ACE3/docs/wiki/framework/ui-framework.md
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UI - Add keybind to hide all hud elements (#10227)
* UI - Add keybind to hide all hud elements

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* Update docs/wiki/framework/ui-framework.md

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>

---------

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
2024-08-22 12:13:54 -05:00

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---
layout: wiki
title: User Interface Framework
description: Explains how to use the selective user interface framework to add custom elements and toggle them using different methods.
group: framework
order: 5
parent: wiki
mod: ace
version:
major: 3
minor: 6
patch: 0
---
Only advanced elements can be modified using Selective User Interface framework, basic elements can only be changed using `showHUD` SQF command.
## 1. Config Values
### 1.1 Adding an element
```cpp
class ACE_UI {
class elementName {
idd = 300; // IDD of display where the element is located
elements[] = {3000, 3001}; // List of control IDCs of the elements to toggle (some can have background as a separate control, this allows grouping them together)
location = 0; // Location where the element is present (0 - anywhere, 1 - ground only, 2 - vehicle only)
// Custom conditions base class (read below)
class conditions {};
};
};
```
### 1.2 Setting an existing element
```cpp
class ACE_UI {
class elementName {
// Custom conditions of where the element can be visible, each condition has its own entry (use prefixes for easy identification and prevention of overwriting)
// As soon as one condition returns `false` the element will be hidden, this can be included when adding a new element
class conditions {
my_source = "vehicle player == 'B_Heli_Attack_01_F'"; // Condition which makes the element visible only when player is in `'B_Heli_Attack_01_F'` vehicle.
};
};
};
```
## 2. Scripting
Adding new elements through scripting is currently not possible.
### 2.1 Setting an existing element
`ace_ui_fnc_setElementVisibility`
| | Arguments | Type | Optional (default value) |
|----| --------- | ---- | ------------------------ |
| 0 | Source | String | Required |
| 1 | Set/Unset | Boolean | Required |
| 2 | Element Name | String | Required |
| 3 | Show/Hide | Boolean | Optional (default: `false`) |
| **R** | Successfully Modified | Boolean | Return value |
#### 2.1.1 Example
`["ace_reload", true, "ammoCount", false] call ace_ui_fnc_setElementVisibility;`
| | Arguments | Explanation |
|----| --------- | ----------- |
| 0 | `"ace_reload"` | Source displayed in hint when trying to edit this element from in-game settings or in RPT when some other source tries to edit it |
| 1 | `true` | Set element, preventing others to change it (except config, which always has priority) |
| 2 | `"ammoCount"` | Element name to modify |
| 3 | `false` | Hide the element |
### 2.2 Hide UI Keybind
There is a keybind that will hide most UI elements (<kbd>Ctrl</kbd>-<kbd>F12</kbd> by default).
It triggers an event that is listenable allowing other mods to hide their displays.
| Event Key | Parameters | Locality | Type | Description |
|---------- |------------|----------|------|-------------|
| `ace_ui_hideHud` | `[_set]` | Local | Listen | _set=true means things should be hidden