
 
*name: The chat name of the client.
 
*host: The hostname or IP address of the client.
 
*port: The port the client (check if this is the reported port or port they connected from)
 
*version: The MUD client and version of the client
 
 
 
;Example
 
<syntaxhighlight lang="lua">
 
local clientList = mmcp.getClientList()
 
</syntaxhighlight>
 
 
 
;The variable clientList will then contain:
 
<syntaxhighlight>
 
{ {
 
    host = "1.2.3.4",
 
    id = 1,
 
    name = "ChatClient",
 
    port = 4050,
 
    version = "Mudlet"
 
  } }
 
</syntaxhighlight>
 
 
 
===ignore===
 
;mmcp.ignore(target)
 
:Toggles ignoring a client. You will not see chat messages from an ignored client.
 
;Parameters
 
* ''target'':
 
:* Client name or ID.
 
 
 
===peek===
 
;mmcp.peek(target)
 
:Sends a request to the target client to peek at their connection list.
 
;Parameters
 
* ''target'':
 
:* Client name or ID.
 
 
 
===ping===
 
;mmcp.ping(target)
 
:Sends a ping request to a client.
 
 
;Parameters
 
;Parameters
 
* ''target'':
 
* ''target'':
 
:* Client name or ID.
 
:* Client name or ID.
 
===request===
 
;mmcp.request(target)
 
:Sends a request to the target client to request and connect to their public connections.
 
:Mudlet will attempt to connect to each of the hosts returned by this command.
 
;Parameters
 
* ''target'':
 
:* Client name or ID.
 
 
===sendSideChannel===
 
;mmcp.sendSideChannel(channel, message)
 
:Sends an OOB (Out of band) message to all connected clients.
 
;Parameters
 
* ''channel'':
 
:* The channel to send the message on.
 
* ''message'':
 
:* The message to send.
 
 
{{note}} This will only send to other Mudlet clients. Upon receipt of this message Mudlet will raise a sysMMCPSideChannelMessage containing
 
the channel and message data.
 
  
 
;Example
 
;Example
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">
-- myStats populated by prompt trigger
+
-- Alias: ChatSnoop
local outStr = string.format("%s,%d,%d,%d,%d,%s",
+
-- Alias Pattern: ^chatSnoop (.*)
  mmcp.chatName(), myStats.hp, myStats.maxHp, myStats.mana, myStats.maxMana, myStats.buffs)
 
  
mmcp.sendSideChannel("stats", outStr)
+
mmcp.snoop(matches[2])
 
</syntaxhighlight>
 
</syntaxhighlight>
 
===serve===
 
;mmcp.serve(target)
 
:Toggles the serve flag for a client, this clients chat messages will be sent to all other connected clients.
 
;Parameters
 
* ''target'':
 
:* Client name or ID.
 
 
===setDoNotDisturb===
 
;mmcp.setDoNotDisturb(target)
 
:Toggles the Do Not Disturb flag, any incoming connections will be automatically denied.
 
{{note}} pending, not yet available in initial MMCP release.
 
 
===setGroup===
 
;mmcp.setGroup(target, group)
 
:Assigns a client to a chat group.
 
;Parameters
 
* ''target'':
 
:* Client name or ID.
 
* ''group'':
 
:* The group name.
 
 
{{note}} The group name is only visible to you.
 
 
===setPrivate===
 
;mmcp.setPrivate(target)
 
:Toggles the private flag for a client. Any clients set as private will not be listed in peek or connection requests.
 
;Parameters
 
* ''target'':
 
:* Client name or ID.
 
 
===snoop===
 
;mmcp.snoop(target)
 
:Starts snooping a client. The target may first need to enable snooping on their client.
 
;Parameters
 
* ''target'':
 
:* Client name or ID.
 
  
 
===startServer===
 
===startServer===
Line 3,876: Line 3,241:
 
end
 
end
  
registerNamedEventHandler(getProfileName(), "MMCP", "sysMMCPMessage", "mmcpEventHandler")
+
registerNamedEventHandler(getProfileName(), "MMCP", "sysMMCPChatMessage", "mmcpEventHandler")
 
</syntaxhighlight>
 
</syntaxhighlight>
  
Line 3,926: Line 3,291:
  
 
=Security=
 
=Security=
 
== Password Management, PR #7956, #7882 ==
 
 
Starting with Mudlet 4.20.0, passwords are stored securely using your operating system's built-in credential manager.
 
 
=== How It Works ===
 
 
When you save a password in Mudlet (such as your game character password), it is automatically encrypted and stored in the most secure location available:
 
 
* '''macOS''': Stored in your macOS Keychain
 
* '''Windows''': Stored in Windows Credential Manager
 
* '''Linux''': Stored in your system's Secret Service (like GNOME Keyring or KWallet)
 
* '''Portable Mode''': Encrypted files in your Mudlet profile folder
 
 
=== Security Features ===
 
 
Your passwords are protected by:
 
 
* '''System-level encryption''' - Your operating system handles the encryption using industry-standard methods
 
* '''Per-profile isolation''' - Each Mudlet profile's passwords are kept separate
 
* '''Automatic fallback''' - If the system keychain is unavailable, Mudlet uses AES-256 encrypted files
 
* '''No plaintext storage''' - Passwords are never stored in readable form
 
 
=== What This Means for You ===
 
 
; You don't need to do anything special
 
: Mudlet handles password security automatically. Just enter your password when creating or editing a profile, and Mudlet takes care of the rest.
 
 
; Your passwords are more secure
 
: By using your operating system's credential manager, your passwords benefit from the same security that protects your system passwords and other sensitive data.
 
 
; Portable installations still work
 
: If you use Mudlet in portable mode (running from a USB drive, for example), passwords are stored as encrypted files that travel with your installation.
 
 
; Multiple profiles are supported
 
: Each profile's passwords are kept separate and secure, even if you have multiple characters on the same game.
 
 
=== Managing Your Passwords ===
 
 
Your passwords are automatically retrieved when you connect to a game. You can view or change them in the Connection Profiles dialog:
 
 
# Click the '''Connect''' button on the main toolbar (or press Alt+C)
 
# Select your profile from the list
 
# Click the '''Options''' tab
 
# Your password will be securely loaded from storage and can be edited here
 
 
You can also create new profiles with passwords directly from this dialog.
 
 
=== Technical Details ===
 
 
For users interested in the technical implementation:
 
 
* Passwords in system keychains use the native encryption provided by your OS
 
* File-based storage uses AES-256 encryption with PBKDF2-SHA256 key derivation
 
* Each profile has a unique encryption key stored in its profile directory
 
* HMAC authentication ensures password integrity
 
* All password operations include timeout protection and error handling
 
 
=== Privacy ===
 
 
Your passwords are stored locally on your computer and are never transmitted to Mudlet's servers or any third party. The only time a password is sent over the network is when you connect to your game server (using the connection method you've chosen).
 
 
=== Password Masking Feature ===
 
 
Mudlet automatically masks your password with asterisks when you connect to a game server that requests authentication. This protects your password from being visible on screen.
 
 
==== Disabling Password Masking ====
 
 
For users in trusted environments who prefer to see what they're typing, during password entry you can find an icon in the shape of an eye on the right side of the command line to unmask the password, or you can disable permanently disable password masking:
 
# Open the '''Profile Preferences''' dialog (Settings menu)
 
# Go to the '''Input Line''' tab
 
# Check the '''Disable password masking''' checkbox
 
 
=== Using Older Mudlet Versions (Before 4.20) ===
 
 
Starting with Mudlet 4.20, your saved passwords are stored securely using encryption. If you later use an older version of Mudlet (like 4.19.1 or earlier), here's what to expect:
 
 
* '''Your saved password may not appear''' – Older versions cannot read the new encrypted passwords, so the password field might be empty or show an outdated password.
 
* '''Simply re-enter your password''' – Just type your password again and continue playing normally.
 
* '''Your 4.20 passwords stay safe''' – Any password changes you make in an older version won't affect your encrypted passwords in 4.20+.
 
* '''No data loss occurs''' – When you return to Mudlet 4.20 or later, your securely stored passwords will still be there.
 
 
This design ensures that using an older Mudlet version temporarily won't corrupt or interfere with your modern encrypted password storage.
 

Latest revision as of 22:02, 25 May 2026

This page is for the development of documentation for Lua API functions that are currently being worked on. Ideally the entries here can be created in the same format as will be eventually used in Lua Functions and its sub-sites.

Note Note: Please use the Area_51/Template to add new entries in the sections below.

Note Note: Links to other functions need to include the wiki page name before the '#' character in the link identifier on the left side of the '|' divider between the identifier and the display text. e.g.

[[Manual:Lua_Functions#getCustomLines|getCustomLines()]]

rather than:

[[#getCustomLines|getCustomLines()]]

which would refer to a link within the current (in this case Area 51) section.

Note Note: The following headings reflect those present in the main Wiki area of the Lua API functions. It is suggested that new entries are added so as to maintain a sorted alphabetical order under the appropriate heading.


Basic Essential Functions

These functions are generic functions used in normal scripting. These deal with mainly everyday things, like sending stuff and echoing to the screen.

Database Functions

A collection of functions for helping deal with the database.

Date/Time Functions

A collection of functions for handling date & time.

File System Functions

A collection of functions for interacting with the file system.

Mapper Functions

A collection of functions that manipulate the mapper and its related features.

getMapInfo, PR #8963

getMapInfo()
Returns a table of all registered map info contributors mapped to their enabled/disabled state. This allows scripts to query which map info contributors (such as "Short" or "Full") are currently active.
See also: enableMapInfo(), disableMapInfo()
Mudlet VersionAvailable in Mudlet4.21+
Returns
  • A table with contributor names as keys and boolean values indicating whether each is enabled, or nil and an error message if no map is loaded.
Example
-- check which map info contributors are active
local info = getMapInfo()
for name, enabled in pairs(info) do
  print(name .. " is " .. (enabled and "enabled" or "disabled"))
end

-- check if a specific contributor is enabled
local info = getMapInfo()
if info["Short"] then
  echo("Short map info is enabled.\n")
end

setRoomBorderColor, PR #8758

setRoomBorderColor(roomID, r, g, b[, a])
Sets a custom border color for an individual room on the 2D map. When set, this color overrides the global map border color for that specific room.
See also: getRoomBorderColor(), clearRoomBorderColor(), setRoomBorderThickness()
Mudlet VersionAvailable in Mudlet4.21+
Parameters
  • roomID:
The ID of the room to set the border color for.
  • r:
The red component of the color (0-255).
  • g:
The green component of the color (0-255).
  • b:
The blue component of the color (0-255).
  • a:
(optional) The alpha/transparency component (0-255). Defaults to 255 (fully opaque).
Returns
  • true on success, or nil and an error message if no map is loaded or the room ID is invalid.
Example
-- Set room 1 to have a red border
setRoomBorderColor(1, 255, 0, 0)

-- Set room 2 to have a semi-transparent blue border
setRoomBorderColor(2, 0, 0, 255, 128)

-- Mark all rooms with environment ID 5 (it could mean "outdoors" in your map, for example) with a green border
for _, roomID in ipairs(getRooms()) do
    if getRoomEnv(roomID) == 5 then
        setRoomBorderColor(roomID, 0, 200, 0)
    end
end


setRoomUserData #PR9299

setRoomUserData(roomID, key (as a string), value (as a string))
Stores information about a room under a given key. Similar to Lua's key-value tables, except only strings may be used here. One advantage of using userdata is that it's stored within the map file itself - so sharing the map with someone else will pass on the user data. You can have as many keys as you'd like.

There are also some default variables you can change for different effects.

table of default variables for setRoomUserData()
Variable Effect
room.ui_showName toggle displaying of the room nam
room.ui_nameOffset "x y" an offset to move the text - integers separated by a space
room.ui_nameFont the name of the font to use on the name label
room.ui_nameSize the size of the font to use on the name label
room.ui_nameColor the colour to set the name label text
room.ui_borderColor the colour of the room border
room.ui_borderThickness the thickness of the room border


Returns true if successfully set.
See also: clearRoomUserData(), clearRoomUserDataItem(), getAllRoomUserData(), getRoomUserData(), searchRoomUserData()


Example
-- can use it to store room descriptions...
setRoomUserData(341, "description", "This is a plain-looking room.")

