UIComponents
Script objects called uicomponents may be obtained from the user-interface, from code functions such as battle_manager:ui_component
or script functions like find_uicomponent
. They represent visible components within the UI hierarchy.
Loaded in Battle | |
Loaded in Campaign | |
Loaded in Frontend |
Once a handle to a uicomponent is obtained, functions may be called on it to query or modify its state in the following form.
Example - Specification:
<object_name>:<function_name>(<args>)
Example - Creation and Usage:
local uic_root = core:get_ui_root()
local x, y = uic_root:Dimensions() -- calling a function on the object once created
out("Screen resolution is [" .. x .. ", " .. y .. "]")
Screen resolution is [1600, 900]
-
uicomponent:IsValid()
-
Returns true if this UIComponent handle is valid (internal component ptr has NOT been deleted)
Returns:
is_validboolean
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 576
-
uicomponent:Id()
-
Returns the string name of this uicomponent.
Returns:
namestring
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 590
-
uicomponent:CallbackId()
-
Returns the callback id of this uicomponent.
Returns:
callback idstring
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 607
-
uicomponent:Address()
-
Returns the address of this uicomponent, which is used for certain other functions on this interface such as
uicomponent:Adopt
.Returns:
address
uicomponent address
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 624
-
uicomponent:Layout()
-
Calls the layout function for the uicomponent, forcing it to refresh its display.
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 637
-
uicomponent:IsDragged()
-
Returns whether this uicomponent is currently being dragged around the screen by the player left-clicking and dragging.
Returns:
is draggedboolean
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 650
-
uicomponent:IsMouseOverChildren()
-
Returns whether or not the mouse cursor is currently over this uicomponent or any of its children.
Returns:
cursor over childrenboolean
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 667
-
uicomponent:SetContextObject(
context object idstring
)
-
Sets the context object id of the uicomponent. This can set the uicomponent into a special mode where its state and values are tied to a game object.
Parameters:
1
context object id
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 684
-
uicomponent:CurrentState()
-
Returns the name of the current state of the uicomponent.
Returns:
state namestring
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 716
-
uicomponent:SetState(
state namestring
)
-
Sets the state of the uicomponent to the specified state name.
Parameters:
1
state name
Returns:
State was successfully setboolean
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 733
-
uicomponent:NumStates()
-
Returns the number of states this uicomponent contains.
Returns:
number of statesnumber
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 754
-
uicomponent:GetStateByIndex([
state indexnumber
])
-
Returns the name of the state at the specified index.
Parameters:
1
optional, default value=0
state index
Returns:
state namestring
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 775
-
uicomponent:Width()
-
Returns the current width of the uicomponent in pixels.
Returns:
widthnumber
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 806
-
uicomponent:Height()
-
Returns the current height of the uicomponent in pixels.
Returns:
heightnumber
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 822
-
uicomponent:Dimensions()
-
Returns the width and height of the uicomponent in pixels.
Returns:
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 838
-
uicomponent:Bounds()
-
Returns the maximum width and height of this uicomponent, including any of its children.
Returns:
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 856
-
uicomponent:Position()
-
Returns the position of the top-left corner of the uicomponent, from the top-left corner of the game window/screen.
Returns:
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 892
-
uicomponent:RelativePosition()
-
Returns the relative position of the uicomponent
Returns:
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 910
-
uicomponent:MoveTo(
xnumber
,
ynumber
)
-
Sets the uicomponent to a new screen position, measured from the top-left corner of the game window/screen.
Parameters:
1
X co-ordinate in pixels.
2
Y co-ordinate in pixels.
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 928
-
uicomponent:SetMoveable(
is moveableboolean
)
-
Sets this uicomponent to be moveable or not.
Parameters:
1
is moveable
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 950
-
uicomponent:IsMoveable()
-
Returns whether this uicomponent is moveable or not.
Returns:
is moveableboolean
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 967
-
uicomponent:Resize(
widthnumber
,
heightnumber
, [
resize childrenboolean
])
-
Resizes the uicomponent. The uicomponent may be need to set to be resizeable before calling this - this can be done with
uicomponent:SetCanResizeHeight
anduicomponent:SetCanResizeWidth
.Parameters:
1
New width of uicomponent in pixels.
2
New height of uicomponent in pixels.
3
optional, default value=true
Also resize children.
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 982
-
uicomponent:SetCanResizeHeight([
can resizeboolean
])
-
Allows or disallows the height of this uicomponent to be changed by code or script.
Parameters:
1
optional, default value=true
can resize
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 1007
-
uicomponent:SetCanResizeWidth([
can resizeboolean
])
-
Allows or disallows the width of this uicomponent to be changed by code or script.
Parameters:
1
optional, default value=true
can resize
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 1031
-
uicomponent:ResizeTextResizingComponentToInitialSize(
widthnumber
,
heightnumber
)
-
Many uicomponents are set to resize based on the text they are displaying. Despite this, it is sometimes desireable to resize these uicomponents (to set a different width for a text box that can grow, for example). However, any attempt by script to resize these uicomponents will be overriden by the text resizing behaviour.
This function provides a method of working around this, temporarily disabling the text-resizing behaviour so that the desired resize can be applied.Parameters:
1
Width in pixels.
2
Height in pixels.
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 1055
-
uicomponent:TextDimensions()
-
Returns the dimensions of the text displayed on the uicomponent, if any.
Returns:
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 1078
-
uicomponent:TextDimensionsForText(
textstring
)
-
Returns the dimensions of the some supplied text, were it to be displayed on the uicomponent.
