Arma Reforger Script API
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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...
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. | |
Additional Inherited Members | |
Static Public Attributes inherited from SCR_BaseEditorUIComponent | |
const int | CANCEL_CLICK_MAX_DIS = 5 |
const int | CANCEL_CLICK_MAX_TIME = 500 |
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
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Check an entity that was changed was within the current selected Hierarchy.
[in] | entity |
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Clears the array.
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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.
Widget |
Implements MenuRootSubComponent.
override void SCR_LayersEditorUIComponent.HandlerDeattached | ( | Widget | w | ) |
Implements MenuRootSubComponent.
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Check if in Hierarchy, if true: Refresh UI.
[in] | entity | |
[in] | parentEntity | |
[in] | parentEntityPrev |
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Show/Hides Menu.
[in] | show |
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