UserInterfaceLocal
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Overview
This is the GUI itself, all window defs must be inside it. You may set properties, flags, cache materials, cache sounds, set atmospheres and add events directly on the GUI. GUI script functions may be called from any event or timeline by using a "gui." prefix to the function name.
Example:
gui guis/vehicles/edf_titan { // Properties for the GUI. properties { float flags = immediate( flags ) | GUI_FULLSCREEN; } _class_icons // Cache the titan icon material. materials { "icon" "guis/assets/hud/gdf/vehicles/titan" } _base_icon // Template: setup background material, player list, etc. _hud_materials // Template: Cache all materials used in the HUD. _position( 0, 2, 10 ) // Template: Setup icon for player position 0 _position( 1, 2, 24 ) // Template: Setup icon for player position 1 // Template: Draw a generic GDF missile sight. _gdf_generic_missile_sight( "dontshowlines", "0,0,0,1", "0,0,0,1" ) }
Properties
Flags
Functions
Evaluator Functions
compare String comparison. icompare Case insensitive string comparison. wcompare Wide string comparison. iwcompare Case insensitive string comparison. Ignores color codes. hcompare Compare handles. toString Float to string conversion. toWString Float to wide string conversion. toFloat String value converted to a float. localizeArgs Localize text with additional string arguments. localizeHandle Localize text given a text declaration handle. localize Localize text. square Squares the input value. vec2Length Length of a 2D vector. vec2Normalize Normalize a 2D vector. abs Absolute value of a float. min Returns the minimum of two values. max Returns the maximum of two values. clamp Clamp value between min and max. msToHMS Converts from milliseconds to hours, minutes, seconds. sToHMS Converts from seconds to hours, minutes, seconds. toggle Returns the opposite boolean value of the input value. floor The floor of the input value. ceil The ceiling of the input value. toUpper Convert a string to upper case. toLower Convert a string to lower case. toWStr Convert a string to a wide string. toStr Convert a wide string to a string. isValidHandle Check if handle is valid. floatToHandle Convert a float to a handle. color Convert a string to a color. strLen Length of the string. wstrLen Length of the wide string. sin Sine of the input value. cos Cosine of the input value. colorForIndex Color for the index where the index is between 0 and 31. stringToVec4 Convert a string to a 4D vector.
Utility Functions
consoleCommand Exectue a console command, append to the command buffer. consoleCommandImmediate Exectue a console command, immediate execution of the command. playSound Play a sound in the current sound world. playGameSound Play a sound in the game sound world. playMusic Play a sound on the music channel. stopMusic Stop any sound on the music channel. querySpeakers Desired number of speakers. fadeSoundClass Fade a sound class to a volume in X milliseconds. cacheMaterial Store a material to the material cache. activate Activate the GUI if it is not active. Calls onActivate events for windows. deactivate Deactivate the GUI. Calls onDeactivate events for windows. sendCommand Send a script command, The GUI must be attached to an entity. Script event OnNetworkMessage for the player will be called with the command data. sendNetworkCommand Send a script command. Script event OnNetworkMessage for the player will be called with the command data. postNamedEvent Call a named event. postNamedEventOn Call a named event on a window. scriptCall Call a script event on the entity this GUI is bound to. The script parameters should be pushed.on the stack using scriptPush<type>() script calls. setCookieString Set a key/val which will be saved in the user profile. getCookieString Return value for the key. setCookieInt Set an integer key/val which will be saved in the user profile. getCookieInt Return integer value for the key. setShaderParm Sets a shader parameter value. This is for example used while drawing the command map so different material stages can be used depending on if the command map is drawn in a circle or a rectangle getKeyBind Get the key for a binding. print Print a string to the console. _newline or _quote should be used instead of the escape characters \n and \" respectively. getStringForProperty Get string for a window property. setPropertyFromString Set a property from a string. broadcastEvent Broadcast a named event to a window. If no window is specified post the event on the GUI. broadcastEventToChildren Broadcast an event only to immediate children. broadcastEventToDescendants Broadcast an event recursively to all children. getParentName Get parent name. copyHandle Copy a handle. Should be used instead of immediate for integers. activateMenuSoundWorld Activates the menu sound world and pauses the game sound world or deactivates the menu sound world and unpauses the game sound world. getStringMapValue Get value for a key for the give string map def. Used to cache crosshair material used by the player. isBackgroundLoadComplete Check if loading of menu models (earth/stars/strogg fleet etc.) has been loaded. copyText Copy the text to the clipboard. pasteText Copy the clipboard data. uploadLevelShot Upload an image to a target image. Used for map screenshots. getGameTag Game build name. getLoadTip Get a load tooltip intended for the map loading screen. cancelToolTip Set float property active to false for the toolTip window. checkCVarsAgainstCFG Used in game options to check the machine spec the user has chosen. collapseColors Collapse all color codes.
