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 - |