47 if (onFavoritesResponse)
58 super.OnMenuOpen(preset);
71 if (backgroundImageBackend)
75 backendImageComp.SetImage(
m_Scenario.Thumbnail());
79 Widget contentLayoutRoot = GetContentLayoutRoot();
80 if (!contentLayoutRoot)
83 Widget singlePlayerImage = contentLayoutRoot.FindAnyWidget(
"SinglePlayerImageOverlay");
84 Widget multiPlayerImage = contentLayoutRoot.FindAnyWidget(
"MultiPlayerImageOverlay");
85 TextWidget playerCountLabelText =
TextWidget.Cast(contentLayoutRoot.FindAnyWidget(
"PlayerCountLabelText"));
87 Widget sourceImageOfficial = contentLayoutRoot.FindAnyWidget(
"SourceImageOfficialOverlay");
88 Widget sourceImageCommunity = contentLayoutRoot.FindAnyWidget(
"SourceImageCommunityOverlay");
89 TextWidget sourceNameTextOfficial =
TextWidget.Cast(contentLayoutRoot.FindAnyWidget(
"SourceNameTextOfficial"));
90 TextWidget sourceNameTextCommunity =
TextWidget.Cast(contentLayoutRoot.FindAnyWidget(
"SourceNameTextCommunity"));
95 singlePlayerImage.SetVisible(!mp);
96 multiPlayerImage.SetVisible(mp);
98 playerCountLabelText.SetTextFormat(
"#AR-Scenario_Players", playerCount);
101 bool isSourceAddonValid;
106 isSourceAddonValid =
true;
107 sourceNameTextCommunity.SetText(sourceAddon.Name());
111 isSourceAddonValid =
false;
114 sourceImageOfficial.SetVisible(!isSourceAddonValid);
115 sourceImageCommunity.SetVisible(isSourceAddonValid);
116 sourceNameTextOfficial.SetVisible(!isSourceAddonValid);
117 sourceNameTextCommunity.SetVisible(isSourceAddonValid);
154 super.OnButtonPressed(button);
157 switch (m_sLastPressedButtonTag)
174 w = comp.GetRootWidget();
177 w.SetName(buttonPreset.m_sTag);
SCR_ExitGameWhileDownloadingDialog m_Scenario
EConfigurableDialogUiButtonAlign
Configuration for button alignment.
void SCR_ScenarioConfirmationDialogUi(MissionWorkshopItem scenario, ScriptInvokerBool onFavoritesResponse=null)
override SCR_InputButtonComponent CreateButton(SCR_ConfigurableDialogUiButtonPreset buttonPreset)
override void OnButtonPressed(SCR_InputButtonComponent button)
bool m_bHandleFavoriting
If true, the dialog itself will set the scenario favorite state, otherwise it will live it to the men...
SCR_InputButtonComponent m_Favorite
SCR_InputButtonComponent m_Host
SCR_InputButtonComponent m_FindServers
void UpdateFavoriteWidgets(bool isFavorite)
MissionWorkshopItem GetScenario()
PUBLIC.
ref array< SCR_InputButtonComponent > m_aRightFooterButtons
ref ScriptInvokerMissionWorkshopItem m_OnFavorite
ScriptInvokerMissionWorkshopItem GetOnFavorite()
SCR_ModularButtonComponent m_FavoriteStarButton
ScriptInvokerBase< ScriptInvokerBoolMethod > ScriptInvokerBool
SCR_ECommStatus
This class may become obsolete on BackendAPI update.
ScriptInvokerBase< ScriptInvokerMissionWorkshopItemMethod > ScriptInvokerMissionWorkshopItem
proto native void Close()
static SCR_ConfigurableDialogUi CreateFromPreset(ResourceName presetsResourceName, string tag, SCR_ConfigurableDialogUi customDialogObj=null)
Creates a dialog from preset.
Configuration for a dialog.
Same as SCR_BackendImageComponent, but implements default image based on scenario.
static SCR_ConfigurableDialogUi CreateDialog(string presetName)
const ResourceName DIALOGS_CONFIG
static SCR_ScenarioConfirmationDialogUi CreateScenarioConfirmationDialog(MissionWorkshopItem scenario, ScriptInvokerBool onFavoritesResponse=null)
static void UpdateInputButtons(MissionWorkshopItem mission, array< SCR_InputButtonComponent > buttons, bool visible=true)
static bool CanJoin(MissionWorkshopItem mission)
static void UpdateJoinInputButton(SCR_InputButtonComponent button, MissionWorkshopItem mission, bool visible=true)
static bool IsMultiplayer(MissionWorkshopItem mission)
static bool CanHost(MissionWorkshopItem mission)
static void UpdateHostInputButton(SCR_InputButtonComponent button, MissionWorkshopItem mission, bool visible=true)
static ScriptInvokerCommStatus GetOnCommStatusCheckFinished()
static void RefreshPing()