-- or whenever it's outdoors or not...
setRoomUserData(341, "outdoors", "true")

-- how how many times we visited that room
local visited = getRoomUserData(341, "visitcount")
visited = (tonumber(visited) or 0) + 1
setRoomUserData(341, "visitcount", tostring(visited))

-- can even store tables in it, using the built-in yajl.to_string function
setRoomUserData(341, "some table", yajl.to_string({name = "bub", age = 23}))
display("The denizens name is: "..yajl.to_value(getRoomUserData(341, "some table")).name)

getRoomBorderColor, PR #8758

r, g, b, a = getRoomBorderColor(roomID)
Returns the custom border color for a room, if one has been set.
See also: setRoomBorderColor(), clearRoomBorderColor()
Mudlet VersionAvailable in Mudlet4.21+
Parameters
  • roomID:
The ID of the room to get the border color for.
Returns
  • Four numbers (r, g, b, a) if a custom border color is set, or nil if the room uses the global default border color. Returns nil and an error message if no map is loaded or the room ID is invalid.
Example
-- Check if room 1 has a custom border color
local r, g, b, a = getRoomBorderColor(1)
if r then
    echo(string.format("Room 1 has custom border: RGB(%d, %d, %d) Alpha: %d\n", r, g, b, a))
else
    echo("Room 1 uses the global border color\n")
end

clearRoomBorderColor, PR #8758

clearRoomBorderColor(roomID)
Removes the custom border color from a room, causing it to use the global map border color setting.
See also: setRoomBorderColor(), getRoomBorderColor()
Mudlet VersionAvailable in Mudlet4.21+
Parameters
  • roomID:
The ID of the room to clear the custom border color from.
Returns
  • true on success, or nil and an error message if no map is loaded or the room ID is invalid.
Example
-- Reset room 1 to use the global border color
clearRoomBorderColor(1)

-- Clear custom borders from all rooms in an area
for _, roomID in ipairs(getAreaRooms(5)) do
    clearRoomBorderColor(roomID)
end

setRoomBorderStyle, PR #8985

setRoomBorderStyle(roomID, style)
Sets the border style for a specific room on the map. This allows visually distinguishing rooms with dashed or dotted borders instead of the

default solid border - useful for marking temporary, unvisited, or special rooms.

See also: setRoomBorderColor(), setRoomBorderThickness(), getRoomBorderStyle(), clearRoomBorderStyle()
Mudlet VersionAvailable in Mudlet4.21+
Parameters
  • roomID:
The ID of the room to set the border style for.
  • style:
The border style to apply. Valid values: "dashed" (or "dash line") for a dashed border, "dotted" (or "dot line") for a dotted border, or "solid" to reset to the default solid border.
Returns
  • true on success, or nil and an error message if no map is loaded or the room ID is invalid.
Example
-- set room 1234 to have a dashed border
setRoomBorderStyle(1234, "dashed")

-- set room 1234 to have a dotted border
setRoomBorderStyle(1234, "dotted")

-- reset room 1234 back to solid border
setRoomBorderStyle(1234, "solid")

getRoomBorderStyle, PR #8985

getRoomBorderStyle(roomID)
Returns the border style for a specific room on the map.
See also: setRoomBorderStyle(), clearRoomBorderStyle()
Mudlet VersionAvailable in Mudlet4.21+
Parameters
  • roomID:
The ID of the room to get the border style for.
Returns
  • "dashed" if the room has a dashed border, "dotted" if the room has a dotted border, or nil if the room has the default solid border.
Example
local style = getRoomBorderStyle(1234)
if style then
  echo(f"Room 1234 has a {style} border.\n")
else
  echo("Room 1234 has a solid (default) border.\n")
end

clearRoomBorderStyle, PR #8985

clearRoomBorderStyle(roomID)
Resets the border style for a specific room back to the default solid border.
See also: setRoomBorderStyle(), getRoomBorderStyle()
Mudlet VersionAvailable in Mudlet4.21+
Parameters
  • roomID:
The ID of the room to clear the border style for.
Returns
  • true on success, or nil and an error message if no map is loaded or the room ID is invalid.
Example
-- reset room 1234 back to solid border
clearRoomBorderStyle(1234)

setRoomBorderThickness, PR #8758

setRoomBorderThickness(roomID, thickness)
Sets a custom border thickness for an individual room on the 2D map. When set, this thickness overrides the global default for that specific room.
See also: getRoomBorderThickness(), clearRoomBorderThickness(), setRoomBorderColor()
Mudlet VersionAvailable in Mudlet4.21+
Parameters
  • roomID:
The ID of the room to set the border thickness for.
  • thickness:
The border thickness (1-10).
Returns
  • true on success, or nil and an error message if no map is loaded, the room ID is invalid, or the thickness is out of range.
Example
-- Set room 1 to have a thick border
setRoomBorderThickness(1, 5)

-- Highlight important rooms with thick red borders
local importantRooms = {1, 5, 10, 15}
for _, roomID in ipairs(importantRooms) do
    setRoomBorderColor(roomID, 255, 0, 0)
    setRoomBorderThickness(roomID, 3)
end

getRoomBorderThickness, PR #8758

thickness = getRoomBorderThickness(roomID)
Returns the custom border thickness for a room, if one has been set.
See also: setRoomBorderThickness(), clearRoomBorderThickness()
Mudlet VersionAvailable in Mudlet4.21+
Parameters
  • roomID:
The ID of the room to get the border thickness for.
Returns
  • The thickness value (1-10) if a custom thickness is set, or nil if the room uses the global default thickness. Returns nil and an error message if no map is loaded or the room ID is invalid.
Example
-- Check if room 1 has a custom border thickness
local thickness = getRoomBorderThickness(1)
if thickness then
    echo(string.format("Room 1 has custom border thickness: %d\n", thickness))
else
    echo("Room 1 uses the global border thickness\n")
end

clearRoomBorderThickness, PR #8758

clearRoomBorderThickness(roomID)
Removes the custom border thickness from a room, causing it to use the global default thickness.
See also: setRoomBorderThickness(), getRoomBorderThickness()
Mudlet VersionAvailable in Mudlet4.21+
Parameters
  • roomID:
The ID of the room to clear the custom border thickness from.
Returns
  • true on success, or nil and an error message if no map is loaded or the room ID is invalid.
Example
-- Reset room 1 to use the global border thickness
clearRoomBorderThickness(1)

-- Clear all custom border settings from a room
clearRoomBorderColor(1)
clearRoomBorderThickness(1)


mapSymbolFontInfo, PR #4038 closed

mapSymbolFontInfo()
See also: setupMapSymbolFont()

Note Note: pending, not yet available. See https://github.com/Mudlet/Mudlet/pull/4038

returns
  • either a table of information about the configuration of the font used for symbols in the (2D) map, the elements are:
  • fontName - a string of the family name of the font specified
  • onlyUseThisFont - a boolean indicating whether glyphs from just the fontName font are to be used or if there is not a glyph for the required grapheme (character) then a glyph from the most suitable different font will be substituted instead. Should this be true and the specified font does not have the required glyph then the replacement character (typically something like ) could be used instead. Note that this may not affect the use of Color Emoji glyphs that are automatically used in some OSes but that behavior does vary across the range of operating systems that Mudlet can be run on.
  • scalingFactor - a floating point number between 0.50 and 2.00 which modifies the size of the symbols somewhat though the extremes are likely to be unsatisfactory because some of the particular symbols may be too small (and be less visible at smaller zoom levels) or too large (and be clipped by the edges of the room rectangle or circle).
  • or nil and an error message on failure.
As the symbol font details are stored in the (binary) map file rather than the profile then this function will not work until a map is loaded (or initialized, by activating a map window).

moveMapLabel, PR #6014 open

moveMapLabel(areaID/Name, labeID/Text, coordX/deltaX, coordY/deltaY[, coordZ/deltaZ][, absoluteNotRelativeMove])

Re-positions a map label within an area in the 2D mapper, in a similar manner as the moveRoom() function does for rooms and their custom exit lines. When moving a label to given coordinates this is the position that the top-left corner of the label will be positioned at; since the space allocated to a particular room on the map is ± 0.5 around the integer value of its x and y coordinates this means for a label which has a size of 1.0 x 1,0 (w x h) to position it centrally in the space for a single room at the coordinates (x, y, z) it should be positioned at (x - 0.5, y + 0.5, z).

See also: getMapLabels(), getMapLabel().
Mudlet VersionAvailable in Mudlet ?.??+

Note Note: pending, not yet available. See https://github.com/Mudlet/Mudlet/pull/6014

Parameters
  • areaID/Name:
Area ID as number or AreaName as string containing the map label.
  • labelID/Text:
Label ID as number (which will be 0 or greater) or the LabelText on a text label. All labels will have a unique ID number but there may be more than one text labels with a non-empty text string; only the first matching one will be moved by this function and image labels also have no text and will match the empty string. with mo or AreaName as string containing the map label.
  • coordX/deltaX:
A floating point number for the absolute coordinate to use or the relative amount to move the label in "room coordinates" along the X-axis.
  • coordY/deltaY:
A floating point number for the absolute coordinate to use or the relative amount to move the label in "room coordinates" along the Y-axis.
  • coordZ/deltaZ:
(Optional) A floating point number for the absolute coordinate to use or the relative amount to move the label in "room coordinates" along the Z-axis, if omitted the label is not moved in the z-axis at all.
  • absoluteNotRelativeMove:
(Optional) a boolean value (defaults to false if omitted) as to whether to move the label to the absolute coordinates (true) or to move it the relative amount from its current location (false).
Returns
true on success or nil and an error message on failure, if successful it will also refresh the map display to show the result.
Example
-- move the first label in the area with the ID number of 2, three spaces to the east and four spaces to the north
moveMapLabel(0, 2, 3.0, 4.0)

-- move the first label in the area with the ID number of 2, one space to the west, note the final boolean argument is unneeded
moveMapLabel(0, 2, -1.0, 0.0, false)

-- move the second label in the area with the ID number of 2, three and a half spaces to the west, and two south **of the center of the current level it is on in the map**:
moveRoom(1, 2, -3.5, -2.0, true)

-- move the second label in the area with the ID number of 2, up three levels
moveRoom(1, 2, 0.0, 0.0, 3.0)

-- move the second label in the "Test 1" area one space to the west, note the last two arguments are unneeded
moveRoom("Test 1", 1, -1.0, 0.0, 0.0, false)

-- move the (top-left corner of the first) label with the text "Home" in the area with ID number 5 to the **center of the whole map**, note the last two arguments are required in this case:
moveRoom(5, "Home", 0.0, 0.0, 0.0, true)

-- all of the above will return the 'true'  boolean value assuming there are the indicated labels and areas

moveRoom, PR #6010 open

moveRoom(roomID, coordX/deltaX, coordY/deltaY[, coordZ/deltaZ][, absoluteNotRelativeMove])

Re-positions a room within an area, in the same manner as the "move to" context menu item for one or more rooms in the 2D mapper. Like that method this will also shift the entirety of any custom exit lines defined for the room concerned. This contrasts with the behavior of the setRoomCoordinates() which only moves the starting point of such custom exit lines so that they still emerge from the room to which they belong but otherwise remain pointing to the original place.

See also: setRoomCoordinates()
Mudlet VersionAvailable in Mudlet ?.??+

Note Note: pending, not yet available. See https://github.com/Mudlet/Mudlet/pull/6010

Parameters
  • roomID:
Room ID number to move.
  • coordX/deltaX:
The absolute coordinate or the relative amount as a number to move the room in "room coordinates" along the X-axis.
  • coordY/deltaY:
The absolute coordinate or the relative amount as a number to move the room in "room coordinates" along the Y-axis.
  • coordZ/deltaZ:
(Optional) the absolute coordinate or the relative amount as a number to move the room in "room coordinates" along the Z-axis, if omitted the room is not moved in the z-axis at all.
  • absoluteNotRelativeMove:
(Optional) a boolean value (defaults to false if omitted) as to whether to move the room to the absolute coordinates (true) or the relative amount from its current location (false).
Returns
true on success or nil and an error message on failure, if successful it will also refresh the map display to show the result.
Example
-- move the first room one space to the east and two spaces to the north
moveRoom(1, 1, 2)

-- move the first room one space to the west, note the final boolean argument is unneeded
moveRoom(1, -1, 0, false)

-- move the first room three spaces to the west, and two south **of the center of the current level it is on in the map**:
moveRoom(1, -3, -2, true)

-- move the second room up three levels
moveRoom(2, 0, 0, 3)

-- move the second room one space to the west, note the last two arguments are unneeded
moveRoom(2, -1, 0, 0, false)

-- move the second room to the **center of the whole map**, note the last two arguments are required in this case:
moveRoom(2, 0, 0, 0, true)

-- all of the above will return the 'true'  boolean value assuming there are rooms with 1 and 2 as ID numbers

setExitWeightFilter, PR #8487 open

setExitWeightFilter(callback)
installs a custom filter that lets you adjust or block exits while Mudlet computes routes.
Use setExitWeightFilter(nil) to remove the filter and restore stored exit weights.


