AbilityEffectIcon

name AbilityEffectIcon
area Common
doc This is for effect icons on unit info panel, sets up correct icon and shows an ability tooltip
is_callback True

AdcPingIndicator

name AdcPingIndicator
area Battle
is_callback True

AdoptToRootCallback

name AdoptToRootCallback
area Common
doc Root adopts this component when it's created
user_properties
name
set_priority
is_callback True

AdvertCallbacks

name AdvertCallbacks
area Frontend
doc Advert Callbacks
is_callback True

AdviceInterfaceComponentCallback

name AdviceInterfaceComponentCallback
area Common
doc Component callback for advisor panel. Handles showing, navigating and dismissing of advice
is_callback True

AdviceText

name AdviceText
area Common
doc Used for text on advisor panel, when mouse over blocks camera controls in campaign so dont scroll while scrolling over ui (maybe it shouldnt scroll while over ui anyway like in battle...)
is_callback True

AgentActionButtonCallback

name AgentActionButtonCallback
area Campaign
doc Callback needed to display custom
is_callback True

AgentActionMethodItem

name AgentActionMethodItem
area Campaign
doc Represents method by which Agent can perform an action. These methods are based on agent attributes, there will be one for each.
is_callback True

AgentActionTargetItem

name AgentActionTargetItem
area Campaign
doc This represents the Each Target for Agent in Stage 1 of Agent Action. This holds information about what actions that Agent can perform on a Target. =======================================================================================
is_callback True

AgentActionTargetListItem

name AgentActionTargetListItem
area Campaign
doc Within the Method of Action that agent can perform, in some cases we have to show list of units/buildings that will be directly affected by the method. This class is for each of those items in the list.
is_callback True

AgentInfoPanelCallback

name AgentInfoPanelCallback
area Common
doc Information panel shown for agents
is_callback True

AgentOptions

name AgentOptions
area Campaign
doc Krishna : [26:10:2012] : Purpose: Class to deal with the Agent Options. We now have a 2 step process, where we select an action to perform and then choose 1 off 3 ways to perform it.
is_callback True

AgentOptionsProfileFrame

name AgentOptionsProfileFrame
area Campaign
doc Callback for an individual action button Purpose: Handles the static data that we show for Character while performing Agent actions.
is_callback True

AncillaryBannerItem

name AncillaryBannerItem
area Campaign
is_callback True

AnimatingFillBar

name AnimatingFillBar
area Common
doc AnimatingFillBar - bar that has a fill that animates between values by sliding size/colour (think of as a nice progress bar, used to show morale bars, etc so can smoothly transition between values)
is_callback True

AnimatingUnitFillBar

name AnimatingUnitFillBar
area Common
doc AnimatingUnitFillBar - fill bar showing some unit specific information
is_callback True

AnimationReporter

name AnimationReporter
area Common
doc AnimationReporter
is_callback True

ArenaCapturePointDisplay

name ArenaCapturePointDisplay
area Battle
doc This is the panel for arena that shows scores, and capture point progress while a base is being captured
is_callback True

ArenaDeploymentPanel

name ArenaDeploymentPanel
area Battle
doc This is the callback for the new deployment panel in arena that shows players on team and slots where can deploy onto, as can only deploy in specific places in arena
is_callback True

ArenaDeploymentPlayerEntry

name ArenaDeploymentPlayerEntry
area Battle
is_callback True

ArenaDeploymentSlot

name ArenaDeploymentSlot
area Battle
is_callback True

ArmyBox

name ArmyBox
area Frontend
doc Move this somewhere else when necessary
is_callback True

AssasinationCallback

name AssasinationCallback
area Common
is_callback True

AssasinationTargetCallback

name AssasinationTargetCallback
area Common
is_callback True

AthelTamarhaDungeonCallback

name AthelTamarhaDungeonCallback
area Common
doc Main panel callback for the Batcave feature. Will deal with interaction between the different parts of the dungeon
is_callback True

AthelTamarhaPrisonCallback

name AthelTamarhaPrisonCallback
area Common
doc Main panel callback for the Batcave feature. Will deal with interaction between the different parts of the dungeon
is_callback True

AthelTamarhaRoomCallback

name AthelTamarhaRoomCallback
area Common
doc Main panel callback for the Batcave feature. Will deal with interaction between the different parts of the dungeon
is_callback True

AttributeIconCallback

name AttributeIconCallback
area Campaign
doc Callback for attrition icon that shows tooltip when moused over
is_callback True

AugmentBreakdownCallback

name AugmentBreakdownCallback
area Common
doc callback for placing items in a list in a hex grid pattern
is_callback True

AugmentBreakdownToggle

name AugmentBreakdownToggle
area Common
is_callback True

AugmentHexCallback

name AugmentHexCallback
area Common
doc callback for placing items in a list in a hex grid pattern
is_callback True

AugmentUnitCard

name AugmentUnitCard
area Common
doc callback for setting up the unit cards in the augment panel, handles states based on augment selection
is_callback True

AugmentUnitMenuCallback

name AugmentUnitMenuCallback
area Common
doc callback for the Throt vortex UI
is_callback True

AugmentsCallback

name AugmentsCallback
area Common
doc callback for placing items in a list in a hex grid pattern
functions
name
GetEffectsList
IsUnitPartOfSet
is_callback True

BaseCampaignCustomTooltip

name BaseCampaignCustomTooltip
area Campaign
doc This will act as base class to all expanding custom tooltip that we will need in campaing. This handles the common code of making sure toolti is in right place and updating animation based on the data in tooltip.
is_callback True

BaseProvinceDetailTooltips

name BaseProvinceDetailTooltips
area Campaign
is_callback True

BasicSlider

name BasicSlider
area Common
doc Parent class for slider that vslider and hslider inherit from. Provides mechanism for scrolling through a list
user_properties
  • nameInverted
    variablem_Inverted
  • nameignore_mouse_wheel
    variablem_ignore_mouse_wheel_event
  • nameparent
    variablem_target_component
  • namepropagate_display_context
    variablem_propagate_display_context
  • namealways_visible
  • nameSnapToValues
    variablem_snap_to_values
is_callback True

BattleAbilityHolder

name BattleAbilityHolder
area Common
doc Displays supplied abilities in slots (used for spells for example)
is_callback True

BattleAmmoBar

name BattleAmmoBar
area Common
doc BattleAmmoBar - shows selected units ammo as an animating bar
is_callback True

BattleArenaSpecialAbilityPanel

name BattleArenaSpecialAbilityPanel
area Common
doc Special ability panel for arena, positions buttons differently
is_callback True

BattleArmyAbilityHolder

name BattleArmyAbilityHolder
area Common
doc Displays abilities for local army
is_callback True

BattleAutotriggerIcon

name BattleAutotriggerIcon
area Common
is_callback True

BattleBombardmentPanel

name BattleBombardmentPanel
area Common
doc BattleBombardmentPanel - panel providing off-field artillery support options such as naval support
is_callback True

BattleBuildingTooltip

name BattleBuildingTooltip
area Battle
doc BattleBuildingTooltip
is_callback True

BattleButtonBoard

name BattleButtonBoard
area Common
is_callback True

BattleButtonCinematicMode

name BattleButtonCinematicMode
area Battle
doc A button that enters cinematic view, and flashes when and important cinematic event is currently occuring
is_callback True

BattleButtonCycleArmy

name BattleButtonCycleArmy
area Common
is_callback True

BattleButtonCycleUnit

name BattleButtonCycleUnit
area Common
is_callback True

BattleButtonFormationGroup

name BattleButtonFormationGroup
area Common
doc Formation group button - create locked formation group
is_callback True

BattleButtonGroupToggle

name BattleButtonGroupToggle
area Common
doc BattleButtonGroupToggle - simple group toggle button for warhammer, like was in pre-rome2 stacks
is_callback True

BattleButtonGuard

name BattleButtonGuard
area Common
is_callback True

BattleButtonHalt

name BattleButtonHalt
area Common
is_callback True

BattleButtonHighlightAll

name BattleButtonHighlightAll
area Common
is_callback True

BattleButtonMelee

name BattleButtonMelee
area Common
is_callback True

BattleButtonRun

name BattleButtonRun
area Common
is_callback True

BattleButtonSelectionGroup

name BattleButtonSelectionGroup
area Common
doc Selection group button - creates selection group (cards just grouped in card manager to make selection easier, no behaviour changes)
is_callback True

BattleButtonShareUnit

name BattleButtonShareUnit
area Common
is_callback True

BattleButtonTacticalToggle

name BattleButtonTacticalToggle
area Common
doc Forward declaration.
is_callback True

BattleButtonToggleUI

name BattleButtonToggleUI
area Common
is_callback True

BattleButtonUngroup

name BattleButtonUngroup
area Common
is_callback True

BattleButtonWithdraw

name BattleButtonWithdraw
area Common
is_callback True

BattleCapturePointIcon

name BattleCapturePointIcon
area Battle
is_callback True

BattleCardPanel

name BattleCardPanel
area Battle
is_callback True

BattleDeployableTooltip

name BattleDeployableTooltip
area Battle
doc BattleDeployableTooltip
is_callback True

BattleDeploymentButton

name BattleDeploymentButton
area Battle
doc This is the callback for the deployment button in battle, just passes state onto sub component basically as it has a 3 tiered setup
is_callback True

BattleDeploymentEnd

name BattleDeploymentEnd
area Battle
doc Parent deployment //
is_callback True

BattleDeploymentEndMP

name BattleDeploymentEndMP
area Battle
doc Multiplayer deployment //
is_callback True

BattleFatigueIcon

name BattleFatigueIcon
area Common
doc BattleFatigueIcon - shows selected units fatigue as a coloured icon
is_callback True

BattleFirstPersonToggle

name BattleFirstPersonToggle
area Battle
doc First person toggle button
is_callback True

BattleFirstPersonUI

name BattleFirstPersonUI
area Battle
doc UI shown when in first person mode (cinematic or interactive first person mode)
is_callback True

BattleFormationSwitchButton

name BattleFormationSwitchButton
area Common
doc BattleFormationSwitchButton - actual formation buttons that change formation
is_callback True

BattleFormationToggle

name BattleFormationToggle
area Common
doc BattleFormationToggle - used to toggle formation stack. Derived class as parent has different callback to buttonstack...
is_callback True

BattleGenericTooltip

name BattleGenericTooltip
area Battle
doc BattleGenericTooltip - Special tooltip for general strings (used for guerilla deployment)
is_callback True

BattleGroupFormationsStack

name BattleGroupFormationsStack
area Common
doc BattleGroupFormationsStack - handles stack of formation buttons, issuing of formation orders and which formations currently shown
is_callback True

BattleHealthBar

name BattleHealthBar
area Common
doc BattleHealthBar - shows selected units health as an animating bar
is_callback True

BattleHealthReplenishCapIcon

name BattleHealthReplenishCapIcon
area Common
doc BattleHealthReplenishCapIcon - shows if unit can currently be healed via spell, and tooltip shows how much can be replenished
is_callback True

BattleHudBalanceOfMagic

name BattleHudBalanceOfMagic
area Common
doc BattleHudBalanceOfMagic - shows magic available to each alliance
is_callback True

BattleHudBalanceOfPower

name BattleHudBalanceOfPower
area Common
doc BattleHudBalanceOfPower - shows which allegiance is winning battles as a bar
is_callback True

BattleIntersectionTestCallback

name BattleIntersectionTestCallback
area Battle
doc Checks if mouse over and if so using the context it has been given (unit/building) will add a fake intersection to that 3d object so get cursor/commands for it as if mousing over the 3d object on the map
is_callback True

BattleInvalidAbilityTargetLabel

name BattleInvalidAbilityTargetLabel
area Common
is_callback True

BattleLandUnitTooltip

name BattleLandUnitTooltip
area Battle
doc BattleLandUnitTooltip - tooltip for land units
is_callback True

BattleListGameInfo

name BattleListGameInfo
area Frontend
doc BattleListGameInfo Callback class for each individual battle games list entry
is_callback True