Game Functions
getSpectatorList List of spectators separated with commas. Used with the marquee window type for scrolling. getTeamPlayerCount Get the number of players on a team. getWeaponData Get weapon value given a key. Mainly used for getting model and model/joint names for player in the limbo menu. getNumWeaponPackages Get number of weapon packages for a class. getWeaponBankForName Get bank number for slot name. updateLimboProficiency Set new player class and update the proficiency related limbo properties. Used for updating limbo properties when selecting a class. getRoleCountForTeam Number of players with a specific role on a team. getEquivalentClass Get the equivalent class on the target team to the class on the current team. getClassSkin Get skin name for class. toggleReady Toggle the local player to be ready during warmup. execVote Execute a vote on client or listen server. The vote index then the vote key should have been pushed on the GUI stack before calling this function. getCommandMapTitle Get the command map title for a playzone on the current map. getPersistentRankInfo Get the current rank or rank material name for the local player. setSpawnPoint Set the current spawn point for the local player. Send the name to the server if a client. highlightSpawnPoint Call script event OnHighlight on the spawnpoint for the team. mutePlayer Toggle mute for a player. spectateClient Spectate a specific client, works on client and listen server. chatCommand Send a chat command.
CVar Functions
setCVar Set a cvar. getCVar Get a cvar value. resetCVar Reset a CVar, gives it the default value. setCVarFloat Set a cvar. getCVarFloat Get a cvar value. setCVarInt Set a cvar. getCVarInt Get a cvar value. setCVarBool Set a cvar. getCVarBool Get a cvar value. getCVarColor Get a cvar value. isCVarLocked Check if a CVar has the CVAR_GUILOCKED flag set.
Stack Functions
scriptPushString Push a string on the stack. scriptPushFloat Push a float on the stack. scriptPushVec2 Push a vec2 on the stack. scriptPushVec3 Push a vec3 on the stack. scriptPushVec4 Push a vec4 on the stack. scriptGetWStringResult Pop a wide string from the stack. scriptGetStringResult Pop a string from the stack. scriptGetFloatResult Pop a float from the stack. scriptGetVec2Result Pop a vec2 from the stack. scriptGetVec4Result Pop a vec4 from the stack. pushGeneralString Push a string on the stack with the given name. Any literal stack name is valid. popGeneralString Pop a string on the stack with the given name. Any literal stack name is valid. getGeneralString Get the string on the top of the stack with the given name, does not pop the stack. Any literal stack name is valid. generalStringAvailable Check if a stack with the given name is available. clearGeneralStrings Clear the stack with the given name.
Events
onCreate Called on window creation onActivate This happens when the GUI is activated. onDeactivate This happens when the GUI is activated. onNamedEvent Called when one of the events specified occurs onPropertyChanged Called when one of the properties specified occurs onCVarChanged Called when one of the CVars' value changes onCancel Called when any key bound to the _menuCancel is pressed