Arma Reforger Script API
Loading...
Searching...
No Matches
Public Member Functions | Static Public Member Functions | Protected Member Functions | Protected Attributes | List of all members
SCR_EditorManagerEntity Interface Reference

The entity which enables all editor functionality for the player. More...

Inheritance diagram for SCR_EditorManagerEntity:
[legend]

Public Member Functions

override bool IsOpened ()
 Check if the editor is currently opened.
 
void Toggle ()
 Toggle the editor.
 
void Open (bool showErrorNotification=true)
 Open the editor.
 
void Close (bool showErrorNotification=true)
 Close the editor.
 
bool CanToggle ()
 Check if the editor can be toggled.
 
bool CanOpen ()
 Check if the editor can be opened.
 
bool CanOpen (EEditorCanOpen accessType)
 Check if specific opening type is enabled.
 
void SetCanOpen (bool canOpen, EEditorCanOpen accessType)
 Set if the editor can be opened.
 
bool CanClose ()
 Check if the editor can be closed.
 
bool CanClose (EEditorCanClose accessType)
 Check if specific closing type is enabled.
 
void SetCanClose (bool canClose, EEditorCanClose accessType)
 Set if the editor can be closed.
 
void SetAutoInit (bool isAutoInit=false)
 Set if the editor to be opened right when the editor manager is created.
 
bool IsAutoInit ()
 
void SetAutoModes (bool isAutoModes=false)
 Set if editor modes should be created automatically.
 
int GetPlayerID ()
 Get ID of the player to whom the editor manager belongs to.
 
bool IsOwner ()
 
bool IsInTransition ()
 Check if the editor is currently opening or closing.
 
bool IsLimited ()
 Check if the editor is limited, i.e., none of available modes give the user full Game Master powers.
 
override SCR_EditorManagerEntity GetManager ()
 Get editor manager.
 
void SendNotification (ENotification notificationID, int selfID=0, int targetID=0, vector position=vector.Zero)
 Show notification.
 
override ScriptInvoker GetOnInit ()
 Get event which is called when editor is initialized.
 
override ScriptInvoker GetOnOpened ()
 Get event which is called when editor is opened.
 
override ScriptInvoker GetOnPreActivate ()
 Get event which is called before the entity is activated.
 
override ScriptInvoker GetOnActivate ()
 Get event which is called when the entity is activated.
 
override ScriptInvoker GetOnPostActivate ()
 Get event which is called when the entity is activated, but after all GetOnActivate() functions were called.
 
override ScriptInvoker GetOnDeactivate ()
 Get event which is called when the entity is deactivated.
 
override ScriptInvoker GetOnClosed ()
 Get event which is called when the editor is closed.
 
override ScriptInvoker GetOnDebug ()
 Get event which is called every frame when debug is active.
 
override ScriptInvoker GetOnOpenedServer ()
 Get event which is called when editor is initialized.
 
override ScriptInvoker GetOnOpenedServerCallback ()
 Get event which is called when editor is initialized.
 
override ScriptInvoker GetOnClosedServer ()
 Get event which is called when editor is initialized.
 
override ScriptInvoker GetOnClosedServerCallback ()
 Get event which is called when editor is initialized and async loading finishes.
 
override ScriptInvoker GetOnActivateServer ()
 Get event which is called when the entity is activated.
 
override ScriptInvoker GetOnDeactivateServer ()
 Get event which is called when the entity is deactivated.
 
override ScriptInvoker GetOnRequest ()
 Get event which is called when a request to open/close the editor is sent to server.
 
