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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 | 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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override void | UpdateEffect (float timeSlice) |
| Called every frame from SCR_ScreenEffectsManager.
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void | AddDesaturationEffect () |
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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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const string | DESATURATION_EMAT = "{7C202A913EB8B1A9}UI/Materials/ScreenEffects_ColorPP.emat" |
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◆ AddDesaturationEffect()
void SCR_DesaturationEffect.AddDesaturationEffect |
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◆ ClearEffects()
override void SCR_DesaturationEffect.ClearEffects |
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◆ DisplayControlledEntityChanged()
override void SCR_DesaturationEffect.DisplayControlledEntityChanged |
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IEntity | from, |
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IEntity | to ) |
◆ DisplayOnResumed()
override void SCR_DesaturationEffect.DisplayOnResumed |
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◆ DisplayOnSuspended()
override void SCR_DesaturationEffect.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_DesaturationEffect.DisplayStartDraw |
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IEntity | owner | ) |
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◆ SettingsChanged()
override void SCR_DesaturationEffect.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.
◆ UpdateEffect()
override void SCR_DesaturationEffect.UpdateEffect |
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float | timeSlice | ) |
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◆ COLORS_PP_PRIORITY
const int SCR_DesaturationEffect.COLORS_PP_PRIORITY = 5 |
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◆ DESATURATION_EMAT
const string SCR_DesaturationEffect.DESATURATION_EMAT = "{7C202A913EB8B1A9}UI/Materials/ScreenEffects_ColorPP.emat" |
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◆ m_bLocalPlayerOutsideCharacter
bool SCR_DesaturationEffect.m_bLocalPlayerOutsideCharacter |
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◆ m_BloodHZ
◆ m_DamageManager
◆ m_fDesaturationEnd
float SCR_DesaturationEffect.m_fDesaturationEnd |
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◆ m_fDesaturationStart
float SCR_DesaturationEffect.m_fDesaturationStart |
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◆ m_pCharacterEntity
The documentation for this interface was generated from the following file:
- Game/UI/ScreenEffects/SCR_DesaturationEffect.c