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override void | DisplayUpdate (IEntity owner, float timeSlice) |
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void | SetOffsetY (float offset=-1) |
| Set available actions layout y position.
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void | SetAdditionalOffsetY (float offset) |
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override void | DisplayStartDraw (IEntity owner) |
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override void | DisplayStopDraw (IEntity owner) |
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override void | DisplayInit (IEntity owner) |
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void | SetEnabled (bool isEnabled) |
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override void | Show (bool show, float speed=UIConstants.FADE_RATE_INSTANT, EAnimationCurve curve=EAnimationCurve.LINEAR) |
| Show/hide InfoDisplay properly, not breaking other systems like AdaptiveOpacity or ConditionalVisibility.
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SCR_InfoDisplayHandler | GetHandler (TypeName handlerType) |
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SCR_InfoDisplayInvoker | GetOnStart () |
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SCR_InfoDisplayInvoker | GetOnStop () |
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IEntity | GetOwnerEntity () |
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Widget | GetContentWidget () |
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string | GetContentWidgetName () |
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void | SetRootWidget (notnull Widget root) |
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void | SetContentWidget (notnull Widget content) |
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bool | IsShown () |
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Widget | GetRootWidget () |
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bool | GetDimensions (out float width, out float height, bool addSafezones=true) |
| Get width and height of the InfoDisplay element, optionally with safezones adjustments.
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bool | GetAnchorPosition (out float x, out float y, EWidgetAnchor anchor=EWidgetAnchor.TOPLEFT, bool addSafezones=true) |
| Get width and height of the InfoDisplay element, optionally with safezones adjustments.
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void | RegisterToHudManager () |
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proto external int | GetInfoDisplays (out notnull array< BaseInfoDisplay > outInfoDisplays) |
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proto external GenericComponent | FindComponentInParentContainer (TypeName typeName) |
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int | GetAvailableActions (SCR_AvailableActionsConditionData data, array< ref SCR_AvailableActionContext > inActions, out array< SCR_AvailableActionContext > outActions, float timeSlice) |
| Go through the list of passed in action names of inActions and populate the outActions list with actions that are currently active (available) Returns count of available actions or -1 in case of error.
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bool | CanBeShown (IEntity controlledEntity) |
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void | UpdateIsEnabled () |
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void | DisplayHint (Widget widget, float delayFade, float delayShrink) |
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void | HintFadeOut (Widget widget, float delayFade, float delayShrink) |
| Hide hint with fadeout.
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void | HintShrink (Widget widget, float delayShrink) |
| Hide hint with fadeout.
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void | HintHide (Widget widget) |
| Hide hint with fadeout.
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void | ApplyOffsets () |
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void | OnSettingsMenuClosed (ChimeraMenuBase menu) |
| Callback method that is triggered when some menu is closed.
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void | OnGamepadDeviceChanged (bool isUsingGamepad) |
| Callback method that is triggered when player switches to or from using gamepad as his input device.
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void | OnSlotUIResize () |
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void | ApplyLayoutBehavior () |
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bool | DisplayStartDrawInit (IEntity owner) |
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void | DisplayControlledEntityChanged (IEntity from, IEntity to) |
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void | DisplayConsciousnessChanged (bool conscious, bool init=false) |
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void | DisplayOnSuspended () |
| Called when GUI is temporarily suspended due to visibility flags; e.g. GM entered and GUI marked as not to show in GM.
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void | DisplayOnResumed () |
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void | InitializeInterfaceSettings () |
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void | OnSettingsChanged () |
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void | OnShownFinished (Widget w, float targetOpacity, WidgetAnimationOpacity anim=null) |
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void | AdaptiveOpacity_Update (float opacity, float sceneBrightness, bool init=false) |
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◆ ApplyLayoutBehavior()
void SCR_AvailableActionsDisplay.ApplyLayoutBehavior |
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◆ ApplyOffsets()
void SCR_AvailableActionsDisplay.ApplyOffsets |
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◆ CanBeShown()
bool SCR_AvailableActionsDisplay.CanBeShown |
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IEntity | controlledEntity | ) |
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◆ DisplayHint()
void SCR_AvailableActionsDisplay.DisplayHint |
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Widget | widget, |
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float | delayFade, |
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float | delayShrink ) |
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◆ DisplayInit()
override void SCR_AvailableActionsDisplay.DisplayInit |
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IEntity | owner | ) |
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◆ DisplayStartDraw()
override void SCR_AvailableActionsDisplay.DisplayStartDraw |
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IEntity | owner | ) |
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◆ DisplayStopDraw()
override void SCR_AvailableActionsDisplay.DisplayStopDraw |
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IEntity | owner | ) |
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◆ DisplayUpdate()
override void SCR_AvailableActionsDisplay.DisplayUpdate |
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IEntity | owner, |
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float | timeSlice ) |
◆ GetAvailableActions()
Go through the list of passed in action names of inActions and populate the outActions list with actions that are currently active (available) Returns count of available actions or -1 in case of error.
