Difference between revisions of "RegisterEventHandler"
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− | <b>History</b>: | + | <div class="toccolours mw-collapsible mw-collapsed" style="background: #f0f0f0; border: 1px dashed darkgrey" width="100%"> |
+ | <b>Command History</b> | ||
+ | <div class="mw-collapsible-content"> | ||
+ | Available since <span style="color:green">v?</span> | ||
+ | animationStarted, animationStopped, textStarted & textStopped event listener LUA commands available since <span style="color:green">v3.6</span> | ||
+ | </div></div> | ||
registerEventHandler is an event listener which lets you declare what should happen when specific events are registered! | registerEventHandler is an event listener which lets you declare what should happen when specific events are registered! |
Revision as of 17:09, 7 March 2013
Command History
Available since v? animationStarted, animationStopped, textStarted & textStopped event listener LUA commands available since v3.6
registerEventHandler is an event listener which lets you declare what should happen when specific events are registered!
Additional Info |
---|
Current events available: mainLoop, mouseEvent, animationStarted, animationStopped, textStarted & textStopped |
Syntax:
registerEventHandler("eventName", "functionName", {integerValue or eventFlagName})
mainLoop
you should only include one instance of the "mainLoop" event per game/project!
currently there is no delay/pause method to control the speed of the loop!
Example 1: mainLoop (code inside of the loop event - not recommended!)
-- let's create the function for the mainLoop event!
function onMainLoop()
-- if x equals less than 100 then + 1 should be added to value of x on each loop until x equals 100!
if x < 100 then
x = x + 1
end
end
-- let's create the loop handler!
registerEventHandler("mainLoop", "onMainLoop")
Example 2: mainLoop (including functions inside of the loop event - recommended!)
-- let's create a function that we will include inside of the mainLoop event!
function checkValue()
-- if x equals less than 100 then + 1 should be added to value of x on each loop until x equals 100!
if x < 100 then
x = x + 1
end
end
-- let's create the mainLoop event, where we will include functions for looping!
function onMainLoop()
checkValue() -- calls checkVal function on each loop!
end
-- let's create the loop handler!
registerEventHandler("mainLoop", "onMainLoop")
end
mouseEvent
you should only include one instance of the "mouseEvent" event per game/project!
Additional Info |
---|
Current mouseEvent eventFlags available: eEvtMouseMove(1), eEvtMouseLeftButtonDoubleClick(2), eEvtMouseLeftButtonDown(3), eEvtMouseLeftButtonUp(4), eEvtMouseLeftButtonHold(5), eEvtMouseLeftButtonHolding(6), eEvtMouseRightButtonDoubleClick(7), eEvtMouseRightButtonDown(8), eEvtMouseRightButtonUp(9), eEvtMouseMiddleButtonDown(10), eEvtMouseMiddleButtonUp(11), eEvtMouseWheelUp(12) & eEvtMouseWheelDown(13) |
Example: mouseEvent
--[[
Like the mainLoop event you can create what each registered event should do inside of the mouseEvent function or you can add functions which could be called based on certain conditions or not!
--]]
-- let's create the function for the mouseEvent listener!
function onMouseEvent(eventType, mousePosition)
-- bleh!
end
-- let's create the mouseEvent listener!
registerEventHandler("mouseEvent", "onMouseEvent", {eEvtMouseMove, eEvtMouseLeftButtonDoubleClick, eEvtMouseLeftButtonDown, eEvtMouseLeftButtonUp, eEvtMouseLeftButtonHold, eEvtMouseLeftButtonHolding, eEvtMouseRightButtonDoubleClick, eEvtMouseRightButtonDown, eEvtMouseRightButtonUp, eEvtMouseMiddleButtonDown, eEvtMouseMiddleButtonUp, eEvtMouseWheelUp, eEvtMouseWheelDown})
--[[
registerEventHandler("mouseEvent", "onMouseEvent", {1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13})
would also work & saves time on having to type out all the string versions of the mouseEvents!
note: you don't need to add of the mouseEvents; only add the ones you need for your game!
--]]
Arguments
will add later!
Flags: n/a (will add later)
Return: none