Arma Reforger Script API
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Public Member Functions | Protected Member Functions | Protected Attributes | List of all members
SCR_LayersEditorUIComponent Interface Reference

Creates the elements for the layer Ui menu If a Layer is selected this menu will show which layer is selected, which layers are before the selected layer and if the selected layer has any children. More...

Inheritance diagram for SCR_LayersEditorUIComponent:
[legend]

Public Member Functions

override void HandlerAttachedScripted (Widget w)
 Event called when subcomponent is initialized.
 
override void HandlerDeattached (Widget w)
 
- Public Member Functions inherited from MenuRootSubComponent
Widget GetWidget ()
 Get widget to which the component belongs to.
 
MenuRootBase GetMenu ()
 Get menu of which the widget is part of.
 
MenuRootComponent GetRootComponent ()
 Get root component of this subcomponent,.
 
void HandlerAttachedScripted (Widget w)
 Event called when subcomponent is initialized.
 
override void HandlerAttached (Widget w)
 
override void HandlerDeattached (Widget w)
 

Protected Member Functions

void OnMenuUpdate (float tDelta)
 
void OnLayerButtonPressed (SCR_ButtonBaseComponent button)
 
void OnCompositionLayerChanged (SCR_EditableEntityComponent currentLayer, SCR_EditableEntityComponent prevLayer)
 
void OnInputDeviceIsGamepad (bool isGamepad)
 
void RefreshLayerUI ()
 
bool CheckIfSelectedLayerHierarchyChanged (SCR_EditableEntityComponent entity)
 Check an entity that was changed was within the current selected Hierarchy.
 
void OnParentEntityVisibleChanged (SCR_EditableEntityComponent entity, SCR_EditableEntityComponent parentEntity, SCR_EditableEntityComponent parentEntityPrev)
 Check if in Hierarchy, if true: Refresh UI.
 
void OnEntityStateChanged (EEditableEntityState state, set< SCR_EditableEntityComponent > entitiesInsert, set< SCR_EditableEntityComponent > entitiesRemove)
 
void CreateLayerElement (SCR_EditableEntityComponent layerEntity, bool isLast)
 
void CreateNextLayerIndicator ()
 
void CreateMoreLayersIndicator ()
 
void CreateWorldRootLayer ()
 
void SetVisible (bool show)
 Show/Hides Menu.
 
void ClearLayerElements ()
 Clears the array.
 
void OnEditorExitLayerButton ()
 
- Protected Member Functions inherited from SCR_BaseEditorUIComponent
vector OnCancelDown ()
 
bool OnCancelUp ()
 
void OnCancelExpired ()
 
- Protected Member Functions inherited from MenuRootSubComponent
bool IsUnique ()
 Is the component to exist only in one instance? If so, it will be registered in the list of components and can be searched for.
 

Protected Attributes

string m_sSfxStartLayerEditing
 
string m_sSfxStopLayerEditing
 
string m_sSfxGoLayerDeeper
 
string m_sSfxGoLayerBack
 
string m_sLayerElementHolder
 
Widget m_LayerElementHolder
 
string m_sExitLayerButton
 
string m_sLayerEditorOverlayName
 
Widget m_LayerEditorOverlay
 
string m_sParentWidgetName
 
Widget m_parentWidget
 
SCR_EditableEntitySlotManagerUIComponent m_SlotManager
 
SCR_EditableEntityComponent m_SelectedLayer
 
ref array< SCR_EditableEntityComponentm_aCurrentSelectedLayers = {}
 
SCR_LayersEditorComponent m_LayersManager
 
InputManager m_InputManager
 
SCR_MenuEditorComponent m_EditorMenuManager
 
SCR_StatesEditorComponent m_StatesManager
 
SCR_HoverEditableEntityFilter m_HoverFilter
 
int m_iLayersShownAfterRoot
 
int m_iLayersShownBeforeCurrent
 
ResourceName m_LayerElementPrefab
 
ResourceName m_LayerElementButtonPrefab
 
ResourceName m_LayerWorldPrefab
 
ResourceName m_LayerWorldButtonPrefab
 
ResourceName m_NextLayerIndicatorPrefab
 
ResourceName m_MoreLayersIndicatorPrefab
 
bool m_bUsesGamepad
 
ref map< SCR_ButtonBaseComponent, SCR_EditableEntityComponentm_mButtonReferences = new map<SCR_ButtonBaseComponent, SCR_EditableEntityComponent>()
 