Parameters:
1
text
Returns:
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 1097
-
uicomponent:WidthOfTextLine(
text linestring
)
-
Returns the width of a text line on the current uicomponent.
Parameters:
1
text line
Returns:
width in pixelsnumber
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 1121
The uicomponent:DockingPoint
and uicomponent:SetDockingPoint
functions both express docking points as integer values. The mapping between these values and the docking points is given here.
Docking Point | Number |
DOCK_POINT_NONE | 0 |
DOCK_POINT_TL | 1 |
DOCK_POINT_TC | 2 |
DOCK_POINT_TR | 3 |
DOCK_POINT_CL | 4 |
DOCK_POINT_C | 5 |
DOCK_POINT_CR | 6 |
DOCK_POINT_BL | 7 |
DOCK_POINT_BC | 8 |
DOCK_POINT_BR | 9 |
-
uicomponent:DockingPoint()
-
Returns the docking point of this uicomponent. Valid returned values are given in the table at the top of this section.
Returns:
docking pointnumber
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 1158
-
uicomponent:SetDockingPoint(
dock pointnumber
)
-
Sets the docking point of the uicomponent to the specified value. Valid values are given in the table at the top of this section.
Parameters:
1
dock point
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 1208
-
uicomponent:SetDockOffset(
x offsetnumber
,
y offsetnumber
)
-
Sets a docking offset for this component, which offsets where the component is drawn from the docking point set.
Parameters:
1
X offset in pixels.
2
Y offset in pixels.
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 1263
-
uicomponent:GetDockOffset()
-
Returns the docking offset set for this component, which offsets where the component is drawn from the docking point set.
Returns:
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 1284
-
uicomponent:Find(variable
identifier, [
assert on failboolean
])
-
Finds and returns a child of this uicomponent by string name or by numeric index. If a numeric index is supplied, the immediate child uicomponent corresponding to this number is returned. If a string name is supplied, a recursive search is made through all children/descendants of this uicomponent. The first that is found with a matching name is returned.
If the search target was not found thennil
is returned. If it was found then it is returned as a component address, which must be cast to a uicomponent script object using theUIComponent
function. Thefind_uicomponent
function provided by the script libraries does this automatically, so it's recommended to use that function in place of this function.Parameters:
1
variable
2
optional, default value=true
Assert if no matching uicomponent could be found.
Returns:
nil
Example - Find a descendent of uic_parent with the name child_a:
local uic_child_a = uic_parent:Find("child_a")
if uic_child_a then
uic_child_a = UIComponent(uic_child_a)
end
Example - Perform an operation on each immediate child of uic_parent:
for i = 0, uic_parent:ChildCount() - 1 do
local uic_child = UIComponent(uic_parent:Find(i))
-- do stuff
end
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 1311
-
uicomponent:SequentialFind(...
identifiers)
-
Finds and returns a child of this uicomponent by a series of string names and numeric indexes. The function will step through each argument, attempting to find the uicomponent specified, and using that as the parent from which to find the next. A numeric index argument finds an immediate child of the current search subject, whereas a string name initiates a recursive search through all children/descendants of this uicomponent.
Parameters:
1
...
One or more search targets in a sequence. Each search target should be an index
number
orstring
name.Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 1376
-
uicomponent:FindByScriptTag(
script tag unique id that has been specified in the layoutstring
)
-
Finds a component that has been tagged in a layout with the ScriptTag callback using the value of the Context Function id as the unique id to match against. It is a more robust mechanism of searching that sequential find as it is independant from layout order so is less likely to break from layout changes.
Parameters:
1
script tag unique id that has been specified in the layout
Returns:
address
of found component
Example:
uic = UIComponent(root:FindByScriptTag("example_tag"))
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 1431
-
uicomponent:FindByGuid(
GUID that has been specified in the layoutstring
)
-
Finds a component via its guid (globally unique identifier). A 16 digit hex code that is guranteed to be unique across the game. No good for finding dynamic things, but useful for finding things that exist in layouts.
Parameters:
1
GUID that has been specified in the layout
Returns:
address
of found component
Example:
uic = UIComponent(root:FindByGuid("730A2C75-2C65-4337-BCB8189F0C65FAC2"))
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 1457
-
uicomponent:ChildCount()
-
Returns the number of immediate children this uicomponent has. These children can be individually retrieved by using
uicomponent:Find
and supplying a numeric value.Returns:
number of childrennumber
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 1485
-
uicomponent:Parent()
-
Returns a link to the parent of the uicomponent. This is provided as a component address that must be cast to be a usable
uicomponent
script object using theUIComponent
function.Returns:
address
parent address
Example:
uic_parent = UIComponent(uic_child:Parent())
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 1502
-
uicomponent:Adopt(address
child, [
indexnumber
])
-
Compels this uicomponent to adopt a supplied uicomponent, which will then become a child of this uicomponent. The supplied uicomponent is removed from its previous parent. The target uicomponent must be supplied by its address, which may be retrieved with
uicomponent:Address
. If index >= 0 then the child will be inserted into that position; else it will be inserted as the last childParameters:
1
address
child
2
optional, default value=-1
index
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 1584
-
uicomponent:Divorce(address
child)
-
Divorces the supplied child uicomponent from the subject uicomponent. The child uicomponent should be supplied by its address, which may be retrieved with
uicomponent:Address
.
