27 #include "../../../shared/mathlib.h"
52 #define INDEXEDCHILD_HASH_SIZE 32
void UI_Window_SetCloseButton(uiNode_t *node, bool value)
Create/remove close button on window.
struct node_index_s * hash_next
bool UI_WindowNodeRemoveIndexedNode(uiNode_t *node, uiNode_t *child)
Remove a node from the child index.
void onWindowActivate(uiNode_t *node) override
Called when a windows gets active again after some other window was popped from the stack...
bool UI_WindowIsModal(uiNode_t const *window)
True if the window is a modal.
void initNode(uiNode_t *node) override
int LUA_EVENT
holds a reference to a lua event handler
struct node_index_s node_index_t
void onLoading(uiNode_t *node) override
Called at the begin of the load from script.
void onWindowOpened(uiNode_t *node, linkedList_t *params) override
Called when we init the node on the screen.
void UI_WindowNode_SetFill(uiNode_t *node, bool value)
void UI_Window_SetBackgroundByName(uiNode_t *node, const char *name)
set background sprite
void deleteNode(uiNode_t *node) override
Actions to do on deleting the node.
void onSizeChanged(uiNode_t *node) override
Callback stub.
void UI_WindowNodeRegisterKeyBinding(uiNode_t *window, struct uiKeyBinding_s *binding)
Add a key binding to a window node. Window node store key bindings for his node child.
vec_t * UI_WindowNodeGetNoticePosition(uiNode_t *node)
Get the noticePosition from a window node.
void UI_RegisterWindowNode(uiBehaviour_t *behaviour)
void UI_Window_FlagFullscreen(uiNode_t *node)
If the node size equals the full screen size, flag the node as isFullscreen, so it is displayed prope...
bool UI_WindowIsFullScreen(uiNode_t const *window)
Check if a window is fullscreen or not.
Atomic structure used to define most of the UI.
void doLayout(uiNode_t *node) override
Call to update the node layout. This common code revalidates the node tree.
struct node_index_s * next
void UI_Window_SetDragButton(uiNode_t *node, bool value)
Create/remove drag button.
bool UI_WindowIsDropDown(uiNode_t const *window)
True if the window is a drop down.
void setFill(uiNode_t *node, bool value)
node behaviour, how a node work
QGL_EXTERN GLuint GLsizei GLsizei GLint GLenum GLchar * name
#define INDEXEDCHILD_HASH_SIZE
struct uiKeyBinding_s * UI_WindowNodeGetKeyBinding(uiNode_t const *node, unsigned int key)
Search a a key binding from a window node. Window node store key bindings for his node child...
uiNode_t * UI_WindowNodeGetIndexedChild(uiNode_t *node, const char *childName)
Get a node from child index.
const uiKeyBinding_t * binding
bool UI_WindowNodeAddIndexedNode(uiNode_t *node, uiNode_t *child)
Add a node to the child index.
Atomic element to store UI scripts The parser use this atom to translate script action into many tree...
void onLoaded(uiNode_t *node) override
Called at the end of the load from script.
void draw(uiNode_t *node) override
void clone(uiNode_t const *source, uiNode_t *clone) override
void onWindowClosed(uiNode_t *node) override
Called when we close the node on the screen.