BattleMinimap

name BattleMinimap
area Battle
doc BattleMinimap - radar minimap that is shown on hud
is_callback True

BattleMinimisedUnitTooltip

name BattleMinimisedUnitTooltip
area Battle
doc BattleMinimisedUnitTooltip - Tooltip used for enemy in harder difficulties
is_callback True

BattleMoraleBar

name BattleMoraleBar
area Common
doc BattleMoraleBar - shows selected units morale as an animating bar
is_callback True

BattleMoraleIcon

name BattleMoraleIcon
area Common
doc BattleMoraleIcon - shows selected units morale as a coloured icon
is_callback True

BattleMovieButton

name BattleMovieButton
area Battle
is_callback True

BattleMoviePanel

name BattleMoviePanel
area Battle
doc Used for showing movies on panel in battle (like tut vids for e3)
is_callback True

BattleRadar

name BattleRadar
area Battle
doc BattleRadar - base class for a battle radar
is_callback True

BattleRadarBuilding

name BattleRadarBuilding
area Battle
is_callback True

BattleRadarCapturePoint

name BattleRadarCapturePoint
area Battle
is_callback True

BattleRadarCinematicEvent

name BattleRadarCinematicEvent
area Battle
is_callback True

BattleRadarDeployable

name BattleRadarDeployable
area Battle
is_callback True

BattleRadarEventIcon

name BattleRadarEventIcon
area Battle
is_callback True

BattleRadarIcon

name BattleRadarIcon
area Battle
is_callback True

BattleRadarReinforcement

name BattleRadarReinforcement
area Battle
is_callback True

BattleRadarSpawnZone

name BattleRadarSpawnZone
area Battle
is_callback True

BattleRadarToggleableSlot

name BattleRadarToggleableSlot
area Battle
is_callback True

BattleRadarUnit

name BattleRadarUnit
area Battle
is_callback True

BattleRadarVehicle

name BattleRadarVehicle
area Battle
is_callback True

BattleRealmOfSoulsBar

name BattleRealmOfSoulsBar
area Common
doc BattleRealmOfSoulsBar - Bar for RealmOfSouls
is_callback True

BattleRealmOfSoulsIcon

name BattleRealmOfSoulsIcon
area Common
is_callback True

BattleReinforcementCallback

name BattleReinforcementCallback
area Battle
doc This callback handles setting the position of the reinforcement icons and allows the player to set a new position for reinforcements
is_callback True

BattleResultsPopup

name BattleResultsPopup
area Battle
is_callback True

BattleRootComponentCallback

name BattleRootComponentCallback
area Battle
is_callback True

BattleScreenshotOverlay

name BattleScreenshotOverlay
area Battle
doc Used to create a sepia overlay of first frame in historical battles
is_callback True

BattleShipHealthBar

name BattleShipHealthBar
area Common
doc BattleShipHealthBar - shows selected units ship health
is_callback True

BattleSpecialAbilityButton

name BattleSpecialAbilityButton
area Common
doc Shows status of ability, and upon pressing issues current assigned ability
is_callback True

BattleSpecialAbilityButtonStack

name BattleSpecialAbilityButtonStack
area Common
doc Handles stacks of BattleSpecialAbilityButton for things such as shot types. Handles showing of current active ability and showing of buttons when requested (on selecting bottom button currently)
is_callback True

BattleSpecialAbilityPanel

name BattleSpecialAbilityPanel
area Common
doc Special ability panel for HUD; shows ability buttons for anything selected (units, ships, buildings, etc)
is_callback True

BattleSpecialAbilityRadial

name BattleSpecialAbilityRadial
area Common
doc Special ability radial
is_callback True

BattleSpellStateDial

name BattleSpellStateDial
area Battle
is_callback True

BattleStormOfMagicSpinningDial

name BattleStormOfMagicSpinningDial
area Common
doc Bespoke callback to handle spinning dial for storm of magic ascendancy change transitions
is_callback True

BattleTacticalMap

name BattleTacticalMap
area Battle
doc BattleTacticalMap - fullscreen radar interface
is_callback True

BattleTerrainTooltip

name BattleTerrainTooltip
area Battle
doc BattleTerrainTooltip - Used to show terrain over
is_callback True

BattleThreatIcon

name BattleThreatIcon
area Battle
doc Shows threat of supplied unit from context system with first selected unit. Code used to be on tooltip but moved here to make work with context system so still works when unit tooltip created through UI not battle tooltip system
is_callback True

BattleTooltip

name BattleTooltip
area Battle
doc Base class for battle tooltips (inherited by a naval and a unit battle tooltip at moment, not buildings) Shouldnt instantiate this class, blank functions are pure virtual in essence but cant be made this way due to way component callback system works, so we make them blank and expect derived classes to implement them
is_callback True

BattleTrackingCameraToggle

name BattleTrackingCameraToggle
area Battle
doc Tracking camera toggle button
is_callback True

BattleUnitGroupFrame

name BattleUnitGroupFrame
area Common
doc Frame
is_callback True

BattleVehicleHealthBar

name BattleVehicleHealthBar
area Common
doc BattleVehicleHealthBar - shows selected unit's vehicle health as an animating bar (if in a vehicle)
is_callback True

BattleVehicleIcon

name BattleVehicleIcon
area Battle
is_callback True

BattleVehicleTooltip

name BattleVehicleTooltip
area Battle
doc BattleVehicleTooltip
is_callback True

BattleWavesCallback

name BattleWavesCallback
area Battle
is_callback True

BeastmenGlobalUpgradeItem

name BeastmenGlobalUpgradeItem
area Common
doc globla upgrade item in the beastmen panel
is_callback True

BeastmenLordHeroItem

name BeastmenLordHeroItem
area Common
doc legendary lord unit card in beastmen panel
is_callback True

BeastmenLordsAvailableIndicator

name BeastmenLordsAvailableIndicator
area Common
doc Unfortunately with lords the model does not tell me if rituals are available or not the only thing stopping you performing is the UI, so to count num available is more complicated than expression counting all available rituals in a category
is_callback True

BeastmenUnitCapItem

name BeastmenUnitCapItem
area Common
doc unit cap unit card in beastmen panel
is_callback True

BeastmenUpgradeListCallback

name BeastmenUpgradeListCallback
area Common
doc callback for lists in beastmen panel that have bespoke ordering
is_callback True

BloodgroundsCallback

name BloodgroundsCallback
area Common
doc main bloodgrounds component, basically keeps a copy of the script's model and script will call into exposed methods when its model changes to keep updated
is_callback True

BloodgroundsCityInfoBarCallback

name BloodgroundsCityInfoBarCallback
area Common
doc bloodgrounds city info bar to display devastation / ritual details
is_callback True

BloodlineRitualCallback

name BloodlineRitualCallback
area Common
is_callback True

BloodlinesPanelCallback

name BloodlinesPanelCallback
area Common
is_callback True

BodygaurdListItem

name BodygaurdListItem
area Campaign
doc Callback for bodyguard entry when hiring new general
is_callback True

BretonniaVowsCallback

name BretonniaVowsCallback
area Common
is_callback True

Browser

name Browser
area Common
doc BEGIN_COMPONENT_CALLBACK_CLASS(Browser)
is_callback True

BrowserPageView

name BrowserPageView
area Common
doc BrowserPageView
is_callback True

BuildingBrowserPanel

name BuildingBrowserPanel
area Campaign
is_callback True

BuildingEspionageIcon

name BuildingEspionageIcon
area Campaign
is_callback True

BuildingInfoBuildingEntry

name BuildingInfoBuildingEntry
area Common
is_callback True

BuildingInfoBuildingRequirements

name BuildingInfoBuildingRequirements
area Common
is_callback True

BuildingInfoPanelMouseOver

name BuildingInfoPanelMouseOver
area Common
doc Shows building info tooltip with the building details provided
is_callback True

BuildingInfoTechEntry

name BuildingInfoTechEntry
area Common
is_callback True

BuildingInfoTechEntryEffect

name BuildingInfoTechEntryEffect
area Common
is_callback True

BuildingInfoUnitEntry

name BuildingInfoUnitEntry
area Common
is_callback True

BuildingPopupPosition

name BuildingPopupPosition
area Campaign
doc Callback to position the building popup. On the left, it makes sure it doesn't overlap the info popup panel. On the right, makes sure it doesn't go out of screen
is_callback True

BuildingRequiredCallbackInterface

name BuildingRequiredCallbackInterface
area Common
doc Callback for icon that when clicked will show building storing in browser, and will set a tooltip with building name on
is_callback True

Button

name Button
area Common
doc Button :
is_callback True

ButtonAnimTrigger

name ButtonAnimTrigger
area Common
doc Simple button that triggers specified animation on specified component via target_id and target_anim user properties
user_properties
namedoc
target_id ButtonAnimTrigger; this will trigger the animation specified by the user property target_anim on the component specified by the user property target_id. Will find the component by looking for it as a parent first, and then searching root. Handy for close panel buttons, etc.
target_anim ButtonAnimTrigger; this will trigger the animation specified by the user property target_anim on the component specified by the user property target_id. Will find the component by looking for it as a parent first, and then searching root. Handy for close panel buttons, etc.
is_callback True

ButtonGroup

name ButtonGroup
area Common
doc ButtonGroup listens to it's buttons and reports to whoever is interested
user_properties
namevariabledoc
dont_simulate_clickm_simulate_click_when_selecting if when selecting a default we should do so via a click
functions
name
ClearSelection
SelectButton
is_callback True

ButtonGroupButton

name ButtonGroupButton
area Common
doc ButtonGroupButton
user_properties
  • namebutton_group
    doc button_group (defaults to the parent) - Specify the ButtonGroup this belongs to, can be a GUID value
  • namepanel
  • namebutton_group_parent
    doc button_group_parent - Specify the parent of the ButtonGroup this belongs to, can be a GUID value
  • nameselection_condition
    variablem_selection_condition
    doc - Evaluated against the context object from ContextButtonGroupButtonSelector when its updated
functions
name
IsSelected
is_callback True

ButtonGroupPanelSelector

name ButtonGroupPanelSelector
area Common
doc Same as buttongroup BUT each button has a 'panel' user property specifying a panel to show. We basically show the panel associated with the current selected button (so essentially a simpler version of TabGroup where panels dont have to be children of tabs) Can also add events to buttons for selecting those buttons when that event is received! So for example when a character is selected select the character list button
is_callback True

ButtonToggleTweaker

name ButtonToggleTweaker
area Common
doc Toggles tweaker specified by 'tweaker' user property and keeps state set based on if tweaker is true/false too (makes it simpler to set up tweaker toggles even though that could be set up with combo of ContextCommandLeftClick and ContextStateSetterConditional and more involved expressions)
user_properties
namevariabledoc
tweakerm_tweaker_id Id of setting want to toggle
is_callback True

CallbackAnimTrigger

name CallbackAnimTrigger
area Common
doc Triggers animation with name of callback based on action. Use for example for panels where want to expand on mouseon and minimise on mouseoff event by having mouseon and mouseoff animations that will be triggered
user_properties
  • namedont_finish_current
    variablem_should_finish_current_animation
    doc Defaults on, disable with property 'dont_finish_current' user property (for when want say to blend a property between mouseon/off and want to resume from whatever current value is to avoid pop to full value)
  • nameparent_id
    variablem_trigger_component
is_callback True

CallbackRedirector

name CallbackRedirector
area Common
doc CallbackRedirector - redirects callback calls to a target specified by user property 'parent_id'. See group_frame/BattleUnitGroupFrame for example Any calls you require feel free to add :)
user_properties
namevariabledoc
use_state_transitionsm_is_using_state_transitions - Add this property if the target component is using state transitions
ignore_interactive_checksm_ignore_target_interactable - By default a click will only be redirected to target if target itself is interactive, but can add this property to ignore that interactive check
ignore_disabled_checksm_ignore_target_disabled - By default a click will only be redirected to target if target itself is not disabled, but can add this property to ignore that disabled check
is_callback True

