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override bool | CanOpenDialog () |
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void | FactionPlayabilityChanged (Faction faction, bool playable) |
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override void | HandlerAttachedScripted (Widget w) |
| Event called when subcomponent is initialized.
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override void | Refresh () |
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override void | HandlerDeattached (Widget w) |
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void | OnEditorMenuConfirmInput () |
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Widget | CreateItem (SCR_EditableEntityComponent entity) |
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void | QueueRefresh () |
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void | Clear () |
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void | OnChanged (EEditableEntityState state, set< SCR_EditableEntityComponent > entitiesInsert, set< SCR_EditableEntityComponent > entitiesRemove) |
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void | OnEditorSetSelection () |
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void | OnTypeTab (SCR_TabViewComponent tabView, SCR_TabViewContent tabContent, int index) |
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override void | ShowEntries (Widget contentWidget, int indexStart, int indexEnd) |
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override bool | IsUnique () |
| Is the component to exist only in one instance? If so, it will be registered in the list of components and can be searched for.
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override void | SetToolbarVisible (bool show) |
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override void | CopyPage (SCR_DialogEditorUIComponent linkedComponent) |
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bool | CreateItem (out Widget itemWidget, out SCR_BaseToolbarItemEditorUIComponent toolbarItem) |
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void | DeleteAllItems () |
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void | OnPageChanged (int page) |
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override void | OnDialogOpened (SCR_DialogEditorUIComponent linkedComponent) |
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override void | OnDialogClosed (SCR_DialogEditorUIComponent linkedComponent) |
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void | AllowFocus (Widget w) |
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void | SetLinkedWidgetVisibility (bool show) |
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void | OnInput (float value, EActionTrigger reason) |
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void | CloseDialog () |
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void | OnInputDeviceIsGamepad (bool isGamepad) |
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vector | OnCancelDown () |
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bool | OnCancelUp () |
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void | OnCancelExpired () |
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◆ CanOpenDialog()
override bool SCR_FactionsToolbarEditorUIComponent.CanOpenDialog |
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◆ FactionPlayabilityChanged()
void SCR_FactionsToolbarEditorUIComponent.FactionPlayabilityChanged |
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Faction | faction, |
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bool | playable ) |
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◆ HandlerAttachedScripted()
override void SCR_FactionsToolbarEditorUIComponent.HandlerAttachedScripted |
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Widget | w | ) |
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Event called when subcomponent is initialized.
Called only after all other subcomponents were registered as well and can be searched for. To be overwritten by inherited classes.
- Parameters
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Implements SCR_EntitiesToolbarEditorUIComponent.
◆ HandlerDeattached()
override void SCR_FactionsToolbarEditorUIComponent.HandlerDeattached |
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Widget | w | ) |
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◆ OnEditorMenuConfirmInput()
void SCR_FactionsToolbarEditorUIComponent.OnEditorMenuConfirmInput |
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◆ Refresh()
override void SCR_FactionsToolbarEditorUIComponent.Refresh |
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◆ m_NoFactionAttributeCategory
ResourceName SCR_FactionsToolbarEditorUIComponent.m_NoFactionAttributeCategory |
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◆ m_sButtonHintName
string SCR_FactionsToolbarEditorUIComponent.m_sButtonHintName |
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◆ m_sHeaderName
string SCR_FactionsToolbarEditorUIComponent.m_sHeaderName |
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◆ m_sNoPlayerFactionsActiveName
string SCR_FactionsToolbarEditorUIComponent.m_sNoPlayerFactionsActiveName |
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◆ m_wButtonHint
Widget SCR_FactionsToolbarEditorUIComponent.m_wButtonHint |
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◆ m_wHeader
Widget SCR_FactionsToolbarEditorUIComponent.m_wHeader |
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◆ m_wNoPlayerFactionsActive
Widget SCR_FactionsToolbarEditorUIComponent.m_wNoPlayerFactionsActive |
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The documentation for this interface was generated from the following file:
- Game/Editor/UI/Components/Toolbar/SCR_FactionsToolbarEditorUIComponent.c