Arma Reforger Explorer 1.7.0.54
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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SCR_UIEditorEffect.c
Go to the documentation of this file.
1[BaseContainerProps(), SCR_BaseContainerCustomTitleResourceName("m_Layout", true, "GUI: \"%1\"")]
8{
9 [Attribute(params: "layout", desc: "GUI layout file")]
10 private ResourceName m_Layout;
11
12 protected Widget m_Widget;
13
14 override bool EOnActivate(SCR_BaseEditorComponent editorComponent, vector position = vector.Zero, set<SCR_EditableEntityComponent> entities = null)
15 {
16 if (editorComponent.IsActive())
17 {
19 if (!menuManager) return false;
20
21 EditorMenuBase menu = menuManager.GetMenu();
22 if (!menu) return false;
23
24 WorkspaceWidget workspace = GetGame().GetWorkspace();
25 if (!workspace) return false;
26
27 Widget parent = menuManager.GetMenuComponent().GetHideableWidget();
28 if (!parent) return false;
29
30 if (m_Widget) m_Widget.RemoveFromHierarchy();
31 m_Widget = workspace.CreateWidgets(m_Layout, parent);
32 }
33 else
34 {
36 if (!hudManager) return false;
37
38 if (m_Widget) m_Widget.RemoveFromHierarchy();
39 m_Widget = hudManager.CreateLayout(m_Layout, EHudLayers.LOW);
40 }
41
42 //--- ToDo: Remove
44
45 return true;
46 }
47};
ArmaReforgerScripted GetGame()
Definition game.c:1398
SCR_AIAnimation_Loitering BaseContainerProps
Commanding menu commanding element class.
SCR_CampaignMilitaryBaseComponent SCR_MilitaryBaseComponent SCR_BaseContainerCustomTitleResourceName("m_sBaseName", true)
vector position
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
static WidgetAnimationOpacity Opacity(Widget widget, float targetValue, float speed, bool toggleVisibility=false)
static SCR_HUDManagerComponent GetHUDManager()
Widget CreateLayout(ResourceName path, EHudLayers layer, int zOrder=0)
override bool EOnActivate(SCR_BaseEditorComponent editorComponent, vector position=vector.Zero, set< SCR_EditableEntityComponent > entities=null)
SCR_FieldOfViewSettings Attribute