Once divorced, the child uicomponent is not destroyed but goes into an orphan list, from where it may later be adopted by another uicomponent. Orphaned uicomponents are not rendered.Parameters:
1
address
child
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 1612
-
uicomponent:CreateComponent(
uicomponent namestring
,
file pathstring
)
-
Creates a new uicomponent as the child of this uicomponent. A name for the new uicomponent must be supplied, as well as a filepath to a layout file containing a template for the new uicomponent. The address of the new uicomponent is returned - this must be cast to be a
uicomponent
using theUIComponent
function.Parameters:
1
uicomponent name
2
file path
Returns:
address
address of created uicomponent
Example - Create the scripted subtitles uicomponent as a child of the root uicomponent:
local uic_scripted_subtitles = UIComponent(ui_root:CreateComponent("scripted_subtitles", "UI/Campaign UI/scripted_subtitles"));
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 1641
-
uicomponent:CopyComponent(
uicomponent namestring
)
-
Creates a copy of this uicomponent with the supplied name. The component is created as a sibling of the copied component, so they both share the same parent.
Parameters:
1
uicomponent name
Returns:
address
address of created uicomponent
Example - Create the scripted subtitles uicomponent as a child of the root uicomponent:
local uic_list_entry = UIComponent(uic_list_entry_template:CopyComponent("list_entry_1"));
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 1669
-
uicomponent:CreateFromComponent(
templateuicomponent
,
name for the new componentstring
)
-
Creates a new uicomponent from the given temaplte as the child of the given uicomponent. A name for the new uicomponent must be supplied, as well as a parent component address and a component address for the template for the new uicomponent. The address of the new uicomponent is returned - this must be cast to be a
uicomponent
using theUIComponent
function.Parameters:
1
template
2
name for the new component
Returns:
address
address of created uicomponent
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 1705
-
uicomponent:Destroy()
-
Destroys this uicomponent.
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 1735
-
uicomponent:DestroyChildren()
-
Destroys and unloads all children of this uicomponent.
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 1748
-
uicomponent:SetText(
localised textstring
,
text sourcestring
)
-
Sets the text on all available states of the uicomponent to the supplied text. Localised text must be specified -
effect.get_localised_string
can be used to look this up from anywhere in the database.Parameters:
1
Localised text.
2
source of text in format of a stringtable key (tablename_recordname_key)
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 1778
-
uicomponent:SetStateText(
localised textstring
,
text sourcestring
)
-
Sets the text on the current state of the uicomponent to the supplied text. Localised text must be specified -
effect.get_localised_string
can be used to look this up from anywhere in the database.Parameters:
1
Localised text.
2
source of text in format of a stringtable key (tablename_recordname_key)
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 1822
-
uicomponent:FitTextToComponent(
localised textstring
,
text sourcestring
)
-
Sets the text on the current state of the uicomponent to the supplied text. If the text is too large, it will replace it with ... and set it as tooltip.
Parameters:
1
Localised text.
2
source of text in format of a stringtable key (tablename_recordname_key)
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 1866
-
uicomponent:GetStateText()
-
Returns the text on the current state of the uicomponent along with its dimensions. This text will be localised.
Returns:
localised uicomponent textstring
text source for where text comes from in format of a stringtable key (tablename_recordname_key). Handy if getting text then setting again as require source for set, so can get from here to set it back againstring
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 1904
-
uicomponent:SetTooltipText(
textstring
,
text sourcestring
,
set all statesboolean
)
-
Sets the tooltip text of the current state of this uicomponent. An optional flag directs the function to apply this tooltip text to all states of the uicomponent. The text specified must already be localised - effect:get_localised_string can be used to retrieve localised text from anywhere in the database.
Parameters:
1
Localised tooltip text.
2
source of text in format of a stringtable key (tablename_recordname_key)
3
Set all states.
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 1931
-
uicomponent:SetTooltipTextWithRLSKey(
keystring
, [
set all statesboolean
])
-
Sets the tooltip text of the current state of this uicomponent. An optional flag directs the function to apply this tooltip text to all states of the uicomponent. The text is specified as a key for a record in the
random_localisation_strings
table.Parameters:
1
Key for a record in the
random_localisation_strings
table.2
optional, default value=false
Set all states.
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 1970
-
uicomponent:SetTooltipWithTitle(
key for title
string
,
key for tooltip text
string
,
set all states
[boolean
]
) -
Sets the custom tooltip of the current state of this uicomponent.
Parameters:
1
Key for a record in the
random_localisation_strings
,campaign_localised_strings
table.2
this can be the list of strings, which will be concatenated, or they can be list of table { text = "key", params = {n1, n2, n3} } if you want to pass some format numbers
3
optional, default value=false
Set all states.
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 1994
-
uicomponent:AppendTooltipText(
key for localized tooltip text.string
, [
set all statesboolean
])
-
Appends to the tooltip of the current state of this uicomponent.
Parameters:
1
key for localized tooltip text.
2
optional, default value=false
Set all states.
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 2142
-
uicomponent:GetTooltipText()
-
Returns the tooltip text of the current state of the uicomponent as a localised string.
Returns:
tooltip textstring
text source for where text comes from in format of a stringtable key (tablename_recordname_key). Handy if getting text then setting again as require source for set, so can get from here to set it back againstring
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 2186
-
uicomponent:SetImageRotation(
image indexnumber
,
rotationnumber
, [
pivot xnumber
], [
pivot ynumber
])
-
Performs a rotation of an image associated with the uicomponent. The image is specified by a 0-based numeric index of the images associated with this uicomponent. An optional pivot point can be specified, which sets a new pivot centre for the specified image.
Parameters:
1
Index value of image associated with uicomponent to rotate.
2
Amount by which to rotate the image in radians.
3
optional, default value=nil
X co-ordinate in pixels of the new pivot point of the image, relative to the top-left corner of the uicomponent.
4
optional, default value=nil
Y co-ordinate in pixels of the new pivot point of the image, relative to the top-left corner of the uicomponent.