ScriptInvoker GetOnCanOpen ()
 
ScriptInvoker GetOnCanClose ()
 
ScriptInvoker GetOnModeAdd ()
 
ScriptInvoker GetOnModeRemove ()
 
ScriptInvoker GetOnModeChangeRequest ()
 
ScriptInvoker GetOnModeChange ()
 
ScriptInvoker GetOnLimitedChange ()
 
ScriptInvoker GetOnAsyncLoad ()
 
ScriptInvoker GetOnCanEndGameChanged ()
 
SCR_EditorModeEntity CreateEditorMode (EEditorMode mode, bool isInit, ResourceName prefab="")
 Create editor mode.
 
void AddEditorModes (EEditorModeAccess access, EEditorMode modes, bool isInit=false)
 Add editor modes of given type(s).
 
void RemoveEditorModes (EEditorModeAccess access, EEditorMode modes)
 Removes editor modes of given type(s).
 
void SetEditorModes (EEditorModeAccess access, EEditorMode modes, bool isInit=false)
 Set editor modes of given type(s), replacing all previous modes.
 
void RepairEditorModes (bool isInit)
 Go thrugh current editor modes and make sure they all have a mode entity.
 
EEditorMode GetEditorModes ()
 
EEditorMode GetDefaultMode ()
 Get the first enabled mode from the list.
 
void RestorePreviousMode ()
 Set editor mode to the previously selected one.
 
bool SetCurrentMode (bool isLimited)
 Set current (un)limited mode.
 
void SetCurrentMode (EEditorMode mode)
 Set current editor mode.
 
EEditorMode GetCurrentMode ()
 Get current editor mode.
 
SCR_EditorModeEntity GetCurrentModeEntity ()
 Get current editor mode entity.
 
bool HasMode (EEditorMode mode)
 Check if the editor has given mode.
 
SCR_EditorModeEntity FindModeEntity (EEditorMode mode)
 Find editor mode entity for given mode.
 
int GetModeEntities (out notnull array< SCR_EditorModeEntity > modeEntities)
 Get all mode entities registered in this manager.
 
int GetModes (out notnull array< EEditorMode > modes)
 Get all modes registered in this manager.
 
EEditorMode GetModes ()
 Get all modes registered in this manager as a bit mask.
 
bool IsModeChangeRequested ()
 Check if the owner is waiting for mode change from server.
 
void RemoveMode (notnull SCR_EditorModeEntity modeEntity, bool OnDisconnnect)
 
void RequestAllAuthors ()
 
void InitServer (int playerID)
 
void PostInitServer ()
 
void AutoInit ()
 
override void EOnInit (IEntity owner)
 
override void EOnFrame (IEntity owner, float timeSlice)
 
void SCR_EditorManagerEntity (IEntitySource src, IEntity parent)
 
void ~SCR_EditorManagerEntity ()
 
- Public Member Functions inherited from SCR_EditorBaseEntity
bool IsOpened ()
 Check if editor is currently opened.
 
SCR_EditorManagerEntity GetManager ()
 Get editor manager.
 
int FindEditorComponents (out array< SCR_BaseEditorComponent > outComponents)
 Get all editor components.
 

Static Public Member Functions

static bool IsLimitedInstance ()
 Check if the local editor instance is limited, i.e., none of available modes give the user full Game Master powers.
 
static bool ToggleInstance ()
 Toggle the local instance of the editor.
 
static bool OpenInstance ()
 Open the local instance of the editor.
 
static bool CloseInstance ()
 Close the local instance of the editor.
 
static bool IsOpenedInstance (bool includeLimited=true)
 Check if the local editor is currently opened.
 
static bool CanOpenInstance ()
 Check if the local editor can be opened.
 
static bool CanCloseInstance ()
 Check if the local editor can be closed.
 
static SCR_EditorManagerEntity GetInstance ()
 Get the local instance of the editor manager.
 

