API/event
Event API
The Event API provides a basic event system to allow your code to react to signals sent by the OS or other programs/libraries.
For example, this can be used to capture keys pressed, react if an external screen is attached or removed, or handle incoming network messages.
Overview
There are two main use cases for the event API:
- Have your program react on events while running in the background (driver mode). - Have your program handle events while being the foreground program executed (primary mode).
In driver mode your program needs to register callbacks for events (using event.listen()) then it should exit to return execution to the primary program (usually the shell). In primary mode your program does not need to register events, it can handle them directly using event.pull().
Note: While it is technically possible to do both at the same time it is not recommended to do so. To make sure that events are received by all registered functions, they are consumed only after all functions have been called. So if you register your handler and pull at the same time, you would receive events twice.
Functions
event.listen(event: string, callback: function): booleanRegister a new event listener that should be called for events with the specified name. event - name of the signal to listen to.
callback - the function to call if this signal is received. The function will receive the event name it was registered for as first parameter, then all remaining parameters as defined by the signal that caused the event.
Returns: number, the event id which can be canceled via event.cancel, if the event was successfully registered, false if this function was already registered for this event type. - event.ignore(event: string, callback: function): boolean Unregister a previously registered event listener. event - name of the signal to unregister.
callback - the function that was used to register for this event.
Returns: true if the event was successfully unregistered, false if this function was not registered for this event type.
Note: An event listeners may return false to unregister themselves, which is equivalent to calling event.ignore and passing the listener with the event name it was registered for. - event.timer(interval: number, callback: function[, times: number]): number Starts a new timer that will be called after the time specified in interval. interval - time in seconds between each invocation of the callback function. Can be a fraction like 0.05.
callback - the function to call.
times - how many times the function will be called. If omitted the function will be called once. Pass math.huge for infinite repeat.
Returns: a timer ID that can be used to cancel the timer at any time.
Note: the timer resolution can vary. If the computer is idle and enters sleep mode, it will only be woken in a game tick, so the time the callback is called may be up to 0.05 seconds off. - event.cancel(timerId: number): boolean Cancels a timer previously created with event.timer. timerId - a timer ID as returned by event.timer.
Returns: true if the timer was stopped, false if there was no timer with the specified ID. - event.pull([timeout: number], [name: string], ...): string, ... Pulls and returns the next available event from the queue, or waits until one becomes available. timeout - if passed the function will wait for a new event for this many seconds at maximum then returns nil if no event was queued during that time.
name - an event pattern that will act as a filter. If given then only events that match this pattern will be returned. Can be nil in which case the event names will not be filtered. See string.match on how to use patterns.
... - any number of parameters in the same order as defined by the signal that is expected. Those arguments will act as filters for the additional arguments returned by the signal. Direct equality is used to determine if the argument is equal to the given filter. Can be nil in which case this particular argument will not be filtered.
Filter example: The touch signal (when a player clicks on a tier two or three screen) has the signature screenX: number, screenY: number, playerName: string To only pull clicks by player "Steve" you'd do:
local _, x, y = event.pull("touch", nil, nil, "Steve")
event.pullFiltered([timeout: number], [filter: function]): string, ...(Since 1.5.9) Pulls and returns the next available event from the queue, or waits until one becomes available but allows filtering by specifying filter function. timeout - if passed the function will wait for a new event for this many seconds at maximum then returnsnilif no event was queued during that time.
filter - if passed the function will use it as a filtering function of events. Allows for advanced filtering.