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 2221
-
uicomponent:SetImagePath(
image pathstring
, [image
index])
-
Sets a new image path for an image associated with the uicomponent, replacing the original image with something new. Multiple images can be associated with a uicomponent - the index of the image to overwrite can be set with the second parameter or by setting a "script_icon_index" user property on the uicomponent with
uicomponent:SetProperty
. If an index value is not set with either of these methods then the first image, image 0, is swapped.
Theuicomponent:GetImagePath
anduicomponent:NumImages
functions can be used to query images related to a uicomponent.Parameters:
1
Path of image to load, from the working data folder.
2
image
optional, default value=0
Index of image associated with this uicomponent to overwrite the path of. This takes precedence over any set "script_icon_index" property.
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 2252
-
uicomponent:GetImagePath([image
index])
-
Returns the path of an image associated with the subject uicomponent. The image is specified by a 0-based index.
Parameters:
1
image
optional, default value=0
Index of image to return the path of.
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 2285
-
uicomponent:NumImages()
-
Returns the number of images associated with the subject uicomponent.
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 2316
To be drawn on a uicomponent, an image has to first be associated with that uicomponent, and then further associated with a state. Only when the uicomponent is set to that state is the image drawn. Once associated with the uicomponent that image can then be associated with multiple states, with its position, colourisation and other parameters customised for each state. The functions in the previous section allow parameters of the image's association with the uicomponent, which would affect each component state that the image is displayed with, to be queried and changed. The parameters of an image's association with a particular state may be changed using the functions in this section.
In the source code, an image's association with the uicomponent is called a ComponentImage
, and a ComponentImage's association with a particular state is called a ComponentImageMetrics
. The functions described in this section relate to ComponentImageMetrics, therefore.
-
uicomponent:GetCurrentStateImageIndex(
state image indexnumber
)
-
Returns the index of an image's association with this uicomponent, based on the index of that image's association with the current state. All indexes are 0-based.
Parameters:
1
The index of the image's association with the current uicomponent state.
Returns:
The index of this image on the uicomponent itself. This can be plugged intonumber
uicomponent:GetImagePath
and other functions.
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 2341
-
uicomponent:NumCurrentStateImages()
-
Returns the number of images associated with the current state of this uicomponent.
Returns:
number of imagesnumber
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 2381
-
uicomponent:SetCurrentStateImageOpacity(
state image indexnumber
,
opacitynumber
)
-
Sets the opacity of a specified image associated with the current state of the uicomponent.
Parameters:
1
The index of the image's association with the current uicomponent state.
2
Desired opacity value, from 0-255.
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 2399
-
uicomponent:GetCurrentStateImageOpacity(
state image indexnumber
)
-
Returns the opacity of a specified image associated with the current state of the uicomponent. The returned value will be between 0 and 255.
Parameters:
1
The index of the image's association with the current uicomponent state.
Returns:
Current opacitynumber
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 2430
-
uicomponent:GetCurrentStateImageWidth(
state image indexnumber
)
-
Returns the width of a specified image associated with the current state of the uicomponent.
Parameters:
1
The index of the image's association with the current uicomponent state.
Returns:
width, Width in pixels.number
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 2460
-
uicomponent:GetCurrentStateImageHeight(
state image indexnumber
)
-
Returns the height of a specified image associated with the current state of the uicomponent.
Parameters:
1
The index of the image's association with the current uicomponent state.
Returns:
height, Height in pixels.number
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 2490
-
uicomponent:GetCurrentStateImageDimensions(
state image indexnumber
)
-
Returns the width and height of a specified image associated with the current state of the uicomponent.
Parameters:
1
The index of the image's association with the current uicomponent state.
Returns:
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 2520
-
uicomponent:ResizeCurrentStateImage(
state image indexnumber
,
widthnumber
,
heightnumber
)
-
Sets the width and height of a specified image associated with the current state of the uicomponent.
Parameters:
1
The index of the image's association with the current uicomponent state.
2
Width in pixels.
3
Height in pixels.
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 2551
-
uicomponent:CanResizeCurrentStateImageWidth(
state image indexnumber
)
-
Returns whether the width can be resized of the specified image associated with the current state of the uicomponent.
Parameters:
1
The index of the image's association with the current uicomponent state.
Returns:
can resize widthboolean
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 2584
-
uicomponent:CanResizeCurrentStateImageHeight(
state image indexnumber
)
-
Returns whether the height can be resized of the specified image associated with the current state of the uicomponent.
Parameters:
1
The index of the image's association with the current uicomponent state.
Returns:
can resize heightboolean
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 2614
-
uicomponent:SetCanResizeCurrentStateImageWidth(
state image indexnumber
,
can resizeboolean
)
-
Sets whether the width can be resized of the specified image associated with the current state of the uicomponent.
Parameters:
1
The index of the image's association with the current uicomponent state.
2
Can resize.
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 2644
-
uicomponent:SetCanResizeCurrentStateImageHeight(
state image indexnumber
,
can resizeboolean
)
-
Sets whether the height can be resized of the specified image associated with the current state of the uicomponent.
Parameters:
1
The index of the image's association with the current uicomponent state.
2
Can resize.
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 2675
-
uicomponent:Visible([
recursiveboolean
])
-
Returns the visibility flag of this uicomponent. An optional argument also performs the test on all parent uicomponents up to either the root or an orphaned parent, which will detect whether this uicomponent is visible but a parent is not.
Parameters:
1
optional, default value=false
Also test all parents up to the root.