Protected Member Functions

void ToggleServer (bool open)
 
void ToggleOwner (bool open)
 
void ToggleOwnerServerCallback (bool open)
 
int GetEnumSum (TypeName enumType)
 
void SetCanOpenOwner (EEditorCanOpen canOpen)
 
void SetCanOpenDebug (bool canOpen, EEditorCanOpen accessType=EEditorCanOpen.SCRIPT)
 
void SetCanCloseOwner (EEditorCanClose canClose)
 
void SetCanCloseDebug (bool canClose, EEditorCanClose accessType=EEditorCanClose.SCRIPT)
 
bool IsAuthority ()
 
void UpdateLimited ()
 
void AddMode (notnull SCR_EditorModeEntity modeEntity, bool isInit)
 
void RemoveModeServer (EEditorMode mode)
 
void CreateEditorModeOwner (EEditorMode mode, int modeEntityId, bool isInit)
 
void SetCurrentModeServer (EEditorMode mode)
 
void SetCurrentModeOwner (EEditorMode mode)
 
void RequestAllAuthorsServer ()
 
void FinishAuthorsRequestOwner ()
 
void RegisterAuthorOwner (notnull SCR_EditableEntityAuthor author)
 
void StartEvents (EEditorEventOperation type=EEditorEventOperation.NONE)
 
void ProcessEvent ()
 This would be so much nicer as a flow chart.
 
bool ProcessAsyncEvent (bool toActivate, out bool instantContinue)
 
void GetAllComponents (out array< SCR_BaseEditorComponent > outComponents)
 
void Action_EditorToggle (float value, EActionTrigger reason)
 
void Action_GoToLatestNotification (float value, EActionTrigger reason)
 
void ShowDebug ()
 
SCR_EditableEntityAuthor GetEntityAuthor ()
 
int GetEntityAuthorUID ()
 
void ProcessDebug ()
 
void InitOwner (int playerID)
 
- Protected Member Functions inherited from SCR_EditorBaseEntity
void InitComponents (bool isServer)
 
void InitComponent (SCR_BaseEditorComponent component, bool isServer)
 

Protected Attributes

ref map< EEditorModeAccess, EEditorModem_ModesByAccess = new map<EEditorModeAccess, EEditorMode>()
 
SCR_NotificationsComponent m_NotificationsComponent
 

Detailed Description

The entity which enables all editor functionality for the player.

Examples
d:/jenkins/workspace/ar_data_branches_stable_1.2.1/A4Data/scripts/Game/GameMode/SCR_GameModeEditor.c.

Constructor & Destructor Documentation

◆ SCR_EditorManagerEntity()

void SCR_EditorManagerEntity.SCR_EditorManagerEntity ( IEntitySource  src,
IEntity  parent 
)

◆ ~SCR_EditorManagerEntity()

void SCR_EditorManagerEntity.~SCR_EditorManagerEntity ( )

Member Function Documentation

◆ Action_EditorToggle()

void SCR_EditorManagerEntity.Action_EditorToggle ( float  value,
EActionTrigger  reason 
)
protected

◆ Action_GoToLatestNotification()

void SCR_EditorManagerEntity.Action_GoToLatestNotification ( float  value,
EActionTrigger  reason 
)
protected

◆ AddEditorModes()

void SCR_EditorManagerEntity.AddEditorModes ( EEditorModeAccess  access,
EEditorMode  modes,
bool  isInit = false 
)

Add editor modes of given type(s).

Parameters
accessAccess layer to which modes are added. Editor will receive modes from all its access layers.
modesFlags of added modes

◆ AddMode()

void SCR_EditorManagerEntity.AddMode ( notnull SCR_EditorModeEntity  modeEntity,
bool  isInit 
)
protected

◆ AutoInit()

void SCR_EditorManagerEntity.AutoInit ( )

◆ CanClose() [1/2]

bool SCR_EditorManagerEntity.CanClose ( )

Check if the editor can be closed.

Returns
True when it can

◆ CanClose() [2/2]

bool SCR_EditorManagerEntity.CanClose ( EEditorCanClose  accessType)

Check if specific closing type is enabled.

Parameters
accessTypeAccess type
Returns
True when it can

◆ CanCloseInstance()

static bool SCR_EditorManagerEntity.CanCloseInstance ( )
static

Check if the local editor can be closed.

Returns
True when it can

◆ CanOpen() [1/2]

bool SCR_EditorManagerEntity.CanOpen ( )

Check if the editor can be opened.

