◆ ActionPressed()
void SCR_InputButtonDisplay.ActionPressed |
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bool |
isHoldAction = false | ) |
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◆ ActionReleased()
void SCR_InputButtonDisplay.ActionReleased |
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Check if the animation is still running and it's value is below 1 (1 = animation done)
Reverse the animation speed so it's going backwards fast then it went forward to show the hold action has failed
◆ AnimateClick()
void SCR_InputButtonDisplay.AnimateClick |
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Animate Widget when action is performed.
Using CallLater to give the animation time to complete before it's being reset to default state
◆ AnimateContinous()
void SCR_InputButtonDisplay.AnimateContinous |
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◆ AnimateDoubleTab()
void SCR_InputButtonDisplay.AnimateDoubleTab |
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Using CallLater to give the animation time to complete before it's being reset to default state
Using CallLater to give the animation time to complete before it's being reset to default state
◆ AnimateHold()
void SCR_InputButtonDisplay.AnimateHold |
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◆ AnimateHoldComplete()
void SCR_InputButtonDisplay.AnimateHoldComplete |
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◆ AnimateHover()
void SCR_InputButtonDisplay.AnimateHover |
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Animate Widget when mouse hovers over it.
◆ AnimateToggle()
void SCR_InputButtonDisplay.AnimateToggle |
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◆ ApplyTextureToButton()
bool SCR_InputButtonDisplay.ApplyTextureToButton |
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Apply textures from set SCR_InputButtonLayout config to ImageWidgets Set the correct size for every widget by using set Height.
Checks if button has a Image defined in config otherwise it uses the text//
If the button has more than 1 image assigned, we create as many ImageWidgets as we need
Lets just clean up the Images if we dont need them anymore
◆ CreateAdditionalWidgets()
bool SCR_InputButtonDisplay.CreateAdditionalWidgets |
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protected |
Create temporary ImageWidgets if the Button has more than one texture applied in the config.
For each entry in the "inputButton.m_aTextures" array a new ImageWidget will be created to save a lot of space in the widget.
Is the texture has a glow/shadow create that first so it's behind the actual texture
◆ DeleteAdditionalWidgets()
bool SCR_InputButtonDisplay.DeleteAdditionalWidgets |
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Go through all previosly created Widgets and delete them, to keep the widget clean.
◆ GetBackgroundWidget()
ImageWidget SCR_InputButtonDisplay.GetBackgroundWidget |
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◆ GetFilter()
void SCR_InputButtonDisplay.GetFilter |
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BaseContainer |
filter | ) |
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◆ GetIsOverwritten()
bool SCR_InputButtonDisplay.GetIsOverwritten |
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◆ GetOutlineWidget()
ImageWidget SCR_InputButtonDisplay.GetOutlineWidget |
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◆ GetTextSizeModifier()
float SCR_InputButtonDisplay.GetTextSizeModifier |
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◆ GetWidth()
void SCR_InputButtonDisplay.GetWidth |
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Apply correct size to all images
◆ HandlerAttached()
override void SCR_InputButtonDisplay.HandlerAttached |
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Widget |
w | ) |
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◆ Init()
void SCR_InputButtonDisplay.Init |
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Widget |
parent | ) |
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Initialise Widget and subscribe to needed ScriptInvokers.
- Parameters
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◆ OnDoubleTap()
void SCR_InputButtonDisplay.OnDoubleTap |
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◆ OverrideTexture()
void SCR_InputButtonDisplay.OverrideTexture |
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string |
imagePath, |
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string |
image = string::Empty , |
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Color |
color = Color::White , |
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SCR_EButtonSize |
buttonType = SCR_EButtonSize::KEYBOARD_MEDIUM , |
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bool |
setOverride = true |
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) |
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◆ ResetColor()
void SCR_InputButtonDisplay.ResetColor |
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◆ Resize()
void SCR_InputButtonDisplay.Resize |
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◆ SetAction()
bool SCR_InputButtonDisplay.SetAction |
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BaseContainer |
data, |
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BaseContainer |
filter |
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) |
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Get all visual information about the button and apply them.