Returns:
is visibleboolean
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 2715
-
uicomponent:VisibleFromRoot()
-
Returns whether this uicomponent is visible, all its parents are visible, and the hierarchy is attached to the ui root. If the supplied parent (or an ancestor of it) is orphaned from the ui root this function will return
false
whereuicomponent:Visible
may returntrue
, as the uicomponent would not be displayed if not attached to the ui root.Returns:
is visible from rootboolean
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 2738
-
uicomponent:SetVisible(
is visibleboolean
)
-
Sets the visibility state of this uicomponent.
Parameters:
1
is visible
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 2756
-
uicomponent:PropagateVisibility(
is visibleboolean
)
-
Sets the visibility state of this uicomponent and all its children.
Parameters:
1
is visible
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 2774
-
uicomponent:Opacity()
-
Returns the current opacity of the uicomponent. The returned value will be a number from 0-255.
Returns:
opacitynumber
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 2791
-
uicomponent:SetOpacity(
opacity valuenumber
, [apply
to all states])
-
Sets the opacity of the uicomponent. This should be specified as a number between 0 (transparent) and 255 (fully opaque). An optional flag also applies the opacity setting to all states of the uicomponent, as opposed to just the current state.
Parameters:
1
opacity value
2
apply
optional, default value=false
to all states
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 2808
-
uicomponent:PropagateOpacity(
opacity valuenumber
, [apply
to all states])
-
Sets the opacity of this uicomponent and propagates the change to all its children. The opacity value should be specified as a number between 0 (transparent) and 255 (fully opaque). An optional flag also applies the opacity setting to all states of each uicomponent, as opposed to just the current state.
Parameters:
1
opacity value
2
apply
optional, default value=false
to all states
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 2835
-
uicomponent:IsDisabled()
-
Returns whether this uicomponent is disabled or not. Disabled uicomponents do not respond to mouse clicks but still respond to the mouse cursor being placed over them.
Returns:
is interactiveboolean
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 2864
-
uicomponent:SetDisabled(
is disabledboolean
)
-
Sets this uicomponent to be disabled or not. Disabled uicomponents cannot be clicked upon.
Parameters:
1
is disabled
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 2879
-
uicomponent:IsInteractive()
-
Returns whether this uicomponent is interactive or not. Non-interactive uicomponents cannot be clicked upon.
Returns:
is interactiveboolean
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 2896
-
uicomponent:SetInteractive(
is interactiveboolean
)
-
Sets this uicomponent to be interactive or not. Non-interactive uicomponents cannot be clicked upon.
Parameters:
1
is interactive
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 2911
-
uicomponent:CurrentAnimationId()
-
Returns the string name of the animation currently playing on this uicomponent. If no animation is currently playing then a blank string is returned.
Returns:
animation namestring
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 2931
-
uicomponent:TriggerAnimation(
animation namestring
)
-
Starts an animation on the uicomponent by name. Available animations on a given uicomponent can be seen in the ui editor.
Parameters:
1
animation name
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 2948
-
uicomponent:AnimationExists(
animation namestring
)
-
Returns whether the uicomponent contains an animation with the supplied name.
Parameters:
1
animation name
Returns:
animation existsboolean
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 2968
-
uicomponent:NumAnimations()
-
Returns the number of animations the uicomponent contains.
Returns:
animationsnumber
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 2989
-
uicomponent:GetAnimationNames()
-
Returns a table containing the names of each animation contained by the uicomponent. The table is indexed by number, but the ordering of animation names within the table is not guaranteed between different calls to this function.
Returns:
numerically-indexed table of animation namestable
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 3007
-
uicomponent:NumAnimationFrames(
animation namestring
)
-
Returns the number of frames in an animation of the specified name. If no animation with the supplied name could be found on the uicomponent then -1 is returned.
Parameters:
1
animation name
Returns:
animation framesnumber
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 3036
-
uicomponent:SetAnimationFrameProperty(
animation name
string
,
frame number
number
,
interpolation type
string
,
first value
number
,
second value
[number
],
third value
[number
],
fourth value
[number
]
) -
Sets an animation frame property. Different interpolation types require different numbers of arguments. See UiEd animation menu.
Parameters:
1
Animation name.
2
Frame number. This number is 0-based, so a value of 1 would specify the second frame in the animation.
3
Interpolation type string. Valid values are
"colour"
,"position"
,"scale"
,"shader_values"
,"rotation"
,"image"
,"opacity"
,"text"
,"interpolation_time"
,"font_scale"
and"material_params"
.4
First property value.
5
optional, default value=0
Second property value.
6
optional, default value=0
Third property value.
7
optional, default value=0
Fourth property value.
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 3065
-
uicomponent:GetAnimationFrameProperty(
animation name
string
,
frame number
number
,
interpolation type
string
) -
Gets an animation frame property. Different interpolation types return different numbers of arguments. See UiEd animation menu.
Parameters:
1
Animation name.
2
Frame number. This number is 0-based, so a value of 1 would specify the second frame in the animation.
3
Interpolation type string. Valid values are
"colour"
,"position"
,"scale"
,"shader_values"
,"rotation"
,"image"
,"opacity"
,"text"
,"interpolation_time"
,"font_scale"
and"material_params"
.Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 3117
-
uicomponent:GetProperty(
property namestring
)
-
Returns the value of the specified uicomponent property. The names of properties on any given uicomponent may be looked up in the ui editor.
Parameters:
1
property name
Returns:
variable
property value
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 3153
-
uicomponent:SetProperty(
property namestring
, variable
property value)
-
Returns the value of the specified uicomponent property. The names of properties on any given uicomponent may be looked up in the ui editor.