Note Note: setExitWeightFilter Each call clears the cached routing graph so Mudlet rebuilds it using the new logic. If your callback input is changed it might be worth setting new filter once again.


Parameters

callback one of:

  • a Lua function function(roomId, exitCommand) that Mudlet calls during pathfinding;
  • nil to clear the currently installed filter.
The callback receives:
roomId — numeric id of the room the exit begins in;
  • exitCommand — command string to take that exit (e.g. "north" or a custom command).
The callback may return:
a number to override the exit weight (lower weights are preferred);
  • false or the string "block" to prevent Mudlet from considering the exit;
  • nil to keep Mudlet’s original weight.
Returns

true on success;

nil and an error message if the pathfinding data cannot be updated (e.g. no map loaded).

Example
discourage mountain travel if your char is not dwarf, and totally avoid for elves
local race = getCharacterRaceFromFancyScript()
local mountainsEnv = 100
setExitWeightFilter(function(roomId, exitCommand)
    -- Block entirely for elves
    if race == "elf" then
       return "block" -- or false
    end
    
    -- Look up the current weight so we can base adjustments on it.
    local currentWeight = getRoomWeight(roomID) or 0
    -- Add a penalty to room for not dwarfs
    if race ~= "dwarf" and mountainsEnv == getRoomEnv(roomID) then
       return currentWeight + 25
    end
    
    -- No change: keep Mudlet's original weight.
    return nil
end)
Clearing the filter

Remove the custom logic and restore default weighting:

 setExitWeightFilter(nil)

setupMapSymbolFont, PR #4038 closed

setupMapSymbolFont(fontName[, onlyUseThisFont[, scalingFactor]])
configures the font used for symbols in the (2D) map.
See also: mapSymbolFontInfo()

Note Note: pending, not yet available. See https://github.com/Mudlet/Mudlet/pull/4038

Parameters
  • fontName one of:
  • - a string that is the family name of the font to use;
  • - the empty string "" to reset to the default {which is "Bitstream Vera Sans Mono"};
  • - a Lua nil as a placeholder to not change this parameter but still allow a following one to be modified.
  • onlyUseThisFont (optional) one of:
  • - a Lua boolean true to require Mudlet to use graphemes (character) only from the selected font. Should a requested grapheme not be included in the selected font then the font replacement character (�) might be used instead; note that under some circumstances it is possible that the OS (or Mudlet) provided color Emoji Font may still be used but that cannot be guaranteed across all OS platforms that Mudlet might be run on;
  • - a Lua boolean false to allow Mudlet to get a different glyph for a particular grapheme from the most suitable other font found in the system should there not be a glyph for it in the requested font. This is the default unless previously changed by this function or by the corresponding checkbox in the Profile Preferences window for the profile concerned;
  • - a Lua nil as a placeholder to not change this parameter but still allow the following one to be modified.
  • scalingFactor (optional): a floating point value in the range 0.5 to 2.0 (default 1.0) that can be used to tweak the rectangular space that each different room symbol is scaled to fit inside; this might be useful should the range of characters used to make the room symbols be consistently under- or over-sized.
Returns
  • true on success
  • nil and an error message on failure. As the symbol font details are stored in the (binary) map file rather than the profile then this function will not work until a map is loaded (or initialised, by activating a map window).

getMapBackgroundColor, PR #8071 open

getMapBackgroundColor()
Gets the color and transparency of the map background.

See also: setMapBackgroundColor()

Returns
  • 4 integers - red, green, blue, transparency. Colors are 0 to 255 (0 being black), and transparency is 0 to 255 (0 being completely transparent).
Example
local r, g, b, a = getMapBackgroundColor()

setMapBackgroundColor, PR #8071 open

setMapBackgroundColor(r, g, b, [transparency])
Sets the color (and optionally transparency) for the map background. Colors are 0 to 255 (0 being black), and transparency is 0 to 255 (0 being completely transparent).

See also: getMapBackgroundColor()

Parameters
  • r:
Amount of red to use, 0 (none) to 255 (full).
  • g:
Amount of green to use, 0 (none) to 255 (full).
  • b:
Amount of red to use, 0 (none) to 255 (full).
  • transparency:
(optional) amount of transparency to use, 0 (fully transparent) to 255 (fully opaque). Defaults to 255 if omitted.
Example
-- make the map have a somewhat transparent red background
setMapBackgroundColor(255,0,0,200)

-- make the map have an opaque black background
setMapBackgroundColor(0,0,0)

setMapPerspective, PR #8147 open

setMapPerspective(distance, polarAngle, azimuthalAngle)
Sets the camera's position for the 3d map. See the wiki page on spherical coordinates for more clarification on the polar and azimuthal angles.

See also: shiftMapPerspective()

Parameters
  • distance:
Distance of the camera from the focal point. 1 distance is equivalent to the distance between 10 rooms on the 3d map.
  • polarAngle:
Angle of the camera from the z-axis, e.g. 0 (looking straight down from above), 90 (looking along the x/y plane) 180 (looking straight up from below).
  • azimuthalAngle:
Angle of the camera rotating counter-clockwise from the x-axis, e.g. 0 (looking west from the east), -90 or 270 (looking north from the south) etc.
Example
-- make the map perspective looking down from above at a 45 degree angle, with north facing forward (up) on the map, 5 rooms' distance from the focus point.
setMapPerspective(0.5, 45, 270)

shiftMapPerspective, PR #8147 open

shiftMapPerspective(verticalAngle, horizontalAngle, cameraRotation)
Shifts the camera's relative position for the 3d map. All arguments are expected in degrees. Each shift of the camera occurs in the order of the arguments, i.e. first vertical shift, then horizontal, and finally the camera is rotated.

See also: setMapPerspective()

Parameters
  • verticalAngle:
How many degrees to shift the camera vertically, with positive values moving the camera up.
  • horizontalAngle:
How many degrees to shift the camera horizontally, with positive values moving the camera to the right.
  • cameraRotation:
How many degrees to rotate the camera, with positive values rotating it clockwise.
Example
-- Move the camera 10 degrees down, 20 degrees to the right, and invert the map.
shiftMapPerspective(-10, 20, 180)

Miscellaneous Functions

Miscellaneous functions.

playSpatialSound, PR #8452 open

  • playSpatialSound(settings table)

Plays spatial audio files with 3D positioning using Qt6's SpatialAudio framework. Allows precise positioning, occlusion effects, room acoustics, and environmental audio for immersive gameplay experiences.

Required Key Purpose Default Description
Yes key <unique identifier> Unique key to identify this spatial sound source for later updates or removal.
Yes name <file name> Name of the audio file. May contain directory information (i.e. ambient/forest.ogg). May be part of the profile (i.e. getMudletHomeDir().. "/spatial/wind.wav") or on the local device (i.e. "C:/Users/YourName/Documents/sound.mp3").
No url <url> Resource location where the audio file may be downloaded. Only required if file is to be downloaded remotely.
No position {azimuth, elevation, distance} {0, 0, 1} 3D position as a table: azimuth (horizontal angle in degrees, 0-360), elevation (vertical angle in degrees, -90 to 90), distance (in meters, > 0).
No volume 1 to 100 50 Volume level relative to master spatial audio volume.
No occlusion 0.0 to 1.0 0.0 Occlusion factor simulating objects blocking the sound path.
No loops -1 or >= 1 1 Number of times to loop. -1 for infinite looping.
No room {dimensions, reverb, reflection, material} Room acoustics configuration table.

See also: updateSpatialSound(), stopSpatialSound(), removeSpatialSound(), getSpatialSounds()

Mudlet VersionAvailable in Mudlet4.??+
  • Example
-- Play forest ambience behind the player
playSpatialSound({
    key = "forest_ambience",
    name = "ambient/forest_birds.ogg",
    position = {180, 0, 5}, -- behind player, 5 meters away  
    volume = 30,
    loops = -1 -- infinite loop
})

-- Play footsteps with room acoustics
playSpatialSound({
    key = "footsteps",
    name = "effects/footstep_stone.wav",
    position = {45, -10, 2}, -- front-right, slightly below, 2 meters
    volume = 60,
    room = {
        dimensions = {10, 3, 8}, -- 10m wide, 3m high, 8m deep
        reverb = 0.3,
        reflection = 0.7,
        material = "sheetrock"
    }
})

-- Download and play remote spatial sound
playSpatialSound({
    key = "wind_howl",
    name = "wind.ogg",
    url = "https://example.com/sounds/",
    position = {270, 45, 10}, -- left side, elevated, distant
    volume = 40,
    occlusion = 0.2 -- partially blocked
})

updateSpatialSound, PR #8452 open

  • updateSpatialSound(key, settings table)

Updates properties of an existing spatial audio source without stopping playback.

  • Parameters

• key: Unique identifier of the spatial sound source to update • settings table: Table containing properties to update (same format as playSpatialSound)

See also: playSpatialSound()

Mudlet VersionAvailable in Mudlet4.??+
  • Example
-- Move sound to new position
updateSpatialSound("forest_ambience", {
    position = {90, 0, 3} -- move to right side, closer
})

-- Update volume and add occlusion
updateSpatialSound("footsteps", {
    volume = 80,
    occlusion = 0.5
})

-- Update multiple properties
updateSpatialSound("wind_howl", {
    position = {315, 30, 15},
    volume = 25,
    occlusion = 0.8
})

stopSpatialSound, PR #8452 open

  • stopSpatialSound(key)

Stops playback of a spatial audio source but keeps the source available for later use.

  • Parameters

• key: Unique identifier of the spatial sound source to stop

  • Returns

• boolean: true on success, false if source not found

See also: playSpatialSound(), removeSpatialSound()

Mudlet VersionAvailable in Mudlet4.??+
  • Example
-- Stop the forest ambience
stopSpatialSound("forest_ambience")

-- Stop footsteps when player stops walking  
if not moving then
    stopSpatialSound("footsteps")
end

pauseSpatialSound, PR #8452 open

  • pauseSpatialSound(key)

Pauses playback of a spatial audio source, allowing it to be resumed later from the same position.

  • Parameters

• key: Unique identifier of the spatial sound source to pause

  • Returns

• boolean: true on success, false if source not found

See also: playSpatialSound(), stopSpatialSound()

Mudlet VersionAvailable in Mudlet4.??+
  • Example
-- Pause ambient sound temporarily
pauseSpatialSound("forest_ambience")

-- Resume by playing again (will continue from pause position)
playSpatialSound({
    key = "forest_ambience",
    name = "ambient/forest_birds.ogg",
    position = {180, 0, 5}
})

removeSpatialSound, PR #8452 open

  • removeSpatialSound(key)

Completely removes a spatial audio source, stopping playback and freeing resources.

  • Parameters

• key: Unique identifier of the spatial sound source to remove

  • Returns

• boolean: true on success, false if source not found

See also: stopSpatialSound(), getSpatialSounds()

Mudlet VersionAvailable in Mudlet4.??+
  • Example
-- Remove completed sound effect
removeSpatialSound("door_slam")

-- Clean up old ambient sounds
for _, key in ipairs({"old_wind", "old_rain", "old_birds"}) do
    removeSpatialSound(key)
end

getSpatialSounds, PR #8452 open

  • getSpatialSounds()

Returns a list of all currently active spatial audio sources.

  • Returns

• table: Indexed table containing the keys of all active spatial sound sources

See also: playSpatialSound(), removeSpatialSound()

Mudlet VersionAvailable in Mudlet4.??+
  • Example
-- List all active spatial sounds
local activeSounds = getSpatialSounds()
for i, soundKey in ipairs(activeSounds) do
    echo("Active spatial sound: " .. soundKey .. "\n")
end

-- Stop all spatial sounds
for _, soundKey in ipairs(getSpatialSounds()) do
    stopSpatialSound(soundKey)
end

-- Check if specific sound is playing
local activeSounds = getSpatialSounds()
local isPlaying = table.contains(activeSounds, "forest_ambience")

setSpatialListener, PR #8452 open

  • setSpatialListener(settings table)

Sets the position and orientation of the spatial audio listener (the player's ears).

Required Key Purpose Default Description
No position {x, y, z} {0, 0, 0} 3D position of the listener in world coordinates.
No rotation {yaw, pitch, roll} {0, 0, 0} Orientation of the listener's head: yaw (left/right), pitch (up/down), roll (tilt).

