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	<title>UIWindow - Revision history</title>
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		<id>https://wiki.splashdamage.com/index.php?title=UIWindow&amp;diff=3259&amp;oldid=prev</id>
		<title>JRAD at 12:05, 21 November 2007</title>
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		<updated>2007-11-21T12:05:35Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
== Class Tree ==&lt;br /&gt;
* [[:UIObject]]&lt;br /&gt;
** [[:UIObject_Drawable]]&lt;br /&gt;
*** [[:UIWindow]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The most common window type can be used to draw text or materials within its rectangle.&lt;br /&gt;
&lt;br /&gt;
In many places it is also used just for managing other windows, handling events and timelines.&lt;br /&gt;
&lt;br /&gt;
This class may be used in the GUIs. It will inherit all properties, flags, functions and events from [[UIObject_Drawable]].&lt;br /&gt;
&lt;br /&gt;
Window type:&lt;br /&gt;
 type window;&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
 // Define properties required to display the warmup text at the center of the screen.&lt;br /&gt;
 windowDef warmupLabel {&lt;br /&gt;
 	_big_text_props // Template: Sets the font size.&lt;br /&gt;
 	properties {&lt;br /&gt;
 		rect rect = 0, CENTER_Y - 28, SCREEN_WIDTH, 16;&lt;br /&gt;
 		wstring text = player.matchStatus; // The text we're displaying&lt;br /&gt;
 		float visible	= gui.respawnLabel.visible == false &amp;amp;&amp;amp; player.warmup &amp;amp;&amp;amp; player.commandmapstate == 0 &amp;amp;&amp;amp; player.commandmapstate == 0 &amp;amp;&amp;amp; player.scoreboardActive == false &amp;amp;&amp;amp; globals.gameHud.hideCrosshairCounter == 0;&lt;br /&gt;
 		float flags = immediate( flags ) | WF_DROPSHADOW;&lt;br /&gt;
 	}&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{:UIWindow Properties}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
{{:UIWindow Flags}}&lt;br /&gt;
&lt;br /&gt;
== Functions ==&lt;br /&gt;
=== General Functions ===&lt;br /&gt;
 [[UIWindow:attachRenderCallback|attachRenderCallback]]               Attach a render callback to the drawing of the window.&lt;br /&gt;
 [[UIWindow:attachInputHandler|attachInputHandler]]                 Attach an input handler for the window.&lt;br /&gt;
 [[UIWindow:drawMaterial|drawMaterial]]                       Draw a material.&lt;br /&gt;
 [[UIWindow:drawRenderCallback|drawRenderCallback]]                 Call the draw render callback for the given render callback handle.&lt;br /&gt;
 [[UIWindow:drawCachedMaterial|drawCachedMaterial]]                 Draw cached material.&lt;br /&gt;
 [[UIWindow:getCachedMaterialDimensions|getCachedMaterialDimensions]]        Get the width and height of the material.&lt;br /&gt;
 [[UIWindow:drawMaterialInfo|drawMaterialInfo]]                   Draw material. Get data from the material info.&lt;br /&gt;
 [[UIWindow:drawMaterialArc|drawMaterialArc]]                    Draw an arc.&lt;br /&gt;
 [[UIWindow:drawTimer|drawTimer]]                          Draw a timer, used by the grenade indicator and progress indicators by the crosshair.&lt;br /&gt;
 [[UIWindow:drawText|drawText]]                           Draw text.&lt;br /&gt;
 [[UIWindow:measureText|measureText]]                        Measure the text.&lt;br /&gt;
 [[UIWindow:measureLocalizedText|measureLocalizedText]]               Measure the text.&lt;br /&gt;
 [[UIWindow:drawTiledMaterial|drawTiledMaterial]]                  Draw a tiled material.&lt;br /&gt;
 [[UIWindow:drawLocalizedText|drawLocalizedText]]                  Text to be drawn.&lt;br /&gt;
 [[UIWindow:drawLine|drawLine]]                           Draw a line.&lt;br /&gt;
 [[UIWindow:requestLayout|requestLayout]]                      Request the window layout to be calculated again.&lt;br /&gt;
 [[UIWindow:drawRect|drawRect]]                           Draw a rectangle.&lt;br /&gt;
 [[UIWindow:nextTabStop|nextTabStop]]                        Get the next tab stop for the specified window.&lt;br /&gt;