Returns
True when it can

◆ CanOpen() [2/2]

bool SCR_EditorManagerEntity.CanOpen ( EEditorCanOpen  accessType)

Check if specific opening type is enabled.

Parameters
accessTypeAccess type
Returns
True when it can

◆ CanOpenInstance()

static bool SCR_EditorManagerEntity.CanOpenInstance ( )
static

Check if the local editor can be opened.

Returns
True when it can

◆ CanToggle()

bool SCR_EditorManagerEntity.CanToggle ( )

Check if the editor can be toggled.

Returns
True when it can

◆ Close()

void SCR_EditorManagerEntity.Close ( bool  showErrorNotification = true)

Close the editor.

Nothing will happen if the editor is not allowed to be closed.

Parameters
showErrorNotificationSet to false to prevent sending notification to player when the editor cannot be closed

◆ CloseInstance()

static bool SCR_EditorManagerEntity.CloseInstance ( )
static

Close the local instance of the editor.

Nothing will happen if the editor is not allowed to be closed.

◆ CreateEditorMode()

SCR_EditorModeEntity SCR_EditorManagerEntity.CreateEditorMode ( EEditorMode  mode,
bool  isInit,
ResourceName  prefab = "" 
)

Create editor mode.

Must be executed on server! No mode will be created when one of given type already exists.

Parameters
modeMode type
prefabSCR_EditorModeEntity prefab from which the mode entity will be spawned. When undefined, default will be used (recommended)
Returns
Editor mode

◆ CreateEditorModeOwner()

void SCR_EditorManagerEntity.CreateEditorModeOwner ( EEditorMode  mode,
int  modeEntityId,
bool  isInit 
)
protected

◆ EOnFrame()

override void SCR_EditorManagerEntity.EOnFrame ( IEntity  owner,
float  timeSlice 
)

◆ EOnInit()

override void SCR_EditorManagerEntity.EOnInit ( IEntity  owner)

◆ FindModeEntity()

SCR_EditorModeEntity SCR_EditorManagerEntity.FindModeEntity ( EEditorMode  mode)

Find editor mode entity for given mode.

Returns
Editor mode entity (or null if no such mode exists)

◆ FinishAuthorsRequestOwner()

void SCR_EditorManagerEntity.FinishAuthorsRequestOwner ( )
protected

◆ GetAllComponents()

void SCR_EditorManagerEntity.GetAllComponents ( out array< SCR_BaseEditorComponent outComponents)
protected

◆ GetCurrentMode()

EEditorMode SCR_EditorManagerEntity.GetCurrentMode ( )

Get current editor mode.

Returns
Editor mode

◆ GetCurrentModeEntity()

SCR_EditorModeEntity SCR_EditorManagerEntity.GetCurrentModeEntity ( )

Get current editor mode entity.

Returns
Editor mode entity

◆ GetDefaultMode()

EEditorMode SCR_EditorManagerEntity.GetDefaultMode ( )

Get the first enabled mode from the list.

Returns
Editor mode

◆ GetEditorModes()

EEditorMode SCR_EditorManagerEntity.GetEditorModes ( )
Returns
Editor modes from all access layers

◆ GetEntityAuthor()

SCR_EditableEntityAuthor SCR_EditorManagerEntity.GetEntityAuthor ( )
protected

◆ GetEntityAuthorUID()

int SCR_EditorManagerEntity.GetEntityAuthorUID ( )
protected

◆ GetEnumSum()

int SCR_EditorManagerEntity.GetEnumSum ( TypeName  enumType)
protected

◆ GetInstance()

static SCR_EditorManagerEntity SCR_EditorManagerEntity.GetInstance ( )
static

Get the local instance of the editor manager.

Returns
Editor manager
Examples
d:/jenkins/workspace/ar_data_branches_stable_1.2.1/A4Data/scripts/Game/GameMode/SCR_GameModeEditor.c.

