docs/source/reference/lua-scripting/user_interface.rst
.. include:: version.rst
Every widget is defined by a layout, which is a Lua table with the following fields (all of them are optional):
type: One of the available widget types from openmw.ui.TYPE.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.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.content: a Content (openmw.ui.content), which contains layouts for the children of this widget.name: an arbitrary string, the only limitatiion is it being unique within a Content.
| Helpful for navigatilng through the layouts.layer: only applies for the root widget. (Windows, HUD, etc)template: a Lua table which pre-defines a layout for this widget. See Templates below for more details.external: similar to properties, but they affect how other widgets interact with this one. See the widget pages for details.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:
HUD interactiveWindows interactiveNotification non-interactiveMessageBox interactiveElement 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.
A container holding all the widget's children. It has a few important differences from a Lua table:
1 to the highest n must contain a value.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 are Lua tables with the following (optional) fields:
props: Same as in layouts, defines the behaviour of this widget. Can be overwritten by props values in the layout.content: Extra children to add to the widget. For example, the frame and caption for Window widgets.
| Contains normal layouts| 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.
.. toctree:: :maxdepth: 1 :hidden:
Widget <widgets/widget> Container <widgets/container> Flex <widgets/flex> Image <widgets/image> Text <widgets/text> TextEdit <widgets/textedit>
.. tab-set::
.. tab-item:: 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 })
.. tab-item:: clock.omwscripts
.. code-block::
PLAYER: scripts/clock.lua