Dayz Build 1.29.163047, Scripts Rev. 123548
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UIManager Class Reference

Private Member Functions

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.
proto native void CloseDialog ()
bool CloseMenu (int id)
 Close menu with specific ID (see MenuID).
proto native void CloseSpecificDialog (int id)
void CloseWindow (int id)
proto native UIScriptedMenu CreateScriptedMenu (int id, UIMenuPanel parent)
void DeleteWindow (UIScriptedWindow window)
proto native UIScriptedMenu EnterScriptedMenu (int id, UIMenuPanel parent)
 Create & open menu with specific id (see MenuID) and set its parent.
proto native void EnterServerBrowser (UIMenuPanel parentMenu)
UIScriptedMenu FindMenu (int id)
 Returns menu with specific ID if it is open (see MenuID).
proto native int GetLoginQueuePosition ()
proto native UIScriptedMenu GetMenu ()
 Returns most-top open menu.
proto native Widget GetWidgetUnderCursor ()
proto native void HideDialog ()
bool HideMenu (int id)
proto native void HideScriptedMenu (UIScriptedMenu menu)
proto native bool IsCursorVisible ()
proto native bool IsDialogHiding ()
 Returns true for a single frame whenever a dialog is hidden.
proto native bool IsDialogQueued ()
proto native bool IsDialogVisible ()
bool IsMenuOpen (int id)
 Returns true if menu with specific ID is opened (see MenuID).
proto native bool IsModalVisible ()
proto native bool IsScaledMode ()
bool IsWindowOpened (int id)
void OpenWindow (int id)
proto native void ScreenFadeIn (float duration, string text, int backgroundColor, int textColor)
proto native void ScreenFadeOut (float duration)
proto native bool ScreenFadeVisible ()
proto native void SetScaledMode (bool enabled)
proto native bool ShowCursor (bool visible)
 natively checks game focus on cursor hiding
proto native void ShowDialog (string caption, string text, int id, int butts, int def, int type, UIScriptedMenu handler)
 Shows message dialog.
proto native bool ShowQueuedDialog ()
proto native UIScriptedMenu ShowScriptedMenu (UIScriptedMenu menu, UIMenuPanel parent)
void ShowUICursor (bool visible)

Detailed Description

Definition at line 1 of file uimanager.c.

Member Function Documentation

◆ Back()

bool Back ( )
inlineprivate

Close top window on windows stack, returns true when any window is closed.

Definition at line 62 of file uimanager.c.

References UIMenuPanel::Close(), GetMenu(), and IsDialogVisible().

◆ CloseAll()

◆ CloseAllSubmenus()

bool CloseAllSubmenus ( )
inlineprivate

Close all opened menus except first menu.

Definition at line 98 of file uimanager.c.

References UIMenuPanel::Close(), GetMenu(), and UIMenuPanel::GetParentMenu().

◆ CloseDialog()

proto native void CloseDialog ( )
private

◆ CloseMenu()

bool CloseMenu ( int id)
inlineprivate

Close menu with specific ID (see MenuID).

Definition at line 117 of file uimanager.c.

References UIMenuPanel::Close(), UIMenuPanel::GetID(), GetMenu(), and UIMenuPanel::GetParentMenu().

◆ CloseSpecificDialog()

proto native void CloseSpecificDialog ( int id)
private

◆ CloseWindow()

◆ CreateScriptedMenu()

proto native UIScriptedMenu CreateScriptedMenu ( int id,
UIMenuPanel parent )
private

◆ DeleteWindow()

void DeleteWindow ( UIScriptedWindow window)
inlineprivate

Definition at line 229 of file uimanager.c.

Referenced by CloseWindow().

◆ EnterScriptedMenu()

proto native UIScriptedMenu EnterScriptedMenu ( int id,
UIMenuPanel parent )
private

◆ EnterServerBrowser()

proto native void EnterServerBrowser ( UIMenuPanel parentMenu)
private

◆ FindMenu()

UIScriptedMenu FindMenu ( int id)
inlineprivate

Returns menu with specific ID if it is open (see MenuID).

Definition at line 160 of file uimanager.c.

References GetMenu().

Referenced by ManBase::CloseMapEx(), IsMenuOpen(), ManBase::OnRestrainChangeClient(), ManBase::OnRestrainStartedChangeClient(), ManBase::OnUnconsciousStop(), and Hud::RefreshQuickbar().

◆ GetLoginQueuePosition()

proto native int GetLoginQueuePosition ( )
private

Referenced by CGame::UpdateLoginQueue().

◆ GetMenu()

◆ GetWidgetUnderCursor()

proto native Widget GetWidgetUnderCursor ( )
private

◆ HideDialog()

proto native void HideDialog ( )
private

◆ HideMenu()

bool HideMenu ( int id)
inlineprivate

Definition at line 135 of file uimanager.c.

References GetMenu(), and HideScriptedMenu().

◆ HideScriptedMenu()

proto native void HideScriptedMenu ( UIScriptedMenu menu)
private

Referenced by HideMenu().

◆ IsCursorVisible()

proto native bool IsCursorVisible ( )
private

◆ IsDialogHiding()

proto native bool IsDialogHiding ( )
private

Returns true for a single frame whenever a dialog is hidden.

◆ IsDialogQueued()

proto native bool IsDialogQueued ( )
private

◆ IsDialogVisible()

proto native bool IsDialogVisible ( )
private

Referenced by Back(), and ManBase::OnUnconsciousStop().

◆ IsMenuOpen()

bool IsMenuOpen ( int id)
inlineprivate

◆ IsModalVisible()

proto native bool IsModalVisible ( )
private

◆ IsScaledMode()

proto native bool IsScaledMode ( )
private

◆ IsWindowOpened()

bool IsWindowOpened ( int id)
inlineprivate

Definition at line 234 of file uimanager.c.

References UIScriptedWindow::GetWindow().

◆ OpenWindow()

◆ ScreenFadeIn()

proto native void ScreenFadeIn ( float duration,
string text,
int backgroundColor,
int textColor )
private

◆ ScreenFadeOut()

proto native void ScreenFadeOut ( float duration)
private

◆ ScreenFadeVisible()

proto native bool ScreenFadeVisible ( )
private

◆ SetScaledMode()

proto native void SetScaledMode ( bool enabled)
private

◆ ShowCursor()

proto native bool ShowCursor ( bool visible)
private

natively checks game focus on cursor hiding

Referenced by CGame::RefreshMouseCursorVisibility().

◆ ShowDialog()

proto native void ShowDialog ( string caption,
string text,
int id,
int butts,
int def,
int type,
UIScriptedMenu handler )
private

Shows message dialog.

Parameters
caption
text
idcustom user id
buttsDialogBoxType
defDialogBoxButton
typeDialogMessageType
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
ScriptedWidgetEventHandler::OnModalResult( Widget w, int x, int y, int code, int result )
{
if (code == QUIT_DIALOG_ID && result == DBB_YES) // yes this is callback for dialog we show earlier and user press YES button
{
Quit();
}
}
DayZGame g_Game
Definition dayzgame.c:3942
Icon x
Icon y

◆ ShowQueuedDialog()

proto native bool ShowQueuedDialog ( )
private

Referenced by CGame::CheckDialogs().

◆ ShowScriptedMenu()

proto native UIScriptedMenu ShowScriptedMenu ( UIScriptedMenu menu,
UIMenuPanel parent )
private

◆ ShowUICursor()

void ShowUICursor ( bool visible)
inlineprivate

Definition at line 244 of file uimanager.c.

References g_Game.


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