See also: playSpatialSound()

Mudlet VersionAvailable in Mudlet4.??+
  • Example
-- Set listener at origin, facing north
setSpatialListener({
    position = {0, 0, 0},
    rotation = {0, 0, 0}
})

-- Player moved to new room and is facing east  
setSpatialListener({
    position = {10, 0, 5},
    rotation = {90, 0, 0} -- 90 degrees yaw = facing east
})

-- Looking up at the sky
setSpatialListener({
    rotation = {0, 45, 0} -- 45 degrees pitch up
})

setSpatialMasterVolume, PR #8452 open

  • setSpatialMasterVolume(volume)

Sets the master volume for all spatial audio sources.

  • Parameters

• volume: Master volume level (0-100)

  • Returns

• boolean: true on success

See also: playSpatialSound()

Mudlet VersionAvailable in Mudlet4.??+
  • Example
-- Set moderate spatial audio volume
setSpatialMasterVolume(60)

-- Mute all spatial audio
setSpatialMasterVolume(0)

-- Maximum spatial audio volume
setSpatialMasterVolume(100)

playSpatialTestTone, PR #8452 open

  • playSpatialTestTone(settings table)

Plays a generated test tone at a specific spatial position for testing and calibration purposes.

Required Key Purpose Default Description
Yes key <unique identifier> Unique key to identify this test tone source.
Yes type "white", "pink", or "sine" Type of test tone to generate.
Yes duration <seconds> Duration of the test tone in seconds.
Yes azimuth <degrees> Horizontal angle (0-360 degrees).
Yes elevation <degrees> Vertical angle (-90 to 90 degrees).
Yes distance <meters> Distance from listener in meters.
No frequency <Hz> 440 Frequency for sine wave test tones.
No volume 1 to 100 50 Volume of the test tone.
No loops -1 or >= 1 1 Number of loops (-1 for infinite).

See also: playSpatialSound(), stopSpatialSound()

Mudlet VersionAvailable in Mudlet4.??+
  • Example
-- Test speaker positions with white noise
playSpatialTestTone({
    key = "test_left",
    type = "white",
    duration = 2,
    azimuth = 270,   -- left side
    elevation = 0,
    distance = 2,
    volume = 70
})

-- Test frequency response with sine wave
playSpatialTestTone({
    key = "test_1khz", 
    type = "sine",
    frequency = 1000,
    duration = 3,
    azimuth = 0,     -- front center
    elevation = 0,
    distance = 1,
    volume = 50
})

-- Test distance with pink noise
playSpatialTestTone({
    key = "test_distant",
    type = "pink", 
    duration = 5,
    azimuth = 180,   -- behind
    elevation = 0,
    distance = 10,   -- far away
    volume = 80,
    loops = 2
})

getCustomLoginTextId, PR #3952 open

getCustomLoginTextId()

Returns the Id number of the custom login text setting from the profile's preferences. Returns 0 if the option is disabled or a number greater than that for the item in the table; note it is possible if using an old saved profile in the future that the number might be higher than expected. As a design policy decision it is not permitted for a script to change the setting, this function is intended to allow a script or package to check that the setting is what it expects.

Introduced along with four other functions to enable game server log-in to be scripted with the simultaneous movement of that functionality from the Mudlet application core code to a predefined doLogin() function, a replacement for which is shown below.

See also: getCharacterName(), sendCharacterName(), sendCustomLoginText(), sendPassword().

Note Note: Not available yet. See https://github.com/Mudlet/Mudlet/pull/3952

Only one custom login text has been defined initially:

Predefined custom login texts
Id Custom text Introduced in Mudlet version
1 "connect {character name} {password}" TBD

The addition of further texts would be subject to negotiation with the Mudlet Makers.

Example
-- A replacement for the default function placed into LuaGlobal.lua to reproduce the previous behavior of the Mudlet application:
function doLogin()
  if getCustomLoginTextId() ~= 1 then
    -- We need this particular option but it is not permitted for a script to change the setting, it can only check what it is
    echo("\nUnable to login - please select the 'connect {character name} {password}` custom login option in the profile preferences.\n")
  else
    tempTime(2.0, [[sendCustomLoginText()]], 1)
  end
end

sendCharacterName, PR #3952 open

sendCharacterName()

Sends the name entered into the "Character name" field on the Connection Preferences form directly to the game server. Returns true unless there is nothing set in that entry in which case a nil and an error message will be returned instead.

Introduced along with four other functions to enable game server log-in to be scripted with the simultaneous movement of that functionality from the Mudlet application core code to a predefined doLogin() function that may be replaced for more sophisticated requirements.

See also: getCharacterName(), sendCharacterPassword(), sendCustomLoginText(), getCustomLoginTextId().

Note Note: Not available yet. See https://github.com/Mudlet/Mudlet/pull/3952

sendCharacterPassword, PR #3952 open

sendCharacterPassword()

Sends the password entered into the "Password" field on the Connection Preferences form directly to the game server. Returns true unless there is nothing set in that entry or it is too long after (or before) a connection was successfully made in which case a nil and an error message will be returned instead.

Introduced along with four other functions to enable game server log-in to be scripted with the simultaneous movement of that functionality from the Mudlet application core code to a predefined doLogin() function, reproduced below, that may be replaced for more sophisticated requirements.

See also: getCharacterName(), sendCustomLoginText(), getCustomLoginTextId(), sendCharacterName().

Note Note: Not available yet. See https://github.com/Mudlet/Mudlet/pull/3952

Example
-- The default function placed into LuaGlobal.lua to reproduce the previous behavior of the Mudlet application:
function doLogin()
  if getCharacterName() ~= "" then
    tempTime(2.0, [[sendCharacterName()]], 1)
    tempTime(3.0, [[sendCharacterPassword()]], 1)
  end
end

sendCustomLoginText, PR #3952 open

sendCustomLoginText()

Sends the custom login text (which does NOT depend on the user's choice of GUI language) selected in the preferences for this profile. The {password} (and {character name} if present) fields will be replaced with the values entered into the "Password" and "Character name" fields on the Connection Preferences form and then sent directly to the game server. Returns true unless there is nothing set in either of those entries (though only if required for the character name) or it is too long after (or before) a connection was successfully made or if the custom login feature is disabled, in which case a nil and an error message will be returned instead.

Introduced along with four other functions to enable game server log-in to be scripted with the simultaneous movement of that functionality from the Mudlet application core code to a predefined doLogin() function, a replacement for which is shown below.

See also: getCharacterName(), sendCharacterName(), sendPassword(), getCustomLoginTextId().

Note Note: Not available yet. See https://github.com/Mudlet/Mudlet/pull/3952

Only one custom login text has been defined initially:

Predefined custom login texts
Id Custom text Introduced in Mudlet version
1 "connect {character name} {password}" TBD

The addition of further texts would be subject to negotiation with the Mudlet Makers.

Example
-- A replacement for the default function placed into LuaGlobal.lua to reproduce the previous behavior of the Mudlet application:
function doLogin()
  if getCustomLoginTextId() ~= 1 then
    -- We need this particular option but it is not permitted for a script to change the setting, it can only check what it is
    echo("\nUnable to login - please select the 'connect {character name} {password}` custom login option in the profile preferences.\n")
  else
    tempTime(2.0, [[sendCustomLoginText()]], 1)
  end
end

Mudlet Object Functions

A collection of functions that manipulate Mudlet's scripting objects - triggers, aliases, and so forth.

createComposer PR #8114 open

ok = createComposer(title, text, callbackFunction)

Creates a Composer dialog window with the given title and initial text, and registers a Lua function to handle the result. When the user clicks **Save** or **Cancel**, the Composer closes and your callback function is invoked with two arguments: the resulting text and a boolean indicating whether the user saved (true) or canceled editing (false).

See also
getComposerText(), setComposerText(), getComposerTitle(), setComposerTitle()
Mudlet VersionAvailable in Mudlet4.20+
Parameters
  • title:
The title of the Composer window.
  • text:
The initial text content in the Composer. You can use \n to start a new line, \t for tabulators, etc.
  • callbackFunction:
A Lua function to call when the Composer closes. It will receive two parameters:
  • A string with the text the user entered.
  • A boolean value – `true` if the user clicked **Save**, `false` if they clicked **Cancel**.
Returns
  • Boolean `true` if the Composer was successfully created, otherwise nil + error (for example, if another Composer is already open).
Example
-- Create a Composer window for editing a note
createComposer("Edit Note", "Default text", function(editedText, isSaved)
    if isSaved then
        echo(f"Saved text: {editedText}\n")
    else
        echo("Edit was canceled.\n")
    end
end)

getComposerText PR #8114 open

text = getComposerText()

Returns the current text from the Composer window, if it is open.

See also
createComposer(), setComposerText()
Mudlet VersionAvailable in Mudlet4.20+
Parameters
  • (none)
Returns
  • The text currently displayed in the Composer, or nil + error if the Composer is not open.
Example
-- Retrieve and print the current text from the Composer
local currentText = getComposerText()
if currentText then
    echo(f"Current text in Composer: {currentText}\n")
else
    echo("No Composer is open.\n")
end


getComposerTitle PR #8114 open

title = getComposerTitle()

Returns the current title from the Composer window, if it is open.

See also
createComposer(), setComposerTitle()
Mudlet VersionAvailable in Mudlet4.20+
Parameters
  • (none)
Returns
  • The current title of the Composer, or nil + error if the Composer is not open.
Example
-- Print the Composer title
local currentTitle = getComposerTitle()
if currentTitle then
    echo(f"Composer title: {currentTitle}\n")
else
    echo("No Composer is open.\n")
end

getKeyCode PR#8435 open

keyCode, keyModifers = getKeyCode(keyID/keyName)
Returns numbers representing the key and any modifiers for a key-binding.
See also
enableKey(...), killKey(...), tempKey(...), findItems(...),

Note Note: If a name is given and it is used by more than one key then only the first one found will be considered by this function.

Note Note: Modifiers vary between different operating systems and not all of them will be present or have the names given below for all users on all systems.

Parameters
  • mandatoryParameter:
either the ID (number) e.g. as returned by the permKey(...) or tempKey(...) functions; or the "name" (string) of a key-binding.
Returns
  • Returns two values on success: the key code as used in the functions to create a key-binding; and any modifiers as a sum of the following (including as powers of two).
Modifiers table
Modifier Value (hex) Value (dec) 2n
Shift 0x02000000 33,554,432 21
Control 0x04000000 67,108,864 22
Alt 0x08000000 134,217,728 23
Keypad 0x10000000 268,435,456 24
GroupSwitch 0x20000000 536,870,912 25

The list of key codes is rather long to include here, instead view the original code in the Mudlet GitHub repository [[1]].

  • Returns two values on failure: a Lua nil and an error message,
Example
--[[Temporarily make Shift+Alt+T put something on the main console - and remember the ID for the key-binding
so it can be removed afterwards {as a temporary one it won't show up in the Editor!}]]-- 
testKey = tempKey(mudlet.keymodifier["Shift"] + mudlet.keymodifier["Alt"], mudlet.key["T"], [[echo("You pressed Shift+Alt+T didn't you!\n"]])

----Try the combination and prove that it works, then use the function to check it:
usedKey, usedModifiers = getKeyCode(testKey)
if usedKey == mudlet.T and usedModifiers == (mudlet.keymodifier.Shift + mudlet.keymodifier.Alt) then
  echo("It seems that the testKey (with ID = " .. testKey .. ") IS using the 'T' key and the 'Shift' and 'Alt' modifiers.\n")
end
----AFTER testing this, do the following to remove all the traces:
killKey(testKey)
testKey = nil
usedKey = nil
usedModifiers = nil

--Now do the same with a permanent key-binding
permKey("TestKey", "", mudlet.keymodifier["Shift"] + mudlet.keymodifier["Control"], mudlet.key["T"], [[echo("You pressed Shift+Cntl+T didn't you!\n"]])

----Try the combination and prove that it works, then use the function to check it:
usedKey, usedModifiers = getKeyCode("TestKey")
if usedKey == mudlet.T and usedModifiers == (mudlet.keymodifier.Shift + mudlet.keymodifier.Alt) then
  echo("It seems that the testKey (with name = \"TestKey\" IS using the 'T' key and the 'Shift' and 'Control' modifiers.\n")
end

----AFTER testing this, do the following to remove all the traces:
usedKey = nil
usedModifiers = nil
----AND also look for the top level "Test Key" in the "Keys" view in the editor, select it, and click the "Delete" button to remove it.