CallbackSoundTrigger

name CallbackSoundTrigger
area Common
doc Triggers sound based on certain events, like when component is shown/hidden as requested by sound team so they dont have to have animations on components to have a sound when a component appears/disappears
is_callback True

CamapignMapResizeHandle

name CamapignMapResizeHandle
area Common
doc Special case resize handle that deals with scaling minimap. This class is a HACK so that we can control the scale on the map seperately. So all we do is scale everthing else other then the 'Blank' which is maps parent component!
is_callback True

CampaignAgentActionTooltip

name CampaignAgentActionTooltip
area Common
doc Tooltip for agent chances
is_callback True

CampaignBattlePreview

name CampaignBattlePreview
area Campaign
is_callback True

CampaignClimateIcon

name CampaignClimateIcon
area Common
doc Icon that shows climate suitability of a settlement along with effects on tooltip for players faction
is_callback True

CampaignCorruptionTooltip

name CampaignCorruptionTooltip
area Campaign
doc This will create a tooltip from list of factors that we want to show for Public Order Breakdown.
is_callback True

CampaignCultureTooltip

name CampaignCultureTooltip
area Campaign
doc Expanding cutom tooltip to be shown on growth bar in various places where we show growth bar.
is_callback True

CampaignDefenceItem

name CampaignDefenceItem
area Campaign
is_callback True

CampaignEdictsTooltip

name CampaignEdictsTooltip
area Common
doc Tooltip for province edicts.
is_callback True

CampaignEffectsBundleIcon

name CampaignEffectsBundleIcon
area Common
doc We use this class to show effects bundles on various things around the Info Panels. Currently being used in Character Info Panel. Might be used in Province Panel as well.
is_callback True

CampaignEffectsListPanel

name CampaignEffectsListPanel
area Common
doc CampaignEffectsListPanel - info panel that shows campaign effects (used for buildings at moment) (used for buildings, tech, skills, etc. All stuff above) Purpose: this class is usede to setup Infopanel for Campaign effects to be shown on mouse over on various items
is_callback True

CampaignEffectsListTooltip

name CampaignEffectsListTooltip
area Common
doc CampaignEffectsListTooltip - tooltip that shows ca mpaign effects (used for skills, ancillaries, tech...)
is_callback True

CampaignEndTurnDisplay

name CampaignEndTurnDisplay
area Campaign
doc End turn panel for campaign; shows which faction is currently having their turn along with the time they have if applicable
is_callback True

CampaignEndTurnDisplayOptions

name CampaignEndTurnDisplayOptions
area Campaign
is_callback True

CampaignFactionListCallback

name CampaignFactionListCallback
area Campaign
doc Will handle the faction list in campaign that appears as a Tab Panel and in Diplomacy
is_callback True

CampaignFactorsTooltip

name CampaignFactorsTooltip
area Campaign
is_callback True

CampaignFoodBreakdownTooltip

name CampaignFoodBreakdownTooltip
area Campaign
doc This handles the food breakdown tooltip.
is_callback True

CampaignGrowthTooltip

name CampaignGrowthTooltip
area Campaign
doc Expanding cutom tooltip to be shown on growth bar in various places where we show growth bar.
is_callback True

CampaignIncomeLabel

name CampaignIncomeLabel
area Campaign
is_callback True

CampaignMapTooltip

name CampaignMapTooltip
area Campaign
doc This is the callback for the tooltips that appear when mousing over campaign map
is_callback True

CampaignMoveOptions

name CampaignMoveOptions
area Campaign
is_callback True

CampaignOverlayToggle

name CampaignOverlayToggle
area Campaign
is_callback True

CampaignPrePostBattle

name CampaignPrePostBattle
area Campaign
doc Creates callback for pre/postbattle and defers all calls there so can have one layout for both pre and postbattle layouts
is_callback True

CampaignPublicOrderTooltip

name CampaignPublicOrderTooltip
area Campaign
doc This will create a tooltip from list of factors that we want to show for Public Order Breakdown.
is_callback True

CampaignRoot

name CampaignRoot
area Campaign
doc exposed script functions
is_callback True

CampaignSiegeItem

name CampaignSiegeItem
area Campaign
is_callback True

CampaignStanceIcon

name CampaignStanceIcon
area Common
doc Shows stance tooltip on mouseover
is_callback True

CampaignTradeBreakdownIcon

name CampaignTradeBreakdownIcon
area Campaign
doc Icon that when moused over will show
is_callback True

CampaignTradeBreakdownTooltip

name CampaignTradeBreakdownTooltip
area Campaign
doc Tooltip that shows trade details (imports/exports) between two factions
is_callback True

CampaignTradeTooltip

name CampaignTradeTooltip
area Campaign
doc Tooltip for showing trade route details in campaign (was created by Krishna, tidied up by Scott)
is_callback True

CampaignVictoryPanel

name CampaignVictoryPanel
area Campaign
doc exposed script functions
is_callback True

CampaignWealthTooltip

name CampaignWealthTooltip
area Campaign
is_callback True

CardManagerInterface

name CardManagerInterface
area Common
is_callback True

CardSelectionStateInterface

name CardSelectionStateInterface
area Common
doc UnitCard
is_callback True

Carousel

name Carousel
area Common
doc Callback for a carousel ui, essentially an infinite scrolling list driven by animation system
is_callback True

CarouselEntry

name CarouselEntry
area Common
doc Child of a carousel, reports clicks to its parent
is_callback True

CarouselList

name CarouselList
area Common
doc List child of a carousel, reports adoptions and divorces to parent
is_callback True

CcoFloatingTextAgentActionEvent

name CcoFloatingTextAgentActionEvent
area Campaign
is_callback True

CcoFloatingTextBattleEvent

name CcoFloatingTextBattleEvent
area Campaign
is_callback True

CcoFloatingTextEvent

name CcoFloatingTextEvent
area Campaign
is_callback True

CcoFloatingTextStanceEvent

name CcoFloatingTextStanceEvent
area Campaign
is_callback True

CharacterDetailsCardCallback

name CharacterDetailsCardCallback
area Campaign
doc Card Callback
is_callback True

CharacterDetailsCardPanelCallback

name CharacterDetailsCardPanelCallback
area Campaign
doc Card Selection Panel Callback
is_callback True

CharacterDetailsIcon

name CharacterDetailsIcon
area Campaign
doc Icon that shows a tooltip with details of character on mouse over. Used initially for showing husband details for diplomatic marriages
is_callback True

CharacterDetailsPanelCallback

name CharacterDetailsPanelCallback
area Campaign
doc class will handle character details, army legacy details and that of any agents within the army as well.
is_callback True

CharacterDetailsTooltip

name CharacterDetailsTooltip
area Campaign
is_callback True

CharacterEffectsBundleIcon

name CharacterEffectsBundleIcon
area Common
is_callback True

CharacterEquipmentListCallback

name CharacterEquipmentListCallback
area Common
is_callback True

CharacterInformationPanelCallback

name CharacterInformationPanelCallback
area Common
doc CharacterInformationPanelCallback - Info panel that shows information for campaign character such as generals and agents Krishna : [22:8:2012] : Marked for Delete This is the new Callback to handle all the Character details, the design is different from pervious since now we have data about character split in different panel. This panel, here holds some basic data and provides access to Skills, Traits, Ancillaries.
is_callback True

CharacterItemIcon

name CharacterItemIcon
area Common
doc Callback to set equipment items
is_callback True

CharacterMainDetails

name CharacterMainDetails
area Campaign
doc Shared callback to initialise a standard panel with the details about a given character
is_callback True

CharacterPortraitCallback

name CharacterPortraitCallback
area Campaign
is_callback True

CharacterRankCallback

name CharacterRankCallback
area Common
doc Callback for a character rank icon which shows rank, progress to next rank, skill breakdown pie chart and as a tooltip with more info
is_callback True

CharacterSelectionListPanelCallback

name CharacterSelectionListPanelCallback
area Campaign
doc this will handle character selection list for recruitting new characters or repalcing a general on chracter details.
is_callback True

CharacterSkillTooltip

name CharacterSkillTooltip
area Common
doc Tooltip for character skill effects
is_callback True

CharactersClipCallback

name CharactersClipCallback
area Campaign
is_callback True

CharactersDisplayCallback

name CharactersDisplayCallback
area Campaign
is_callback True

ChatInput

name ChatInput
area Common
doc Derives from TextInput. Reports key presses so chat can handle shortcuts
is_callback True

ChatRadial

name ChatRadial
area Common
is_callback True

ChatString

name ChatString
area Common
doc Callback for chat messages, to allow to copy and paste on right click. Ideally would get rid of this and just have multi line suport for text inputs and have chat strings as read only chat inputs so can highlight the text want, but this is a week from WH3 devlock but needed for new invites, so going with this for now! (added ui backlog tech task to do that though)
is_callback True

ChatTabButton

name ChatTabButton
area Common
doc Tab button for selecting a chat channel/room to talk to
is_callback True

Checkbox

name Checkbox
area Common
doc Checkbox
functions
  • nameIsSelected
  • nameSetSelected
    args
    nameoptional
    boolFalse
    boolTrue
is_callback True

CheckboxText

name CheckboxText
area Common
doc Passes click onto checkbox parent
is_callback True

ClanContractCallback

name ClanContractCallback
area Common
doc Callback for each clan contract ritual to handle the eshin clan contract
is_callback True

ClanContractNotificationCallback

name ClanContractNotificationCallback
area Common
doc Callback for displaying a clan contract notification
is_callback True

ClanLevelDisplay

name ClanLevelDisplay
area Campaign
is_callback True

ClanLevelTooltip

name ClanLevelTooltip
area Campaign
is_callback True

ClanLevelTooltipDisplay

name ClanLevelTooltipDisplay
area Campaign
is_callback True

ClanPooledResouceMeter

name ClanPooledResouceMeter
area Common
doc Callback for displaying the level reached in the clan contract bar
is_callback True

ClanStatistics

name ClanStatistics
area Campaign
doc Clan statistics callback (separated out so that it can be used in isolation for the Campaign Victory screen)
is_callback True

ColourPicker

name ColourPicker
area Campaign
doc Colour Picker callback. Can be used to set the colour of any context object. Needs a 'command' user property that executes a command when colour picker colour changes
functions
name
CurrentColour
is_callback True

CombinedContextList

name CombinedContextList
area Context
is_callback True

CommanderButton

name CommanderButton
area Campaign
is_callback True

CompassArrowSpin

name CompassArrowSpin
area Campaign
doc Bespoke callback to handle spinning the arrow from the compass panel.
is_callback True

CompassShortcutHandler

name CompassShortcutHandler
area Battle
is_callback True

ComponentChildVisibilitySwitchCallback

name ComponentChildVisibilitySwitchCallback
area Common
doc Switches child components based on context
user_properties
name
hide_by_default
is_callback True

ComponentCreator

name ComponentCreator
area Common
doc Simply creates the layout specified by 'layout' user property when it is created itself, as a child of this component. This allows us to break up larger layouts like campaign hud, so can split up allowing people to work on different bits at same time Can also create a layout by giving ContextObject and function, if these are specified will wait until given context to create that layout (used for example for faction tech trees)
user_properties
  • nameclear_dock_offset
    variablem_clear_dock_offset
    doc If true it will set the dock offset of the created layout to 0,0.
  • namelayout
    variablem_layout_path
    doc ComponentCreator creates layout as a child, specified by 'layout' user property, such as ui/campaign_ui/area_of_interest. Use to split up larger layouts into smaller areas that are easier to handle and work on in parallel.
  • nameallow_fail
    doc allow_fail - default false, if add property when fails to create layout it will give an error. Use when wanting to optionally create a layout with a GetIf call for example
  • namevisibility_based
    variablem_visibility_based
    doc If we should create/destroy based on the visibility of this component
is_callback True

ComponentModelController

name ComponentModelController
area Common
doc ComponentModelControllercan be used to preview 3d models and zoom/spin them around by scrolling and left click dragging.
user_properties
  • namereset_button_parent_id
    variablem_reset_button
  • namereset_button_id
is_callback True

