◆ ~SCR_HUDManagerComponent()
void SCR_HUDManagerComponent.~SCR_HUDManagerComponent |
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◆ _WB_GetContextMenuItems()
override array< ref WB_UIMenuItem > SCR_HUDManagerComponent._WB_GetContextMenuItems |
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IEntity |
owner | ) |
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◆ _WB_OnContextMenu()
override void SCR_HUDManagerComponent._WB_OnContextMenu |
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IEntity |
owner, |
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int |
id |
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◆ CreateFreeElement()
SCR_HUDElement SCR_HUDManagerComponent.CreateFreeElement |
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ResourceName |
path, |
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string |
parentName |
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◆ CreateHUDLayers()
void SCR_HUDManagerComponent.CreateHUDLayers |
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◆ CreateLayout()
Widget SCR_HUDManagerComponent.CreateLayout |
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ResourceName |
path, |
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EHudLayers |
layer, |
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int |
zOrder = 0 |
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◆ FindHandler()
◆ FindInfoDisplay()
Return hud component of given type.
◆ FindInfoDisplayByResourceName()
SCR_InfoDisplay SCR_HUDManagerComponent.FindInfoDisplayByResourceName |
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ResourceName |
path | ) |
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Find layout by resorce name.
◆ FindLayoutByResourceName()
Widget SCR_HUDManagerComponent.FindLayoutByResourceName |
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ResourceName |
path | ) |
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Find layout by resorce name.
◆ GetAdaptiveOpacity()
float SCR_HUDManagerComponent.GetAdaptiveOpacity |
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◆ GetHUDManager()
◆ GetHUDRootWidget()
Widget SCR_HUDManagerComponent.GetHUDRootWidget |
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◆ GetInfoDisplayCount()
int SCR_HUDManagerComponent.GetInfoDisplayCount |
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◆ GetInterfaceSettingsClass()
string SCR_HUDManagerComponent.GetInterfaceSettingsClass |
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◆ GetOwner()
IEntity SCR_HUDManagerComponent.GetOwner |
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◆ GetSceneBrightness()
float SCR_HUDManagerComponent.GetSceneBrightness |
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◆ GetSceneBrightnessChangedInvoker()
ScriptInvokerBase< OnScreenBrightnessChanged > SCR_HUDManagerComponent.GetSceneBrightnessChangedInvoker |
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◆ GetVisibleLayers()
EHudLayers SCR_HUDManagerComponent.GetVisibleLayers |
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Get which HUD layers are visible.
Returns visibility status of individual layer; it can still not be shown if the whole HUD is hidden (IsVisible()).
- Parameters
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layers | Enum flag containing all visible layers |
◆ InitRootWidget()
void SCR_HUDManagerComponent.InitRootWidget |
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Widget |
root, |
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string |
name |
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◆ IsVisible()
bool SCR_HUDManagerComponent.IsVisible |
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Check if HUD is visible.
- Returns
- True if visible
◆ OnInit()
override void SCR_HUDManagerComponent.OnInit |
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IEntity |
owner | ) |
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protected |
Called during EOnInit.
- Parameters
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owner | Entity this component is attached to. |
Implements HUDManagerComponent.
◆ OnUpdate()
override void SCR_HUDManagerComponent.OnUpdate |
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IEntity |
owner | ) |
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◆ RemoveHandlerFromUpdatableHandlers()
◆ SetVisible()
void SCR_HUDManagerComponent.SetVisible |
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bool |
isVisible | ) |
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Set visibility of HUD.
- Parameters
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◆ SetVisibleLayers()
void SCR_HUDManagerComponent.SetVisibleLayers |
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EHudLayers |
layers = -1 | ) |
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Set which HUD layers should be visible.
- Parameters
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layers | Enum flag containing all layers to be shown. Use -1 to show all layers |
◆ ADAPTIVE_OPACITY_BRIGHTNESS_THROTTLE
const float SCR_HUDManagerComponent.ADAPTIVE_OPACITY_BRIGHTNESS_THROTTLE = 0.001 |
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◆ ADAPTIVE_OPACITY_THROTTLE
const float SCR_HUDManagerComponent.ADAPTIVE_OPACITY_THROTTLE = 0.01 |
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◆ CONTEXT_GENERATE_AVAILABLE_INPUT_ACTION
const int SCR_HUDManagerComponent.CONTEXT_GENERATE_AVAILABLE_INPUT_ACTION = 0 |
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◆ m_aHandlers
◆ m_aHandlersToRemoveFromUpdate
◆ m_aUpdatableHandlers
◆ m_fOpacity
float SCR_HUDManagerComponent.m_fOpacity = -1 |
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◆ m_fSceneBrightness
float SCR_HUDManagerComponent.m_fSceneBrightness = -1 |
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◆ m_fUpdateTime
float SCR_HUDManagerComponent.m_fUpdateTime = -1 |
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◆ m_OnSceneBrightnessChanged
ref ScriptInvokerBase<OnScreenBrightnessChanged> SCR_HUDManagerComponent.m_OnSceneBrightnessChanged = new ScriptInvokerBase<OnScreenBrightnessChanged>() |
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◆ m_Owner
IEntity SCR_HUDManagerComponent.m_Owner |
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◆ m_sDefaultBackgroundLayer
string SCR_HUDManagerComponent.m_sDefaultBackgroundLayer |
◆ m_sDefaultForegroundLayer
string SCR_HUDManagerComponent.m_sDefaultForegroundLayer |
◆ m_sInterfaceSettingsClassName
string SCR_HUDManagerComponent.m_sInterfaceSettingsClassName |
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◆ m_World
BaseWorld SCR_HUDManagerComponent.m_World |
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◆ UPDATE_DELAY
const float SCR_HUDManagerComponent.UPDATE_DELAY = 500 |
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The documentation for this interface was generated from the following file:
- Game/UI/HUD/SCR_HUDManagerComponent.c