◆ AddHUDLayout()
      
        
          | void SCR_HUDManagerLayoutHandler.AddHUDLayout  | 
          ( | 
          notnull SCR_HUDLayout |           layout | ) | 
           | 
        
      
 
 
◆ ChangeActiveHUDLayout()
      
        
          | void SCR_HUDManagerLayoutHandler.ChangeActiveHUDLayout  | 
          ( | 
          string |           layoutIdentifier = string::Empty | ) | 
           | 
        
      
 
 
◆ FindHUDLayout()
      
        
          | SCR_HUDLayout SCR_HUDManagerLayoutHandler.FindHUDLayout  | 
          ( | 
          string |           layoutIdentifier | ) | 
           | 
        
      
 
 
◆ FindSlotComponentFromAnyLayout()
◆ FindWidgetByName()
      
        
          | Widget SCR_HUDManagerLayoutHandler.FindWidgetByName  | 
          ( | 
          string |           widgetName | ) | 
           | 
        
      
 
Searches for and returns a widget with the specified name from the Active Layout. 
- Parameters
 - 
  
    | widgetName | Name of the slot to look for.  | 
  
   
 
 
◆ FindWidgetByNameFromAnyLayout()
      
        
          | Widget SCR_HUDManagerLayoutHandler.FindWidgetByNameFromAnyLayout  | 
          ( | 
          string |           widgetName,  | 
        
        
           | 
           | 
          out SCR_HUDLayout |           foundLayout = null ) | 
        
      
 
 
◆ GetActiveLayout()
◆ GetAllHudElements()
      
        
          | int SCR_HUDManagerLayoutHandler.GetAllHudElements  | 
          ( | 
          notnull out array< SCR_HUDElement > |           hudElements | ) | 
           | 
        
      
 
 
◆ GetAllHUDLayouts()
      
        
          | array< ref SCR_HUDLayout > SCR_HUDManagerLayoutHandler.GetAllHUDLayouts  | 
          ( | 
           | ) | 
           | 
        
      
 
 
◆ GetAllIdentifiers()
      
        
          | array< string > SCR_HUDManagerLayoutHandler.GetAllIdentifiers  | 
          ( | 
           | ) | 
           | 
        
      
 
 
◆ GetGroupByName()
      
        
          | Widget SCR_HUDManagerLayoutHandler.GetGroupByName  | 
          ( | 
          string |           groupName | ) | 
           | 
        
      
 
Searches for and returns a Group Widget with the given name. 
- Parameters
 - 
  
    | groupName | Name of the group to look for.  | 
  
   
 
 
◆ GetGroupComponent()
Searches for and returns the Component responsible for managing and controlling a Group with the given name. 
- Parameters
 - 
  
    | groupName | Name of the group to look for.  | 
  
   
 
 
◆ GetOnLayoutChange()
      
        
          | OnLayoutChange SCR_HUDManagerLayoutHandler.GetOnLayoutChange  | 
          ( | 
           | ) | 
           | 
        
      
 
 
◆ GetOnMainLayoutInitialize()
      
        
          | ScriptInvokerVoid SCR_HUDManagerLayoutHandler.GetOnMainLayoutInitialize  | 
          ( | 
           | ) | 
           | 
        
      
 
 
◆ GetSlotComponentByName()
Searches for and returns the Component responsible for managing and controlling a Slot with the given name. 
- Parameters
 - 
  
    | slotName | Name of the slot to look for.  | 
  
   
 
 
◆ InitializeHUDLayouts()
  
  
      
        
          | void SCR_HUDManagerLayoutHandler.InitializeHUDLayouts  | 
          ( | 
           | ) | 
           | 
         
       
   | 
  
protected   | 
  
 
 
◆ OnEditorChange()
  
  
      
        
          | void SCR_HUDManagerLayoutHandler.OnEditorChange  | 
          ( | 
           | ) | 
           | 
         
       
   | 
  
protected   | 
  
 
when chaning Editor modes store the HudLayout of the newly opened mode 
 
 
◆ OnEditorClose()
  
  
      
        
          | void SCR_HUDManagerLayoutHandler.OnEditorClose  | 
          ( | 
           | ) | 
           | 
         
       
   | 
  
protected   | 
  
 
When editor gets closed allow the change back to the main layout again. 
 
 
◆ OnEditorOpen()
  
  
      
        
          | void SCR_HUDManagerLayoutHandler.OnEditorOpen  | 
          ( | 
           | ) | 
           | 
         
       
   | 
  
protected   | 
  
 
When editor gets opened save the editor HudLayout. 
 
 
◆ OnInit()
◆ OnUpdate()
◆ RemoveHUDLayout()
      
        
          | void SCR_HUDManagerLayoutHandler.RemoveHUDLayout  | 
          ( | 
          notnull SCR_HUDLayout |           layout | ) | 
           | 
        
      
 
 
◆ SetLayoutEnabled()
      
        
          | void SCR_HUDManagerLayoutHandler.SetLayoutEnabled  | 
          ( | 
          string |           layoutIdentifier,  | 
        
        
           | 
           | 
          bool |           isEnabled ) | 
        
      
 
 
◆ StartMainLayout()
  
  
      
        
          | void SCR_HUDManagerLayoutHandler.StartMainLayout  | 
          ( | 
           | ) | 
           | 
         
       
   | 
  
protected   | 
  
 
 
◆ m_ActiveLayout
◆ m_aHUDLayouts
  
  
      
        
          | ref array<ref SCR_HUDLayout> SCR_HUDManagerLayoutHandler.m_aHUDLayouts | 
         
       
   | 
  
protected   | 
  
 
 
◆ m_bIsEditorOpen
  
  
      
        
          | bool SCR_HUDManagerLayoutHandler.m_bIsEditorOpen | 
         
       
   | 
  
protected   | 
  
 
 
◆ m_OnLayoutChange
  
  
      
        
          | ref OnLayoutChange SCR_HUDManagerLayoutHandler.m_OnLayoutChange | 
         
       
   | 
  
protected   | 
  
 
 
◆ m_OnMainLayoutInitialize
  
  
      
        
          | ref ScriptInvokerVoid SCR_HUDManagerLayoutHandler.m_OnMainLayoutInitialize | 
         
       
   | 
  
protected   | 
  
 
 
◆ m_SavedEditorLayout
◆ m_sMainLayout
  
  
      
        
          | string SCR_HUDManagerLayoutHandler.m_sMainLayout | 
         
       
   | 
  
protected   | 
  
 
 
The documentation for this interface was generated from the following file:
- Game/UI/HUD/Handlers/HudManager/SCR_HUDManagerLayoutHandler.c