ComponentParallaxCallback

name ComponentParallaxCallback
area Common
doc This callback makes the component move at a relative rate to another target component specified via 'target' property. Can be used to create parallax effect, for example when we scroll we want this component to also move but at a slower rate
user_properties
name
inverted
parent_id
target
is_callback True

ComponentVisibilityChangeReporter

name ComponentVisibilityChangeReporter
area Common
doc Fires one of two events when the component attached is hidden/shown
user_properties
  • nameshown_event
    variablem_shown_event
    doc set by the user property "shown_event" when this component becomes visible
  • nameappend_id
  • namehidden_event
    variablem_hidden_event
    doc set by the user property "hidden_event" when this component becomes visible
is_callback True

ContextAdoptOnCondition

name ContextAdoptOnCondition
area Context
doc Adopts to one of two parents depending on if context function returns true. If returns true, will adopt to parent_true, if false will adopt to parent_false
user_properties
namevariabledoc
placement_component_falsem_placement_component_false The component in the list used for placement when adpoting when false (the adoption will place the adoptee BEFORE this component)
placement_component_truem_placement_component_true The component in the list used for placement when adpoting when true (the adoption will place the adoptee BEFORE this component)
is_callback True

ContextAnimPropertySetter

name ContextAnimPropertySetter
area Context
doc Sets an animation frame property using 'prop' and 'frame' user properties, so can have dynamic animation values. Add expressions in props x,y,z,w so easy to only override specific values without changing others. This will be deprecated once finally overhaul animation system, where goal is to greatly integrate context system into it as part of it
user_properties
  • nameprop
    doc which property to set (colour, position, scale, shader_values, rotation, image, opacity, text, interpolation_time, font_scale, material_params)
  • namew
    variablem_expression_w
    doc x, y, z, w - Specify a user property for each parameter wish to set, with the expression as the value.
  • nameanim
    variablem_anim_name
    doc Which animation to set property on (set by user property 'anim')
  • nametrigger_on_change
    variablem_trigger_on_change
    doc If specify 'trigger_on_change' property, if properties change will re-trigger animation
  • namez
    variablem_expression_z
    doc x, y, z, w - Specify a user property for each parameter wish to set, with the expression as the value.
  • namex
    variablem_expression_x
    doc Expression for each of properties (x,y,z,w), we do it this way so easy to only override specific values without changing others
  • namey
    variablem_expression_y
    doc x, y, z, w - Specify a user property for each parameter wish to set, with the expression as the value.
is_callback True

ContextAnimationStopper

name ContextAnimationStopper
area Context
doc Stops a specified animation on UpdateDisplay when a condition is true.
is_callback True

ContextAnimationTrigger

name ContextAnimationTrigger
area Context
doc Plays a specified animation on UpdateDisplay when a condition is true.
user_properties
namevariabledoc
dont_restart_animationm_restart_animation If this property exists, the animation will not restart if this triggers while it is playing.
animationm_animation_id the animation id that should be triggered.
is_callback True

ContextButtonGroupButtonSelector

name ContextButtonGroupButtonSelector
area Context
doc Used to select buttons within a ButtonGroup, either by passing a context or by listening to events, also can clear selection when empty
user_properties
namevariabledoc
clear_on_no_matchm_clear_on_no_match if we should clear when there's no match for the selection given
enable_togglem_toggle_buttons if true, we ignore the current state of the button, essentially toggling
clear_on_emptym_clear_on_empty if we should clear the selection on empty context
preserve_selectionm_preserve_selection if a button that matches the condition is already selected, then leave it selected instead of resetting to the first button
is_callback True

ContextButtonTimer

name ContextButtonTimer
area Context
doc After a set amount of time, will do an expression
user_properties
namevariabledoc
formatm_format The string format used %d for example
end_commandm_end_expression The command to be performed when the timer finishes.
hide_on_endm_hide_on_end If present the attached component will be hidden when the timer, or queried value, is less than or equal to 0.
is_callback True

ContextCallback

name ContextCallback
area Context
doc Parent class for any callback that displays context and wants ability to either update constantly OR listen for events set via user property
user_properties
namevariabledoc
break_on_updatem_should_break_on_update Use this user property to trigger a breakpoint whenever this callback is updated, useful for debugging.
is_callback True

ContextCircularFill

name ContextCircularFill
area Context
doc Circular bar that has a rotating fill. Can also specify update_constant to keep display up to date For example can be used to show reload percentage of a unit, or cooldown on an ability. Component should have two children, a clip_left and a clip right that are half width of circle and on their respective sides. These then should both have a child ring_left/right that are full size of circle and centred with the ring image you want to rotate as the fill.
user_properties
namevariabledoc
enable_predrawm_should_update_on_predraw Set with 'enable_predraw' for more frequent updates, not needed in vast majority of cases where getting information from model for example since model state only updates per tick (OnUpdatePulse)
invertm_is_inverted User property 'invert' can be specified to make it to (1-value) to reverse the fill
fill_anti_clockwisem_fill_anti_clockwise Set with "fill_anti_clockwise" to fill in opposite direction. defaults to clockwise
is_callback True

ContextClearer

name ContextClearer
area Context
doc Clears the context of the target component on event.
user_properties
namevariabledoc
conditionm_condition ContextClearer (CF, MouseEvents) Clears the context of the target on the specified events. The context is optional and it's used only for the evaluation of the condition.
is_callback True

ContextColourSetter

name ContextColourSetter
area Context
doc Sets colour on component based on context object and context function id set in UiEd. Can specify image index to colour with colour_index1,2,3... user property.
user_properties
namevariabledoc
colour_textm_should_colour_text Set with user property 'colour_text'.
enable_predrawm_should_update_on_predraw Set with 'enable_predraw' for more frequent updates, not needed in vast majority of cases where getting information from model for example since model state only updates per tick (OnUpdatePulse)
is_callback True

ContextCommandAnimationEnd

name ContextCommandAnimationEnd
area Context
doc Calls context function when the given animation ends
user_properties
namevariabledoc
anim_namem_animation_name The animation id that should be triggered.
is_callback True

ContextCommandClickInterface

name ContextCommandClickInterface
area Context
doc Used to stop code repitition for all ContextCommand*Click classes below
user_properties
namevariabledoc
modifiersm_required_modifiers list of modifiers to be used with this callback (ctrl, alt, shift). Can be separated by commas "," or spaces.
modifiers_upm_required_modifiers_up list of modifiers to prevent evaluation (ctrl, alt, shift). Can be separated by commas "," or spaces.
is_callback True

ContextCommandDblLeftClick

name ContextCommandDblLeftClick
area Context
doc Calls context function on double left click, use for buttons etc where want clicking of it to give a command
is_callback True

ContextCommandEndDrag

name ContextCommandEndDrag
area Context
doc Calls context function on end drag
is_callback True

ContextCommandEvent

name ContextCommandEvent
area Context
doc Calls context function on the events specified by event%d
user_properties
namevariabledoc
disable_when_invisiblem_disable_when_invisible Whether we should stop issueing commands when invisible.
is_callback True

ContextCommandGiver

name ContextCommandGiver
area Context
doc Based class for callback that just issues a command based on function id on an action specified by derived class. We have as separate classes so one component could give different commands on left and right click for example by specifying multiple callbacks with different contexts. If command requires multiple contexts, use the ContextObjectStore callback in addition, and in the command function for the contextobject class, retrieve it via Component::StoredContext function
is_callback True

ContextCommandGiverOnContextSet

name ContextCommandGiverOnContextSet
area Context
doc Issues command when context is set
user_properties
namevariabledoc
issue_command_on_clearm_issue_command_on_clear If exists, issues the command also when the context is cleared.
is_callback True

ContextCommandGiverOnCreate

name ContextCommandGiverOnCreate
area Context
doc Calls context function on creation (obviously doesnt work with contexts, assumes CcoStaticObject and assumes using global functions
is_callback True

ContextCommandGiverOnDestroyed

name ContextCommandGiverOnDestroyed
area Context
doc Calls context function on destruction
is_callback True

ContextCommandGiverOnShortcut

name ContextCommandGiverOnShortcut
area Context
doc Issues command when shortcut is pressed. Can set multiple shortcuts up with multiple expressions. (Allows multiple shortcuts to be specifically mapped to their own expressions)
is_callback True

ContextCommandGiverOnVisibilityChanged

name ContextCommandGiverOnVisibilityChanged
area Context
doc Issues command when visibility changes
user_properties
namevariabledoc
local_visibility_onlym_local_visibility_only OnTexturePopulated will be called if any parent component changes visibility, set this to specify only caring about local visibility.
on_hidem_on_show default to call command when visibility is set to true
is_callback True

ContextCommandInputEvent

name ContextCommandInputEvent
area Context
doc Can give commands for any input event such as clicks, click offs, key presses, etc. This should possible replace various ContextCommand givers above? //#UI_DEPRECATED - possible replace other ContextCommandGivers with this more flexbile class
is_callback True

ContextCommandLeftClick

name ContextCommandLeftClick
area Context
doc Calls context function on left click or shortcut, use for buttons etc where want clicking of it to give a command
is_callback True

ContextCommandLeftClickHold

name ContextCommandLeftClickHold
area Context
doc Calls context function after left mouse has been clicked down for a specified 'hold_duration_ms'. While holding also sends a CcoClickHold context object to specified 'display_component' so can visualise the hold percentage through context system.
user_properties
  • namefire_mulltiple_times
    variablem_fire_mulltiple_times
    doc By default we allow each giver to issue only one command. If this is true after the user has stopped interacting with the component he can issue another command.
  • namepropagate_display_context
    variablem_propagate_display_context
    doc By default when set display context dont propagate, but can make it do so with 'propagate_display_context' user property
  • namedisplay_component
    doc display_component - this is the component that will be passed a CcoClickHoldContext object to visualise the hold percentage in any way you want (fill bar, radial, etc). Defaults to self if none set. Can set to 'parent' to make it pass context to immediate parent.
  • namedisable_clear_when_issue
    variablem_clear_display_context_on_issue
    doc By default we clear the context when command issues, but if specify 'disable_clear_when_issue' user property it wont (for example used on tech nodes in 3k to prevent flicker when issue command)
is_callback True

ContextCommandLeftClickOff

name ContextCommandLeftClickOff
area Context
doc Calls context function when a left click is performed not over this component or one of its children
is_callback True

ContextCommandMouseOff

name ContextCommandMouseOff
area Context
doc Calls context function on mouse off
is_callback True

ContextCommandMouseOn

name ContextCommandMouseOn
area Context
doc Calls context function on mouse on
is_callback True

ContextCommandRightClick

name ContextCommandRightClick
area Context
doc Calls context function on right click, use for buttons etc where want clicking of it to give a command
is_callback True

ContextCommandTextInputChanged

name ContextCommandTextInputChanged
area Context
doc Listens for TextInput callback on same component changing, and when it does grabs the text and inserts into expression and evaluates to call a command By default issues command when text input loses focus or press enter as this is optimal for most cases, but you can use 'issue_as_type' property if you really want to issue command whenever text changes
user_properties
namedoc
issue_as_type issue_as_type - If 'issue_as_type' user property set, then issues command whenever text changes. Default is to just change when loses focus
is_callback True

ContextCommandTextInputEnterPressed

name ContextCommandTextInputEnterPressed
area Context
doc Listens for TextInput callback on same component having enter pressed and evaluates the expression
is_callback True

ContextComponentAnimationItem

name ContextComponentAnimationItem
area Context
doc This callback will notify the AnimatedQueueItem parent that it's animation has finished.
user_properties
namevariabledoc
trigger_animationm_trigger_animation If this UP is set the animation item will trigger the specified animation on Create.
animationm_animation_id ContextComponentAnimationItem children have finished playing their specified animations, or on left mouse click.
is_callback True