◆ GetManager()

override SCR_EditorManagerEntity SCR_EditorManagerEntity.GetManager ( )

Get editor manager.

Returns
Editor manager

Implements SCR_EditorBaseEntity.

◆ GetModeEntities()

int SCR_EditorManagerEntity.GetModeEntities ( out notnull array< SCR_EditorModeEntity modeEntities)

Get all mode entities registered in this manager.

Parameters
[out]modeEntitiesArray to be filled with mode entities
Returns
Number of mode entities

◆ GetModes() [1/2]

EEditorMode SCR_EditorManagerEntity.GetModes ( )

Get all modes registered in this manager as a bit mask.

Returns
Modes flag

◆ GetModes() [2/2]

int SCR_EditorManagerEntity.GetModes ( out notnull array< EEditorMode modes)

Get all modes registered in this manager.

Parameters
[out]modesArray to be filled with modes
Returns
Number of modes

◆ GetOnActivate()

override ScriptInvoker SCR_EditorManagerEntity.GetOnActivate ( )

Get event which is called when the entity is activated.

Returns
script invoker

Implements SCR_EditorBaseEntity.

◆ GetOnActivateServer()

override ScriptInvoker SCR_EditorManagerEntity.GetOnActivateServer ( )

Get event which is called when the entity is activated.

Returns
script invoker

Implements SCR_EditorBaseEntity.

◆ GetOnAsyncLoad()

ScriptInvoker SCR_EditorManagerEntity.GetOnAsyncLoad ( )

◆ GetOnCanClose()

ScriptInvoker SCR_EditorManagerEntity.GetOnCanClose ( )

◆ GetOnCanEndGameChanged()

ScriptInvoker SCR_EditorManagerEntity.GetOnCanEndGameChanged ( )

◆ GetOnCanOpen()

ScriptInvoker SCR_EditorManagerEntity.GetOnCanOpen ( )

◆ GetOnClosed()

override ScriptInvoker SCR_EditorManagerEntity.GetOnClosed ( )

Get event which is called when the editor is closed.

Returns
script invoker

Implements SCR_EditorBaseEntity.

◆ GetOnClosedServer()

override ScriptInvoker SCR_EditorManagerEntity.GetOnClosedServer ( )

Get event which is called when editor is initialized.

Returns
script invoker

Implements SCR_EditorBaseEntity.

◆ GetOnClosedServerCallback()

override ScriptInvoker SCR_EditorManagerEntity.GetOnClosedServerCallback ( )

Get event which is called when editor is initialized and async loading finishes.

Returns
script invoker

Implements SCR_EditorBaseEntity.

◆ GetOnDeactivate()

override ScriptInvoker SCR_EditorManagerEntity.GetOnDeactivate ( )

Get event which is called when the entity is deactivated.

Returns
script invoker

Implements SCR_EditorBaseEntity.

◆ GetOnDeactivateServer()

override ScriptInvoker SCR_EditorManagerEntity.GetOnDeactivateServer ( )

Get event which is called when the entity is deactivated.

Returns
script invoker

Implements SCR_EditorBaseEntity.

◆ GetOnDebug()

override ScriptInvoker SCR_EditorManagerEntity.GetOnDebug ( )

Get event which is called every frame when debug is active.

Returns
script invoker

Implements SCR_EditorBaseEntity.

◆ GetOnInit()

override ScriptInvoker SCR_EditorManagerEntity.GetOnInit ( )

Get event which is called when editor is initialized.

Returns
script invoker

Implements SCR_EditorBaseEntity.

◆ GetOnLimitedChange()

ScriptInvoker SCR_EditorManagerEntity.GetOnLimitedChange ( )

◆ GetOnModeAdd()

ScriptInvoker SCR_EditorManagerEntity.GetOnModeAdd ( )

◆ GetOnModeChange()

ScriptInvoker SCR_EditorManagerEntity.GetOnModeChange ( )

◆ GetOnModeChangeRequest()

ScriptInvoker SCR_EditorManagerEntity.GetOnModeChangeRequest ( )

◆ GetOnModeRemove()

ScriptInvoker SCR_EditorManagerEntity.GetOnModeRemove ( )

◆ GetOnOpened()

override ScriptInvoker SCR_EditorManagerEntity.GetOnOpened ( )

Get event which is called when editor is opened.

