DayZ 1.27
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◆ GameplayEffectWidgets()

void GameplayEffectWidgets_base::GameplayEffectWidgets ( )
inlineprotected

См. определение в файле GameplayEffectWidgets.c строка 32

33 {
34 m_Root = GetGame().GetWorkspace().CreateWidget(FrameWidgetTypeID,0,0,1.0,1.0,WidgetFlags.VISIBLE | WidgetFlags.HEXACTPOS | WidgetFlags.VEXACTPOS, 0xffffffff, 0);
36 m_UniqueLayouts = new set<ref Widget>;
38 m_RunningEffects = new set<int>;
39 m_RunningEffectsPrevious = new set<int>;
40 m_UpdatingEffects = new array<int>;
41 m_UpdatedWidgetsCheck = new array<ref Widget>;
42 m_UpdatedWidgetSetsCheck = new array<int>;
43 m_SuspendRequests = new set<int>;
45
46 m_TimeProgBreath = 0.0;
48
50
51 RegisterLayouts("gui/layouts/gameplay/CameraEffects.layout",CompileEffectListing());
52 RegisterLayouts("gui/layouts/gameplay/BleedingEffects.layout",{EffectWidgetsTypes.BLEEDING_LAYER});
53
54 InitWidgetSet(EffectWidgetsTypes.MASK_BREATH,true,WIDGETSET_BREATH);
55 InitWidgetSet(EffectWidgetsTypes.HELMET_BREATH,true,WIDGETSET_BREATH);
56 InitWidgetSet(EffectWidgetsTypes.MOTO_BREATH,true,WIDGETSET_BREATH);
57
58 InitWidgetSet(EffectWidgetsTypes.MASK_OCCLUDER,false,EffectWidgetsTypes.MASK_OCCLUDER);
59 InitWidgetSet(EffectWidgetsTypes.HELMET_OCCLUDER);
60 InitWidgetSet(EffectWidgetsTypes.HELMET2_OCCLUDER);
61 InitWidgetSet(EffectWidgetsTypes.MOTO_OCCLUDER);
62 InitWidgetSet(EffectWidgetsTypes.NVG_OCCLUDER,false,EffectWidgetsTypes.NVG_OCCLUDER);
63 InitWidgetSet(EffectWidgetsTypes.PUMPKIN_OCCLUDER,false,EffectWidgetsTypes.NVG_OCCLUDER);
64 InitWidgetSet(EffectWidgetsTypes.EYEPATCH_OCCLUDER);
65
66 InitWidgetSet(EffectWidgetsTypes.COVER_FLASHBANG);
67
68 InitWidgetSet(EffectWidgetsTypes.BLEEDING_LAYER,true);
69
71 }
map
Определения ControlsXboxNew.c:4
map< int, ref GameplayEffectsData > GameplayEffectDataMap
Определения GEWidgetsMetaData.c:105
proto native WorkspaceWidget GetWorkspace()
const int WIDGETSET_BREATH
Определения GameplayEffectWidgets.c:25
ref array< int > m_UpdatedWidgetSetsCheck
Определения GameplayEffectWidgets.c:16
array< int > CompileEffectListing()
returns all vanilla effects, nested in a vanilla layout. If using different layouts for custom effect...
Определения GameplayEffectWidgets.c:195
void RegisterLayouts(string path, array< int > types)
Registers new layout and ties effect IDs to it.
Определения GameplayEffectWidgets.c:86
ref map< int, typename > m_IDToTypeMap
Определения GameplayEffectWidgets.c:18
ref set< int > m_RunningEffects
Определения GameplayEffectWidgets.c:12
ref GameplayEffectDataMap m_WidgetDataMap
Определения GameplayEffectWidgets.c:11
ref set< int > m_RunningEffectsPrevious
Определения GameplayEffectWidgets.c:13
ref set< ref Widget > m_UniqueLayouts
Определения GameplayEffectWidgets.c:10
ref array< int > m_UpdatingEffects
Определения GameplayEffectWidgets.c:14
void InitWidgetSet(int type, bool updating=false, int user_id_override=-1)
InitWidgetSet.
Определения GameplayEffectWidgets.c:125
ref set< int > m_SuspendRequests
Определения GameplayEffectWidgets.c:17
ref map< int, ref Widget > m_Layouts
Определения GameplayEffectWidgets.c:9
ref array< ref Widget > m_UpdatedWidgetsCheck
Определения GameplayEffectWidgets.c:15
ref Widget m_Root
Определения GameplayEffectWidgets.c:8
proto native CGame GetGame()
WidgetFlags
Определения EnWidgets.c:58
proto native external Widget CreateWidget(WidgetType type, int left, int top, int width, int height, WidgetFlags flags, int color, int sort, Widget parentWidget=NULL)
Create widgets by WidgetType.

Перекрестные ссылки CompileEffectListing(), WorkspaceWidget::CreateWidget(), GetGame(), CGame::GetWorkspace(), InitWidgetSet(), m_BreathMultStamina, m_IDToTypeMap, m_Layouts, m_Root, m_RunningEffects, m_RunningEffectsPrevious, m_SuspendRequests, m_TimeProgBreath, m_UniqueLayouts, m_UpdatedWidgetsCheck, m_UpdatedWidgetSetsCheck, m_UpdatingEffects, m_WidgetDataMap, PairIDToTypes(), RegisterLayouts(), UpdateVisibility() и WIDGETSET_BREATH.