ContextComponentInitialiser

name ContextComponentInitialiser
area Context
doc Used for passing contexts between components. Based on user property settings, creates a specified layout or initialises a specified component on a specified action (click/mouseon). Buttons derive from this for example, so can be used to create UI flow passing contexts between objects. Can also specify a set of events to listen for with user prop 'events' and then list of user properties where key is the event (id of UI_UPDATE_MSG), and value is the layout/component to pass context to. If value of event user property empty then just refreshes context to children. This way can make callback refresh a panel when character skill updated msg received for example If no user events or action user properties specified and a function id specified, can be used to grab a context from context supplied (for example getting holding army from a building), and pass that context to children.
user_properties
  • namedblclick
    doc User property you can use to set the action to perform an initialisation. For the value you can specify either a layout path like ui/common ui/popup or the id of an existing component like unit_info_panel. If a path is provided it will create the component (based on there being slashes so it knows its a filepath), otherwise it will search for a component
  • namelclick
    doc User property you can use to set the action to perform an initialisation. For the value you can specify either a layout path like ui/common ui/popup or the id of an existing component like unit_info_panel. If a path is provided it will create the component (based on there being slashes so it knows its a filepath), otherwise it will search for a component
  • namerclick
    doc User property you can use to set the action to perform an initialisation. For the value you can specify either a layout path like ui/common ui/popup or the id of an existing component like unit_info_panel. If a path is provided it will create the component (based on there being slashes so it knows its a filepath), otherwise it will search for a component
  • nameevents
    variablem_is_handling_events
    doc Specify by 'events' user property, will enable it to listen for event messages
  • namemouseon
    doc User property you can use to set the action to perform an initialisation. For the value you can specify either a layout path like ui/common ui/popup or the id of an existing component like unit_info_panel. If a path is provided it will create the component (based on there being slashes so it knows its a filepath), otherwise it will search for a component
  • nameparent
    doc Specifies a parent for the created component if a layout path is specified, or a parent for a more local search. If none is specified will default to root
  • namehandle_self
    variablem_handle_self
    doc By default context will be passed to self and children if no actions/events. However if want to do both (actions and self for example), can specify user property handle_self to force it to do so.
  • namemouseoff
    doc User property you can use to set the action to perform an initialisation. For the value you can specify either a layout path like ui/common ui/popup or the id of an existing component like unit_info_panel. If a path is provided it will create the component (based on there being slashes so it knows its a filepath), otherwise it will search for a component
is_callback True

ContextComponentInitialiserMouseover

name ContextComponentInitialiserMouseover
area Context
doc Same as ContextComponentInitialiserToggler except keeps the panel visible only while mouse is over the target component or ourself (used for example for building upgrade options in 3k)
user_properties
  • nameparent
    doc Specifies a parent for the created component if a layout path is specified, or a parent for a more local search. If none is specified will default to root.
  • nameinclude_children
    variablem_include_children
    doc If we want to take children mouseover into account
  • namemouseover
    doc ContextComponentInitialiserMouseoversimilar to ContextComponentInitialiserToggler above, but instead of toggling visibility of target panel, it makes it visible while mouse is over the initialiser or the target. So you would need this when the panel you are showing on mouseover you also want to be able to mouse onto and the panel not disappear. You can
is_callback True

ContextComponentInitialiserToggler

name ContextComponentInitialiserToggler
area Context
doc Same as ContextComponentInitialiser BUT ALSO adopts the target component we initialise to us and shows when not currently visible, and if already showing we hide it. Used for panels such as formations in 3k where click button on groups to toggle formations panel for that group for example, so panel jumps to that group and shows options for that group. And if already showing for that group another click hides the panel. Also supports mouseon/mouseoff though via user props in ContextComponentInitialiser if want to show a panel on mouseover for example next to component mousing over, since docks so just have to set relevant docking in layout
user_properties
  • namecreated_from_layout
    doc If we are destroyed and we have the target panel and we did adopt (and it was NOT created from layout, just existed in same layout), we need to readopt it to its former parent so it doesnt get lost!
  • nameoriginal_parent_guid
    doc Store original parent so we can find it later to readopt to original parent when we need to.
  • namecondition_func
    variablem_expression
    doc Obtained and set through UiEd
  • nameparent
    doc Specifies a parent for the created component if a layout path is specified, or a parent for a more local search. If none is specified will default to root.
  • nameset_state
    variablem_should_set_state
    doc Set with 'set_state' property. If true will set state of ourselves based on if we are currently showing the toggled panel ourselves
is_callback True

ContextComponentPercentageResize

name ContextComponentPercentageResize
area Context
doc Will Resize clip component
user_properties
namevariabledoc
horizontalm_horizontal Vertical and Horizontal user properties: one and only one of these should be true, will resize in that dimension. Both default to false.
invertm_inverted If inverted we get the original size - percentage of the original size as the new size. If not inverted we get the percentage of the original size as the new size. Defaults to false.
verticalm_vertical Vertical and Horizontal user properties: one and only one of these should be true, will resize in that dimension. Both default to false.
is_callback True

ContextComponentQueue

name ContextComponentQueue
area Context
doc Creates a vector of components that are supposed to show one after the other.
user_properties
namevariabledoc
queue_targetm_queue_parent If we are a queue within a queue, set this property.
parent_idm_queue_target_parent The ID of the parent of the queue_target. (optional)
end_eventm_event_id The event that the Queue will call when it has shown all it's items.
is_callback True

ContextComponentQueueItem

name ContextComponentQueueItem
area Context
doc Parent class for Queue Items, calls the register child function in the Queue on set context.
user_properties
  • nameshow_next_event
    doc The name of the event that will trigger the NextItem function on the Queue parent. (optional)
  • nameshow_next_event
    variablem_event_id
    doc The event id we receive when we want to let the queue parent know to display the next queue item.
  • nameskippable
    variablem_skippable
    doc If this UP is set the QueueItem can be skipped by clicking (Left click). (optional)
  • namestart_showing_event
    variablem_start_showing_event_id
    doc An event we call when we want to notify other external component that we have starting showing. Added this late in 3k when I had to move some components externally that needed to be visible when this queue item is displayed.
is_callback True

ContextCustomTooltipStore

name ContextCustomTooltipStore
area Context
doc A store callback used to identify which context should be used for the tooltip. It also deals with temporaries by keeping a copy of them internally.
is_callback True

ContextCyclingButtonGroup

name ContextCyclingButtonGroup
area Context
doc Cycle context in the list when previous/next button is clicked
user_properties
namevariabledoc
prev_button_eventm_prev_button_event Event which is fired by previous button when clicked. We listen to this for cycling back.
next_button_eventm_next_button_event Event which is fired by next button when clicked. We listen to this for cycling forward.
is_callback True

ContextCyclingList

name ContextCyclingList
area Context
doc Gives a CONTEXT_LIST, refreshes self and child at specified interval cycling through all contexts. Set interval with 'interval_ms' user property. Use for example to cycle through list of active effects on a unit
user_properties
namevariabledoc
pause_on_mouseoverm_pause_on_mouseover Set with 'pause on mouseover'. If true, the component won't cycle while mouse is hovering over it. Allows for better behaved tooltips!
is_callback True

ContextDebugBreakpointComponentDeleted

name ContextDebugBreakpointComponentDeleted
area Context
doc Used as a layout breakpoint. It will break when the component is destroyed
is_callback True

ContextDebugBreakpointOnScriptTouch

name ContextDebugBreakpointOnScriptTouch
area Context
doc Used as a layout breakpoint. It will break when script calls any function on the component
is_callback True

ContextDebugBreakpointPropagation

name ContextDebugBreakpointPropagation
area Context
doc Used as a layout breakpoint. It will break when a context is set on the component.
is_callback True

ContextDebugBreakpointStateChanged

name ContextDebugBreakpointStateChanged
area Context
doc Used as a layout breakpoint. It will break when the visibility of the component changes
is_callback True

ContextDebugBreakpointVisibility

name ContextDebugBreakpointVisibility
area Context
doc Used as a layout breakpoint. It will break when the visibility of the component changes
is_callback True

ContextDepthSetter

name ContextDepthSetter
area Context
doc Sets depth value based on context. For when want to place UI layered into 3d scene but without positioning in 3d space (for example in frontend scene if want to place some UI to go behind 3d characters in 3d scene)
is_callback True

ContextDisabledSetter

name ContextDisabledSetter
area Context
doc Sets disabled property on component based on context object and context function id set in UiEd
is_callback True

ContextDraggableItem

name ContextDraggableItem
area Context
doc Can handle internal reordering of context list elements. Attempts to evaluate expression, passing in the component of the draggable item on which the current component is dropped. It is then up to the context to internally reorder and update its list. Used in unit card reordering in custom battle.
user_properties
  • nameas_draggable_target_only
    doc If this property does not exist, we can add other parents as user properties.
  • namefail_expression
    variablem_fail_expression
    doc will be evaluated in OnEndDrag if no drop target is found
is_callback True

ContextDropdownMenu

name ContextDropdownMenu
area Context
doc Replacement for DropdownMenu that is driven by contexts rather than custom sets of data. Relies on various contexts being setup in children such as a ContextList to populate list of options. Asserts if any of this data is not setup properly. Also, if you want an action to happen on selection it assumes you will do that by adding a callback to each entry, such as a ContextCommandLeftClick on the ContextDropdownMenuItem entries
functions
name
SelectDropdownItem
is_callback True

ContextDropdownMenuItem

name ContextDropdownMenuItem
area Context
doc Child item in a ContextDropdownMenu. Handles storing of context and informing ContextDropdownMenu parent of selections. Any other functionality like issuing commands on selection should be handled by additional callbacks.
is_callback True

ContextEventAnimationStopper

name ContextEventAnimationStopper
area Context
is_callback True

ContextEventAnimationTrigger

name ContextEventAnimationTrigger
area Context
doc Plays a specified animation when a specified event occurs, as dictated by user properties. Key of user property is the event, and the value is the animation to play when this UI_UPDATE_MSG is received If a context is set (by object id), we only play when event concerns our context otherwise will play whenever receive any event of that type
is_callback True

ContextEventBroadcaster

name ContextEventBroadcaster
area Context
doc On action specified by user property broadcasts the event specified (lclick, rclick, mouseon, mouseoff). Can use to notify other callbacks that listen to UI_UPDATE_MSG events such as ContextAnimationTrigger and ContextComponentInitialiser, so can mouse on this component to animate another unrelated component for example! If specify context object can also send message that is specific to a particular game object too, like for a particular unit for example if you want to highlight a corresponding unit id when mousing over a unit card.
user_properties
namedoc
focuslose Event to be broadcast when focus is lost.
lclick mouseon, mouseoff, lclick, rclick, onkey - these are user properties you use to set when to broadcast. The value is the event name you want to broadcast that would match the event being listened to by other callbacks such as ContextEventAnimationTrigger.
mouseon mouseon, mouseoff, lclick, rclick, onkey - these are user properties you use to set when to broadcast. The value is the event name you want to broadcast that would match the event being listened to by other callbacks such as ContextEventAnimationTrigger.
rclick mouseon, mouseoff, lclick, rclick, onkey - these are user properties you use to set when to broadcast. The value is the event name you want to broadcast that would match the event being listened to by other callbacks such as ContextEventAnimationTrigger.
focusgain Event to be broadcast when focus is gained.
onkey mouseon, mouseoff, lclick, rclick, onkey - these are user properties you use to set when to broadcast. The value is the event name you want to broadcast that would match the event being listened to by other callbacks such as ContextEventAnimationTrigger.
mouseoff mouseon, mouseoff, lclick, rclick, onkey - these are user properties you use to set when to broadcast. The value is the event name you want to broadcast that would match the event being listened to by other callbacks such as ContextEventAnimationTrigger.
is_callback True