Returns
script invoker

Implements SCR_EditorBaseEntity.

◆ GetOnOpenedServer()

override ScriptInvoker SCR_EditorManagerEntity.GetOnOpenedServer ( )

Get event which is called when editor is initialized.

Returns
script invoker

Implements SCR_EditorBaseEntity.

◆ GetOnOpenedServerCallback()

override ScriptInvoker SCR_EditorManagerEntity.GetOnOpenedServerCallback ( )

Get event which is called when editor is initialized.

Returns
script invoker

Implements SCR_EditorBaseEntity.

◆ GetOnPostActivate()

override ScriptInvoker SCR_EditorManagerEntity.GetOnPostActivate ( )

Get event which is called when the entity is activated, but after all GetOnActivate() functions were called.

Returns
script invoker

Implements SCR_EditorBaseEntity.

◆ GetOnPreActivate()

override ScriptInvoker SCR_EditorManagerEntity.GetOnPreActivate ( )

Get event which is called before the entity is activated.

Returns
script invoker

Implements SCR_EditorBaseEntity.

◆ GetOnRequest()

override ScriptInvoker SCR_EditorManagerEntity.GetOnRequest ( )

Get event which is called when a request to open/close the editor is sent to server.

Returns
script invoker

Implements SCR_EditorBaseEntity.

◆ GetPlayerID()

int SCR_EditorManagerEntity.GetPlayerID ( )

Get ID of the player to whom the editor manager belongs to.

Returns
ID
Examples
d:/jenkins/workspace/ar_data_branches_stable_1.2.1/A4Data/scripts/Game/GameMode/SCR_GameModeEditor.c.

◆ HasMode()

bool SCR_EditorManagerEntity.HasMode ( EEditorMode  mode)

Check if the editor has given mode.

Returns
True when the mode is available

◆ InitOwner()

void SCR_EditorManagerEntity.InitOwner ( int  playerID)
protected

◆ InitServer()

void SCR_EditorManagerEntity.InitServer ( int  playerID)

◆ IsAuthority()

bool SCR_EditorManagerEntity.IsAuthority ( )
protected

◆ IsAutoInit()

bool SCR_EditorManagerEntity.IsAutoInit ( )
Returns
True if the editor should open upon game start.

◆ IsInTransition()

bool SCR_EditorManagerEntity.IsInTransition ( )

Check if the editor is currently opening or closing.

Returns
True if in transition

◆ IsLimited()

bool SCR_EditorManagerEntity.IsLimited ( )

Check if the editor is limited, i.e., none of available modes give the user full Game Master powers.

For example, photo mode is limited, and having only means the editor is limited.

Returns
True when limited
Examples
d:/jenkins/workspace/ar_data_branches_stable_1.2.1/A4Data/scripts/Game/GameMode/SCR_GameModeEditor.c.

◆ IsLimitedInstance()

static bool SCR_EditorManagerEntity.IsLimitedInstance ( )
static

Check if the local editor instance is limited, i.e., none of available modes give the user full Game Master powers.

For example, photo mode is limited, and having only means the editor is limited.

Returns
True when limited

◆ IsModeChangeRequested()

bool SCR_EditorManagerEntity.IsModeChangeRequested ( )

Check if the owner is waiting for mode change from server.

Returns
True if mode change was requested

◆ IsOpened()

override bool SCR_EditorManagerEntity.IsOpened ( )

Check if the editor is currently opened.

Returns
True if opened

Implements SCR_EditorBaseEntity.

◆ IsOpenedInstance()

static bool SCR_EditorManagerEntity.IsOpenedInstance ( bool  includeLimited = true)
static

Check if the local editor is currently opened.