--[[Lastly, check to see if there is already a key binding for <Shift>+<Ctrl>+R
For reuse let's make it a general function - which can be copied into the code for a profile]]--
function isKeyUsed(soughtKey, soughtModifiers)
  --first get the IDs of all the current key-bindings
  local allKeys = findItems("", "keybinding", false)

  --then scan through them looking for matches for the one we want
  for _, keyID in pairs(allKeys) do
    local key, modifiers = getKeyCode(keyID)
    if key == soughtKey and modifiers == soughtModifiers then
      --got one!
      return true
    end
  end

  return false
end

----Now lets try it out - assuming that Alt+Shift+R hasn't been used so far
if isKeyUsed(mudlet.key["R"], mudlet.keymodifier["Shift"] + mudlet.keymodifier["Alt"]) then
  echo "The Alt+Shift+R is already used!"
else
  echo "The Alt+Shift+R key-binding is available..."
end

----[[Let's define it temporarily to send "rent" to the game server (and mention it on screen)
remembering the ID so we can delete the key-binding after use and then forget the ID]]----
rentKey = tempKey(mudlet.keymodifier["Shift"] + mudlet.keymodifier["Alt"], mudlet.key["R"], [[send("rent", true) killKey(]] .. rentKey .. [[) rentKey = nil]])

----Now we can check for it (before we use it!)
if isKeyUsed(mudlet.key["R"], mudlet.keymodifier["Shift"] + mudlet.keymodifier["Alt"]) then
  echo "The Alt+Shift+R is now used!"
else
  echo "The Alt+Shift+R isn't used now..."
end

----[[It is left to the reader/user to press this combination at a suitable point - either whilst connected to
a MUD to which they want to save and presumable disconnect from - or whilst disconnected to just see the
text on screen]]----

--Finally some of the error messages
----in this case an invalid keyID
local ok, err = getKeyCode(-1)
if not ok then
  debugc(f"Error: {err}\n")
  return
end

----and here providing the arguments as a table instead of an ID number or name string and a modifier:
local ok, err = getKeyCode({mudlet.key["R"], mudlet.keymodifier["Shift"] + mudlet.keymodifier["Alt"]})
if not ok then
  debugc(f"Error: {err}\n")
  return
end
Additional development notes

setComposerText PR #8114 open

setComposerText(newText)

Sets the text content of the Composer window, if it is open.

See also
createComposer(), getComposerText()
Mudlet VersionAvailable in Mudlet4.20+
Parameters
  • newText:
The text to display in the Composer. You can use \n to start a new line, \t for tabulators, etc.
Returns
  • Boolean `true` if the Title was successfully set, or nil + error if no Composer is open.
Example
-- Change the Composer text dynamically
setComposerText("Updated text for the Composer")

setComposerTitle PR #8114 open

setComposerTitle(newTitle)

Sets the title of the Composer window, if it is open.

See also
createComposer(), getComposerTitle()
Mudlet VersionAvailable in Mudlet4.20+
Parameters
  • newTitle:
The title to display in the Composer.
Returns
  • Boolean `true` if the Title was successfully set, or nil + error if no Composer is open.
Example
-- Change the Composer title dynamically
setComposerTitle("Declaration of Independence")

Networking Functions

A collection of functions for managing networking.

getTelnetOptionsStatus PR #8962, open

getTelnetOptionsStatus()
Returns the current status of telnet options that have been negotiated between Mudlet and the game server. This function is useful for debugging telnet protocol issues and understanding which features are currently enabled in your connection. The values returned are the same as those that would be reported back to the Server if it requested them via the telnet option number 5 (STATUS).
The function returns a table where each key is a telnet option number (0-255), and the value is a sub-table containing the option details. Only options that have been negotiated so far during the telnet session are included in the results. As nearly all options are handled separately in the two directions each numbered option has two statuses to report,
See also: Telnet Protocols
Mudlet VersionAvailable in Mudlet4.21+
Returns
  • A table with telnet option numbers as keys, each containing:
    • Name: A string with the human-readable name of the telnet option (e.g., "ECHO (1)", "NAWS (31)", "MCCP2 (86)")
    • Server: (optional) Boolean indicating if the server (who sent the <IAC><WILL><OPTION> to which Mudlet replied<IAC><DO><OPTION> to agree or <IAC><DONT><OPTION> to disagree to it) has this option enabled (true) or disabled (false). Only present if the server requested this option.
    • Mudlet: (optional) Boolean indicating if Mudlet (who sent the <IAC><WILL><OPTION> to which the Server replied <IAC><DO><OPTION> to agree or <IAC><DONT><OPTION> to disagree to it) has this option enabled (true) or disabled (false). Only present if Mudlet requested this option.
Example
-- Display all negotiated telnet options
local options = getTelnetOptionsStatus()

cecho("<cyan>Current Telnet Options Status:\n")
for optionNumber, details in pairs(options) do
  cecho(string.format("<white>Option %d: <yellow>%s<reset>\n", optionNumber, details.Name))
  
  if details.Server ~= nil then
    if details.Server then
      cecho("  <white>Server: <green>enabled<reset>\n")
    else
      cecho("  <white>Server: <red>disabled<reset>\n")
    end
  end
  
  if details.Mudlet ~= nil then
    if details.Mudlet ~= nil then
      cecho("  <white>Mudlet: <green>enabled<reset>\n")
    else
      cecho("  <white>Mudlet: <red>disabled<reset>\n")
    end
  end
end
-- Check if compression (MCCP2) is enabled
local options = getTelnetOptionsStatus()

-- Option 86 is MCCP2 (Mud Client Compression Protocol 2)
if options[86] and options[86].Server then
  cecho("<green>Compression is enabled!\n")
else
  cecho("<red>Compression is not active.\n")
end
-- Monitor telnet negotiation on connect
function checkTelnetFeatures()
  local options = getTelnetOptionsStatus()
  
  -- Check for common features
  local features = {
    [1] = "Echo",
    [3] = "Suppress Go Ahead", 
    [24] = "Terminal Type",
    [31] = "Negotiate Window Size (NAWS)",
    [69] = "MSDP",
    [86] = "MCCP2 Compression",
    [201] = "GMCP"
  }
  
  cecho("<cyan>Enabled Features:\n")
  for optNum, name in pairs(features) do
    if options[optNum] then
      local status = "announced"
      if options[optNum].Server and options[optNum].Mudlet then
        status = "fully enabled"
      elseif options[optNum].Server then
        status = "server enabled"
      elseif options[optNum].Mudlet then
        status = "client enabled"
      end
      cecho(string.format("<white>%s: <green>%s\n", name, status))
    end
  end
end

registerAnonymousEventHandler("sysConnectionEvent", "checkTelnetFeatures")

Note Note: This function is primarily intended for debugging telnet protocol issues. Most users won't need to use it in normal scripts, as Mudlet handles telnet negotiation automatically. At the time of introduction there is a suspicion that the status of some options were not being correctly handled and this function was created to provide a means to monitor them.

Note Note: pending, not yet available. See https://github.com/Mudlet/Mudlet/pull/8962

String Functions

These functions are used to manipulate strings.

Table Functions

These functions are used to manipulate tables. Through them you can add to tables, remove values, check if a value is present in the table, check the size of a table, and more.

Text to Speech Functions

These functions are used to create sound from written words. Check out our Text-To-Speech Manual for more detail on how this all works together.

UI Functions

These functions are used to construct custom user GUIs. They deal mainly with miniconsole/label/gauge creation and manipulation as well as displaying or formatting information on the screen.

createTextEdit, PR #8986

createTextEdit([windowName,] name, x, y, width, height)
Creates a new multi-line text editor widget. The text edit can be placed inside the main window or a user window. It supports word wrap, custom

fonts, stylesheets, placeholder text, and read-only mode. Use deleteTextEdit() to remove it.

Standard window functions (moveWindow(), resizeWindow(),

showWindow(), hideWindow(), raiseWindow(), lowerWindow(), setWindow()) all work with text edit widgets. windowType() returns "textedit" for these widgets.

See also: deleteTextEdit(), getTextEditText(), setTextEditText()
Mudlet VersionAvailable in Mudlet4.21+
Parameters
  • windowName:
(optional) The name of the parent user window. Defaults to the main window if omitted.
  • name:
The name of the text edit to create.
  • x:
The x-coordinate of the text edit.
  • y:
The y-coordinate of the text edit.
  • width:
The width of the text edit.
  • height:
The height of the text edit.
Returns
  • true on success, or raises an error if the text edit could not be created.
Example
-- create a text edit on the main window
createTextEdit("myEditor", 10, 10, 400, 200)

-- create a text edit inside a user window
createTextEdit("myUserWindow", "myEditor", 10, 10, 400, 200)

-- Geyser usage
local editor = Geyser.TextEdit:new({
name = "myEditor",
x = 10, y = 10,
width = 400, height = 200,
})

-- set some text and a placeholder
editor:setText("Hello world!")
editor:setPlaceholder("Type here...")

deleteTextEdit, PR #8986

deleteTextEdit(name)
Deletes a text edit widget. Raises the sysTextEditDeleted event with the text edit name as an

argument.

See also: createTextEdit()
Mudlet VersionAvailable in Mudlet4.21+
Parameters
  • name:
The name of the text edit to delete.
Returns
  • true on success, or false and an error message if the text edit was not found.
Example
deleteTextEdit("myEditor")

getTextEditText, PR #8986

getTextEditText(name)
Returns the current plain text content of a text edit widget.
See also: setTextEditText(), clearTextEdit()
Mudlet VersionAvailable in Mudlet4.21+
Parameters
  • name:
The name of the text edit to get the text from.
Returns
  • The text content as a string, or raises an error if the text edit was not found.
Example
local text = getTextEditText("myEditor")
echo("Editor contains: " .. text .. "\n")

-- Geyser usage
local text = myEditor:getText()

setTextEditText, PR #8986

setTextEditText(name, text)
Sets the plain text content of a text edit widget, replacing any existing content.
See also: getTextEditText(), clearTextEdit()
Mudlet VersionAvailable in Mudlet4.21+
Parameters
  • name:
The name of the text edit.
  • text:
The text to set.
Returns
  • true on success, or raises an error if the text edit was not found.
Example
setTextEditText("myEditor", "Hello world!")

-- Geyser usage
myEditor:setText("Hello world!")

clearTextEdit, PR #8986

clearTextEdit(name)
Clears all text from a text edit widget.
See also: setTextEditText(), getTextEditText()
Mudlet VersionAvailable in Mudlet4.21+
Parameters
  • name:
The name of the text edit to clear.
Returns
  • true on success, or raises an error if the text edit was not found.
Example
clearTextEdit("myEditor")

-- Geyser usage
myEditor:clear()

setTextEditReadOnly, PR #8986

setTextEditReadOnly(name, state)
Sets whether a text edit widget is read-only. When read-only, the user cannot edit the text but can still select and copy it.
See also: createTextEdit()
Mudlet VersionAvailable in Mudlet4.21+
Parameters
  • name:
The name of the text edit.
  • state:
true to make the text edit read-only, false to make it editable.
Returns
  • true on success, or raises an error if the text edit was not found.
Example
-- make it read-only to display content
setTextEditReadOnly("myEditor", true)

-- make it editable again
setTextEditReadOnly("myEditor", false)

-- Geyser usage
myEditor:setReadOnly(true)

setTextEditPlaceholder, PR #8986

setTextEditPlaceholder(name, text)
Sets the placeholder text displayed when the text edit is empty. The placeholder text is shown in a lighter color and disappears when the user

starts typing.

See also: createTextEdit()
Mudlet VersionAvailable in Mudlet4.21+
Parameters
  • name:
The name of the text edit.
  • text:
The placeholder text to display.
Returns
  • true on success, or raises an error if the text edit was not found.
Example
setTextEditPlaceholder("myEditor", "Write your message here...")

-- Geyser usage
myEditor:setPlaceholder("Write your message here...")

setTextEditStyleSheet, PR #8986

setTextEditStyleSheet(name, css)
Applies a Qt stylesheet to a text edit widget for custom visual styling, such as colors, borders, and padding.
See also: createTextEdit()
Mudlet VersionAvailable in Mudlet4.21+
Parameters
  • name:
The name of the text edit.
  • css:
A Qt stylesheet string.
Returns
  • true on success, or raises an error if the text edit was not found.
Example
setTextEditStyleSheet("myEditor", [[
QPlainTextEdit {
background-color: #1a1a2e;
color: #e0e0e0;
border: 1px solid #444;
padding: 5px;
}
]])

-- Geyser usage
myEditor:setStyleSheet([[
QPlainTextEdit {
background-color: #1a1a2e;
color: #e0e0e0;
border: 1px solid #444;
padding: 5px;
}
]])

setTextEditFont, PR #8986

setTextEditFont(name, fontName)
Sets the font family of a text edit widget.
See also: setTextEditFontSize()
Mudlet VersionAvailable in Mudlet4.21+
Parameters
  • name:
The name of the text edit.
  • fontName:
The name of the font family to use (e.g. "Ubuntu Mono", "Courier New").
Returns
  • true on success, or raises an error if the text edit was not found.
Example
setTextEditFont("myEditor", "Ubuntu Mono")

-- Geyser usage
myEditor:setFont("Ubuntu Mono")

setTextEditFontSize, PR #8986

setTextEditFontSize(name, size)
Sets the font size of a text edit widget in points.
See also: setTextEditFont()
Mudlet VersionAvailable in Mudlet4.21+
Parameters
  • name:
The name of the text edit.
  • size:
The font size in points.
Returns
  • true on success, or raises an error if the text edit was not found.
Example
setTextEditFontSize("myEditor", 14)

-- Geyser usage
myEditor:setFontSize(14)

setTextEditTabMovesFocus, PR #8986

setTextEditTabMovesFocus(name, state)
Controls whether pressing Tab in the text edit inserts a tab character or moves focus to the next widget. By default, Tab inserts a tab

character.

