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Build 1.29.163047, Scripts Rev. 123548
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menumanager.c
Go to the documentation of this file.
1
#ifdef GAME_TEMPLATE
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3
enum
DialogPriority
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{
5
INFORMATIVE,
6
WARNING
,
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CRITICAL
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};
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enum
DialogResult
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{
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PENDING
,
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OK
,
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YES
,
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NO
,
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CANCEL,
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};
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enum
ScriptMenuPresetEnum
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{
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};
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class
MenuManager
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{
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proto native MenuBase OpenMenu(ScriptMenuPresetEnum preset,
int
userId = 0,
bool
unique =
false
);
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proto native MenuBase OpenDialog(ScriptMenuPresetEnum preset,
int
priority = DialogPriority.INFORMATIVE,
int
iUserId = 0,
bool
unique =
false
);
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proto native MenuBase FindMenuByPreset(ScriptMenuPresetEnum preset);
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proto native MenuBase FindMenuByUserId(
int
userId);
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proto native MenuBase GetTopMenu();
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proto native
bool
IsAnyMenuOpen();
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proto native
bool
IsAnyDialogOpen();
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proto native
bool
CloseMenuByPreset(ScriptMenuPresetEnum preset);
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proto native
bool
CloseMenuByUserId(
int
userId);
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proto native
bool
CloseMenu(MenuBase menu);
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protected
void
MenuManager();
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protected
void
~MenuManager();
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};
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class
MenuBindAttribute
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{
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string
m_MenuItemName;
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void
MenuBindAttribute(
string
menuItemName =
""
)
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{
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m_MenuItemName = menuItemName;
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}
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}
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class
MenuBase:
ScriptedWidgetEventHandler
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{
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proto native
int
GetUserId();
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proto native
Widget
GetRootWidget
();
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proto external MenuBase BindItem(
string
menuItemName, func callback);
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proto native MenuBase SetLabel(
string
menuItemName,
string
text);
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proto native
Widget
GetItemWidget(
string
menuItemName);
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proto native MenuManager
GetManager
();
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proto native
void
Close
();
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void
OnMenuFocusGained() {}
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void
OnMenuFocusLost() {}
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void
OnMenuShow() {}
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void
OnMenuHide() {}
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void
OnMenuOpen() {}
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void
OnMenuClose() {}
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void
OnMenuInit() {}
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void
OnMenuUpdate(
float
tDelta) {}
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void
OnMenuItem(
string
menuItemName,
bool
changed,
bool
finished) {}
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protected
void
MenuBase();
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protected
void
~MenuBase();
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};
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class
MessageBox: MenuBase
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{
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[MenuBindAttribute()]
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void
Ok
()
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{
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Close
();
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}
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}
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#ifdef PLATFORM_WINDOWS
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class
WorldEditorIngame: MenuBase
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{
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proto native
bool
LoadWorld(
string
worldFilePath);
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proto native
bool
SaveWorld();
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};
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#endif
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#endif
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OK
@ OK
0 - No error. Can be returned from any call.
Definition
bioserrormodule.c:9
ScriptedWidgetEventHandler
map: item x vector(index, width, height)
Definition
enwidgets.c:657
ScriptedWidgetEventHandler::Close
void Close()
Definition
dropdownprefab.c:94
ScriptedWidgetEventHandler::GetRootWidget
Widget GetRootWidget()
Definition
layoutholder.c:171
NO
@ NO
Definition
enconvert.c:18
YES
@ YES
Definition
enconvert.c:19
CRITICAL
@ CRITICAL
Definition
estatlevels.c:7
WARNING
WARNING
Definition
endebug.c:1
Widget
WorkspaceWidget Widget
Defined in code.
Close
void Close()
Ok
@ Ok
Definition
miscgameplayfunctions.c:204
GetManager
PlayerStats GetManager()
Definition
playerstatbase.c:198
PENDING
@ PENDING
Definition
testframework.c:5
Games
Dayz
scripts
2_gamelib
menumanager.c
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