ContextFillBar

name ContextFillBar
area Context
doc Fill bar that supports animation for the fill, user property vertical can be specified to change from horizontal fill bar to vertical fill bar. Can also specify update_constant to keep display up to date For example can be used to show unit health on a bar. Uses parent for scale, so 100% it will be same size as its parent.
user_properties
namevariabledoc
invertm_is_inverted User property 'invert' can be specified to make it to (1-value) to reverse the fill
verticalm_is_vertical User property 'vertical' can be specified to make it a vertical fill bar instead of horizontal fill
enable_predrawm_should_update_on_predraw Set with 'enable_predraw' for more frequent updates, not needed in vast majority of cases where getting information from model for example since model state only updates per tick (OnUpdatePulse)
resize_childrenm_resize_children Default false, enable with 'resize_children' to make resize affect children
is_callback True

ContextFillBarBidirectional

name ContextFillBarBidirectional
area Context
doc Special type of fill bar where fill always starts from centre and fills to left or right based on value provided, which is expected to be in the range -1 to 1 Used for comparison UI functionality for example on the unit info panel in 3k to compare stats, but could also be used to visualise impact on stats that can be both positive and negative like public order for example
is_callback True

ContextFillBarCircular

name ContextFillBarCircular
area Context
doc Special type of fill bar where the fill is circular. Expected to be fed in the range of 0 and 1 (though tempted to change this)
user_properties
  • nameend_angle
    variablem_ending_angle
    doc The ending angle of the circle in degrees i.e. finishes at 9 o'clock would be 270. Set by user property "end_angle"
  • namemask_image_index
    variablem_mask_image_index
    doc Used to specify the index of the image used for the mask image (it's like a stencil). Set by user property "mask_image_index"
  • nameenable_predraw
    variablem_should_update_on_predraw
    doc Set with 'enable_predraw' for more frequent updates, not needed in vast majority of cases where getting information from model for example since model state only updates per tick (OnUpdatePulse)
  • namecenter_offset_x
    doc Sets the x coordinate of the center offset for this callback.
  • namefill_anticlockwise
    variablem_fill_anticlockwise
    doc By default the circle fills in clockwise, this inverts it. Set by user property "fill_anticlockwise"
  • namefinal_image_index
    variablem_final_image_index
    doc Used to specify the index of the image used for the final image (ink used in the stencil). Set by user property "final_image_index"
  • namecenter_offset_y
    doc Sets the y coordinate of the center offset for this callback.
  • namestart_angle
    variablem_starting_angle
    doc The starting angle of the circle in degrees i.e. starts at 3 o'clock would be 90. Set by user property "start_angle"
is_callback True

ContextImageAnimationTransition

name ContextImageAnimationTransition
area Context
doc On update display it triggers an animation specified by user property, and then on a specific frame it actually changes the image, so it can look like a transition between the current image and the previous one
user_properties
namevariabledoc
animationm_animation animation id, specified with user property 'animation', is the animation that will play to transition between the images
is_callback True

ContextImageGroupSetter

name ContextImageGroupSetter
area Context
doc Sets multiple images on a component using user property image_index1 for example as key (where number is index of image to set), and then something like ui/skins/default/button_active_%S as value where %S is replaced by evaluated context value Can have multiple user properties to set multiple images, so useful to multiple images like on buttons for example where want category themed buttons and different image for each state
is_callback True

ContextImagePositionPercent

name ContextImagePositionPercent
area Context
doc Similar to ContextPositionPercent. Positions image at percentage distance along component based on context.
user_properties
namevariabledoc
enable_predrawm_should_update_on_predraw Set with 'enable_predraw' for more frequent updates, not needed in vast majority of cases where getting information from model for example since model state only updates per tick (OnUpdatePulse)
verticalm_is_vertical User property 'vertical' can be specified to make it position vertically instead of horizontally
is_callback True

ContextImageSetter

name ContextImageSetter
area Context
doc Sets image on component based on context object and context function id set in UiEd. Can specify image index to replace with image_index user property.
user_properties
  • namefallback_to_default
  • namehide_if_invalid
    variablem_hide_if_invalid
    doc if set, the component will be hidden if the image is not valid
  • nameforce_resize_image
    doc force_resize_image - if this user property is specified, will resize the image metric to the incoming image size as above; however it will still resize regardless of whether the image metric is set to allow resizing or not.
  • nameresize_component
    variablem_resize_component
    doc if set, the component will resize to the dimensions of the image
  • nameresize_image
    doc resize_image - if this user property is specified, will resize image metric to incoming image size. Defaults to not do this, so resizes incoming image so metric stays same.
  • namesuffix
    doc suffix - you can set this user property if you need to append a suffix to the end of an image path returned by context. For example category icons have an image path, and you might want to append _large on to the end of the category icon path to use a larger version for some cases.
is_callback True

ContextInactiveStateSetter

name ContextInactiveStateSetter
area Context
doc Sets state to either inactive or active/hover based on bool return value from context. Can specify user property 'invert_state' to flip condition.
user_properties
namevariabledoc
default_inactivem_default_inactive If set property "default_inactive" it will set the state to inactive/active (depending on is_inverted) when created.
invert_statem_is_inverted If set property 'invert' it does opposite of condition (so if use a IsCommander function, will set inactive if NOT a commander).
is_callback True

ContextInitLookup

name ContextInitLookup
area Context
doc Initialises self and children (if 'init_self' property not set) with context object it finds in context cache with key specified by user property (context_key) Useful for debugging as can quickly add some test UI to a specific unit or character for example to follow them around and show information about them Can get context_key value from context viewer (https://caurl/context_viewer)
user_properties
namedoc
context_key The key of the context object to lookup
is_callback True

ContextInputEventCallback

name ContextInputEventCallback
area Context
doc Adds mouse events for context callbacks.
user_properties
namevariabledoc
steal_keysm_steal_keys_while_visible Whether this callback should steal or redirect key presses to itself while visible.
is_callback True

ContextInteractiveSetter

name ContextInteractiveSetter
area Context
doc Sets interactivity on component based on context object and context function id set in UiEd
user_properties
namevariabledoc
currrent_statem_all_states if we want to set all states to interactive/non-interactive
invert_statem_is_inverted If set property 'invert' it does opposite of condition
is_callback True

ContextLayoutTooltip

name ContextLayoutTooltip
area Common
doc Used to be UnitInfoPanelMouseOver and it's now a generic callback, can act as a budget nested tooltip until we get them integrated to wh3
is_callback True

ContextLazyFillBar

name ContextLazyFillBar
area Context
doc A special type of fill bar used for showing recent changes in existing bars (e.g., currently used for showing recent health damage). Will not animate if switching between different contexts, as it's only intended to show the changes happening to a single context object.
is_callback True

ContextLineConnectionItem

name ContextLineConnectionItem
area Context
doc Used together with ContextLineConnectionParent. User property child_links should be a context list of CcoPair objects, where one of the values of the pair is the context of the child, and the other is a VECTOR_4 where link positions can be taken from. If the context list of children is a different object type other than CcoPair, it will default to outgoing links being TOP and incoming links being BOTTOM
user_properties
namedoc
line_parent ID of this component's line parent.
line_parent_parent ID of this component's line parent's parent, to search for our line parent.
is_callback True

ContextLineConnectionParent

name ContextLineConnectionParent
area Context
doc Used together with ContextLineConnectionItem. This will create links between multiple ContextLineConnectionItem.
user_properties
  • namelinks_list_expression
    doc The expression which will be evaluated to link this callback's items together.
  • namebranch_parent_parent
    variablem_branch_parent
    doc Used to specify where to get the branch templates from
is_callback True

ContextList

name ContextList
area Context
doc Creates a list of child entries based on context data specified (for example a list of units for an army, or a list of effects on a unit, regions in a province, etc)
user_properties
namevariabledoc
refresh_when_samem_refresh_when_same If this is set to true, will re-pass the context to the list even if the lists are the same.
sort_descm_sort_ascending Set by 'sort_desc' user property, if not set or set to 0 will sort ascending (default) otherwise will sort descending
pin_funcm_pin_expression Contexts that match this expression will be pushed to the top of the list regardless of sort direction
list_init_selfm_propagate_context By default we propagate context to created list entries, but if specify 'list_init_self' user property it wont propagate. Use for recursion to avoid infinite loops!
scroll_funcm_scroll_expression Set by 'scroll_func' user property, if set and the ContextList has a parent Listview, it will scroll the view to the first context for which this function returns true
refresh_if_not_visiblem_refresh_if_not_visible set by 'refresh_if_not_visible' user property. If true the list will be refreshed even if it's not visible.
sort_funcm_sort_expression Set by 'sort_func' user property, if set it will sort context list in order of value returned by this expression on each context
sort_constantm_is_sorting_constant Set by 'sort_constant' user property, if set it will keep list sorted as sort value changes (used for things like team lists sorted by score where sort value changes a lot)
dont_recreatem_should_recreate_on_update By default, when we need to refresh we recreate all our list. If this is false, instead we just create/destroy the entries that have changed
template_layoutm_template_layout_path Can set a layout to use as template with 'template_layout' user property. If no template_entry child and this is set, will create first time needed. Can be used for recursive layouts like in building browser.
hide_if_emptym_hide_if_empty Set by 'hide_if_empty' user property, if true list will be set invisible when no children
functions
name
GetList
IndexOfEntry
is_callback True

ContextListEngineItemsPerRowSetter

name ContextListEngineItemsPerRowSetter
area Context
doc Sets the items per row on a list engine using the expression given
is_callback True

ContextListEngineMaxLengthSetter

name ContextListEngineMaxLengthSetter
area Context
doc Sets the max length (max height or max width depending on if vertical or horizontal list type) so we can change this based on a condition For example can be used to have different maximums depending on screen resolutions to make better use of space
is_callback True

ContextListEngineSpacingSetter

name ContextListEngineSpacingSetter
area Context
doc Sets the spacing on a list engine using the expression given
is_callback True

ContextListPropagator

name ContextListPropagator
area Context
doc Propagates the Nth cco of a context list to the Nth child of the component.
is_callback True

ContextListSortButton

name ContextListSortButton
area Context
doc Button that sorts a ContextList with function specified by 'sort_func'. Toggles sorting between ascending/descending based on button state when click, so if want to change default sort change default state!
user_properties
namevariabledoc
deselect_other_buttonsm_deselect_other_buttons Set by 'deselect_other_buttons' user property, if set it will deslect other ContextListSortButton that share the same parent
ascend_expressionm_asc_expression Set by 'ascend_expression' user property, if set it will determine if it should sort ascending or descending based on the value of the expression (true = ascending, false = descending)
is_callback True

ContextListSortOnEvent

name ContextListSortOnEvent
area Context
doc Sorts when the given events are called
user_properties
namevariabledoc
desc_eventm_descending_sort_event Sort descending when this event is fire
asc_eventm_ascending_sort_event Sort ascending when this event is fired
is_callback True

ContextListSorter

name ContextListSorter
area Context
doc Parent class for sorting context lists externally
user_properties
  • nameparent_parent_id
    doc ID of our parent component's parent, to look for it.
  • nameexclude_parent
    doc For when the parent is a context list with context list children but we want to get only the children
  • nameparent_id
    doc ID of our parent component
  • namesort_func
    variablem_sort_expression
    doc Set by 'sort_func' user property, if set it will sort context list in order of value returned by this expression on each context
is_callback True

ContextMaterialParameterSetter

name ContextMaterialParameterSetter
area Context
doc Sets specified material parameter var based on value from context. Can also specify update_constant to keep display up to date Specify 'parameter_id' to specify which material parameter to set, along with 'parameter_index' for which value to update (x,y,z,w=0,1,2,3). Also can specify 'state' user property to make it only change material parameter on a specific state, otherwise defaults to setting for all states
user_properties
namevariabledoc
parameter_idm_material_parameter_id Id of material parameter to set, set by user property 'parameter_id' user property
statem_specific_state Can specify a specific state to apply material parameter to with 'state' user property, if empty just applies to all states
enable_predrawm_should_update_on_predraw Set with 'enable_predraw' for more frequent updates, not needed in vast majority of cases where getting information from model for example since model state only updates per tick (OnUpdatePulse)
is_callback True

