101 behaviour->
name =
"battlescape";
void CL_CameraZoomIn(void)
Zooms the scene of the battlefield in.
void CL_CameraZoomOut(void)
Zooms the scene of the battlefield out.
void onLoading(uiNode_t *node) override
Call before the script initialized the node.
void draw(uiNode_t *node) override
void onSizeChanged(uiNode_t *node) override
Callback stub.
void onWindowClosed(uiNode_t *node) override
void onWindowOpened(uiNode_t *node, linkedList_t *params) override
bool onScroll(uiNode_t *node, int deltaX, int deltaY) override
Called when user request scrolling on the battlescape.
Primary header for client.
Header for lua script functions.
node behaviour, how a node work
Atomic structure used to define most of the UI.
void * UI_SWIG_TypeQuery(const char *name)
This function queries the SWIG type table for a type information structure. It is used in combination...
void UI_GetNodeAbsPos(const uiNode_t *node, vec2_t pos)
Returns the absolute position of a node.
SharedPtr< uiNode > UINodePtr
static void UI_SetRenderRect(int x, int y, int width, int height)
Determine the position and size of the render.
void UI_RegisterBattlescapeNode(uiBehaviour_t *behaviour)