User interface reference ======================== Layouts ------- Every widget is defined by a layout, which is a Lua table with the following fields (all of them are optional): 1. `type`: One of the available widget types from `openmw.ui.TYPE`. 2. | `props`: A Lua table, containing all the properties values. | Properties define most of the information about the widget: its position, data it displays, etc. | See the widget pages (table below) for details on specific properties. | Properties of the basic Widget are inherited by all the other widgets. 3. | `events`: A Lua table, containing `openmw.async.callback` values, which trigger on various interactions with the widget. | See the Widget pages for details on specific events. | Events of the basic Widget are inherited by all the other widgets. 4. `content`: a Content (`openmw.ui.content`), which contains layouts for the children of this widget. 5. | `name`: an arbitrary string, the only limitatiion is it being unique within a `Content`. | Helpful for navigatilng through the layouts. 6. `layer`: only applies for the root widget. (Windows, HUD, etc) 7. `template`: a Lua table which pre-defines a layout for this widget. See Templates below for more details. 8. `external`: similar to properties, but they affect how other widgets interact with this one. See the widget pages for details. Layers ------ Layers control how widgets overlap - layers with higher indexes render over layers with lower indexes. Widgets within the same layer which were added later overlap the ones created earlier. A layer can also be set as non-interactive, which prevents all mouse interactions with the widgets in that layer. .. TODO: Move this list when layers are de-hardcoded Pre-defined OpenMW layers: 1. `HUD` interactive 2. `Windows` interactive 3. `Notification` non-interactive 4. `MessageBox` interactive Elements -------- Element is the root widget of a layout. It is an independent part of the UI, connected only to a specific layer, but not any other layouts. Creating or destroying an element also creates/destroys all of its children. Content ------- A container holding all the widget's children. It has a few important differences from a Lua table: 1. All the keys are integers, i. e. it is an "array" 2. Holes are not allowed. At any point all keys from `1` to the highest `n` must contain a value. 3. | You can access the values by their `name` field as a `Content` key. | While there is nothing preventing you from changing the `name` of a table inside a content, it is not supported, and will lead to undefined behaviour. | If you have to change the name, assign a new table to the index instead. Templates --------- Templates are Lua tables with the following (optional) fields: 1. `props`: Same as in layouts, defines the behaviour of this widget. Can be overwritten by `props` values in the layout. 2. | `content`: Extra children to add to the widget. For example, the frame and caption for Window widgets. | Contains normal layouts Events ------ | A table mapping event names to `openmw.async.callback` s. | When an event triggers, the callback is called with two arguments: an event-specific value, and that widget's layout table. | See the Widget type pages for information on what events exist, and which first argument they pass. Widget types ------------ .. toctree:: :maxdepth: 1 Widget: Base widget type, all the other widgets inherit its properties and events. Text: Displays text. TextEdit: Accepts text input from the user. Image: Renders a texture. Flex: Aligns children in a column/row Container: Wraps around its children Example ------- *scripts/clock.lua* .. code-block:: Lua local ui = require('openmw.ui') local util = require('openmw.util') local calendar = require('openmw_aux.calendar') local time = require('openmw_aux.time') local element = ui.create { -- important not to forget the layer -- by default widgets are not attached to any layer and are not visible layer = 'HUD', type = ui.TYPE.Text, props = { -- position in the top right corner relativePosition = util.vector2(1, 0), -- position is for the top left corner of the widget by default -- change it to align exactly to the top right corner of the screen anchor = util.vector2(1, 0), text = calendar.formatGameTime('%H:%M'), textSize = 24, -- default black text color isn't always visible textColor = util.color.rgb(0, 1, 0), }, } local function updateTime() -- formatGameTime uses current time by default -- otherwise we could get it by calling `core.getGameTime()` element.layout.props.text = calendar.formatGameTime('%H:%M') -- the layout changes won't affect the widget unless we request an update element:update() end -- we are showing game time in hours and minutes -- so no need to update more often than once a game minute time.runRepeatedly(updateTime, 1 * time.minute, { type = time.GameTime }) *clock.omwscripts* :: PLAYER: scripts/clock.lua