 [[UIWindow:prevTabStop|prevTabStop]]                        Get the previous tab stop for the specified window.&lt;br /&gt;
 [[UIWindow:setTabStop|setTabStop]]                         Focuses the nth tab stop.&lt;br /&gt;
 [[UIWindow:containsPoint|containsPoint]]                      Checks if the (world-based) point is in the client rectangle.&lt;br /&gt;
 [[UIWindow:cacheRenderCallback|cacheRenderCallback]]                Return a reference to a render callback.&lt;br /&gt;
 [[UIWindow:clipToRect|clipToRect]]                         Clip subsequent drawing to the clipping rectangle. Must be ended with unclipRect after clipped drawing is finished.&lt;br /&gt;
 [[UIWindow:unclipRect|unclipRect]]                         Remove clipping to rectangle specified in clipToRect.&lt;br /&gt;
 [[UIWindow:pushColor|pushColor]]                          Push a color on the GUI's color stack.&lt;br /&gt;
 [[UIWindow:pushColorComponents|pushColorComponents]]                Push a color on the GUI's color stack.&lt;br /&gt;
 [[UIWindow:popColor|popColor]]                           Pop a color from the GUI's color stack.&lt;br /&gt;
 [[UIWindow:drawShaderParm|drawShaderParm]]                     Set a shader parm value.&lt;br /&gt;
 [[UIWindow:isVisible|isVisible]]                          Check if self is visible.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
 [[UIWindow:onPreDraw|onPreDraw]]                          Called before the window is about to draw. The event is often used for doing custom text and material drawing instead of the default drawing.&lt;br /&gt;
 [[UIWindow:onPostDraw|onPostDraw]]                         Called after gamecode has finished drawing.&lt;br /&gt;
 [[UIWindow:onPostChildDraw|onPostChildDraw]]                    Called after all descendants have finished drawing.&lt;br /&gt;
 [[UIWindow:onMouseMove|onMouseMove]]                        Called when the mouse moves.&lt;br /&gt;
 [[UIWindow:onMouseEnter|onMouseEnter]]                       Called when the mouse enters the window.&lt;br /&gt;
 [[UIWindow:onMouseExit|onMouseExit]]                        Called when the mouse exits the window.&lt;br /&gt;
 [[UIWindow:onKeyUp|onKeyUp]]                            Called when a key is depressed.&lt;br /&gt;
 [[UIWindow:onKeyDown|onKeyDown]]                          Called when a key is pressed.&lt;br /&gt;
 [[UIWindow:onKeyUpBind|onKeyUpBind]]                        Called when keys using the bind is depressed.&lt;br /&gt;
 [[UIWindow:onKeyDownBind|onKeyDownBind]]                      Called when keys usng the bind is pressed&lt;br /&gt;
 [[UIWindow:onShow|onShow]]                             When the visible property is changed to true.&lt;br /&gt;
 [[UIWindow:onHide|onHide]]                             When The hide property is changed to false.&lt;br /&gt;
 [[UIWindow:onGainFocus|onGainFocus]]                        The window has gained focus.&lt;br /&gt;
 [[UIWindow:onLoseFocus|onLoseFocus]]                        The window has lost focus&lt;br /&gt;
 [[UIWindow:onDoubleClick|onDoubleClick]]                      Mouse is double clicked within the window's rectangle.&lt;br /&gt;
 [[UIWindow:onActivate|onActivate]]                         This happens when the GUI is activated.&lt;br /&gt;
 [[UIWindow:onQueryToolTip|onQueryToolTip]]                     Used to set a tooltip which will be shown when the mouse os hovering over the window.&lt;br /&gt;
 [[UIWindow:onNavForward|onNavForward]]                       Called when any key bound to the _menuNavForward is pressed&lt;br /&gt;
 [[UIWindow:onNavBackward|onNavBackward]]                      Called when any key bound to the _menuNavBackward is pressed&lt;br /&gt;
 [[UIWindow:onAccept|onAccept]]                           Called when any key bound to the _menuAccept is pressed&lt;br /&gt;
 [[UIWindow:onCancel|onCancel]]                           Called when any key bound to the _menuCancel is pressed&lt;br /&gt;
&lt;br /&gt;
[[Category:GUIs]]&lt;/div&gt;</summary>
		<author><name>JRAD</name></author>
		
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