See also: createTextEdit()
Mudlet VersionAvailable in Mudlet4.21+
Parameters
  • name:
The name of the text edit.
  • state:
true to have Tab move focus to the next widget, false to have Tab insert a tab character (default behavior).
Returns
  • true on success, or raises an error if the text edit was not found.
Example
-- make Tab move focus instead of inserting a tab
setTextEditTabMovesFocus("myEditor", true)

-- Geyser usage
myEditor:setTabMovesFocus(true)

--- And here's the event documentation that should be added to the Events section (if one exists on Area 51), or noted alongside the functions:

sysTextEditDeleted, PR #8986

Raised when a text edit widget is deleted via deleteTextEdit() or when the Geyser wrapper calls its type_delete method.
Arguments
  • arg1: "sysTextEditDeleted"
  • arg2: The name of the deleted text edit.
Example
function onTextEditDeleted(event, name)
echo("Text edit deleted: " .. name .. "\n")
end
registerAnonymousEventHandler("sysTextEditDeleted", onTextEditDeleted)


setBackgroundImage (updated), PR #8935

Note Note: As of Mudlet 4.21, setBackgroundImage() supports SVG files in addition to raster images (PNG, JPG, etc). Simply pass a path to an .svg file. SVG backgrounds can then be transformed using setSvgRotation(), setSvgShear(), and reset with resetSvgTransform(). SVG images are rendered at full resolution regardless of HiDPI scaling.

Example
-- set an SVG background on a label
setBackgroundImage("myLabel", getMudletHomeDir() .. "/compass.svg", 4)

-- rotate it 45 degrees
setSvgRotation("myLabel", 45)

-- Geyser usage
myLabel:setBackgroundImage(getMudletHomeDir() .. "/compass.svg")
myLabel:setSvgRotation(45)

setSvgRotation, PR #8935

setSvgRotation(labelName, angle)
Sets the rotation angle for a label's SVG background image. The SVG is rotated around its center; label text and background color are unaffected. Requires the label to have an
SVG background set via setBackgroundImage().
See also: resetSvgRotation(), setSvgShear(), resetSvgTransform()
Mudlet VersionAvailable in Mudlet4.21+
Parameters
  • labelName:
The name of the label to rotate the SVG background for.
  • angle:
Rotation angle in degrees (positive = clockwise).
Returns
  • true on success, or nil and an error message if the label is not found.
Example
-- rotate the SVG background 45 degrees clockwise
setSvgRotation("myLabel", 45)

-- rotate it upside down
setSvgRotation("myLabel", 180)

-- Geyser usage
myLabel:setSvgRotation(45)

resetSvgRotation, PR #8935

resetSvgRotation(labelName)
Resets the SVG background image rotation to 0 degrees.
See also: setSvgRotation(), resetSvgTransform()
Mudlet VersionAvailable in Mudlet4.21+
Parameters
  • labelName:
The name of the label to reset the SVG rotation for.
Returns
  • true on success, or nil and an error message if the label is not found.
Example
resetSvgRotation("myLabel")

-- Geyser usage
myLabel:resetSvgRotation()

setSvgShear, PR #8935

setSvgShear(labelName, shearX, shearY)
Sets the shear (skew) for a label's SVG background image. The SVG is sheared around its center; label text and background color are unaffected. Requires the label to have an

SVG background set via setBackgroundImage().

See also: resetSvgShear(), setSvgRotation(), resetSvgTransform()
Mudlet VersionAvailable in Mudlet4.21+
Parameters
  • labelName:
The name of the label to shear the SVG background for.
  • shearX:
Horizontal shear factor.
  • shearY:
Vertical shear factor.
Returns
  • true on success, or nil and an error message if the label is not found.
Example
-- apply a horizontal skew to the SVG background
setSvgShear("myLabel", 0.3, 0)

-- apply both horizontal and vertical skew
setSvgShear("myLabel", 0.2, 0.1)

-- Geyser usage
myLabel:setSvgShear(0.3, 0)

resetSvgShear, PR #8935

resetSvgShear(labelName)
Resets the SVG background image shear to (0, 0).
See also: setSvgShear(), resetSvgTransform()
Mudlet VersionAvailable in Mudlet4.21+
Parameters
  • labelName:
The name of the label to reset the SVG shear for.
Returns
  • true on success, or nil and an error message if the label is not found.
Example
resetSvgShear("myLabel")

-- Geyser usage
myLabel:resetSvgShear()

resetSvgTransform, PR #8935

resetSvgTransform(labelName)
Resets all SVG transforms (rotation and shear) back to defaults, but preserves any SVG tint. This is a convenience function equivalent to calling both

resetSvgRotation() and resetSvgShear().

See also: setSvgRotation(), setSvgShear(), resetSvgRotation(), resetSvgShear()
Mudlet VersionAvailable in Mudlet4.21+
Parameters
  • labelName:
The name of the label to reset all SVG transforms for.
Returns
  • true on success, or nil and an error message if the label is not found.
Example
-- reset all transforms at once
resetSvgTransform("myLabel")

-- Geyser usage
myLabel:resetSvgTransform()

getBorderColor, PR #8688

getBorderColor()
Returns the RGB values of the main window border color (the area outside the main console where the mapper, buttons, and other UI elements are placed).
See also: setBorderColor(), getBorderSizes(), getBackgroundColor()
Example
-- get the current border color
local r, g, b = getBorderColor()
echo(string.format("Border color is RGB(%d, %d, %d)\n", r, g, b))

-- check if border is using default black color
local r, g, b = getBorderColor()
if r == 0 and g == 0 and b == 0 then
  echo("Border is black - consider customizing it!\n")
end

-- store current color before changing it
local oldR, oldG, oldB = getBorderColor()
setBorderColor(50, 50, 50)
-- later, restore the original color
setBorderColor(oldR, oldG, oldB)


insertPopup, revised in PR #6925

insertPopup([windowName], text, {commands}, {hints}[{, tool-tips}][, useCurrentFormatElseDefault])
Creates text with a left-clickable link, and a right-click menu for more options at the end of the current line, like echo. The added text, upon being left-clicked, will do the first command in the list. Upon being right-clicked, it'll display a menu with all possible commands. The menu will be populated with hints, one for each line; if a tool-tips table is not provided the same hints will also be listed one-per-line as a tool-tip but if a matching number of tool-tips are provided they will be concatenated to provide a tool-tip when the text is hovered over by the pointer - these tool-tips can be rich-text to produce information formatted with additional content in the same manner as labels.
Parameters
  • windowName:
(optional) name of the window as a string to echo to. Use either main or omit for the main window, or the miniconsole's or user-window's name otherwise.
  • text:
the text string to display.
  • {commands}:
a table of lua code to do, in text strings or as functions (since Mudlet 4.11), i.e. {[[send("hello")]], function() echo("hi!") end}.
  • {hints}:
a table of strings which will be shown on the right-click menu (and popup if no {tool-tips} table is provided). If a particular position in both the commands and hints table are both the empty string "" but there is something in the tool-tips table, no entry for that position will be made in the context menu but the tool-tip can still display something which can include images or text.
  • {tool-tips}:
(optional) a table of possibly rich-text strings which will be shown on the popup if provided.
  • useCurrentFormatElseDefault:
(optional) a boolean value for using either the current formatting options (color, underline, italic and other effects) if true or the link default (blue underline) if false, if omitted the default format is used.

Note Note: Mudlet will distinguish between the optional tool-tips and the flag to switch between the standard link and the current text format by examining the type of the argument, as such this pair of arguments can be in either order.

Example
-- Create some text as a clickable with a popup menu, a left click will ''send "sleep"'':
insertPopup("activities to do", {function() send "sleep" end, function() send "sit" end, function() send "stand" end}, {"sleep", "sit", "stand"})

-- alternatively, put commands as text (in [[ and ]] to use quotation marks inside)
insertPopup("activities to do", {[[send "sleep"]], [[send "sit"]], [[send "stand"]]}, {"sleep", "sit", "stand"})

-- one can also provide helpful information

-- todo: an example with rich-text in the tool-tips(s)

selectAll, PR #8971

selectAll(str, func)
Selects every instance of a string on the cursor's current line and executes a provided function for each one. Useful for applying formatting or other operations to repeated occurrences of a word or phrase.
See also: selectString()
Parameters
  • str:
The string to select every instance of.
  • func:
The function to run for each selected instance of the string.
Example
-- bold every instance of "dragon" on the current line
selectAll("dragon", function()
  setBold(true)
end)
deselect()
resetFormat()

Discord Functions

All functions to customize the information Mudlet displays in Discord's rich presence interface. For an overview on how all of these functions tie in together, see our Discord scripting overview.

Mud Client Media Protocol

All GMCP functions to send sound and music events. For an overview on how all of these functions tie in together, see our MUD Client Media Protocol scripting overview.

Client.Media.Spatial, PR #8452 open

The Client.Media.Spatial family of GMCP packages extends the Client.Media protocol to provide 3D positional audio capabilities. These packages allow games to create immersive spatial soundscapes with positioned audio sources and listener orientation.

Mudlet VersionAvailable in Mudlet4.20+

Enabling Spatial Audio

Spatial audio requires the same settings as regular Client.Media:

  1. The "Enable GMCP" box in the Miscellaneous section must be checked.
  2. The "Allow server to download and play media" box in the Game protocols section must be checked.

Coordinate System

The spatial audio system uses a 3D coordinate system where:

  • Azimuth: Horizontal angle in degrees (0° = front, 90° = right, 180° = back, 270° = left)
  • Elevation: Vertical angle in degrees (-90° = below, 0° = level, 90° = above)
  • Distance: Distance from listener in arbitrary units (1.0 = close, higher values = farther)

For listener positioning, a Cartesian coordinate system is used:

  • X: Left/right position
  • Y: Forward/back position
  • Z: Up/down position

Playing Spatial Media

Send Client.Media.Spatial.Play GMCP events to play positioned sound sources in 3D space.

Required Parameter Value Default Description
Yes "key" <string> Unique identifier for this spatial audio source. Used for updates and stopping.
Yes "name" <file name> Name of the media file. May contain directory information (i.e. ambient/wind.wav).
Maybe "url" <url> Resource location where the media file may be downloaded. Only required if not using Client.Media.Default URL or if file is not cached.
No "volume" 1 to 100 80 Volume level relative to the master spatial audio volume.
No "loops" -1, or >= 1 1 Number of times to loop the sound. -1 for infinite looping.
No "position" <array or object> 3D position of the sound source. See position formats below.
No "occlusion" 0.0 to 1.0 0.0 Occlusion factor (0.0 = no occlusion, 1.0 = fully occluded/muffled).
No "room" <object> Room acoustics parameters. See room acoustics below.

Position Formats

Position can be specified as an array [azimuth, elevation, distance] or as an object:

// Array format
Client.Media.Spatial.Play {
  "key": "footsteps_player",
  "name": "footsteps.wav",
  "position": [45, 0, 2.5]
}

// Object format  
Client.Media.Spatial.Play {
  "key": "footsteps_player", 
  "name": "footsteps.wav",
  "position": {
    "azimuth": 45,
    "elevation": 0,
    "distance": 2.5
  }
}

Room Acoustics

Room acoustics can enhance spatial realism by simulating reverb and reflections:

Client.Media.Spatial.Play {
  "key": "cave_drip",
  "name": "water_drop.wav",
  "position": [0, -45, 8],
  "room": {
    "dimensions": [20, 30, 5],
    "reverb": 2.5,
    "reflection": 1.8,
    "material": "sheetrock"
  }
}

Updating Spatial Media

Send Client.Media.Spatial.Update GMCP events to modify properties of already playing spatial audio sources.

