HUD elements in Scripts¶
Script methods to manipulate hud elements.
Element Tree & Locating Elements¶
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string Hud_GetHudName(var menu)¶
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var GetParentMenu(var elem)¶
Returns a reference to the menu the passed element is parented to
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var Hud_GetParent(var elem)¶
Returns the next higher parent of the element
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bool Hud_HasChild(var elem, string childName)¶
Returns
trueif the element has a child named likechildName
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var Hud_GetChild(var elem, string childName)¶
Returns the child element of the passed element named like
childName
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array<var> GetElementsByClassname(var elem, string className)¶
Returns all children that have the given class
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var GetElem(var menu, string elementName)¶
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var Hud_GetScriptID(var elem)¶
Returns the script ID of the element declared in the .menu file
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var GetFocus()¶
Returns the currently focused element.
Element Position¶
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void Hud_SetPos(var elem, int x, int y)¶
Set the position of the element relative to the base position.
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var Hud_GetPos(var elem)¶
Returns an array of type
int[2]as avar. The position is relative to the element’s base position.
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void Hud_SetX(var elem, int x)¶
Only change the x position relative to the base position.
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void Hud_SetY(var elem, int y)¶
Only change the y position relative to the base position.
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int Hud_GetX(var elem)¶
Returns the x position of the element relative to it’s base position.
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int Hud_GetY(var elem)¶
Returns the y position of the element relative to it’s base position.
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void Hud_ReturnToBasePos(var elem)¶
Set the position of this element to it’s base position.
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var Hud_GetBasePos(var elem)¶
Returns an orray of type
int[2]as avar. Base position is always[0,0]
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int Hud_GetBaseX(var elem)¶
Returns the base x of this element.
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var Hud_GetBaseY(var elem)¶
Returns the base y of this element.
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var Hud_GetAbsPos(var elem)¶
Returns an array of type
int[2]as avar. Absolute coordinates on the screen of this element.
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int Hud_GetAbsX(var elem)¶
Returns the absolute x position on the screen of this element.
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int Hud_GetAbsY(var elem)¶
Returns the absolute y position of the screen of this element.
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void Hud_SetXOverTime(var elem, int x, float transitionTime, int interpolation_mode = 0)¶
Move to relative x over time with interpolation.
INTERPOLATOR_LINEAR: linear interpolationINTERPOLATOR_ACCEL: move with accelerating speedINTERPOLATOR_DEACCEL: move with deaccelerating speedINTERPOLATOR_PULSE: one time bounceINTERPOLATOR_FLICKER: no transitionINTERPOLATOR_SIMPLESPLINE: ease in / outINTERPOLATOR_BOUNCE: gravitational bounce
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void Hud_SetYOverTime(var elem, int y, float transitionTime, int interpolation_mode = 0)¶
Move to relative y over time with interpolation
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void Hud_MoveOverTime(var elem, int x, int y, float transitionTime, int interpolation_mode = 0)¶
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float Hud_GetRotation(var elem)¶
Returns the angles of the element
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void Hud_SetRotation(var elem, float angles)¶
Set the angles of the element
Visibility & Color¶
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void Hud_Show(var elem)¶
Make this element visible
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void Hud_Hide(var elem)¶
Make this element invisible
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bool Hud_IsVisible(var elem)¶
Returns
trueif the element is visible
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void Hud_SetVisible(var elem, bool visible)¶
Set if the element is visible
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void Hud_SetColor(var elem, int r, int g, int b, int alpha)¶
Set the color of the element
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void Hud_ColorOverTime(var elem, int r, int g, int b, int alpha, float time, int accel)¶
Change the color of the element over time
- void Hud_ColorOverTimeDelayed( var elem, int r, int g, int b, int alpha, float time, ,float delay, int accel )
Change the color of the element over time
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void Hud_SetAlpha(var elem, int alpha)¶
Change the opacity of the element
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var Hud_GetBaseColor(var elem)¶
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var Hud_GetBaseAlpha(var elem)¶
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void Hud_SetPanelAlpha(var elem)¶
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void Hud_FadeOverTime(var elem, int fadeTarget, float fadeTime)¶
Change the opacity of the element over time
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void Hud_FadeOverTimeDelayed(var elem, int target, float delay, float accel)¶
Change the opacity of the element over time after a delay
Element Dimensions¶
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int Hud_GetWidth(var elem)¶
Returns the current width of the element.