Parameters
includeLimitedTrue includes limited open editor, pass false to check for open unlimited editor only
Returns
True if opened (and matches includeLimited)

◆ IsOwner()

bool SCR_EditorManagerEntity.IsOwner ( )

◆ Open()

void SCR_EditorManagerEntity.Open ( bool  showErrorNotification = true)

Open the editor.

Nothing will happen if the editor is not allowed to be opened.

Parameters
showErrorNotificationSet to false to prevent sending notification to player when the editor cannot be opened

◆ OpenInstance()

static bool SCR_EditorManagerEntity.OpenInstance ( )
static

Open the local instance of the editor.

Nothing will happen if the editor is not allowed to be opened.

Examples
d:/jenkins/workspace/ar_data_branches_stable_1.2.1/A4Data/scripts/Game/GameMode/SCR_GameModeEditor.c.

◆ PostInitServer()

void SCR_EditorManagerEntity.PostInitServer ( )

◆ ProcessAsyncEvent()

bool SCR_EditorManagerEntity.ProcessAsyncEvent ( bool  toActivate,
out bool  instantContinue 
)
protected

◆ ProcessDebug()

void SCR_EditorManagerEntity.ProcessDebug ( )
protected

◆ ProcessEvent()

void SCR_EditorManagerEntity.ProcessEvent ( )
protected

This would be so much nicer as a flow chart.

◆ RegisterAuthorOwner()

void SCR_EditorManagerEntity.RegisterAuthorOwner ( notnull SCR_EditableEntityAuthor  author)
protected

◆ RemoveEditorModes()

void SCR_EditorManagerEntity.RemoveEditorModes ( EEditorModeAccess  access,
EEditorMode  modes 
)

Removes editor modes of given type(s).

Parameters
accessAccess layer to which modes are added. Editor will receive modes from all its access layers.
modesFlags of removes modes

◆ RemoveMode()

void SCR_EditorManagerEntity.RemoveMode ( notnull SCR_EditorModeEntity  modeEntity,
bool  OnDisconnnect 
)

◆ RemoveModeServer()

void SCR_EditorManagerEntity.RemoveModeServer ( EEditorMode  mode)
protected

◆ RepairEditorModes()

void SCR_EditorManagerEntity.RepairEditorModes ( bool  isInit)

Go thrugh current editor modes and make sure they all have a mode entity.

◆ RequestAllAuthors()

void SCR_EditorManagerEntity.RequestAllAuthors ( )

◆ RequestAllAuthorsServer()

void SCR_EditorManagerEntity.RequestAllAuthorsServer ( )
protected

◆ RestorePreviousMode()

void SCR_EditorManagerEntity.RestorePreviousMode ( )

Set editor mode to the previously selected one.

◆ SendNotification()

void SCR_EditorManagerEntity.SendNotification ( ENotification  notificationID,
int  selfID = 0,
int  targetID = 0,
vector  position = vector::Zero 
)

Show notification.

Doesn't actually show a notification, it only triggers an event which other systems can react to.

Parameters
notificationID
selfID
targetID
position

◆ SetAutoInit()

void SCR_EditorManagerEntity.SetAutoInit ( bool  isAutoInit = false)

Set if the editor to be opened right when the editor manager is created.

Can be used only in Event_OnEditorManagerCreated handler of SCR_EditorManagerEntityEntity

Parameters
isAutoInitTrue to start the editor automatically
Examples
d:/jenkins/workspace/ar_data_branches_stable_1.2.1/A4Data/scripts/Game/GameMode/SCR_GameModeEditor.c.

◆ SetAutoModes()

void SCR_EditorManagerEntity.SetAutoModes ( bool  isAutoModes = false)

Set if editor modes should be created automatically.

By default it's true, turn it off if you plan to manage modes manually.

Parameters
isAutoModesTrue to automatically create default editor modes.