Required Parameter Value Description
Yes "key" <string> Unique identifier of the spatial audio source to update.
No "position" <array or object> New 3D position for the sound source.
No "volume" 1 to 100 New volume level.
No "occlusion" 0.0 to 1.0 New occlusion factor.

Example of moving a sound source:

Client.Media.Spatial.Update {
  "key": "footsteps_player",
  "position": [90, 0, 3.0],
  "volume": 60
}

Stopping Spatial Media

Send Client.Media.Spatial.Stop GMCP events to stop spatial audio sources.

Required Parameter Value Description
No "key" <string> Unique identifier of the spatial audio source to stop. If omitted, stops all spatial audio.

Stop a specific source:

Client.Media.Spatial.Stop {
  "key": "footsteps_player"
}

Stop all spatial audio:

Client.Media.Spatial.Stop {}

Listener Control

Send Client.Media.Spatial.Listener GMCP events to control the listener's position and orientation in 3D space.

Required Parameter Value Description
No "position" <array or object> Listener position in 3D space [x, y, z] or {x, y, z}.
No "rotation" <array or object> Listener rotation [yaw, pitch, roll] or {yaw, pitch, roll} in degrees.

Listener Position

Position uses Cartesian coordinates:

// Array format: [x, y, z]
Client.Media.Spatial.Listener {
  "position": [5.0, -2.0, 1.5]
}

// Object format
Client.Media.Spatial.Listener {
  "position": {
    "x": 5.0,
    "y": -2.0, 
    "z": 1.5
  }
}

Listener Rotation

Rotation controls where the listener is facing:

// Array format: [yaw, pitch, roll]
Client.Media.Spatial.Listener {
  "rotation": [180, -10, 0]
}

// Object format
Client.Media.Spatial.Listener {
  "rotation": {
    "yaw": 180,
    "pitch": -10,
    "roll": 0
  }
}

Usage Examples

Basic Positioned Sound

Client.Media.Spatial.Play {
  "key": "sword_clash",
  "name": "combat/sword_hit.wav",
  "position": [30, 0, 2],
  "volume": 85
}

Moving Ambient Sound

// Start a moving creature sound
Client.Media.Spatial.Play {
  "key": "wolf_howl",
  "name": "creatures/wolf_howl.wav", 
  "position": [-90, 10, 5],
  "loops": 3
}

// Update its position as it moves
Client.Media.Spatial.Update {
  "key": "wolf_howl",
  "position": [-45, 5, 3]
}

Environmental Audio with Room Acoustics

Client.Media.Spatial.Play {
  "key": "cathedral_organ",
  "name": "music/organ_chord.wav",
  "position": [0, 15, 20],
  "volume": 70,
  "room": {
    "dimensions": [40, 80, 15],
    "reverb": 3.0,
    "reflection": 2.2,
    "material": "sheetrock"
  }
}

Dynamic Listener Movement

// Player turns to face north and moves forward
Client.Media.Spatial.Listener {
  "position": [0, 5, 0],
  "rotation": [0, 0, 0]
}

// Player turns to look northeast and up slightly
Client.Media.Spatial.Listener {
  "rotation": [45, 15, 0]
}

Note Note: Spatial audio provides the most immersive experience when used with headphones or properly positioned stereo speakers. The 3D positioning effects may be less apparent with poor audio hardware.

GMCP Spatial Audio Capability Detection

Mudlet provides three GMCP messages for server developers to detect and query spatial audio capabilities. These allow servers to adapt their audio content based on the client's actual capabilities and current settings.

Client.Media.Spatial.Capabilities

Query the client's spatial audio capabilities to determine what features and formats are supported.

Server sends:

Client.Media.Spatial.Capabilities {}

Client responds with:

Client.Media.Spatial.Capabilities {
  "version": "1.0",
  "formats": ["wav", "mp3", "ogg", "flac", "aac", "m4a"],
  "output_modes": ["stereo", "surround", "headphone"],
  "room_materials": ["brick", "concrete", "wood", "metal", "glass", ...],
  "max_sources": 32,
  "distance_model": "inverse",
  "coordinate_system": "spherical",
  "features": {
    "positioning": true,
    "room_acoustics": true,
    "occlusion": true,
    "listener_control": true,
    "test_tones": true,
    "volume_control": true,
    "loops": true
  }
}

Response Fields:

  • version: Protocol version (currently "1.0")
  • formats: Array of supported audio file formats (detected at runtime based on Qt6 multimedia backend)
  • output_modes: Available audio output configurations
  • room_materials: Supported acoustic materials for room simulation
  • max_sources: Maximum number of simultaneous spatial audio sources
  • distance_model: Audio attenuation model used ("inverse")
  • coordinate_system: Position coordinate system ("spherical" with azimuth/elevation/distance)
  • features: Boolean flags indicating supported capabilities
Room Materials

The room materials are baed on this list from Qt QAudioRoom's Material enum. Mudlet is accepting the list of aliases as well.

Material Aliases Description
transparent air The side of the room is open and won't contribute to reflections or reverb.
acousticceilingtiles acoustictiles Acoustic tiles that suppress most reflections and reverb.
brickbare brick Bare brick wall.
brickpainted Painted brick wall.
concreteblockcoarse concrete Raw concrete wall
concreteblockpainted concretepainted Painted concrete wall
curtainheavy curtain, fabric Heavy curtain. Will mostly reflect low frequencies
fiberglassinsulation fiberglass, carpet Fiber glass insulation. Only reflects very low frequencies
glassthin glass Thin glass wall
glassthick Thick glass wall
grass Grass
linoleumonconcrete linoleum Linoleum floor
marble Marble floor
metal Metal
parquetonconcrete parquet, parquetonfiberboard Parquet wooden floor on concrete
plasterrough plaster Rough plaster
plastersmooth Smooth plaster
plywoodpanel plywood Plywood panel
polishedconcreteortile tile, polishedconcrete Polished concrete or tiles
sheetrock stone Rock
wateroricesurface water, ice, wateroriceereflector Water or ice
woodceiling Wooden ceiling
woodpanel wood Wooden panel
uniformmaterial uniform Artificial material giving uniform reflections on all frequencies

Client.Media.Spatial.Settings

Query the client's current spatial audio configuration and user settings.

Server sends:

Client.Media.Spatial.Settings {}

Client responds with:

Client.Media.Spatial.Settings {
  "master_volume": 80,
  "listener": {
    "position": [0, 0, 0],
    "rotation": [0, 0, 0]
  },
  "room": {
    "dimensions": [10, 10, 4],
    "reverb_gain": 0.3,
    "reflection_gain": 0.5,
    "reverb_time": 1.0,
    "reverb_brightness": 0.0
  }
}

Response Fields:

  • master_volume: Current master volume (0-100)
  • listener.position: 3D listener position [x, y, z] in Cartesian coordinates
  • listener.rotation: Listener orientation [yaw, pitch, roll] in degrees
  • room.dimensions: Room size [width, height, depth] in meters
  • room.reverb_gain: Reverberation intensity (0.0-5.0)
  • room.reflection_gain: Early reflection intensity (0.0-5.0)
  • room.reverb_time: Reverberation decay time in seconds (0.0-20.0)
  • room.reverb_brightness: Reverb frequency bias (-1.0 to 1.0)

Client.Media.Spatial.Status

Query the current status of active spatial audio sources managed by the server.

Server sends:

Client.Media.Spatial.Status {}

Client responds with:

Client.Media.Spatial.Status {
  "engine_initialized": true,
  "source_count": 2,
  "max_sources": 32,
  "active_sources": [
    {
      "key": "ambient_forest",
      "status": "playing",
      "position": [45, 0, 5],
      "volume": 60,
      "occlusion": 0.0,
      "size": 1.0,
      "loops": -1
    },
    {
      "key": "footsteps",
      "status": "paused",
      "position": [-90, -10, 2],
      "volume": 80,
      "occlusion": 0.5,
      "size": 0.5,
      "loops": 1
    }
  ]
}

Response Fields:

  • engine_initialized: Whether the spatial audio engine is ready
  • source_count: Number of currently active sources
  • max_sources: Maximum supported sources
  • active_sources: Array of source objects with current state
    • key: Server-assigned source identifier
    • status: Current playback state ("playing", "paused", "stopped")
    • position: Source position [azimuth, elevation, distance] in spherical coordinates
    • volume: Current volume level (0-100)
    • occlusion: Occlusion/obstruction level (0.0-4.0)
    • size: Source spatial size (0.0+, affects audio spread)
    • loops: Loop count (-1 for infinite, 0 for stopped, >0 for remaining loops)

Supported Protocols

MXP FRAME and DEST Tags, PR #8577 4.21

MXP FRAME and DEST tags allow MUD servers to create multi-window layouts, directing game output to separate panels within Mudlet. This enables rich interfaces with dedicated areas for chat, inventory, status, and more.

Mudlet VersionAvailable in Mudlet4.21+

Overview

FRAME creates a new window panel that can display game content.

DEST (destination) redirects subsequent text to a specific frame.

FRAME Tag

Creates a named frame where content can be directed.

Basic Syntax

<FRAME name="frameName" title="Frame Title" align="left" width="25%" height="100%">

Attributes

Attribute Required Description Default
NAME Yes Unique identifier for the frame -
TITLE No Display title shown in the frame's tab Same as NAME
INTERNAL No Frame appears inside the main window Yes (default)
EXTERNAL No Frame appears as a separate floating window No
FLOATING No Borderless frame without title bar No
ALIGN No Position: left, right, top, bottom left
LEFT No Absolute horizontal position (pixels, %, or 'c' suffix) -
TOP No Absolute vertical position (pixels, %, or 'c' suffix) -
WIDTH No Frame width (pixels, %, or characters with 'c' suffix) 25%
HEIGHT No Frame height (pixels, %, or characters with 'c' suffix) 25%
SCROLLING No Enable scrolling (YES/NO) YES
ACTION No open (show), close (hide), or focus open

Size Units

  • Pixels: 300px or 300
  • Percentage: 25% of available space
  • Characters: 40c for 40 characters width/height

CMUD Extension: DOCK

Note: The DOCK attribute is a CMUD extension, not part of the official MXP 1.0 specification.
<FRAME name="tab2" INTERNAL align="client" DOCK="parentFrame">

When used with align="client", the DOCK attribute creates a tabbed frame inside an existing frame.

Examples

Create a left-aligned chat panel:

<FRAME name="chat" title="Chat" align="left" width="30%">

Create a status bar at the bottom:

<FRAME name="status" align="bottom" height="50">

Create a borderless floating frame:

<FRAME name="minimap" FLOATING width="200" height="200" LEFT="10" TOP="10">

Show an existing frame:

<FRAME name="chat" action="open">

Close a frame:

<FRAME name="chat" action="close">

DEST Tag

Redirects text output to a named frame.

Syntax

<DEST name="frameName">Text goes here</DEST>

Or as a self-closing tag to set destination for all following text:

<DEST name="frameName">

Attributes

Attribute Required Description
NAME Yes Target frame name (empty string returns to main window)
EOF No If present, clears all content in the frame before writing
EOL No If present, clears the current line before writing

Examples

Send text to a chat frame:

<DEST name="chat">Player says: Hello!</DEST>

Clear frame and write new content:

<DEST name="status" EOF>HP: 100/100  MP: 50/50</DEST>

Return output to main window:

<DEST name="">

Complete Example

A typical MXP sequence to set up a multi-panel interface:

<!-- Create the frames -->
<FRAME name="chat" title="Chat" align="left" width="25%">
<FRAME name="status" title="Status" align="bottom" height="3c">

<!-- Send content to chat frame -->
<DEST name="chat">
[Guild] Bob: Anyone want to group?
[Guild] Alice: Sure!
</DEST>

<!-- Send content to status frame, clearing previous content -->
<DEST name="status" EOF>HP: 100/100 | MP: 75/100 | XP: 45%</DEST>

<!-- Return to main window for regular game output -->
<DEST name="">
You are standing in the town square.

Behavior Notes

  • Frames persist until explicitly closed with action="close"
  • Re-opening an existing frame shows it without changing its size or position (respects user customization)
  • Frame names are case-sensitive
  • Content sent via DEST inherits the formatting of the destination frame
  • Frames reset on reconnect (don't persist between sessions)

See Also

Events

New or revised events that Mudlet can raise to inform a profile about changes. See Mudlet-raised events for the existing ones.

