class
UILayoutAn object used to load and contain user interfaces.
An instance of this object can be used to load SPUI interfaces into the game UI. Example usage:
UILayout layout; layout.Load(u"EditorCameraUI");
Base classes
- class DefaultRefCounted
- The default implementation of a reference counted class.
Public types
- enum Defaults { kDefaultGroup = 0x40464100, kDefaultType = 0x510A95B, kDefaultParameter = 0x5B598FA }
Constructors, destructors, conversion operators
Public functions
-
auto Load(const ResourceKey& resourceKey,
bool = true,
uint32_
t = kDefaultParameter) -> bool - Loads a user interface from a file.
-
auto LoadByID(uint32_
t instanceID, uint32_ t groupID = kDefaultGroup, uint32_ t typeID = kDefaultType, bool = true, uint32_ t = kDefaultParameter) -> bool - An easier version of the UILayout::
Load() method; this verison only requires the instance ID of the layout file, although other parameters can be specified. -
auto LoadByName(const char16_
t* pLayoutName, uint32_ t groupID = kDefaultGroup, bool = true, uint32_ t = kDefaultParameter) -> bool - Loads a user interface from a file.
-
auto FindWindowByID(uint32_
t controlID, bool bRecursive = true) -> IWindow* - Returns the first child window that has the given controlID.
-
auto SetParentWindow(IWindow* pParent,
bool = true,
uint32_
t = kDefaultParameter) -> bool - auto SetVisible(bool value) -> bool
- Switches the visibility of all the layout.
- auto IsVisible() -> bool
- auto GetContainerWindow() -> IWindow*
- Returns the window that contains the UI layout.
Protected functions
Protected variables
Function documentation
bool UTFWin:: UILayout:: Load(const ResourceKey& resourceKey,
bool = true,
uint32_ t = kDefaultParameter)
Loads a user interface from a file.
Parameters | |
---|---|
resourceKey | The ResourceKey of the file that must be loaded. The groupID should be UILayout:: |
The user interface is expected to be in the SPUI format or an (undocumented) .xml format. A new IWindow will be created and added to the main window; the main windows of the user interface loaded will be added as children of that new container window.
bool UTFWin:: UILayout:: LoadByName(const char16_ t* pLayoutName,
uint32_ t groupID = kDefaultGroup,
bool = true,
uint32_ t = kDefaultParameter)
Loads a user interface from a file.
Parameters | |
---|---|
pLayoutName | |
groupID | [Optional] The ID of the group where the file is stored, usually UILayout:: |
The user interface is expected to be in the SPUI format or an (undocumented) .xml format. A new IWindow will be created and added to the main window; the main windows of the user interface loaded will be added as children of that new container window. This method will just process the resource name and call UILayout::
IWindow* UTFWin:: UILayout:: FindWindowByID(uint32_ t controlID,
bool bRecursive = true)
Returns the first child window that has the given controlID.
Parameters | |
---|---|
controlID | The controlID of the window to find. |
bRecursive | Whether the children hierarchy should be checked as well, true by default. If false, only the main windows will be checked. |
Returns | The first window in the hierarchy that has the given controlID, or nullptr if there is no match. |
By default, this also checks on the children' children, so the controlID is searched in all the window hierarchy.
bool UTFWin:: UILayout:: SetVisible(bool value)
Switches the visibility of all the layout.
Parameters | |
---|---|
value |