27 #include "../ui_nodes.h"
28 #include "../../cinematic/cl_sequence.h"
void UI_RegisterSequenceNode(uiBehaviour_t *behaviour)
void onWindowOpened(uiNode_t *node, linkedList_t *params) override
void onWindowClosed(uiNode_t *node) override
int LUA_EVENT
holds a reference to a lua event handler
void draw(uiNode_t *node) override
void initNode(uiNode_t *node) override
Atomic structure used to define most of the UI.
void UI_Sequence_SetSource(uiNode_t *node, const char *name)
#define pSequenceContext_t
node behaviour, how a node work
QGL_EXTERN GLuint GLsizei GLsizei GLint GLenum GLchar * name
void onLeftClick(uiNode_t *node, int x, int y) override
void onPropertyChanged(uiNode_t *node, const value_t *property) override
Atomic element to store UI scripts The parser use this atom to translate script action into many tree...