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void Hud_SetWidth(var elem, int width)¶
Set the width of an element.
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int Hud_GetBaseWidth(var elem)¶
Returns the width an element got initialized with.
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int Hud_GetHeigth(var elem)¶
Returns the current height of an element.
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void Hud_SetHeigth(var elem, int height)¶
Set the heigth of an element.
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int Hud_GetBaseHeigth(var elem)¶
Returns the heigth an element got initialized with.
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var Hud_GetSize(var elem)¶
Returns an array of type
int[2]as avar. The first index is width and the second height of the element.
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void Hud_SetSize(var elem, int x, int y)¶
Set width and height of the element.
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var Hud_GetBaseSize(var elem)¶
Returns the width and height values the element got initialized with as an array of type
int[2]asvar.
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void Hud_ScaleOverTime(var elem, float width_factor, float height_factor, float time, int interpolation_mode)¶
Set the width and height of the element over time.
The final width and height is calculated like this:
width * width_factor
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void Hud_SetScaleX(var elem, float xStretch)¶
Set the width of the element calculated with a factor.
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void Hud_SetScaleY(var elem, float yStretch)¶
Set the height of the element calculated with a factor.
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void Hud_ReturnToBaseSize(var elem)¶
Return to base width and height
Text¶
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void Hud_SetText(var elem, string text)¶
Set the text content of this element
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string Hud_GetText(var elem)¶
Returns the current text of the element. Useful for text inputs
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void RHud_SetText(var elem, string text)¶
Set the text of an rui, if the element contains an rui that takes string input.
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void Hud_SetUTF8Text(var elem, string text)¶
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string Hud_GetUTF8Text(var elem)¶
Element Status¶
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bool Hud_IsLocked(var elem)¶
Returns
trueif the element is locked.Locked elements are visible, can be focused and selected but don’t trigger events and play a locked sound if they are selected
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void Hud_SetLocked(var elem, bool locked)¶
Set this element locked status
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bool Hud_IsEnabled(var elem)¶
Returns
trueif the element is enabledDisabled elements are visible but can’t be focused or selected and don’t trigger events.
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void Hud_SetEnabled(var elem, bool enabled)¶
Set this element to be enabled / disabled
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bool Hud_IsFocused(var elem)¶
Returns
trueif this element is focusedFocused elements will be selected when pressing enter
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void Hud_SetFocused(var elem)¶
Set the element to be focused
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bool Hud_IsSelected(var elem)¶
Returns
trueif this element is selected
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void Hud_SetSelected(var elem, bool selected)¶
Set this element to be selected / not unselected
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void Hud_SelectAll(var elem)¶
Select this element and all children
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bool Hud_IsLabel(var elem)¶
Returns
trueif the element is a label
Element RUI¶
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bool Hud_IsRuiPanel(var elem)¶
Returns
trueif this element can contain ruis
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var Hud_GetRui(var elem)¶
Returns the rui instance of this element.
Events¶
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void Hud_HandleEvent(var elem, int event)¶
Fire the specified event for the element
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var Hud_AddEventHandler(var elem, int event, var functionref(var button))¶
Handle an event for the element
Accepted events:
UIE_CLICKUIE_GET_FOCUSUIE_LOSE_FOCUSUIE_CHANGE
Other Visuals¶
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void Hud_SetNew(var elem, bool isNew)¶
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void Hud_SetImage(var elem, asset image)¶
Set the image displayed by the element, if the elements controlName allows for it.
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void Hud_EnableKeyBindingIcons(var elem)¶
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void Hud_RunAnimationScript(var elem, string animation)¶
Slider¶
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void Hud_SliderControl_SetStepSize(var elem, float size)¶
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void Hud_SliderControl_SetMin(var elem, float min)¶
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void Hud_SliderControl_SetMax(var elem, float max)¶
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float Hud_SliderControl_GetCurrentValue(var elem)¶
Graphs¶
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void Hud_SetBarProgress(var elem, float progress)¶
Client Settings¶
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void Hud_SetGamemodeIdx(var elem, int index)¶
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void Hud_SetPlaylistVarName(var elem, string playlist)¶
Uncategorized¶
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void Hud_DialogList_AddListItem(var elem, string val, string enum_)¶
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string Hud_GetListPanelSelectedItem(var elem)¶