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| proto native UIScriptedMenu | EnterScriptedMenu (int id, UIMenuPanel parent) |
| Create & open menu with specific id (see MenuID) and set its parent. | |
| proto native UIScriptedMenu | CreateScriptedMenu (int id, UIMenuPanel parent) |
| proto native void | EnterServerBrowser (UIMenuPanel parentMenu) |
| proto native UIScriptedMenu | ShowScriptedMenu (UIScriptedMenu menu, UIMenuPanel parent) |
| proto native void | HideScriptedMenu (UIScriptedMenu menu) |
| proto native Widget | GetWidgetUnderCursor () |
| proto native bool | IsDialogVisible () |
| proto native bool | IsDialogHiding () |
| Returns true for a single frame whenever a dialog is hidden. | |
| proto native bool | IsModalVisible () |
| proto native void | CloseSpecificDialog (int id) |
| proto native void | CloseDialog () |
| proto native void | HideDialog () |
| proto native void | ShowDialog (string caption, string text, int id, int butts, int def, int type, UIScriptedMenu handler) |
| Shows message dialog. | |
| proto native bool | ShowCursor (bool visible) |
| natively checks game focus on cursor hiding | |
| proto native bool | IsCursorVisible () |
| proto native bool | IsDialogQueued () |
| proto native bool | ShowQueuedDialog () |
| proto native int | GetLoginQueuePosition () |
| proto native bool | ScreenFadeVisible () |
| proto native void | ScreenFadeIn (float duration, string text, int backgroundColor, int textColor) |
| proto native void | ScreenFadeOut (float duration) |
| proto native bool | IsScaledMode () |
| proto native void | SetScaledMode (bool enabled) |
| proto native UIScriptedMenu | GetMenu () |
| Returns most-top open menu. | |
| bool | Back () |
| Close top window on windows stack, returns true when any window is closed. | |
| bool | CloseAll () |
| Close all opened menus. | |
| bool | CloseAllSubmenus () |
| Close all opened menus except first menu. | |
| bool | CloseMenu (int id) |
| Close menu with specific ID (see MenuID) | |
| bool | HideMenu (int id) |
| bool | IsMenuOpen (int id) |
| Returns true if menu with specific ID is opened (see MenuID) | |
| UIScriptedMenu | FindMenu (int id) |
| Returns menu with specific ID if it is open (see MenuID) | |
| void | OpenWindow (int id) |
| void | CloseWindow (int id) |
| void | DeleteWindow (UIScriptedWindow window) |
| bool | IsWindowOpened (int id) |
| void | ShowUICursor (bool visible) |
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Close top window on windows stack, returns true when any window is closed.
References UIMenuPanel::Close(), GetMenu(), and IsDialogVisible().
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Close all opened menus.
References UIMenuPanel::Close(), GetMenu(), and UIMenuPanel::GetParentMenu().
Referenced by MissionBase::CloseAllMenus(), MissionBase::DestroyAllMenus(), MissionBase::HandleMapToggleByKeyboardShortcut(), MissionBase::InputBufferCheck(), MissionBase::OnInputBufferEvent(), CGame::OnLoginTimeEvent(), CGame::OnRespawnEvent(), ActionUnfoldMapCB::PerformMapChange(), and CGame::UpdateLoginQueue().
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Close all opened menus except first menu.
References UIMenuPanel::Close(), GetMenu(), and UIMenuPanel::GetParentMenu().
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Referenced by ManBase::OnUnconsciousStop().
Close menu with specific ID (see MenuID)
References UIMenuPanel::Close(), UIMenuPanel::GetID(), GetMenu(), and UIMenuPanel::GetParentMenu().
Referenced by MissionBase::Continue().
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References CALL_CATEGORY_SYSTEM, DeleteWindow(), g_Game, UIScriptedWindow::GetWindow(), UIScriptedWindow::HideWindow(), and UIScriptedWindow::RemoveFromActiveWindows().
Referenced by OpenWindow().
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Referenced by CloseWindow().
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Create & open menu with specific id (see MenuID) and set its parent.
Referenced by MissionBase::HandleMapToggleByKeyboardShortcut(), MissionBase::InputBufferCheck(), MissionBase::OnInputBufferEvent(), MissionBase::Pause(), ActionUnfoldMapCB::PerformMapChange(), CGame::SelectGamepad(), and MissionBase::ShowChat().
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Returns menu with specific ID if it is open (see MenuID)
References GetMenu().
Referenced by ManBase::CloseMapEx(), IsMenuOpen(), ManBase::OnRestrainChangeClient(), ManBase::OnRestrainStartedChangeClient(), ManBase::OnUnconsciousStop(), MissionBase::OnUpdate(), and Hud::RefreshQuickbar().
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Referenced by CGame::UpdateLoginQueue().
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Returns most-top open menu.
Referenced by Back(), CloseAll(), CloseAllSubmenus(), CloseMenu(), MissionBase::CreateLogoutMenu(), FindMenu(), HideMenu(), MissionBase::InputBufferCheck(), MissionBase::OnInputBufferEvent(), CGame::OnLoginTimeEvent(), CGame::OnRespawnEvent(), MissionBase::OnUpdate(), CGame::SelectGamepad(), CGame::SetDatabaseID(), MissionBase::ShowInventory(), and CGame::UpdateLoginQueue().
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Referenced by MissionBase::DestroyAllMenus(), and MissionBase::OnMissionFinish().
References GetMenu(), and HideScriptedMenu().
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Referenced by MissionBase::HideInventory(), and HideMenu().
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Returns true for a single frame whenever a dialog is hidden.
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Referenced by Back(), ManBase::OnUnconsciousStop(), and MissionBase::OnUpdate().
Returns true if menu with specific ID is opened (see MenuID)
References FindMenu().
Referenced by ManBase::CloseMapEx(), MissionBase::HandleMapToggleByKeyboardShortcut(), ManBase::OnRestrainChangeClient(), ManBase::OnRestrainStartedChangeClient(), and ManBase::OnUnconsciousStop().
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References UIScriptedWindow::GetWindow().
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Referenced by CGame::LoadProgressUpdate(), and MissionBase::OnUpdate().
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natively checks game focus on cursor hiding
Referenced by CGame::RefreshMouseCursorVisibility().
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Shows message dialog.
| caption | |
| text | |
| id | custom user id |
| butts | DialogBoxType |
| def | DialogBoxButton |
| type | DialogMessageType |
| handler | usage : const int QUIT_DIALOG_ID = 76;
g_Game.GetUIManager().ShowDialog("Quit", "Do You really want to quit?", QUIT_DIALOG_ID, DBT_YESNO, DBB_YES, DMT_QUESTION, this);
...
// after user pass dialog, callback on menu/event handler is called
{
if (code == QUIT_DIALOG_ID && result == DBB_YES) // yes this is callback for dialog we show earlier and user press YES button
{
Quit();
}
}
Icon x Icon y Definition EnWidgets.c:190 |
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Referenced by CGame::CheckDialogs().
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Referenced by CGame::OnLoginTimeEvent(), MissionBase::ShowInventory(), and CGame::UpdateLoginQueue().
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References g_Game.
Referenced by MissionBase::OnMissionStart(), and MissionBase::OnUpdate().