◆ SetCanClose()

void SCR_EditorManagerEntity.SetCanClose ( bool  canClose,
EEditorCanClose  accessType 
)

Set if the editor can be closed.

Parameters
canOpentrue if it can be closed
accessTypeAccess type. Editor can be closed only if all access types are active.

◆ SetCanCloseDebug()

void SCR_EditorManagerEntity.SetCanCloseDebug ( bool  canClose,
EEditorCanClose  accessType = EEditorCanClose::SCRIPT 
)
protected

◆ SetCanCloseOwner()

void SCR_EditorManagerEntity.SetCanCloseOwner ( EEditorCanClose  canClose)
protected

◆ SetCanOpen()

void SCR_EditorManagerEntity.SetCanOpen ( bool  canOpen,
EEditorCanOpen  accessType 
)

Set if the editor can be opened.

Parameters
canOpentrue if it can be opened
accessTypeAccess type. Editor can be opened only if all access types are active.

◆ SetCanOpenDebug()

void SCR_EditorManagerEntity.SetCanOpenDebug ( bool  canOpen,
EEditorCanOpen  accessType = EEditorCanOpen::SCRIPT 
)
protected

◆ SetCanOpenOwner()

void SCR_EditorManagerEntity.SetCanOpenOwner ( EEditorCanOpen  canOpen)
protected

◆ SetCurrentMode() [1/2]

bool SCR_EditorManagerEntity.SetCurrentMode ( bool  isLimited)

Set current (un)limited mode.

Parameters
IsLimitedTrue to select the first available limited mode, false to selected unlimited mode
Returns
True if suitable mode was found

◆ SetCurrentMode() [2/2]

void SCR_EditorManagerEntity.SetCurrentMode ( EEditorMode  mode)

Set current editor mode.

Parameters
modeNew mode. Use -1 to choose first enabled mode from the list.

◆ SetCurrentModeOwner()

void SCR_EditorManagerEntity.SetCurrentModeOwner ( EEditorMode  mode)
protected

◆ SetCurrentModeServer()

void SCR_EditorManagerEntity.SetCurrentModeServer ( EEditorMode  mode)
protected

◆ SetEditorModes()

void SCR_EditorManagerEntity.SetEditorModes ( EEditorModeAccess  access,
EEditorMode  modes,
bool  isInit = false 
)

Set editor modes of given type(s), replacing all previous modes.

Parameters
accessAccess layer to which modes are added. Editor will receive modes from all its access layers.
modesFlags of set modes

◆ ShowDebug()

void SCR_EditorManagerEntity.ShowDebug ( )
protected

◆ StartEvents()

void SCR_EditorManagerEntity.StartEvents ( EEditorEventOperation  type = EEditorEventOperation::NONE)
protected

◆ Toggle()

void SCR_EditorManagerEntity.Toggle ( )

Toggle the editor.

If it's closed it will be opened, and vice versa. Nothing will happen if the desired action is disabled.

◆ ToggleInstance()

static bool SCR_EditorManagerEntity.ToggleInstance ( )
static

Toggle the local instance of the editor.

If it's closed it will be opened, and vice versa. Nothing will happen if the desired action is disabled.

◆ ToggleOwner()

void SCR_EditorManagerEntity.ToggleOwner ( bool  open)
protected

◆ ToggleOwnerServerCallback()

void SCR_EditorManagerEntity.ToggleOwnerServerCallback ( bool  open)
protected

◆ ToggleServer()

void SCR_EditorManagerEntity.ToggleServer ( bool  open)
protected

◆ UpdateLimited()

void SCR_EditorManagerEntity.UpdateLimited ( )
protected

Member Data Documentation

◆ m_ModesByAccess

ref map<EEditorModeAccess, EEditorMode> SCR_EditorManagerEntity.m_ModesByAccess = new map<EEditorModeAccess, EEditorMode>()
protected

◆ m_NotificationsComponent

SCR_NotificationsComponent SCR_EditorManagerEntity.m_NotificationsComponent
protected

The documentation for this interface was generated from the following file: