UFO: Alien Invasion
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node Directory Reference
Directory dependency graph for node:
src/client/ui/node

Files

 
ui_node_abstractnode.cpp
 Every node extends this node.
 
ui_node_abstractnode.h
 
ui_node_abstractoption.cpp
 
ui_node_abstractoption.h
 
ui_node_abstractscrollable.cpp
 
ui_node_abstractscrollable.h
 base code for scrollable node
 
ui_node_abstractscrollbar.cpp
 The abstractscrollbar is an abstract node (we can't instantiate it). It exists to share same properties for vertical and horizontal scrollbar. At the moment only the concrete vscrollbar.
 
ui_node_abstractscrollbar.h
 
ui_node_abstractvalue.cpp
 The abstractvalue node is an abstract node (we can't instanciate it). It provide common properties to concrete nodes, to manage a value in a range.
 
ui_node_abstractvalue.h
 Define common thing for GUI controls which allow to edit a value (scroolbar, spinner, and more).
 
ui_node_bar.cpp
 The bar node display a graphical horizontal slider. We can use it to allow the user to select a value in a range. Or we can use it do only display a value (in this case, you must disable it).
 
ui_node_bar.h
 
ui_node_base.cpp
 
ui_node_base.h
 
ui_node_baseinventory.cpp
 "Base inventory" is one of the container nodes. It allow to see and drag and drop soldier items from a base to soldier equipments.
 
ui_node_baseinventory.h
 
ui_node_battlescape.cpp
 The battlescape node identify the part of the screen the engine use to render battlescape map.
 
ui_node_battlescape.h
 
ui_node_button.cpp
 button is a node to define a button with a random size. It is skinned with a special image template (see the image property).
 
ui_node_button.h
 
ui_node_checkbox.cpp
 The checkbox node is a three state widget. If the value is 0, checkbox is unchecked, if value is bigger than 0, the value is checked; but if the value is under 0, the checkbox display an "invalidate" status.
 
ui_node_checkbox.h
 
ui_node_container.cpp
 The container node refer to several different nodes merged into a single one. All of them can drag and drop soldier items from one container to another. The first container is a soldier slot. For example, the left arm, the bag pack... The second is the base inventory (which is now an extended node from container). And the last is a floor container used in the battlescape. The node name itself is used to know the container role.
 
ui_node_container.h
 
ui_node_controls.cpp
 Controls is a special pic entity with which the windows can be moved (drag & drop).
 
ui_node_controls.h
 
ui_node_data.cpp
 The data behaviour allows to store a string/float number/integer into a node. It is a virtual node which is not displayed nor activatable by input device like mouse. The node can store 3 types, which have no relations together.
 
ui_node_data.h
 
ui_node_editor.cpp
 Editor is an invisible node used to create an edition mode. The edition mode allow user to move and resize all visible nodes.
 
ui_node_editor.h
 
ui_node_geoscape.cpp
 
ui_node_geoscape.h
 
ui_node_image.cpp
 The pic behaviour allow to draw an image or a part of an image into the GUI. It provide some layout properties. We can use it like an active node (mouse in/out/click...) but in this case, it is better to use nodes with a semantics (like button, or checkbox).
 
ui_node_image.h
 
ui_node_item.cpp
 An item is only a model node allowing to display soldier armour. Soldier armour is an image, not a model.
 
ui_node_item.h
 
ui_node_linechart.cpp
 
ui_node_linechart.h
 
ui_node_material_editor.cpp
 Material editor related code.
 
ui_node_material_editor.h
 Material editor related header.
 
ui_node_messagelist.cpp
 
ui_node_messagelist.h
 
ui_node_model.cpp
 This node allow to include a 3D-model into the GUI. It provide a way to create composite models, check [[How to script UI#How to create a composite model]]. We call it "main model" when a model is a child node of a non model node, and "submodel" when the node is a child node of a model node.
 
ui_node_model.h
 
ui_node_option.cpp
 
ui_node_option.h
 
ui_node_optionlist.cpp
 
ui_node_optionlist.h
 
ui_node_optiontree.cpp
 
ui_node_optiontree.h
 
ui_node_panel.cpp
 
ui_node_panel.h
 
ui_node_radar.cpp
 
ui_node_radar.h
 
ui_node_radiobutton.cpp
 The radiobutton is a clickable widget. Commonly, with use it in a group of radiobuttons; the user is allowed to choose only one button from this set. The current implementation share the value of the group with a cvar, and each button use is own value. When the cvar equals to a button value, this button is selected.
 
ui_node_radiobutton.h
 
ui_node_rows.cpp
 
ui_node_rows.h
 
ui_node_selectbox.cpp
 
ui_node_selectbox.h
 
ui_node_sequence.cpp
 
ui_node_sequence.h
 
ui_node_special.cpp
 
ui_node_special.h
 
ui_node_spinner.cpp
 The spinner node is a vertical widget used to change a value.
 
ui_node_spinner.h
 
ui_node_string.cpp
 A string can be a normal string, or a cvar string. A string prefixed with a "_" or a string in the form "*msgid:some_msgid" is auto translated.
 
ui_node_string.h
 
ui_node_tab.cpp
 
ui_node_tab.h
 
ui_node_tbar.cpp
 
ui_node_tbar.h
 
ui_node_text.cpp
 
ui_node_text.h
 
ui_node_text2.cpp
 
ui_node_text2.h
 
ui_node_textentry.cpp
 This node allow to edit a cvar text with the keyboard. When we click on the node, we active the edition, we can validate it with the ''RETURN'' key, or abort it with ''ESCAPE'' key. A validation fire a scriptable callback event. We can custom the mouse behaviour when we click outside the node in edition mode. It can validate or abort the edition.
 
ui_node_textentry.h
 
ui_node_textlist.cpp
 
ui_node_textlist.h
 
ui_node_texture.cpp
 The texture behaviour allow to draw a motif (an image) in all the surface of the a node. The image is not stretched but looped.
 
ui_node_texture.h
 
ui_node_timer.cpp
 
ui_node_timer.h
 
ui_node_video.cpp
 
ui_node_video.h
 
ui_node_vscrollbar.cpp
 
ui_node_vscrollbar.h
 
ui_node_window.cpp
 
ui_node_window.h
 
ui_node_zone.cpp
 The zone node allow to create an hidden active node. Currently we only use it to support repeat mouse actions without merging the code which managing this feature.
 
ui_node_zone.h