mirror of
https://gitlab.com/OpenMW/openmw.git
synced 2025-01-06 00:55:50 +00:00
134 lines
5.1 KiB
ReStructuredText
134 lines
5.1 KiB
ReStructuredText
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. <widgets/widget>
|
|
Text: Displays text. <widgets/text>
|
|
TextEdit: Accepts text input from the user. <widgets/textedit>
|
|
Image: Renders a texture. <widgets/image>
|
|
Flex: Aligns children in a column/row <widgets/flex>
|
|
Container: Wraps around its children <widgets/container>
|
|
|
|
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
|