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