Example:
local allowedPlayers = {"Kubuxu", "Sangar", "Magik6k", "Vexatos"} local function filter(name, ...)
if name ~= "key_up" and name ~= "key_down" and name ~= "touch" then
return false
end
local nick
if name == "touch" then
nick = select(3, ...)
else
nick = select(4, ...)
end
for _, allowed in ipairs(allowedPlayers) do
if nick == allowed then
return true
end
end
return false
end
local e = {event.pullFiltered(filter)} -- We are pulling key_up, key_down and click events for unlimited amount of time. The filter will ensure that only events caused by players in allowedPlayers are pulled.event.pullMultiple(...): ...(Since 1.5.9) As its argumentspullMultipleaccepts multiple event names to be pulled, allowing basic filtering of multiple events at once. -event.onError(message: any)Global event callback error handler. If an event listener throws an error, we handle it in this function to avoid it bubbling into unrelated code (that only triggered the execution by callingevent.pull). Per default, this logs errors into a file on the temporary file system. You can replace this function with your own if you want to handle event errors in a different way. -event.push(name: string[, ...])This is only an alias to computer.pushSignal. This does not modify the arguments in any way. It seemed logical to add the alias to the event library because there is also anevent.pullfor signals.
Interrupts
Starting In OpenOS 1.6.4 and later, interrupts have been cleaned up. The following two methods are now obsolete
event.shouldSoftInterrupt(): boolean(Since 1.5.9 and removed in 1.6.4) -event.shouldInterrupt(): boolean(Since 1.5.9 and removed in 1.6.4)
Interrupts are a type of messaging intended to close or stop a process. In OpenOS the computer.pullSignal(), and thus any wrapper, generates 2 types of events.
They are especially useful when event.pull() is called without time limit and with a filter. In some cases this means that event.pull() could be waiting indefinitely.
- Soft interrupts are an event signal generated by pressing
Ctrl+C. The signal returns two fields, the event name"interrupted"and the computer uptime
Hard interrupts are generated by pressing Ctrl-Alt-C. It forcibly exits the event.pull() method by throwing a "interrupted" error.
Basic event example
Typically user scripts care about one or two events, and don't care to handle the rest. It is good to handle "interrupted" for soft interrupts.
while true do
local id, _, x, y = event.pullMultiple("touch", "interrupted")
if id == "interrupted" then
print("soft interrupt, closing")
break
elseif id == "touch" then
print("user clicked", x, y)
end
endGeneral purpose event handler
Here is a clever solution for providing a general purpose event handler. In this example the primary functionality uses the event id returned by event.pull() as a key for a table of callbacks, using metamethods to handle undefined events. Note that event.pull puts the program on hold until there is an event available.
local event = require "event" -- load event table and store the pointer to it in event
local char_space = string.byte(" ") -- numerical representation of the space char local running = true -- state variable so the loop can terminate
function unknownEvent()
-- do nothing if the event wasn't relevant
end
-- table that holds all event handlers -- in case no match can be found returns the dummy function unknownEvent local myEventHandlers = setmetatable({}, { __index = function() return unknownEvent end })
-- Example key-handler that simply sets running to false if the user hits space function myEventHandlers.key_up(adress, char, code, playerName)
if (char == char_space) then
running = false
end
end
-- The main event handler as function to separate eventID from the remaining arguments function handleEvent(eventID, ...)
if (eventID) then -- can be nil if no event was pulled for some time
myEventHandlers[eventID](...) -- call the appropriate event handler with all remaining arguments
end
end
-- main event loop which processes all events, or sleeps if there is nothing to do while running do
handleEvent(event.pull()) -- sleeps until an event is available, then process it
endIf you work in driver mode, you need to register the events instead, by either registering a global event handler like the one in the example above, or by registering each individual handler on its own. If you would write the example above to work in the background, the while running do loop would be replaced like this:
event.listen("key_up", handleEvent) -- register handleEvent to be called on key_up then end the program It would also be possible to register myEventHandlers.key_up directly, in which case it would receive an additional parameter (the event name) as the first parameter.
Contents
| APIs | |
|---|---|
| OpenOS | buffer - colors - component - computer - event - filesystem - uuid - internet - keyboard - note - process - rc - robot - serialization - shell - sides - term - text - thread - transforms - unicode |
| Lua Libraries | coroutine - package - io - os |