◆ SCR_EditorMenuOverlayLayer()
void SCR_EditorMenuOverlayLayer.SCR_EditorMenuOverlayLayer |
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◆ ActivateLayer()
void SCR_EditorMenuOverlayLayer.ActivateLayer |
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◆ ExitLayer()
Delete all overlays within the layer.
◆ GetCurrentOverlay()
Get current overlay.
- Returns
- Overlay
◆ GetCurrentOverlayIndex()
int SCR_EditorMenuOverlayLayer.GetCurrentOverlayIndex |
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Get index of current overlay.
- Returns
- Index
◆ GetLayer()
Get layer type.
- Returns
- Layer type
◆ GetOnOverlayChanged()
ScriptInvoker SCR_EditorMenuOverlayLayer.GetOnOverlayChanged |
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Get event invoker every time the overlay changes.
- Returns
- Script invoker
◆ GetOverlays()
Get all overlays within this layer.
- Parameters
-
[out] | outOverlays | Array to be filled with overlays |
- Returns
- Number of overlays
◆ GetOverlayWidget()
Widget SCR_EditorMenuOverlayLayer.GetOverlayWidget |
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Get widget representing the overlay.
- Returns
- Widget
◆ GetRootWidget()
Widget SCR_EditorMenuOverlayLayer.GetRootWidget |
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Widget |
rootWidget, |
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string |
widgetName |
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◆ OnHide()
void SCR_EditorMenuOverlayLayer.OnHide |
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float |
opacity | ) |
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◆ PostActivateLayer()
Create widgets of all overlays within the layer.
Inactive overlays will be hidden, and activated only when they become current.
- Parameters
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menu | Menu in which the overlay is screated |
workspace | GUI workspace |
◆ RefreshOverlay()
void SCR_EditorMenuOverlayLayer.RefreshOverlay |
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◆ ResetOverlay()
void SCR_EditorMenuOverlayLayer.ResetOverlay |
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Set overlay to defautl value.
◆ SetCurrentOverlay()
void SCR_EditorMenuOverlayLayer.SetCurrentOverlay |
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int |
index, |
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bool |
forced = false |
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Set current overlay.
- Parameters
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index | Overlay index from pre-defined list |
forced | Set the current overlay even if the current one is the same (used on init) |
◆ UpdateCustomRoot()
void SCR_EditorMenuOverlayLayer.UpdateCustomRoot |
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The documentation for this interface was generated from the following file:
- Game/Editor/Components/Editor/SCR_MenuOverlaysEditorComponent.c