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