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