Parameters:
1
property name
2
variable
property value
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 3180
The priority of a uicomponent is referred to when a priority lock is activated. When this occurs, any uicomponent with a priority less than the priority of the lock becomes inactive and visually desaturated. The priority of the lock is usually, but not always, equal to the priority of the uicomponent on which the lock is activated.
Priority is also used to sort the immediate children of the root uicomponent, as well as any uicomponents set to be topmost with uicomponent:RegisterTopMost
.
-
uicomponent:LockPriority([
prioritynumber
])
-
Activates a priority lock on the uicomponent. This disables all uicomponents with a priority value less than the priority of the lock. A priority may optionally be specified - if not, the uicomponent's own priority is used.
uicomponent:UnLockPriority
must be called after calling this function to restore normal ui functionality.Parameters:
1
optional, default value=nil
priority
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 3207
-
uicomponent:UnLockPriority()
-
Deactivates a priority lock on the uicomponent.
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 3233
-
uicomponent:Priority()
-
Returns the priority of this uicomponent.
Returns:
prioritynumber
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 3246
-
uicomponent:PropagatePriority(
prioritynumber
)
-
Sets the component priority of this uicomponent and all its children to the supplied value. The old priority of the uicomponent is returned.
Parameters:
1
priority
Returns:
old prioritynumber
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 3262
-
uicomponent:RegisterTopMost()
-
Registers this uicomponent to be drawn topmost. Topmost uicomponents are drawn outside of the normal hierarchy on the top of all other uicomponents. This setting is useful for uicomponents such as tooltips that must always be drawn over the top of other visible parts of the UI.
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 3288
-
uicomponent:RemoveTopMost()
-
De-registers this uicomponent from being drawn topmost.
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 3303
The functions in this section allow shader techniques to be applied to uicomponents and the text they display. The list of supported shaders and their related parameters is as follows:
Shader Key | Shader Name | Shader Description | First Param | Second Param | Third Param | Fourth Param |
normal_t0 | Normal | |||||
red_pulse_t0 | Pulsing Red | Pulsing saturation in the red channel using 1 second frequency. | Lower bound | Upper bound | Pulse frequency | |
red_and_alpha_t0 | Reddened & Faded | |||||
set_greyscale_t0 | Greyscale & Alpha | Linear interpolation of colour to greyscale. | Range: 0 to 1 | Alpha level 0 to 1. | ||
brighten_t0 | Brighten | Colour saturation or desaturation. | -unlimited to +unlimited saturation value | |||
glow_pulse_t0 | Glowing Pulse | Pulsing saturation. | 0 to unlimited, lowest intensity. | 0 to unlimited, highest intensity. | Greater than 0 to unlimited, pulse interval. | Time offset, pass in current real time to make it start from 0 intensity and blend in |
cooldown_t0 | Cooldown | Cooldown for abilities, etc. Greys out and darkens in a clock like fashion based on percentage. | Percentage of cooldown (0-1) | |||
colourwheel_t0 | ColourWheel Spread | |||||
verticalcolourspread_t0 | Vertical Colour Spread | |||||
highlight_edge_t0 | Edge Highlight | Black/White selection edge highlight effect. Additional Requirements: Single image in state whose dimensions must match that of the image. | Image and state width. | Image and state height. | ||
drop_shadow_t0 | Drop Shadow | Places black drop shadow (made for text). | shadow x-offset | shadow y-offset | shadow alpha 0-1 | colour index (see uied wiki for list of colours to indices) |
italic | Italic Font | Italices text | ||||
border_alpha_blend | Border Alpha Blend | Should only be used when the component has a mask image to produce an alpha blended margin. | Left margin | Top margin | Right margin | Bottom margin |
multiply | Multiply | Multiplies by colour. | ||||
corner_clip | Corner Clip | Used to clip just the corners of an image (like on radar in warhammer). | Clip percent (0-1) | |||
distortion | Distortion | Animates with a kind of distortion similar to sinking shader (think like being under water). | Distort amount, higher the more distortion (typical value 0.04). | Speed, higher the slower (default value is 2.0 if not set) | ||
overlay_t0 | Overlay | Like the normal shader but additive blends | ||||
edge_blend | Edge blend | Used to blend out towards edges in rectangular fashion | Border start percent for blend (0-1), default is 0.01 | Border end percent for blend (0-1), default is 0.006 | ||
normal_map_t0 | Normal Map | Uses mask image as normal map | Light X pos within component (0-1) | Light Y pos within component (0-1) | Ambient light weight (defaults to 0.35) | Directional light weight (defaults to 1) |
magic_aura_t0 | Magic Aura | Uses mask image to make a glowing border |
-
uicomponent:ShaderTechniqueSet(variable
shader, [
all statesboolean
], [
include textboolean
])
-
Sets the active shader technique on the uicomponent, applying a custom graphical shader effect. The shader may be specified as a
string
key or anumber
. Valid shader keys are given in the table at the top of this section.Parameters:
1
variable
2
optional, default value=false
Apply the shader to all states of this uicomponent.
3
optional, default value=true
Also apply the shader to the text of the uicomponent.
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 3343
-
uicomponent:ShaderTechniqueGet()
-
Returns the key of the shader currently active on the uicomponent.
Returns:
shader keystring
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 3388
-
uicomponent:ShaderVarsSet(
first value
[number
],
second value
[number
],
third value
[number
],
fourth value
[number
],
all states
[boolean
],
include text
[boolean
]
) -
Sets variables on the shader technique currently active on the uicomponent. What values can be set and what they do is specific to each shader - see the documented list at the top of this section. Up to four shader values can be specified, each one being a
number
.Parameters:
1
optional, default value=nil
First shader value.
2
optional, default value=nil
Second shader value.
3
optional, default value=nil
Third shader value.
4
optional, default value=nil
Fourth shader value.
5
optional, default value=false
Apply the shader to all states of this uicomponent.
6
optional, default value=true
Also apply the shader to the text of the uicomponent.
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 3404
-
uicomponent:ShaderVarsGet()
-
Returns the variables of the shader currently active on the uicomponent.
Returns:
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 3457
-
uicomponent:TextShaderTechniqueSet(variable
shader, [
all statesboolean
])
-
Sets the active shader technique on just the text of the uicomponent, applying a custom graphical shader effect. The shader may be specified as a
string
key or anumber
. Valid shader keys are given in the table at the top of this section.Parameters:
1
variable
2
optional, default value=false
Apply the shader to all states of this uicomponent.
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 3479
-
uicomponent:TextShaderVarsSet(
first value
number
,
second value
number
,
third value
number
,
fourth value
number
,
all states
[boolean
]
) -
Sets variables on the text shader technique currently active on the uicomponent. What values can be set and what they do is specific to each shader - see the documented list at the top of this section. Up to four shader values can be specified, each one being a
number
.Parameters:
1
First shader value.
2
Second shader value.
3
Third shader value.
4
Fourth shader value.
5
optional, default value=false
Apply the shader to all states of this uicomponent.
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 3512
-
uicomponent:TextShaderVarsGet()
-
Returns the variables of the text shader currently active on the uicomponent.
Returns:
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 3550
-
uicomponent:StealShortcutKey(
should stealboolean
, [
key typestring
])
-
Instructs this uicomponent to steal a game shortcut key, so that keypresses of that type are redirected to this uicomponent which will handle them. If a shortcut is stolen it must be released again at some suitable later time for the default keypress behaviour to be restored.
Keyboard shortcuts are listed indata\text\default_keys.xml
.Parameters:
1
If set to
true
, the key must be specified as the second argument. Iffalse
, all keys stolen by this uicomponent will be released so no second argument is required.2
optional, default value=nil
Key type to steal.
Returns:
successboolean
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 3575
-
uicomponent:StealInputFocus(
should stealboolean
)
-
Instructs this uicomponent to steal all keyboard input. All keypresses are therefore redirected to this uicomponent which will handle them. If input focus is stolen by a uicomponent then standard keyboard behaviour will be overridden until it is released with a second call to this function.
Parameters:
1
should steal
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 3619
-
uicomponent:TriggerShortcut(
shortcutstring
)
-
Triggers a keyboard shortcut on the uicomponent, by name. Keyboard shortcuts are listed in
data\text\default_keys.xml
.Parameters:
1
shortcut
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 3650
-
uicomponent:Highlight(
should highlightboolean
,
squareboolean
,
priority locknumber
)
-
Highlights or unhighlights the uicomponent to the player with a flashing.
Parameters:
1
Set to
true
false to deactivate.2
Set to
true
to show a square highlight, orfalse
to show a circular highlight.3
Activates a priority lock along with the highlight with the specified priority. While a priority lock is active, any interactive uicomponents with a priority less than the supplied lock level will be rendered non-interactive. See the
Priority and Locking
section for more information.Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 3672
-
uicomponent:FullScreenHighlight([
highlight textstring
], [
once onlyboolean
])
-
Activates a fullscreen highlight around the subject uicomponent. This places a nearly opaque layer over the screen except for a window over the subject uicomponent, leaving it prominently displayed. Text may optionally be specified that gets displayed over the opaque layer.
Parameters:
1
optional, default value=nil
Text to display over the fullscreen highlight. If used, this should be set to the key of an entry from the
random_localisation_strings
table.2
optional, default value=false
Displays this fullscreen highlight once only. If this flag is set, an entry is stored in the registry when this fullscreen highlight is displayed, preventing it from ever being displayed again.
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 3699
-
uicomponent:StartPulseHighlight([
pulse strengthnumber
], [
state namestring
])
-
Activates a pulsing highlight effect on the subject uicomponent. This is useful for unobtrusively highlighting components with an area such as buttons and panels, but doesn't work so well for highlighting text. The script function
pulse_uicomponent
wraps this function.Parameters:
1
optional, default value=nil
Pulse strength override. A typical value might be a number between 1 and 10.
2
optional, default value=nil
State name. If supplied, this applies the pulsing effect to only the specified state of the uicomponent.
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 3728
-
uicomponent:StopPulseHighlight([
state namestring
])
-
Deactivates a pulsing highlight effect on the subject uicomponent that was previously started with
uicomponent:StartPulseHighlight
.Parameters:
1
optional, default value=nil
State name. If supplied, this stops the pulsing effect on only the specified state of the uicomponent.
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 3765
-
uicomponent:InterfaceFunction(
function namestring
, ...
varargs)
-
Calls an interface function on the uicomponent, by string name. Interface functions are provided by some uicomponents to allow the script to activate specific functionality related to the uicomponent. Along with the string name of the interface function, multiple arguments to pass to that function may be specified.
Parameters:
1
Name of interface function to call.
2
...
zero or more additional arguments to pass to the interface function.
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 3790
-
uicomponent:HasInterface()
-
Returns whether this uicomponent provides any interface functions.
Returns:
has callback interfaceboolean
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 3815
-
uicomponent:SimulateLClick([
xnumber
], [
ynumber
])
-
Simulates a left-click on the uicomponent. Relative co-ordinates at which the click is simulated on the component may optionally be specified. Both arguments must be supplied to specify a position.
Parameters:
1
optional, default value=nil
X co-ordinate of click on component.
2
optional, default value=nil
Y co-ordinate of click on component.
