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override void | DisplayStartDraw (IEntity owner) |
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override void | SettingsChanged () |
| Called when any settings are changed in the settings menu, upon DisplayStartDraw() Called from SCR_ScreenEffectsManager.
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override void | DisplayControlledEntityChanged (IEntity from, IEntity to) |
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override void | UpdateEffect (float timeSlice) |
| Called every frame from SCR_ScreenEffectsManager.
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override void | DisplayUpdate (IEntity owner, float timeSlice) |
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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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override 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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override void | DisplayOnResumed () |
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bool | IsNearDOFAllowed (out bool forceSimpleDOF) |
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DepthOfFieldTypes | GetDOFType (out bool isNearDOFAllowed, bool settingsChanged=false) |
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void | ToggleForcedSimpleDOF (bool forceSimpleDOF) |
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void | AddDOFBokehEffect (bool nearDofAllowed) |
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void | AddDOFEffect (float timeslice, bool nearDofAllowed) |
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override void | ClearEffects () |
| Automatically called upon DisplayStartDraw() and DisplayStopDraw() from SCR_ScreenEffectsManager Due to many screeneffects listening to invokers, ClearEffects() is often called manually OnControlledEntityChanged()
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void | UpdateEffectVisibility (notnull ImageWidget effectWidget) |
| The widget will be made visible or hidden based on its opacity.
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void | AnimateEffectVisibility (notnull ImageWidget effectWidget, float opacity, float alpha, float opacitySpeed=1.0, float alphaSpeed=1.0, bool updateVisibility=true) |
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void | ShowSingleEffect (notnull ImageWidget effectWidget) |
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void | HideSingleEffect (notnull ImageWidget effectWidget) |
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bool | DisplayStartDrawInit (IEntity owner) |
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void | DisplayStopDraw (IEntity owner) |
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void | DisplayInit (IEntity owner) |
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void | DisplayConsciousnessChanged (bool conscious, bool init=false) |
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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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◆ AddDOFBokehEffect()
void SCR_DepthOfFieldEffect.AddDOFBokehEffect |
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bool | nearDofAllowed | ) |
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◆ AddDOFEffect()
void SCR_DepthOfFieldEffect.AddDOFEffect |
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float | timeslice, |
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bool | nearDofAllowed ) |
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◆ ClearEffects()
override void SCR_DepthOfFieldEffect.ClearEffects |
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◆ DisplayControlledEntityChanged()
override void SCR_DepthOfFieldEffect.DisplayControlledEntityChanged |
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IEntity | from, |
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IEntity | to ) |
◆ DisplayOnResumed()
override void SCR_DepthOfFieldEffect.DisplayOnResumed |
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◆ DisplayOnSuspended()
override void SCR_DepthOfFieldEffect.DisplayOnSuspended |
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Called when GUI is temporarily suspended due to visibility flags; e.g. GM entered and GUI marked as not to show in GM.
Implements SCR_InfoDisplayExtended.
◆ DisplayStartDraw()
override void SCR_DepthOfFieldEffect.DisplayStartDraw |
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IEntity | owner | ) |
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◆ GetDOFType()
DepthOfFieldTypes SCR_DepthOfFieldEffect.GetDOFType |
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out bool | isNearDOFAllowed, |
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bool | settingsChanged = false ) |
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- Parameters
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[out] | IsNearDOFAllowed | Returns whether this weapon forces simple DOF |
[in] | settingsChanged | Check sights even if they are the same in case settings change |
◆ IsNearDOFAllowed()
bool SCR_DepthOfFieldEffect.IsNearDOFAllowed |
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out bool | forceSimpleDOF | ) |
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- Parameters
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[out] | forceSimpleDOF | Returns whether this weapon forces simple DOF return Whether nearby DOF is allowed by the PIP settings |
◆ SettingsChanged()
override void SCR_DepthOfFieldEffect.SettingsChanged |
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Called when any settings are changed in the settings menu, upon DisplayStartDraw() Called from SCR_ScreenEffectsManager.
So not every effect has to listen for this individually Relevant when your effect needs to adapt when particular settings are changed, such as switching from normal DoF to Bokeh
Implements SCR_BaseScreenEffect.
◆ ToggleForcedSimpleDOF()
void SCR_DepthOfFieldEffect.ToggleForcedSimpleDOF |
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bool | forceSimpleDOF | ) |
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◆ UpdateEffect()
override void SCR_DepthOfFieldEffect.UpdateEffect |
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float | timeSlice | ) |
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◆ DEPTH_OF_FIELD_PRIORITY
const int SCR_DepthOfFieldEffect.DEPTH_OF_FIELD_PRIORITY = 8 |
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◆ DOF_BOKEH_EMAT
const string SCR_DepthOfFieldEffect.DOF_BOKEH_EMAT = "{5CFBB3297D669D9C}UI/Materials/ScreenEffects_DepthOfFieldBokehPP.emat" |
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◆ DOF_FADEIN_OPACITY_TARGET
const float SCR_DepthOfFieldEffect.DOF_FADEIN_OPACITY_TARGET = 1 |
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◆ DOF_NORMAL_EMAT
const string SCR_DepthOfFieldEffect.DOF_NORMAL_EMAT = "{403795B9349EA61C}UI/Materials/ScreenEffects_DepthOfFieldPP.emat" |
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◆ DOF_START_OPACITY
const float SCR_DepthOfFieldEffect.DOF_START_OPACITY = 0.7 |
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◆ DOFOUT_OPACITY_FADEOUT_DURATION
const float SCR_DepthOfFieldEffect.DOFOUT_OPACITY_FADEOUT_DURATION = 2 |
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◆ DOFOUT_PROGRESSION_FADEOUT_DURATION
const float SCR_DepthOfFieldEffect.DOFOUT_PROGRESSION_FADEOUT_DURATION = 1 |
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◆ FOCALDISTANCE_INTENSITY
const float SCR_DepthOfFieldEffect.FOCALDISTANCE_INTENSITY = 0.3 |
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◆ FOCALLENGTH_MAX
const int SCR_DepthOfFieldEffect.FOCALLENGTH_MAX = 5000 |
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◆ FOCUSDISTANCE_MULTIPIER
const int SCR_DepthOfFieldEffect.FOCUSDISTANCE_MULTIPIER = 30 |
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◆ m_bForceSimpleToggle
bool SCR_DepthOfFieldEffect.m_bForceSimpleToggle |
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◆ m_iCustomFocusDistanceScale
int SCR_DepthOfFieldEffect.m_iCustomFocusDistanceScale |
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◆ m_iFocalLengthNearIntensity
int SCR_DepthOfFieldEffect.m_iFocalLengthNearIntensity |
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◆ m_pCharacterEntity
◆ m_SightsComponent
◆ s_bSkipFar
bool SCR_DepthOfFieldEffect.s_bSkipFar |
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◆ SIMPLEDOF_EFFECT_MAX
const int SCR_DepthOfFieldEffect.SIMPLEDOF_EFFECT_MAX = 1500 |
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◆ SIMPLEDOF_FOCALCHANGE_MAX
const int SCR_DepthOfFieldEffect.SIMPLEDOF_FOCALCHANGE_MAX = 10000 |
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◆ STANDARD_FOCALCHANGE_NEAR
const float SCR_DepthOfFieldEffect.STANDARD_FOCALCHANGE_NEAR = 0.25 |
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The documentation for this interface was generated from the following file:
- Game/UI/ScreenEffects/SCR_DepthOfFieldEffect.c