- Protected Attributes inherited from SCR_BaseEditorUIComponent
vector m_vClickPosCancel
 

Additional Inherited Members

- Static Public Attributes inherited from SCR_BaseEditorUIComponent
const int CANCEL_CLICK_MAX_DIS = 5
 
const int CANCEL_CLICK_MAX_TIME = 500
 

Detailed Description

Creates the elements for the layer Ui menu If a Layer is selected this menu will show which layer is selected, which layers are before the selected layer and if the selected layer has any children.

The player is able to use the menu to switch between layers

Member Function Documentation

◆ CheckIfSelectedLayerHierarchyChanged()

bool SCR_LayersEditorUIComponent.CheckIfSelectedLayerHierarchyChanged ( SCR_EditableEntityComponent  entity)
protected

Check an entity that was changed was within the current selected Hierarchy.

Parameters
[in]entity
Returns

◆ ClearLayerElements()

void SCR_LayersEditorUIComponent.ClearLayerElements ( )
protected

Clears the array.

◆ CreateLayerElement()

void SCR_LayersEditorUIComponent.CreateLayerElement ( SCR_EditableEntityComponent  layerEntity,
bool  isLast 
)
protected

◆ CreateMoreLayersIndicator()

void SCR_LayersEditorUIComponent.CreateMoreLayersIndicator ( )
protected

◆ CreateNextLayerIndicator()

void SCR_LayersEditorUIComponent.CreateNextLayerIndicator ( )
protected

◆ CreateWorldRootLayer()

void SCR_LayersEditorUIComponent.CreateWorldRootLayer ( )
protected

◆ HandlerAttachedScripted()

override void SCR_LayersEditorUIComponent.HandlerAttachedScripted ( Widget  w)

Event called when subcomponent is initialized.

Called only after all other subcomponents were registered as well and can be searched for. To be overwritten by inherited classes.

Parameters
Widget

Implements MenuRootSubComponent.

◆ HandlerDeattached()

override void SCR_LayersEditorUIComponent.HandlerDeattached ( Widget  w)

Implements MenuRootSubComponent.

◆ OnCompositionLayerChanged()

void SCR_LayersEditorUIComponent.OnCompositionLayerChanged ( SCR_EditableEntityComponent  currentLayer,
SCR_EditableEntityComponent  prevLayer 
)
protected

◆ OnEditorExitLayerButton()

void SCR_LayersEditorUIComponent.OnEditorExitLayerButton ( )
protected

◆ OnEntityStateChanged()

void SCR_LayersEditorUIComponent.OnEntityStateChanged ( EEditableEntityState  state,
set< SCR_EditableEntityComponent entitiesInsert,
set< SCR_EditableEntityComponent entitiesRemove 
)
protected

◆ OnInputDeviceIsGamepad()

void SCR_LayersEditorUIComponent.OnInputDeviceIsGamepad ( bool  isGamepad)
protected

◆ OnLayerButtonPressed()

void SCR_LayersEditorUIComponent.OnLayerButtonPressed ( SCR_ButtonBaseComponent  button)
protected

◆ OnMenuUpdate()

void SCR_LayersEditorUIComponent.OnMenuUpdate ( float  tDelta)
protected

◆ OnParentEntityVisibleChanged()

void SCR_LayersEditorUIComponent.OnParentEntityVisibleChanged ( SCR_EditableEntityComponent  entity,
SCR_EditableEntityComponent  parentEntity,
SCR_EditableEntityComponent  parentEntityPrev 
)
protected

Check if in Hierarchy, if true: Refresh UI.

Parameters
[in]entity
[in]parentEntity
[in]parentEntityPrev

◆ RefreshLayerUI()

void SCR_LayersEditorUIComponent.RefreshLayerUI ( )
protected

◆ SetVisible()

void SCR_LayersEditorUIComponent.SetVisible ( bool  show)
protected

Show/Hides Menu.

