Arma Reforger Script API
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Public Member Functions | Protected Member Functions | Protected Attributes | List of all members
SCR_FadeUIComponent Interface Reference
Inheritance diagram for SCR_FadeUIComponent:
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Public Member Functions

void FadeIn (bool setOpacityZero=true)
 Fade in widget.
 
void DelayedFadeIn (int delay, bool setOpacityZero=true)
 Fade in with delay (in miliseconds)
 
void FadeOut (bool destroyOnFadeOut)
 Fade out widget.
 
void DelayedFadeOut (int delay, bool destroyOnFadeOut, bool setOpacityTofadeInTarget=true)
 Fade out with delay (in milliseconds)
 
void CancelFade (bool callFadeDone)
 Cancel current fade.
 
void SetFadeInSpeed (float fadeInSpeed)
 Set the fade in speed.
 
Widget GetFadeWidget ()
 Get Fade widget.
 
bool IsFading ()
 
bool IsFadingIn ()
 
bool IsFadingOut ()
 
float GetTargetFadeInOpacity ()
 
ScriptInvoker GetOnFadeDone ()
 Get Fade done Script Invoker.
 
override void HandlerAttached (Widget w)
 
override void HandlerDeattached (Widget w)
 

Protected Member Functions

void StartListenToFadeDone (bool isFadeIn)
 
void FadeDoneCheck ()
 

Protected Attributes

string m_sFadeWidgetName
 
float m_fFadeInOpacitytarget
 
float m_fFadeInAnimationSpeed
 
float m_fFadeOutAnimationSpeed
 
bool m_bAutoFadeIn
 
float m_bFadeDoneUpdateSpeed
 
Widget m_wFadeWidget
 
string m_sOnFadeInSfx
 
bool m_bFadeInSfxHasPriority
 
string m_sOnFadeOutSfx
 
bool m_bFadeOutSfxHasPriority
 
bool m_bIsWaitingForDelayedFadeIn
 
bool m_bIsWaitingForDelayedFadeOut
 
bool m_bIsFading
 
bool m_bIsFadingIn
 
bool m_bCheckingForFadeOutDestroy = false
 
ref ScriptInvoker Event_OnFadeDone
 

Member Function Documentation

◆ CancelFade()

void SCR_FadeUIComponent.CancelFade ( bool  callFadeDone)

Cancel current fade.

Parameters
[in]callFadeDoneif true it will still call the fade done event

◆ DelayedFadeIn()

void SCR_FadeUIComponent.DelayedFadeIn ( int  delay,
bool  setOpacityZero = true 
)

Fade in with delay (in miliseconds)

Parameters
[in]delayhow long will the delay be fore fading
[in]

will set opacity to 0 if this is true. Else keeps current opacity

◆ DelayedFadeOut()

void SCR_FadeUIComponent.DelayedFadeOut ( int  delay,
bool  destroyOnFadeOut,
bool  setOpacityTofadeInTarget = true 
)

Fade out with delay (in milliseconds)

Parameters
[in]delayhow long will fading take
[in]destroyOnFadeOutwill destroy widget if fade out animation is done
[in]setOpacityTofadeInTargetwill set opacity to the given fade in amount if this is true. Else keeps current opacity

◆ FadeDoneCheck()

void SCR_FadeUIComponent.FadeDoneCheck ( )
protected

◆ FadeIn()

void SCR_FadeUIComponent.FadeIn ( bool  setOpacityZero = true)

Fade in widget.

Parameters
[in]setOpacityZerowill set opacity to 0 if this is true. Else keeps current opacity

◆ FadeOut()

void SCR_FadeUIComponent.FadeOut ( bool  destroyOnFadeOut)

Fade out widget.

Parameters
[in]destroyOnFadeOutwill destroy widget if fade out animation is done

◆ GetFadeWidget()

Widget SCR_FadeUIComponent.GetFadeWidget ( )

Get Fade widget.

Returns
the widget to be faded

◆ GetOnFadeDone()

ScriptInvoker SCR_FadeUIComponent.GetOnFadeDone ( )

Get Fade done Script Invoker.

Returns
script invoker triggering when fade is done. Vars: SCR_FadeUIComponent bool isFadeIn

◆ GetTargetFadeInOpacity()

float SCR_FadeUIComponent.GetTargetFadeInOpacity ( )
Returns
fade in opacity target

◆ HandlerAttached()

override void SCR_FadeUIComponent.HandlerAttached ( Widget  w)

◆ HandlerDeattached()

override void SCR_FadeUIComponent.HandlerDeattached ( Widget  w)

◆ IsFading()

bool SCR_FadeUIComponent.IsFading ( )
Returns
if the widget is being faded by the this specific component

◆ IsFadingIn()

bool SCR_FadeUIComponent.IsFadingIn ( )
Returns
true if the currently fading and if the fade is a fade in, false otherwise

◆ IsFadingOut()

bool SCR_FadeUIComponent.IsFadingOut ( )
Returns
true if the currently fading and if the fade is a fade out, false otherwise

◆ SetFadeInSpeed()

void SCR_FadeUIComponent.SetFadeInSpeed ( float  fadeInSpeed)

Set the fade in speed.

Parameters
[in]fadeInSpeednew fade in speed

◆ StartListenToFadeDone()

void SCR_FadeUIComponent.StartListenToFadeDone ( bool  isFadeIn)
protected

Member Data Documentation

◆ Event_OnFadeDone

ref ScriptInvoker SCR_FadeUIComponent.Event_OnFadeDone
protected

◆ m_bAutoFadeIn

bool SCR_FadeUIComponent.m_bAutoFadeIn
protected

◆ m_bCheckingForFadeOutDestroy

bool SCR_FadeUIComponent.m_bCheckingForFadeOutDestroy = false
protected

◆ m_bFadeDoneUpdateSpeed

float SCR_FadeUIComponent.m_bFadeDoneUpdateSpeed
protected

◆ m_bFadeInSfxHasPriority

bool SCR_FadeUIComponent.m_bFadeInSfxHasPriority
protected

◆ m_bFadeOutSfxHasPriority

bool SCR_FadeUIComponent.m_bFadeOutSfxHasPriority
protected

◆ m_bIsFading

bool SCR_FadeUIComponent.m_bIsFading
protected

◆ m_bIsFadingIn

bool SCR_FadeUIComponent.m_bIsFadingIn
protected

◆ m_bIsWaitingForDelayedFadeIn

bool SCR_FadeUIComponent.m_bIsWaitingForDelayedFadeIn
protected

◆ m_bIsWaitingForDelayedFadeOut

bool SCR_FadeUIComponent.m_bIsWaitingForDelayedFadeOut
protected

◆ m_fFadeInAnimationSpeed

float SCR_FadeUIComponent.m_fFadeInAnimationSpeed
protected

◆ m_fFadeInOpacitytarget

float SCR_FadeUIComponent.m_fFadeInOpacitytarget
protected

◆ m_fFadeOutAnimationSpeed

float SCR_FadeUIComponent.m_fFadeOutAnimationSpeed
protected

◆ m_sFadeWidgetName

string SCR_FadeUIComponent.m_sFadeWidgetName
protected

◆ m_sOnFadeInSfx

string SCR_FadeUIComponent.m_sOnFadeInSfx
protected

◆ m_sOnFadeOutSfx

string SCR_FadeUIComponent.m_sOnFadeOutSfx
protected

◆ m_wFadeWidget

Widget SCR_FadeUIComponent.m_wFadeWidget
protected

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