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120 lines
4.6 KiB
ReStructuredText
120 lines
4.6 KiB
ReStructuredText
Engine handlers reference
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=========================
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Engine handler is a function defined by a script, that can be called by the engine.
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**Can be defined by any script**
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.. list-table::
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:widths: 20 80
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* - onInit(initData)
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- | Called once when the script is created (not loaded). `InitData can be`
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| `assigned to a script in openmw-cs (not yet implemented).`
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| ``onInterfaceOverride`` can be called before ``onInit``.
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* - onUpdate(dt)
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- | Called every frame if the game is not paused. `dt` is
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| the simulation time from the last update in seconds.
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* - onSave() -> savedData
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- | Called when the game is saving. May be called in inactive state,
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| so it shouldn't use `openmw.nearby`.
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* - onLoad(savedData, initData)
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- | Called on loading with the data previosly returned by
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| ``onSave``. During loading the object is always inactive. ``initData`` is
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| the same as in ``onInit``.
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| Note that ``onLoad`` means loading a script rather than loading a game.
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| If a script did not exist when a game was saved onLoad will not be
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| called, but ``onInit`` will.
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* - onInterfaceOverride(base)
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- | Called if the current script has an interface and overrides an interface
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| (``base``) of another script.
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**Only for global scripts**
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.. list-table::
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:widths: 20 80
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* - onNewGame()
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- New game is started.
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* - onPlayerAdded(player)
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- Player added to the game world. The argument is a `Game object`.
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* - onObjectActive(object)
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- Object becomes active.
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* - onActorActive(actor)
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- Actor (NPC or Creature) becomes active.
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* - onItemActive(item)
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- | Item (Weapon, Potion, ...) becomes active in a cell.
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| Does not apply to items in inventories or containers.
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* - onActivate(object, actor)
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- Object is activated by an actor.
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**Only for local scripts**
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.. list-table::
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:widths: 20 80
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* - onActive()
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- | Called when the object becomes active
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| (either a player came to this cell again, or a save was loaded).
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* - onInactive()
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- | Object became inactive. Since it is inactive the handler
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| can not access anything nearby, but it is possible to send
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| an event to global scripts.
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* - onActivated(actor)
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- | Called on an object when an actor activates it. Note that picking
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| up an item is also an activation and works this way: (1) a copy of
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| the item is placed to the actor's inventory, (2) count of
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| the original item is set to zero, (3) and only then onActivated is
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| called on the original item, so self.count is already zero.
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* - onConsume(item)
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- | Called on an actor when they consume an item (e.g. a potion).
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| Similarly to onActivated, the item has already been removed
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| from the actor's inventory, and the count was set to zero.
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**Only for local scripts attached to a player**
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.. list-table::
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:widths: 20 80
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* - onFrame(dt)
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- | Called every frame (even if the game is paused) right after
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| processing user input. Use it only for latency-critical stuff
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| and for UI that should work on pause.
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| `dt` is simulation time delta (0 when on pause).
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* - onKeyPress(key)
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- | `Key <openmw_input.html##(KeyboardEvent)>`_ is pressed.
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| Usage example:
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| ``if key.symbol == 'z' and key.withShift then ...``
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* - onKeyRelease(key)
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- | `Key <openmw_input.html##(KeyboardEvent)>`_ is released.
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| Usage example:
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| ``if key.symbol == 'z' and key.withShift then ...``
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* - onControllerButtonPress(id)
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- | A `button <openmw_input.html##(CONTROLLER_BUTTON)>`_ on a game controller is pressed.
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| Usage example:
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| ``if id == input.CONTROLLER_BUTTON.LeftStick then ...``
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* - onControllerButtonRelease(id)
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- | A `button <openmw_input.html##(CONTROLLER_BUTTON)>`_ on a game controller is released.
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| Usage example:
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| ``if id == input.CONTROLLER_BUTTON.LeftStick then ...``
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* - onInputAction(id)
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- | `Game control <openmw_input.html##(ACTION)>`_ is pressed.
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| Usage example:
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| ``if id == input.ACTION.ToggleWeapon then ...``
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* - onTouchPress(touchEvent)
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- | A finger pressed on a touch device.
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| `Touch event <openmw_input.html##(TouchEvent)>`_.
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* - onTouchRelease(touchEvent)
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- | A finger released a touch device.
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| `Touch event <openmw_input.html##(TouchEvent)>`_.
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* - onTouchMove(touchEvent)
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- | A finger moved on a touch device.
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| `Touch event <openmw_input.html##(TouchEvent)>`_.
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* - | onConsoleCommand(
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| mode, command, selectedObject)
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- | User entered `command` in in-game console. Called if either
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| `mode` is not default or `command` starts with prefix `lua`.
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