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 3898
-
uicomponent:SimulateRClick([
xnumber
], [
ynumber
])
-
Simulates a right-click on the uicomponent. Relative co-ordinates at which the click is simulated on the component may optionally be specified. Both arguments must be supplied to specify a position.
Parameters:
1
optional, default value=nil
X co-ordinate of click on component.
2
optional, default value=nil
Y co-ordinate of click on component.
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 3919
-
uicomponent:SimulateDblLClick([
xnumber
], [
ynumber
])
-
Simulates a double-left-click on the uicomponent. Relative co-ordinates at which the click is simulated on the component may optionally be specified. Both arguments must be supplied to specify a position.
Parameters:
1
optional, default value=nil
X co-ordinate of click on component.
2
optional, default value=nil
Y co-ordinate of click on component.
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 3941
-
uicomponent:SimulateDblRClick([
xnumber
], [
ynumber
])
-
Simulates a double-left-click on the uicomponent. Relative co-ordinates at which the click is simulated on the component may optionally be specified. Both arguments must be supplied to specify a position.
Parameters:
1
optional, default value=nil
X co-ordinate of click on component.
2
optional, default value=nil
Y co-ordinate of click on component.
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 3963
-
uicomponent:SimulateMouseOn()
-
Simulates a mouse-on event on the uicomponent.
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 3985
-
uicomponent:SimulateMouseOff()
-
Simulates a mouse-off event on the uicomponent.
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 4001
-
uicomponent:SimulateMouseMove([
xnumber
], [
ynumber
])
-
Simulates a mouse-move event on the uicomponent. Relative co-ordinates at which the mouse move event is simulated on the component may optionally be specified. Both arguments must be supplied to specify a position.
Parameters:
1
optional, default value=nil
X co-ordinate of event on component.
2
optional, default value=nil
Y co-ordinate of event on component.
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 4017
The functions in this section allow scripts to simulate keyboard events. With each, a keyboard event must be specified. Valid keyboard events are as follows:
- "ESCAPE"
- "1"
- "2"
- "3"
- "4"
- "5"
- "6"
- "7"
- "8"
- "9"
- "MINUS"
- "EQUALS"
- "BACK"
- "TAB"
- "Q"
- "W"
- "E"
- "R"
- "T"
- "Y"
- "U"
- "I"
- "O"
- "P"
- "LBRACKET"
- "RBRACKET"
- "RETURN"
- "LCONTROL"
- "A"
- "S"
- "D"
- "F"
- "G"
- "H"
- "J"
- "K"
- "L"
- "SEMICOLON"
- "APOSTROPHE"
- "GRAVE"
- "LSHIFT"
- "BACKSLASH"
- "Z"
- "X"
- "C"
- "V"
- "B"
- "N"
- "M"
- "COMMA"
- "PERIOD"
- "SLASH"
- "RSHIFT"
- "MULTIPLY"
- "LALT"
- "SPACE"
- "CAPITAL"
- "F1"
- "F2"
- "F3"
- "F4"
- "F5"
- "F6"
- "F7"
- "F8"
- "F9"
- "F10"
- "NUMLOCK"
- "SCROLL"
- "NUMPAD7"
- "NUMPAD8"
- "NUMPAD9"
- "SUBTRACT"
- "NUMPAD4"
- "NUMPAD5"
- "NUMPAD6"
- "ADD"
- "NUMPAD1"
- "NUMPAD2"
- "NUMPAD3"
- "NUMPAD0"
- "DECIMAL"
- "OEM_102"
- "F11"
- "F12"
- "F13"
- "F14"
- "F15"
- "KANA"
- "ABNT_C1"
- "CONVERT"
- "NOCONVERT"
- "YEN"
- "ABNT_C2"
- "NUMPADEQUALS"
- "PREVTRACK"
- "AT"
- "COLON"
- "UNDERLINE"
- "KANJI"
- "STOP"
- "AX"
- "NEXTTRACK"
- "NUMPADENTER"
- "RCONTROL"
- "MUTE"
- "CALCULATOR"
- "PLAYPAUSE"
- "MEDIASTOP"
- "VOLUMEDOWN"
- "VOLUMEUP"
- "WEBHOME"
- "NUMPADCOMMA"
- "DIVIDE"
- "SYSRQ"
- "RALT"
- "PAUSE"
- "HOME"
- "UP"
- "PAGE_UP"
- "LEFT"
- "RIGHT"
- "END"
- "DOWN"
- "PAGE_DOWN"
- "INSERT"
- "DELETE"
- "LWIN"
- "RWIN"
- "APPS"
- "POWER"
- "SLEEP"
- "WAKE"
- "WEBSEARCH"
- "WEBFAVORITES"
- "WEBREFRESH"
- "WEBSTOP"
- "WEBFORWARD"
- "WEBBACK"
- "MYCOMPUTER"
- "MAIL"
- "MEDIASELECT"
-
uicomponent:SimulateKey(
key idstring
)
-
Simulates a keypress on the uicomponent. A string key id must be specified from the list documented at the top of this section.
Parameters:
1
key id
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 4225
-
uicomponent:SimulateKeyDown(
key idstring
)
-
Simulates a keypress-down on the uicomponent. A string key id must be specified from the list documented at the top of this section.
Parameters:
1
key id
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 4240
-
uicomponent:SimulateKeyUp(
key idstring
)
-
Simulates a keypress-up on the uicomponent. A string key id must be specified from the list documented at the top of this section.
Parameters:
1
key id
Returns:
nil
defined in ../../common/UiComponentLib/Source/LuaComponentInterface.cpp, line 4255