UI Functions

All functions that help you construct custom GUIs. They deal mainly with miniconsole/label/gauge creation and manipulation as well as displaying or formatting information on the screen.

setTextFormat, PR #8983, open

setTextFormat(windowName, r1, g1, b1, r2, g2, b2, bold, underline, italics, [strikeout], [overline], [reverse], [blink])
Sets current text format of selected window. This is a more convenient means to set all the individual features at once compared to using setFgColor(windowName, r,g,b), setBold(windowName, true), setItalics(windowName, true), setUnderline(windowName, true), setStrikeOut(windowName, true).
See Also: getTextFormat()
Parameters
  • windowName
Specify name of selected window. If empty string "" or "main" format will be applied to the main console
  • r1,g1,b1
To color text background, give number values in RBG style
  • r2,g2,b2
To color text foreground, give number values in RBG style
  • bold
To format text bold, set to 1 or true, otherwise 0 or false
  • underline
To underline text, set to 1 or true, otherwise 0 or false
  • italics
To format text italic, set to 1 or true, otherwise 0 or false
  • strikeout
(optional) To strike text out, set to 1 or true, otherwise 0 or false or simply no argument
  • overline
(optional) To use overline, set to 1 or true, otherwise 0 or false or simply no argument
  • reverse
(optional) To swap foreground and background colors, set to 1 or true, otherwise 0 or false or simply no argument
  • blink
(optional) To make text blink, use "slow", "fast", or "none" (default). Requires "Enable blinking text" in Settings → Accessibility.
Example
--This script would create a mini text console and write with bold, struck-out, yellow foreground color and blue background color "This is a test".
createMiniConsole( "con1", 0,0,300,100);
setTextFormat("con1",0,0,255,255,255,0,true,0,false,1);
echo("con1","This is a test")

Note Note: In versions prior to 3.7.0 the error messages and this wiki were wrong in that they had the foreground color parameters as r1, g1 and b1 and the background ones as r2, g2 and b2.

MudMaster Chat Protocol (MMCP)

MMCP is a peer-to-peer protocol enabling out of band data to be sent to connected peers in the form of public or private chats, or general data.
See MMCP protocol documentation at: https://tintin.mudhalla.net/protocols/mmcp/
And at: https://mudstandards.org/mud/mmcp/
See also https://wiki.mudlet.org/w/Notes_on_MMCP
Mudlet VersionAvailable in Mudlet ?.??+

Note Note: pending, not yet available. See https://github.com/Mudlet/Mudlet/pull/7765

Lua functions

  • Note for all functions using target as an argument, the argument can be the client chatname or ID of the client as seen in mmcp.displayClientList()

accept

mmcp.accept(target)
Accepts an incoming connection request.
Parameters
  • target:
  • Incoming client name or ID.

Note Note: pending, not yet available in initial MMCP release.

allowSnoop

mmcp.allowSnoop(target)
Toggles the Allow Snoop flag for a client, allowing them to initiate a snoop request which will forward them text you see from your game.
Parameters
  • target:
  • Client name or ID.

call

mmcp.call(host[, port])
Initiate an outgoing connection to another client.
Parameters
  • host:
  • IPv4 address or fully qualified domain name.
  • port:
  • (optional) Port to connect to. Default 4050.
Example
local host = "1.2.3.4"
local port = 4050

mmcp.call(host, port)
You should see the following message
[ CHAT ]  - Connecting to 1.2.3.4:4050...
[ CHAT ]  - Waiting for response from 1.2.3.4:4050...
[ CHAT ]  - Connection to ChatClient at 1.2.3.4:4050 accepted.

chatAll

mmcp.chatAll(message)
Sends a message to all connected clients.
Parameters
  • message:
  • The message to send.

This message will have the format of: <Name> chats to everybody, '<message>'

You will see the message: You chat to everybody, '<message>'

Example
-- Alias: ChatAll
-- Alias Pattern: ^chatAll (.*)

mmcp.chatAll(matches[2])

chatGroup

mmcp.chatGroup(group, message)
Sends a message to all clients in the specified group.
Parameters
  • group:
  • The group to send the message to.
  • message:
  • The message to send.

The message will have the format of: <Name> chats to the group, '<message>'

You will see the message: You chat to <<group>>, '<message>'

Example
-- Alias: ChatGroup
-- Alias Pattern: ^chatGroup ([a-zA-Z0-9]+) (.*)

mmcp.chatGroup(matches[2], matches[3])

chatName

mmcp.chatName([name])
Sets or gets your current chat name visible to other clients.
Parameters
  • name:
  • (optional) The new chat name to use.
Returns
  • If no name is specified, this function will return your current chat name.
Example
-- Alias: ChatName
-- Alias Pattern: ^chatName (\S+)

mmcp.chatNAme(matches[2])

chatTo

mmcp.chatTo(target, message)
Sends a message to a specific client.
Parameters
  • target:
  • Client name or ID.
  • message:
  • The message to send.

The target client will see the message: <Name> chats to you, '<message>'

You will see the message: You chat to <target>, '<message>'

Example
-- Alias: ChatTo
-- Alias Pattern: ^chatTo (.*?) (.*)

mmcp.chatTo(matches[2], matches[3])

deny

mmcp.deny(target)
Denies an incoming connection request.
Parameters
  • target:
  • Client name or ID.

Note Note: pending, not yet available in initial MMCP release.

disconnect

mmcp.disconnect(target)
Disconnects a connected client.
Parameters
  • target:
  • Client name or ID

displayClientList

mmcp.displayClientList()
Displays a table showing information about connected and pending clients.
Example
mmcp.displayClientList()
You should see the following table
Id   Name                 Address              Port  Group           Flags    ChatClient
==== ==================== ==================== ===== =============== ======== ================
   1 ChatClient           1.2.3.4              4050                           Mudlet
==== ==================== ==================== ===== =============== ======== ================
Color Key: Connected  Pending
Flags:  F - Firewall,       I - Ignored,  P - Private,  S - Serving
        n - Allow Snooping, N - Being Snooped
  • You may then use the mmcp lua commands referencing the client by their ID (1) or name (ChatClient)

emoteAll

mmcp.emoteAll(message)
Sends an emote message to all connected clients.
Parameters
  • message:
  • The message to send.

Clients will see the message: <Name> <message>

If you have enabled the "Prefix emote messages" option, you will see: You emote to everyone: '<Name> <message>'

Otherwise you will see: <Name> <message>

Example
-- Alias: EmoteAll
-- Alias Pattern: ^emoteAll (.*)

local emoteStr = "says, '" .. matches[2] .. "'"

mmcp.emoteAll(emoteStr)

getClientFlags

mmcp.getClientFlags(target)
Returns a string containing the client flags of a connected client.
Parameters
  • target:
  • Client name or ID.
Returns

This string is an 8 character string where letters in the following positions have meaning: "12345678"

  • 1: Reserved, blank
  • 2: Reserved, blank
  • 3: P if the connection is Private, otherwise blank
  • 4: I if the connection is Ignored, otherwise blank
  • 5: S if the client is being served, otherwise blank
  • 6: F if the client is firewalled, otherwise blank
  • 7: N if the client is snooping us, n if the client can snoop us, otherwise blank
  • 8: Reserved, blank

getClientList

clientInfo = mmcp.getClientList()
Returns a lua table containing the following information for each connected client.
Returns
  • id: The ID of the client
  • name: The chat name of the client.
  • host: The hostname or IP address of the client.
  • port: The port the client (check if this is the reported port or port they connected from)
  • version: The MUD client and version of the client
Example
local clientList = mmcp.getClientList()
The variable clientList will then contain
{ {
    host = "1.2.3.4",
    id = 1,
    name = "ChatClient",
    port = 4050,
    version = "Mudlet"
  } }

ignore

mmcp.ignore(target)
Toggles ignoring a client. You will not see chat messages from an ignored client.
Parameters
  • target:
  • Client name or ID.

peek

mmcp.peek(target)
Sends a request to the target client to peek at their connection list.
Parameters
  • target:
  • Client name or ID.

ping

mmcp.ping(target)
Sends a ping request to a client.
Parameters
  • target:
  • Client name or ID.

request

mmcp.request(target)
Sends a request to the target client to request and connect to their public connections.
Mudlet will attempt to connect to each of the hosts returned by this command.
Parameters
  • target:
  • Client name or ID.

sendSideChannel

mmcp.sendSideChannel(channel, message)
Sends an OOB (Out of band) message to all connected clients.
Parameters
  • channel:
  • The channel to send the message on.
  • message:
  • The message to send.

Note Note: This will only send to other Mudlet clients. Upon receipt of this message Mudlet will raise a sysMMCPSideChannelMessage containing the channel and message data.

Example
-- myStats populated by prompt trigger
local outStr = string.format("%s,%d,%d,%d,%d,%s",
  mmcp.chatName(), myStats.hp, myStats.maxHp, myStats.mana, myStats.maxMana, myStats.buffs)

mmcp.sendSideChannel("stats", outStr)

-- Example event handling
function handleStatsData(statsTable)
  -- this should match the outStr format sent by mmcp.sendSideChannel
  local name, hp, maxHp, mana, maxMana, buffs = string.match(statsTable, "(%S+),(%d+),(%d+),(%d+),(%d+),(.*)")

  -- do things with this data
end

function VStats.eventHandler(event, ...)
  if event == "sysMMCPSideChannelMessage" then
    if arg[2] == "stats" then -- check if its actually for us, arg[2] should match "stats" provided to mmcp.sendSideChannel
      handleStatsData(arg[3])
    end
  end
end

registerAnonymousEventHandler("sysMMCPSideChannelMessage", "VStats.eventHandler")

serve

mmcp.serve(target)
Toggles the serve flag for a client, this clients chat messages will be sent to all other connected clients.
Parameters
  • target:
  • Client name or ID.

setDoNotDisturb

mmcp.setDoNotDisturb(target)
Toggles the Do Not Disturb flag, any incoming connections will be automatically denied.

Note Note: pending, not yet available in initial MMCP release.

setGroup

mmcp.setGroup(target, group)
Assigns a client to a chat group.
Parameters
  • target:
  • Client name or ID.
  • group:
  • The group name.

Note Note: The group name is only visible to you.

Example
-- Alias: SetGroup
-- Alias Pattern: ^setGroup ([a-zA-Z0-9]+) ?(.*)

mmcp.setGroup(matches[2], matches[3])

setPrivate

mmcp.setPrivate(target)
Toggles the private flag for a client. Any clients set as private will not be listed in peek or connection requests.
Parameters
  • target:
  • Client name or ID.

snoop

mmcp.snoop(target)
Starts snooping a client. The target may first need to enable snooping on their client.
Parameters
  • target:
  • Client name or ID.
Example
-- Alias: ChatSnoop
-- Alias Pattern: ^chatSnoop (.*)

mmcp.snoop(matches[2])

startServer

mmcp.startServer([port])
Starts accepting connections from clients.
Parameters
  • port:
  • (optional) Port to listen for incoming connections. Default 4050.

Note Note: pending, not yet available in initial MMCP release.

stopServer

mmcp.stopServer()
Stops accepting connections from clients.

Note Note: pending, not yet available in initial MMCP release.

Events

sysMMCPChatMessage

Raised when Mudlet receives an MMCP chat message from a client
Arguments
  • peerName:
  • Peer Name of the client
  • message:
  • Message content
Example putting MMCP messages into an EMCO window
function mmcpEventHandler(event, ...)
    -- trim whitespace
    local trimmedStr = arg[1]:match("^%s*(.-)%s*$")

    myEmcoWindow:decho("MMCP", ansi2decho(trimmedStr) .. "\n", false)
end

registerNamedEventHandler(getProfileName(), "MMCP", "sysMMCPChatMessage", "mmcpEventHandler")

sysMMCPSideChannelMessage

Raised when an MMCP side channel message has been received
Arguments
  • peerName:
  • Peer Name of the client
  • channel:
  • Channel identifier string
  • message:
  • Message content
Example
function VFrame.eventHandler(event, ...)
  if event == "gmcp.Char.Vitals" then

    VFrame.updateVitals()

  elseif event == "sysMMCPSideChannelMessage" then
    --display("event: " .. event .. " from: " .. arg[1] .. " channel: " .. arg[2] .. " message: " .. arg[3])
    if arg[2] == "stats" and myVFrame then -- check if its actually for us
      myVFrame:playerData(arg[3])
    end
  end
   
end

VFrame.registeredEvents = {
  registerAnonymousEventHandler("gmcp.Char.Vitals", "VFrame.eventHandler"),
  registerAnonymousEventHandler("sysMMCPSideChannelMessage", "VFrame.eventHandler"),
}

sysMMCPIncomingSnoopMessage

Raised when an MMCP client whom you are snooping has sent new snoop data
Arguments
  • peerName:
  • Peer Name of the client
  • message
  • Snoop content

sysMMCPPeerUpdateEvent

Raised when an MMCP client has been connected or disconnected
Arguments
  • peerName:
  • Chat name of the client

Security