Raptor internal broadcasts - Grisgram/gml-raptor GitHub Wiki

raptor also uses the broadcasting system internally, all its messages are prefixed with __raptor_<message_name> to avoid collisions with your own custom messages.

However, it might be handy to listen to some of the raptor-internal messages, as some of them can be of interest for your running game.

Here is a list of the internal messages sent by raptor.

Name (#macro) Sent when Data
Popup and MessageBox Broadcasts
__RAPTOR_BROADCAST_MSGBOX_OPENED When a MessageBox instance gets shown in the screen (Whenever any of the msg_show_* functions is called or a MessageBox instance is created and the show function is called) - no data attached -
__RAPTOR_BROADCAST_MSGBOX_CLOSED When a MessageBox instance is closed - no data attached -
__RAPTOR_BROADCAST_POPUP_SHOWN When the show_popup function of raptor gets called Holds the name of the layer group that has been made visible
{ layer_group_name: "layer_wildcard" }
__RAPTOR_BROADCAST_POPUP_HIDDEN When the show_popup function of raptor gets called Holds the name of the layer group that has been made invisible
{ layer_group_name: "layer_wildcard" }
Game Loading Broadcasts
__RAPTOR_BROADCAST_GAME_LOADING When the savegame_load_game function started loading a savegame - none -
__RAPTOR_BROADCAST_GAME_LOADED When the savegame_load_game function finished loading a savegame - none -
__RAPTOR_BROADCAST_DATA_GAME_LOADED When the savegame_load_struct_async function finished loading a data-only savegame file - none -
Game Saving Broadcasts
__RAPTOR_BROADCAST_GAME_SAVING When the savegame_save_game function started saving a savegame - none -
__RAPTOR_BROADCAST_GAME_SAVED When the savegame_save_game function finished saving a savegame - none -
__RAPTOR_BROADCAST_DATA_GAME_SAVED When the savegame_save_struct_async function finished saving a data-only savegame file - none -
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