ContextMaterialTextureSetter

name ContextMaterialTextureSetter
area Context
doc Sets specified material texture var based on value from context. Specify 'texture_id' to specify which material texture to set Also can specify 'state' user property to make it only change material parameter on a specific state, otherwise defaults to setting for all states
user_properties
namevariabledoc
statem_specific_state Can specify a specific state to apply material parameter to with 'state' user property, if empty just applies to all states
texture_idm_material_texture_id Id of material texture to set, set by user property 'texture_id' user property
is_callback True

ContextMenu

name ContextMenu
area Context
doc Callback for a context menu, a menu that appears at mouse cursor with list of options and when click or pick button menu disappears again
user_properties
name
startOpen
parent_id
target
is_callback True

ContextMouseFollowingComponent

name ContextMouseFollowingComponent
area Context
doc Makes a component follow mouse. Optionally bounded by a parent, and to circular shape
is_callback True

ContextMouseTrackingComponent

name ContextMouseTrackingComponent
area Context
doc This makes, for example, glow component follow the mouse
user_properties
namevariabledoc
disable_x_axism_disable_x_axis This component will not follow the mouse along x axis. Defaults to false.
disable_y_axism_disable_y_axis This component will not follow the mouse along y axis. Defaults to false.
clipped_by_parentm_clipped_by_parent Whether this component should be clipped by its parent. Defaults to false. If false, this component will clip its children instead.
is_callback True

ContextNavigationComponent

name ContextNavigationComponent
area Context
is_callback True

ContextNumberFormatter

name ContextNumberFormatter
area Context
doc Text label used to show numbers which are then formatted when large (so 1000 becomes 1k for example)
user_properties
  • nameformat
    doc ContextNumberFormattershows a numeric value returned by context formatted so large values are shortened, working with different localisations. So for example in english 1200 becomes 1.2k, 1000, becomes 1k, 1000000 becomes 1m, etc
  • namesupport_inactive_state
    variablem_support_inactive_state
    doc Whether this component can be in an inactive state. If set to false (default), will not check for inactive state before updating display, as it's assumed will never be inactive.
  • nameformat_notation
    doc format_notation - can use this property to specify the way the number will be formatted
is_callback True

ContextNumbersAsImages

name ContextNumbersAsImages
area Context
doc Reads a string of numbers and displays them as images from a specified folder
user_properties
namevariabledoc
folderm_folder_path The path of the folder and prefix of images. For example if put ui/skins/default/test_num, you need to have images such as ui/skins/default/test_num1.png, ui/skins/default/test_num2.png, etc
is_callback True

ContextObjectCacheRemover

name ContextObjectCacheRemover
area Context
doc Removes the context object from the cache when the component is trashed or when the object gets replaced. This is used if we need to store allocated temporary objects in a context and we need to free them when the component gets destroyed or the context gets replaced. Please note this will cause problems if another component is using the context as well. (children should be fine) // #UI_DEPRECATED should remove this class and use proper types for contexts instead
is_callback True

ContextObjectStore

name ContextObjectStore
area Context
doc Stores context it is given, and allows it to be retrieved via GetContextObject. Useful for callbacks that need to use multiple contexts. For example ContextCommandLeftClick might assign an ancillary to a character, for that the command needs two contexts. This way the the callback could call CcoCampaignCharacter::AssignAncillary, and in that command it can grab the ContextObjectStore for the the CcoAncillary to get the item to be assigned.
is_callback True

ContextOpacitySetter

name ContextOpacitySetter
area Context
doc Sets opacity on component based on context object and context function id set in UiEd.
user_properties
namevariabledoc
enable_predrawm_should_update_on_predraw Set with 'enable_predraw' for more frequent updates, not needed in vast majority of cases where getting information from model for example since model state only updates per tick (OnUpdatePulse)
propagatem_propagate_to_children User property 'propagate' makes opacity apply to children
all_statesm_apply_to_all_states Use user property 'all_states' to make opacity be set on all states, defaults to just set opacity on current state
is_callback True

ContextPieChart

name ContextPieChart
area Context
doc creates a context pie chart
is_callback True

ContextPinChild

name ContextPinChild
area Context
is_callback True

ContextPinChildBase

name ContextPinChildBase
area Context
doc ContextPinChild and ContextPinParent work together. The ContextPinChild passes its context to the ContextPinParent on mouseon, and clears on mouseoff. On left click it also passes context to ContextPinParent but with a pin flag. The ContextPinParent will set the context and visibility of itself and its children based on the contexts provided. If a mouseoff is received, it will fallback to any pinned context it received on a click. Used for example on tech screen in 3k, and could be used for unit info comparison systems.
user_properties
  • namepin_parent_parent_id
    doc The id of the parent component of the ContextPinParent we will interact with, used to help find our ContextPinParent.
  • namepin_parent_id
    variablem_context_pin_parent
    doc ContextPinParent will interact with
  • namecheck_condition_func
    variablem_check_condition_func
    doc Set with 'condition_func'. Use if we need to check condition expression of property on interaction
  • namecondition_func
    variablem_condition_expression
    doc Can set via 'condition_func' user property. If set will evaluate this condition before pinning on click (so can have inactive hover states basically, like for tech in 3k)
  • namedefer_lookup
    doc defer looking up our parent until first update instead of doing it on creation, to deal with potential creation order issues.
  • namedisable_pinning
    variablem_enable_pinning
    doc Disabled with 'disable_pinning'. For mouseover interaction with a pin parent, without being able to pin.
  • nameclear_on_lose_visibility
    variablem_clear_on_lose_visibility
    doc If true clears pin parent on losing visibility
  • nameuse_right_click
    variablem_use_right_click
    doc Set with 'use_right_click'. If true use right click instead of left.
  • namealways_pin_on_state
    variablem_state_to_pin
    doc Set with 'always_pin_on_state' Used to pin component when it enters a given state, even if it hasn't been clicked
  • nameevaluate_on_interact
    variablem_evaluate_on_interact
    doc Set with 'evalute_on_interact' By default we evaluate pin child context when set. With this property we can re-evaluate on every interaction
functions
name
Pin
is_callback True

ContextPinChildOnEndDrag

name ContextPinChildOnEndDrag
area Context
is_callback True

ContextPinParent

name ContextPinParent
area Context
doc ContextPinChild and ContextPinParent work together. The ContextPinChild passes its context to the ContextPinParent on mouseon, and clears on mouseoff. On left click it also passes context to ContextPinParent but with a pin flag. The ContextPinParent will set the context and visibility of itself and its children based on the contexts provided. If a mouseoff is received, it will fallback to any pinned context it received on a click. Used for example on tech screen in 3k, and could be used for unit info comparison systems.
user_properties
namevariabledoc
repropagate_eventm_repropagate_pin_event Set with 'repropagate_event'. We can set this to get up to date context based on pinned child. Useful with ContextPinChild's m_evaluate_on_interact.
ignore_visibilitym_ignore_visibility Set with 'ignore_visibility'. Setting this we can ignore the visibility of the component when interacting
self_handlem_self_handle Set with 'self_handle'. Setting this prevents propagation when setting context.
persistent_contextm_persistent_context Set with 'persistent_context'. Setting this we can allow pinned context to persist beyond the associated component's lifetime
functions
name
ClearPin
is_callback True

ContextPipGenerator

name ContextPipGenerator
area Context
doc Creates pip image instances at intervals based on the max value and interval values. Intended for use underneath a ContextFillBar for pipped health bars.
user_properties
namedoc
size_parent Specify the parent component that represents the maximum size of the pip bar. If not specified, it will default to the component that the context is applied to.
is_callback True

ContextPositionPercent

name ContextPositionPercent
area Context
doc Positions component at percentage distance along parent based on context. So if 0.5 it will position at half way point along parent (vertically or horizontally based on if 'vertical' property specified). Could be used for indicating stat values for example, or loading percent, or max health replenishment allowed. Supports component being docked or not, and also supports a single frame animation called 'move' that uses absolute movement for smooth movement to position
user_properties
namevariabledoc
invertm_is_inverted User property 'invert' can be specified to make it to (1-value) to reverse the fill
verticalm_is_vertical User property 'vertical' can be specified to make it position vertically instead of horizontally
enable_predrawm_should_update_on_predraw Set with 'enable_predraw' for more frequent updates, not needed in vast majority of cases where getting information from model for example since model state only updates per tick (OnUpdatePulse)
is_callback True

ContextPriorityLockOnCondition

name ContextPriorityLockOnCondition
area Context
doc if context expression is true, will lock priority to priority of component, otherwise will unlock priority.
is_callback True

ContextPropagationBlocker

name ContextPropagationBlocker
area Context
doc Put on component with an explicit type to block propagation of that type past component
is_callback True

ContextPropagator

name ContextPropagator
area Context
doc Propagates the stored context on specific events to the components children.
is_callback True

ContextPropertySetter

name ContextPropertySetter
area Context
doc Sets user property on component based on context object and context function id set in UiEd, with key specified by context_prop user property
user_properties
namevariabledoc
context_propm_target_user_property ContextPropertySetter (CF) will set the user property specified by the user property context_prop to the context value specified by the context object and function. Useful for changing properties such as particle emitters, etc.
clear_if_falsem_clear_if_false If the expression used evaluates to false (and this setting is on) the user property will be removed from target component.
is_callback True

ContextRadarIcon

name ContextRadarIcon
area Context
doc Positions component at correct position on map parent based on radar position provided by context system, which it extents to be a percentage position on 3d map so can transform to 2d position in radar (for example CcoCampaignCharacter::RadarPosition)
user_properties
namedoc
anchor_y y coordinate of the anchor point for the offset to use. 1 is bottom, 0 is top, default is 0.5
anchor_x x coordinate of the anchor point for the offset to use. 1 is right, 0 is left, default is 0.5
is_callback True

ContextRadialListEngineRadiusSetter

name ContextRadialListEngineRadiusSetter
area Context
doc Sets the radius of a radial list engine using the expression given
is_callback True

ContextRadialListEngineStartingAngleSetter

name ContextRadialListEngineStartingAngleSetter
area Context
doc Sets the starting of a radial list engine using the expression given, in degrees
is_callback True

ContextRadialNavigationComponent

name ContextRadialNavigationComponent
area Context
is_callback True

ContextRelativePositioner

name ContextRelativePositioner
area Context
doc Moves the component to the VEC4 position on the screen relative to the parent
user_properties
namedoc
anchor_y y coordinate of the anchor point for the offset to use. 1 is bottom, 0 is top, default is 0.5
anchor_x x coordinate of the anchor point for the offset to use. 1 is right, 0 is left, default is 0.5
is_callback True

ContextRevealingTextLabel

name ContextRevealingTextLabel
area Context
doc Does the same thing as ContextTextLabel but can be configured to reveal the text character by character over time. Use "char_delay_ms" property to configure the delay between each displayed character. Use "start_delay_ms" user property to configure when revealing starts. @documentation: ContextRevealingTextLabel(CF) is a type of ContextTextLabel(CF) that is used to reveal a text over time.
user_properties
namevariabledoc
char_delay_msm_char_delay_ms Used to modify the time it takes for each character to be revealed
start_delay_msm_start_delay_ms Used to delay the starting time of the reveal
is_callback True

ContextSelectableGroupItem

name ContextSelectableGroupItem
area Context
doc Same as ContextSelectableItem but is grouped by a parent, this defaults to the parent but can be specified too
user_properties
namedoc
group_selection_parent_parent group_selection_parent_parent - the parent of the parent/group that this component belongs to
group_selection_parent group_selection_parent - the parent/group that this component belongs to, defaults to this component's parent.
is_callback True