◆ HintFadeOut()
void SCR_AvailableActionsDisplay.HintFadeOut |
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Widget | widget, |
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float | delayFade, |
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float | delayShrink ) |
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◆ HintHide()
void SCR_AvailableActionsDisplay.HintHide |
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Widget | widget | ) |
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◆ HintShrink()
void SCR_AvailableActionsDisplay.HintShrink |
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Widget | widget, |
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float | delayShrink ) |
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◆ OnGamepadDeviceChanged()
void SCR_AvailableActionsDisplay.OnGamepadDeviceChanged |
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bool | isUsingGamepad | ) |
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Callback method that is triggered when player switches to or from using gamepad as his input device.
- Parameters
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◆ OnSettingsMenuClosed()
void SCR_AvailableActionsDisplay.OnSettingsMenuClosed |
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ChimeraMenuBase | menu | ) |
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Callback method that is triggered when some menu is closed.
- Parameters
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◆ OnSlotUIResize()
void SCR_AvailableActionsDisplay.OnSlotUIResize |
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◆ SetAdditionalOffsetY()
void SCR_AvailableActionsDisplay.SetAdditionalOffsetY |
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float | offset | ) |
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◆ SetOffsetY()
void SCR_AvailableActionsDisplay.SetOffsetY |
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float | offset = -1 | ) |
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Set available actions layout y position.
◆ UpdateIsEnabled()
void SCR_AvailableActionsDisplay.UpdateIsEnabled |
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◆ DEFAULT_FONT_SIZE
const int SCR_AvailableActionsDisplay.DEFAULT_FONT_SIZE = 20 |
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◆ HEIGHT_DIVIDER_BIG
const int SCR_AvailableActionsDisplay.HEIGHT_DIVIDER_BIG = 70 |
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This values are used to determine how many actions fit in the available space. (Space / devider = MaxActions)
◆ HEIGHT_DIVIDER_MEDIUM
const int SCR_AvailableActionsDisplay.HEIGHT_DIVIDER_MEDIUM = 50 |
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◆ HINT_SIZE_Y
const int SCR_AvailableActionsDisplay.HINT_SIZE_Y = 34 |
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◆ m_aActions
List of all actions to process at any given moment, these are filtered and available ones are displayed.
◆ m_aBehaviors
◆ m_aWidgets
List of available action widget containers.
◆ m_bForceUpdate
bool SCR_AvailableActionsDisplay.m_bForceUpdate |
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If user changed keybing then it should force update of hints.
◆ m_bIsEnabledSettings
bool SCR_AvailableActionsDisplay.m_bIsEnabledSettings |
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◆ m_data
◆ m_eCurrentInputDevice
EInputDeviceType SCR_AvailableActionsDisplay.m_eCurrentInputDevice |
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◆ m_fAdditionalOffsetY
float SCR_AvailableActionsDisplay.m_fAdditionalOffsetY = 0 |
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◆ m_fDataFetchTimer
float SCR_AvailableActionsDisplay.m_fDataFetchTimer |
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Timer for fetching data limitation.
◆ m_fDefaultOffsetY
float SCR_AvailableActionsDisplay.m_fDefaultOffsetY |
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◆ m_fOffsetY
float SCR_AvailableActionsDisplay.m_fOffsetY |
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◆ m_HUDSlotComponent
◆ m_iButtonSizeLarge
int SCR_AvailableActionsDisplay.m_iButtonSizeLarge |
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◆ m_iButtonSizeMedium
int SCR_AvailableActionsDisplay.m_iButtonSizeMedium |
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◆ m_iButtonSizeSmall
int SCR_AvailableActionsDisplay.m_iButtonSizeSmall |
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◆ m_iLastCount
int SCR_AvailableActionsDisplay.m_iLastCount |
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Amount of previously shown widgets.
◆ m_iMaxActionsBig
int SCR_AvailableActionsDisplay.m_iMaxActionsBig = 5 |
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Default values for how many large / medium buttons will be displayed before they switch to a smaller one. (This gets overritten by the SlotSize calculation)
◆ m_iMaxActionsMedium
int SCR_AvailableActionsDisplay.m_iMaxActionsMedium = 7 |
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◆ m_sChildLayout
ResourceName SCR_AvailableActionsDisplay.m_sChildLayout |
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◆ m_slotHandler
◆ m_wLayoutWidget
Widget SCR_AvailableActionsDisplay.m_wLayoutWidget |
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Layout widget in root or null if new.
◆ MIN_FONT_SIZE
const int SCR_AvailableActionsDisplay.MIN_FONT_SIZE = 16 |
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◆ PRELOADED_WIDGETS_COUNT
const int SCR_AvailableActionsDisplay.PRELOADED_WIDGETS_COUNT = 16 |
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Count of maximum elements that will be pre-cached.
The documentation for this interface was generated from the following file:
- Game/UI/HUD/AvailableActions/SCR_AvailableActionsDisplay.c