Updated documentation
* Added paragraph and example about returning tuples from a filter (Issue #859) * Added section about manualpois (Issue #858, Issue #869, Issue #598) * Fixed a typo in the FAQ * Added logging to file to the FAQ (Issue #871)
This commit is contained in:
17
docs/faq.rst
17
docs/faq.rst
@@ -38,7 +38,7 @@ of the following:
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Map expansions double the width and height of the map, so you will eventually
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hit a map size that is unlikely to need another level.
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You've added a few feature or changed textures, but it's not showing up on my map!
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You've added a new feature or changed textures, but it's not showing up on my map!
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----------------------------------------------------------------------------------
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Some new features will only show up in newly-rendered areas. Use the
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@@ -91,6 +91,21 @@ If you are seeing exorbitant memory usage, then it is likely either a bug or a
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subtly corrupted world. Please file an issue or come talk to us on IRC so we can
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take a look! See :ref:`help`.
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How can I log The Overviewer's output to a file?
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------------------------------------------------
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If you are on a UNIX-like system like MacOSX or Linux, you can use shell redirection
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to write the output into a file::
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overviewer.py --config=myconfig.py > renderlog.log 2>&1
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What this does is redirect the previous commands standard output to the file "renderlog.log",
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and redirect the standard error to the standard output. The file will be overwritten each time
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you run this command line; to simply append the output to the file, use two greater than signs::
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overviewer.py --config=myconfig.py >> renderlog.log 2>&1
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.. _cropping_faq:
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I've deleted some sections of my world but they still appear in the map
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@@ -47,6 +47,13 @@ A more complicated filter function can construct a more customized display text:
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if poi['id'] == "Chest":
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return "Chest with %d items" % len(poi['Items'])
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It is also possible to return a tuple from the filter function to specify a hovertext
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different from the text displayed in the info window. The first entry of the tuple will
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be used as the hover text, the second will be used as the info window content::
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def chestFilter(poi):
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if poi['id'] == "Chest":
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return ("Chest", "Chest with %d items" % len(poi['Items']))
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Since writing these filters can be a little tedious, a set of predefined filters
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functions are provided. See the :ref:`predefined_filter_functions` section for
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@@ -81,6 +88,67 @@ Here's an example that displays icons for each player::
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Note how each POI can get a different icon by setting ``poi['icon']``
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Manual POIs
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-----------
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It is also possible to manually define markers. Each render can have a render dictionary key
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called ``manualpois``, which is a list of dicts. Each dict represents a marker, and is required
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to have at least the attributes ``x``, ``y``, ``z`` and ``id``, with the coordinates being Minecraft
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world coordinates. (i.e. what you see in-game when you press F3)
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An example which adds two POIs with the id "town", and then uses a filter function to filter for them::
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def townFilter(poi):
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if poi['id'] == 'Town':
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return poi['name']
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renders['myrender'] = {
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'world':'myworld',
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'title':'Example',
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'manualpois':[
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{'id':'Town',
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'x':200,
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'y':64,
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'z':200,
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'name':'Foo'},
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{'id':'Town',
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'x':-300,
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'y':85,
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'z':-234,
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'name':'Bar'}],
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'markers': [dict(name="Towns", filterFunction=townFilter, icon="town.png")],
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}
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Here is a more complex example where not every marker of a certain id has a certain key::
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def townFilter(poi):
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if poi['id'] == 'Town':
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try:
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return (poi['name'], poi['description'])
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except KeyError:
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return poi['name'] + '\n'
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renders['myrender'] = {
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'world':'myworld',
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'title':'Example',
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'manualpois':[
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{'id':'Town',
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'x':200,
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'y':64,
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'z':200,
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'name':'Foo',
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'description':'Best place to eat hamburgers'},
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{'id':'Town',
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'x':-300,
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'y':85,
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'z':-234,
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'name':'Bar'}],
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'markers': [dict(name="Towns", filterFunction=townFilter, icon="town.png")],
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}
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Render Dictionary Key
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---------------------
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