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
true
if 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.
-
var Hud_GetBasePos(var elem)#
Returns an orray of type
int[2]
as avar
. Base position is always[0,0]
-
int Hud_GetBaseX(var elem)#
Returns the base x of this element.
-
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.
-
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
-
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
-
void Hud_Hide(var elem)#
Make this element invisible
-
bool Hud_IsVisible(var elem)#
Returns
true
if the element is visible
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void Hud_SetVisible(var elem, bool visible)#
Set if the element is visible
-
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.
-
void Hud_SetSize(var elem, int x, int y)#
Set width and height of the element.
-
var Hud_GetBaseSize(var elem)#
Returns the width and height values the element got initialized with as an array of type
int[2]
asvar
.
-
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.
-
void Hud_SetScaleY(var elem, float yStretch)#
Set the height of the element calculated with a factor.
-
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
-
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.
-
void Hud_SetUTF8Text(var elem, string text)#
-
string Hud_GetUTF8Text(var elem)#
Element Status#
-
bool Hud_IsLocked(var elem)#
Returns
true
if 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
-
void Hud_SetLocked(var elem, bool locked)#
Set this element locked status
-
bool Hud_IsEnabled(var elem)#
Returns
true
if the element is enabledDisabled elements are visible but can’t be focused or selected and don’t trigger events.
-
void Hud_SetEnabled(var elem, bool enabled)#
Set this element to be enabled / disabled
-
bool Hud_IsFocused(var elem)#
Returns
true
if this element is focusedFocused elements will be selected when pressing enter
-
void Hud_SetFocused(var elem)#
Set the element to be focused
-
bool Hud_IsSelected(var elem)#
Returns
true
if this element is selected
-
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
-
bool Hud_IsLabel(var elem)#
Returns
true
if the element is a label
Element RUI#
-
bool Hud_IsRuiPanel(var elem)#
Returns
true
if this element can contain ruis
-
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
-
var Hud_AddEventHandler(var elem, int event, var functionref(var button))#
Handle an event for the element
Accepted events:
UIE_CLICK
UIE_GET_FOCUS
UIE_LOSE_FOCUS
UIE_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)#