Arma Reforger Explorer  1.1.0.42
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
SCR_FieldManualPiece.c
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1 [BaseContainerProps(insertable: false)]
3 {
4  [Attribute(defvalue: SCR_EInputTypeCondition.ALL_INPUTS.ToString(), uiwidget: UIWidgets.ComboBox, desc: "Define if this piece should be displayed for keyboard users, gamepad users or both", enums: ParamEnumArray.FromEnum(SCR_EInputTypeCondition))]
5  protected SCR_EInputTypeCondition m_eInputDisplayCondition;
6 
7  //------------------------------------------------------------------------------------------------
10  // To be overridden by child pieces
11  void CreateWidget(notnull Widget parent);
12 
13  //------------------------------------------------------------------------------------------------
16  bool CanCreateWidget()
17  {
18  // I am very proud of this ugly one-liner (that is technically a two-liner)
19  return m_eInputDisplayCondition == SCR_EInputTypeCondition.ALL_INPUTS ||
20  GetGame().GetInputManager().IsUsingMouseAndKeyboard() == (m_eInputDisplayCondition == SCR_EInputTypeCondition.KEYBOARD_ONLY);
21  }
22 
23  //------------------------------------------------------------------------------------------------
26  bool CanRefresh()
27  {
28  return m_eInputDisplayCondition != SCR_EInputTypeCondition.ALL_INPUTS;
29  }
30 }
SCR_FieldManualPiece
Definition: SCR_FieldManualPiece.c:2
GetGame
ArmaReforgerScripted GetGame()
Definition: game.c:1424
desc
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
Definition: SCR_RespawnBriefingComponent.c:17
Attribute
typedef Attribute
Post-process effect of scripted camera.
SCR_EInputTypeCondition
SCR_EInputTypeCondition
Definition: SCR_EInputTypeCondition.c:1
BaseContainerProps
SCR_AIGoalReaction_Follow BaseContainerProps
Handles insects that are supposed to be spawned around selected prefabs defined in prefab names array...
Definition: SCR_AIGoalReaction.c:468