TnxHud class
#include <Runtime/UI/Public/TnxUI.h>
One player's HUD.
Constructors, destructors, conversion operators
- operator bool() const explicit
- Whether it names a HUD that was set.
Public functions
-
auto Add(const char* region,
const char* asset,
std::initializer_list<GGUI::
GGWidgetInput> inputs = {}) const -> TnxWidgetRef - Add
assetto the region (or layer: Menu, Modal, Toast)region. - void Remove(TnxWidgetRef widget) const
- Remove a widget Add added. Its "hidden" clips play first. Nothing if it is gone.
- void SetArea(float x, float y, float width, float height) const
- The part of the screen it is shown in, as fractions of it (0..1), for a game whose views are split its own way.
- void SetLifetime(ConstructLifetime lifetime) const
- How long it lasts, as Constructs do (ConstructLifetime).
- void OnNewWorld(std::function<void(const TnxHud&hud, WorldBase&world)> rebind) const
- A HUD that outlived its world was given to
world:give its class new contexts there. - auto Widget() const -> TnxWidgetBase*
- Its class's instance (TnxUI::
SetHud<T>), whose contexts and inputs it is given as they are; null for a HUD with none. -
template<typename T>auto Widget() const -> T*
- The same as
T:hud.Widget<PlayerHud>()->Gold = 10.Tmust be its class.
Public variables
- uint64_t ID
- 0: none
Function documentation
TnxWidgetRef TnxHud:: Add(const char* region,
const char* asset,
std::initializer_list<GGUI:: GGWidgetInput> inputs = {}) const
Add asset to the region (or layer: Menu, Modal, Toast) region.
A region the HUD hasn't got, or an asset it doesn't accept, is reported and adds nothing. A region at its most loses its oldest.
void TnxHud:: SetArea(float x,
float y,
float width,
float height) const
The part of the screen it is shown in, as fractions of it (0..1), for a game whose views are split its own way.
Without it, the local players of one world share the screen: two one above the other, three or four in quarters.
void TnxHud:: SetLifetime(ConstructLifetime lifetime) const
How long it lasts, as Constructs do (ConstructLifetime).
World, the default: it goes with its world. Level: also when the level unloads. Session: it outlives its world, waits unshown for the next one, and goes when its player leaves. Persistent: only when removed.