- Parameters
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- Returns
Lets apply all gathered textures from the config to the correct ImageWidgets
Update the color 1 frame later in case the parent gets updated the same frame
◆ SetIsOverwritten()
void SCR_InputButtonDisplay.SetIsOverwritten |
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bool |
setOverride | ) |
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◆ SetToggled()
void SCR_InputButtonDisplay.SetToggled |
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bool |
toggled, |
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bool |
animate = true , |
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bool |
invokeChange = true |
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) |
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◆ UpdateEnableColor()
void SCR_InputButtonDisplay.UpdateEnableColor |
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Sets the correct color when Widget is initialized. (Active or disabled)
◆ HOLD_ANIMATION_FAILED_ANIMATION_SPEED
const float SCR_InputButtonDisplay.HOLD_ANIMATION_FAILED_ANIMATION_SPEED = -2.5 |
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staticprotected |
◆ m_aAdditionalWidgets
ref array<ImageWidget> SCR_InputButtonDisplay.m_aAdditionalWidgets = {} |
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protected |
◆ m_aButtonTextures
◆ m_bCanBeToggled
bool SCR_InputButtonDisplay.m_bCanBeToggled |
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◆ m_bIsContinuous
bool SCR_InputButtonDisplay.m_bIsContinuous |
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◆ m_bIsDoubleTapAction
bool SCR_InputButtonDisplay.m_bIsDoubleTapAction |
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◆ m_bIsHoldAction
bool SCR_InputButtonDisplay.m_bIsHoldAction |
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◆ m_bIsHoldActionOnce
bool SCR_InputButtonDisplay.m_bIsHoldActionOnce |
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◆ m_bIsOverwritten
bool SCR_InputButtonDisplay.m_bIsOverwritten |
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◆ m_bIsToggled
bool SCR_InputButtonDisplay.m_bIsToggled |
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◆ m_bPressedInput
bool SCR_InputButtonDisplay.m_bPressedInput |
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◆ m_ButtonLayout
◆ m_eButtonType
SCR_EButtonSize SCR_InputButtonDisplay.m_eButtonType |
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protected |
◆ m_fAnimationRate
float SCR_InputButtonDisplay.m_fAnimationRate |
◆ m_fAnimationTime
float SCR_InputButtonDisplay.m_fAnimationTime |
◆ m_fButtonTextSizeModifier
float SCR_InputButtonDisplay.m_fButtonTextSizeModifier = 3 |
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protected |
◆ m_fDoubleTapTime
float SCR_InputButtonDisplay.m_fDoubleTapTime |
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◆ m_fHoldIndicatorAnimationPosition
float SCR_InputButtonDisplay.m_fHoldIndicatorAnimationPosition[2] |
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◆ m_fHoldIndicatorDefaultPosition
float SCR_InputButtonDisplay.m_fHoldIndicatorDefaultPosition[2] |
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◆ m_fLargeButtonWidhtModifier
float SCR_InputButtonDisplay.m_fLargeButtonWidhtModifier = 1.78 |
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◆ m_fMaxHoldtime
float SCR_InputButtonDisplay.m_fMaxHoldtime |
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◆ m_fMediumButtonWidhtModifier
float SCR_InputButtonDisplay.m_fMediumButtonWidhtModifier = 1.5 |
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◆ m_HoldIndicatorAnimation
◆ m_HoldingAnimation
◆ m_InputButtonComp
◆ m_iWidth
int SCR_InputButtonDisplay.m_iWidth |
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◆ m_sButtonLayoutConfig
ResourceName SCR_InputButtonDisplay.m_sButtonLayoutConfig |
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◆ m_sButtonText
string SCR_InputButtonDisplay.m_sButtonText |
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◆ m_wButtonImg
ImageWidget SCR_InputButtonDisplay.m_wButtonImg |
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◆ m_wButtonImgGlow
ImageWidget SCR_InputButtonDisplay.m_wButtonImgGlow |
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◆ m_wButtonText
RichTextWidget SCR_InputButtonDisplay.m_wButtonText |
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◆ m_wDoubleTabIndicator
ImageWidget SCR_InputButtonDisplay.m_wDoubleTabIndicator |
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◆ m_wGlow
ImageWidget SCR_InputButtonDisplay.m_wGlow |
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◆ m_wHoldIndicator
ImageWidget SCR_InputButtonDisplay.m_wHoldIndicator |
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◆ m_wKeyBG
ImageWidget SCR_InputButtonDisplay.m_wKeyBG |
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◆ m_wOutline
ImageWidget SCR_InputButtonDisplay.m_wOutline |
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protected |
◆ m_wOutlineClear
ImageWidget SCR_InputButtonDisplay.m_wOutlineClear |
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◆ m_wOverlay
OverlayWidget SCR_InputButtonDisplay.m_wOverlay |
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◆ m_wParent
Widget SCR_InputButtonDisplay.m_wParent |
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◆ m_wRoot
Widget SCR_InputButtonDisplay.m_wRoot |
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protected |
◆ m_wShadowOverlay
OverlayWidget SCR_InputButtonDisplay.m_wShadowOverlay |
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protected |
The documentation for this interface was generated from the following file:
- Game/UI/Components/WidgetLibrary/SCR_InputButton/SCR_InputButtonDisplay.c