Parameters
[in]show

Member Data Documentation

◆ m_aCurrentSelectedLayers

ref array<SCR_EditableEntityComponent> SCR_LayersEditorUIComponent.m_aCurrentSelectedLayers = {}
protected

◆ m_bUsesGamepad

bool SCR_LayersEditorUIComponent.m_bUsesGamepad
protected

◆ m_EditorMenuManager

SCR_MenuEditorComponent SCR_LayersEditorUIComponent.m_EditorMenuManager
protected

◆ m_HoverFilter

SCR_HoverEditableEntityFilter SCR_LayersEditorUIComponent.m_HoverFilter
protected

◆ m_iLayersShownAfterRoot

int SCR_LayersEditorUIComponent.m_iLayersShownAfterRoot
protected

◆ m_iLayersShownBeforeCurrent

int SCR_LayersEditorUIComponent.m_iLayersShownBeforeCurrent
protected

◆ m_InputManager

InputManager SCR_LayersEditorUIComponent.m_InputManager
protected

◆ m_LayerEditorOverlay

Widget SCR_LayersEditorUIComponent.m_LayerEditorOverlay
protected

◆ m_LayerElementButtonPrefab

ResourceName SCR_LayersEditorUIComponent.m_LayerElementButtonPrefab
protected

◆ m_LayerElementHolder

Widget SCR_LayersEditorUIComponent.m_LayerElementHolder
protected

◆ m_LayerElementPrefab

ResourceName SCR_LayersEditorUIComponent.m_LayerElementPrefab
protected

◆ m_LayersManager

SCR_LayersEditorComponent SCR_LayersEditorUIComponent.m_LayersManager
protected

◆ m_LayerWorldButtonPrefab

ResourceName SCR_LayersEditorUIComponent.m_LayerWorldButtonPrefab
protected

◆ m_LayerWorldPrefab

ResourceName SCR_LayersEditorUIComponent.m_LayerWorldPrefab
protected

◆ m_mButtonReferences

ref map<SCR_ButtonBaseComponent, SCR_EditableEntityComponent> SCR_LayersEditorUIComponent.m_mButtonReferences = new map<SCR_ButtonBaseComponent, SCR_EditableEntityComponent>()
protected

◆ m_MoreLayersIndicatorPrefab

ResourceName SCR_LayersEditorUIComponent.m_MoreLayersIndicatorPrefab
protected

◆ m_NextLayerIndicatorPrefab

ResourceName SCR_LayersEditorUIComponent.m_NextLayerIndicatorPrefab
protected

◆ m_parentWidget

Widget SCR_LayersEditorUIComponent.m_parentWidget
protected

◆ m_SelectedLayer

SCR_EditableEntityComponent SCR_LayersEditorUIComponent.m_SelectedLayer
protected

◆ m_sExitLayerButton

string SCR_LayersEditorUIComponent.m_sExitLayerButton
protected

◆ m_sLayerEditorOverlayName

string SCR_LayersEditorUIComponent.m_sLayerEditorOverlayName
protected

◆ m_sLayerElementHolder

string SCR_LayersEditorUIComponent.m_sLayerElementHolder
protected

◆ m_SlotManager

SCR_EditableEntitySlotManagerUIComponent SCR_LayersEditorUIComponent.m_SlotManager
protected

◆ m_sParentWidgetName

string SCR_LayersEditorUIComponent.m_sParentWidgetName
protected

◆ m_sSfxGoLayerBack

string SCR_LayersEditorUIComponent.m_sSfxGoLayerBack
protected

◆ m_sSfxGoLayerDeeper

string SCR_LayersEditorUIComponent.m_sSfxGoLayerDeeper
protected

◆ m_sSfxStartLayerEditing

string SCR_LayersEditorUIComponent.m_sSfxStartLayerEditing
protected

◆ m_sSfxStopLayerEditing

string SCR_LayersEditorUIComponent.m_sSfxStopLayerEditing
protected

◆ m_StatesManager

SCR_StatesEditorComponent SCR_LayersEditorUIComponent.m_StatesManager
protected

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