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OpenMW/docs/source/reference/lua-scripting/user_interface.rst
2022-05-14 10:27:30 +00:00

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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