ContextSelectableItem

name ContextSelectableItem
area Context
doc ContextSelectableItem will register itself with a ContextSelectionParent. All selection logic of this class will be handled by the parent. These items don't need to be direct children of this or belong to the same parent. ContextSelectableItems ALWAYS need a ContextSelectionParent.
user_properties
  • nameselection_parent
    doc The selection parent this item belongs to. It must have the ContextSelectionParent callback.
  • namesupport_inactive_states
    variablem_support_inactive_states
    doc Whether this component can be selected even if it is in an inactive state. Defaults to false.
  • nameignore_inactive_on_mouseover
    variablem_ignore_inactive_on_mouseover
    doc If true, this component can be moused over even when inactive. Defaults to false.
  • namedefault_selection_condition
    variablem_default_selection_condition
    doc the condition that will be used for default selection
  • nameselection_parent_parent
    doc The ID of a parent to search for the selection parent from, uses Root as default.
  • namedeselection_condition
    variablem_deselection_condition
    doc the condition that will be used for deselection
  • nameselection_condition
    variablem_selection_condition
    doc the condition that will be used for selection
  • nameis_selected
    doc Whether this item is currently selected. This user property is automatically set in code, don't need to manually touch it.
functions
name
Select
is_callback True

ContextSelectionGroupParent

name ContextSelectionGroupParent
area Context
doc Version of ContextSelectionParent that groups up selectable items into parent groups
functions
nameargs
ClearSelectionForParent
nameoptional
StringTrue
StringTrue
ClearSelection
nameoptional
StringTrue
StringTrue
is_callback True

ContextSelectionParent

name ContextSelectionParent
area Context
doc Manages the selection of multiple ContextSelectableItems. All selectable items should be registered with this manager. All selection logic should be handled by the parent. If a target_component has been specified all selected context will be passed to that component every time the selection changes.
user_properties
  • namedisable_deselection
    variablem_disable_deselection
    doc Used in rare case when we want the selection to remain even when item is clicked again, see "reinforcement_purchase" in WH3 for example
  • namehandle_mouseover_visually
    variablem_handle_mouse_over_visually
    doc If true this will handle whether the mouse cursor is visually over the item (regardless focus is not the item)
  • namehandle_mouseover
    variablem_handle_mouseover_changes
    doc If true this will handle mouseover changes on ContextSelectableItems, much like a context pin parent
  • nameallow_multiple_selected
    variablem_allow_multiple_selected
    doc If true we allow for multiple selected items
  • nameselection_added_auto_event
    variablem_auto_selected_added_event
    doc ui event broadcasted when an automated selection event triggers and adds a selection item
  • nameshortcut_select_all
    variablem_shortcut_select_all
    doc If true this will allow "select_all" shortcut to select all selection items registered to this parent. Requires the component to accept the shortcut in text/default_keys.xml.
  • nameselection_no_change_event
    variablem_selected_no_change_event
    doc ui event broadcasted when a selection event triggers but the selection is unchanged due to re-clicking a selected item with disable_deselection enabled or clicking an item
  • nameallow_none_selected
    variablem_allow_none_selected
    doc If true the selection can be empty
  • nameclear_on_context_set
    variablem_clear_on_context_set
    doc If when a CcoContextSelection is passed to this callback, we should clear the current selection
  • nameallow_multiple_selected_with_shift
    variablem_allow_multiple_selected_with_shift
    doc If true, does a multi-select when shift is held, also selecting any elements between previous and current selection (like in windows)
  • nameselection_removed_auto_event
    variablem_auto_selected_removed_event
    doc ui event broadcasted when an automated selection event triggers removes a selection item
  • nameselection_removed_event
    variablem_selected_removed_event
    doc ui event broadcasted when a selection event triggers removes a selection item
  • namedeselect_on_failed_click
    variablem_deselect_on_failed_click
    doc Set with user property 'deselect_on_failed_click' will make parent listen for global mouse events and clear selection when clicking something that isnt selectable item
  • namerefresh_selection_event
    doc Refreshses the selection whenever this event message is heard.
  • nameselection_changed_auto_event
    variablem_auto_selected_changed_event
    doc ui event broadcasted when an automated selection changes so other components outside of the selection family can listen to selection changes.
  • nameselection_changed_event
    variablem_selected_changed_event
    doc ui event broadcasted when selection changes so other components outside of the selection family can listen to selection changes.
  • nameselect_first
    variablem_select_first_valid
    doc Whether should automatically select first valid option if nothing is selected. Defaults to false.
  • nameparent
    variablem_target_component
    doc The component that listens for selection events. Once the selection changes a CcoContextSelection will be passed to it.
  • nameselection_added_event
    variablem_selected_added_event
    doc ui event broadcasted when a selection event triggers and adds a selection item
  • nameallow_multiple_selected_with_ctrl
    variablem_allow_multiple_selected_with_ctrl
    doc If true, does a multi-select when ctrl is held
functions
  • nameSelectContext
  • nameDeselectContext
  • nameSelectFirstVisible
  • nameClearSelection
    args
    nameoptional
    boolTrue
  • nameCurrentSelection
  • nameCurrentSelectedComponents
is_callback True

ContextSelectionPropagator

name ContextSelectionPropagator
area Context
doc Links to a context selection parent and propagates the current selection/mouse over when it changes. This is a context selection variation of context pin parent/child
user_properties
  • namegroup_selection_parent_parent
    doc group_selection_parent_parent - the parent of the parent/group that this component belongs to
  • namehandle_mouseover
    variablem_handle_mouseover
    doc if true, this propagtor will overwrite selection with the mouseover reports
  • namegroup_selection_parent
    doc group_selection_parent - the parent/group that this component belongs to, defaults to this component's parent.
  • nameignore_old_style_propagation
    variablem_ignore_old_style_propagation
    doc #UI_DEPRECATED Fix this once we start the next project
is_callback True

ContextShaderVarSetter

name ContextShaderVarSetter
area Context
doc Sets specified shader var based on value from context. Can also specify update_constant to keep display up to date Specify 'var_id' to specify which shader var to set (x,y,z,w=1,2,3,4). Also can specify 'state' user property to make it only change shader on a specific state, otherwise defaults to setting for all states
user_properties
namevariabledoc
statem_specific_state Can specify a specific state to apply shader to with 'state' user property, if empty just applies to all states
enable_predrawm_should_update_on_predraw Set with 'enable_predraw' for more frequent updates, not needed in vast majority of cases where getting information from model for example since model state only updates per tick (OnUpdatePulse)
is_callback True

ContextSkinOverrideSetter

name ContextSkinOverrideSetter
area Context
doc Set the skin override for the component and its children.
is_callback True

ContextSlot

name ContextSlot
area Context
doc ContextSlots are used with ContextSlotItems. Handles the notion of equipping through clicking or drag and drop. The equip command will be called when a ContextSlotItem is dropped or selected for this slot. The equip command of the Item will be called as well.
user_properties
namevariabledoc
hide_item_on_equipm_hide_item_on_equip If set to true, hides the item on a successful equip. This can be used for example if the equip command has a dialogue box, so that the item doesn't show like it went back to the list.
state_expressionm_state_expression the state command will be called when the items selected are changed, if true the state will be changed to inactive
dont_set_contextm_set_context By default, this will set the context object from the item, unless the property dont_set_context is set
parentm_selection_managing_component the selection parent
equip_commandm_equip_command the equip command to be called when an item is dragged into a this slot or when the slot is clicked while an item is selected
clear_on_equipm_clear_on_equip do we want to clear the selection managers selection when we've handled the equip
disable_swapping_with_empty_slotsm_disable_swapping_with_empty_slots do we want to allow the ability to switch this slots context with a slot that has an empty context
equipable_expressionm_equipable_expression the equipable command will be called when an item is dragged into this slot or when the slot is clicked while an item is selected - will only equip if passes this test, if it is present
functions
namedoc
SelectionManagingComponentContextContext of the selection parent, so that it's easy to access the selected item(s) in context from the slot, without having to search for this component each time.
is_callback True

ContextSlotItem

name ContextSlotItem
area Context
doc Used together with ContextSlots. Once passed to a slot (through drag and drop or by clicking the item and then the slot) the equip commands are called of both the item and the slot.
user_properties
  • nameis_draggable
    variablem_is_draggable
    doc A boolean expression that determines if the given item should be draggable or not
  • namestate_event
    doc The event that will trigger the state to be re-evaluated
  • nameequip_command
    variablem_equip_command
    doc The equip command to be called when the item is dragged into a slot or when clicked (this will be called after the equip_command on the slot)
  • namestate_expression
    variablem_state_expression
    doc A boolean expression that determines if the given item should be draggable or not
is_callback True

ContextSlotSelectionParent

name ContextSlotSelectionParent
area Context
doc Selection parent for ContextSlots, handles deslection on failed click handling
user_properties
namevariabledoc
dont_handle_esc_keym_handle_escape_key if we should handle deselection on escape, default to true as this is old behaviour
allow_buttonsm_allow_buttons if we should allow the button callback
functions
name
CurrentSelection
is_callback True

ContextSlotStaged

name ContextSlotStaged
area Context
doc A type of ContextSlot that allows for staging items. Acts like a pin parent/child and allows for dropdowns and more context/functionality around the slot
user_properties
namevariabledoc
staging_eventm_staging_event The event that's fired when the slot item is pinned into the slot
click_off_clearm_click_off_clear If we should clear the pinned selected when clicking off
unstaging_eventm_unstaging_event The event that's fired when the slot item is unpinned into the slot
functions
name
HandleEquip
RemovePin
is_callback True

ContextSoundSetter

name ContextSoundSetter
area Context
doc Sets (overrides) sound category on component based on context object and context function id set in UiEd. If function returns empty, clears the override sound
is_callback True

ContextSoundTrigger

name ContextSoundTrigger
area Context
doc Plays a sound when specified events received. Uses context function to get the sound wish to play (which via expressions can just be hardcoded string) Can be used without context object to just trigger a sound based on an event, in which case will use function id as sound to play
user_properties
namevariabledoc
positionm_position The position of the sound emitter object (if needed)
trigger_on_simulated_clickm_trigger_sound_on_simulated_clicks we usually don't want sound to trigger on simulated clicks, however in certain cases we want to do it (lord select screen for example)
disable_dialogue_event_cooldownm_disable_dialogue_event_cooldown Disable cooldown when using dialogue events
skipm_skip Expression which if evaluated to true will skip the triggering of any wwise event (false by default)
cooldownm_has_cooldown Set by 'cooldown' property, passed into play_sound call
dialogue_eventm_dialogue_event The dialogue id that determines that this trigger should trigger dialogue sounds rather than normal sounds
is_callback True

ContextSpineOverride

name ContextSpineOverride
area Context
doc Something to be used to override the Spine settings dynamically
user_properties
  • namejson_path
    variablem_json_path_expression
    doc The path of the json file containing data we want to use in overriding Spine settings.
  • nameatlas_path
    variablem_atlas_path_expression
    doc The path of the atlas file containing data we want to use in overriding Spine settings.
  • namekeep_anim
    doc Whether we should keep existing animations when overriding Spine settings.
is_callback True

ContextStateSetter

name ContextStateSetter
area Context
doc Sets state on component based on context object and context function id set in UiEd Can specify set of thresholds via userproperties threshold1, threshold2, etc and will set states based on where context value lies among these (for damage icons, etc). The thresholds should be in ascending order. If non set just sets single state based on context.
user_properties
namevariabledoc
use_transitionsm_is_using_transitions Set by 'use_transitions'. If true, will check if a state transition and use that so get animated transition to state. Otherwise will instantly set state.
fallback_statem_fallback_state The state to set when trying to set the state through an animation fails.
is_callback True

ContextStateSetterConditional

name ContextStateSetterConditional
area Context
doc Sets state of the component to the first state that satisfies the associated condition.
user_properties
  • nameuse_transitions
    variablem_is_using_transitions
    doc Set by 'use_transitions'. If true, will check if a state transition and use that so get animated transition to state. Otherwise will instantly set state.
  • nameordered_states
    doc If specified, code will assume each state user property will have a number prefix, for example '0.selected_inactive'. This is to allow to dictate order the expressions are evaluated as otherwise will default to alphabetical order of states
  • nameskip_empty_object
    variablem_skip_empty_object
    doc If set and the type of m_context_object is a CcoEmptyObject, return early from UpdateDisplay
  • namehandle_button_states
    variablem_handle_button_states
    doc Enabled special case handling for buttons, won't change the current state if currently selected
  • namefallback_state
    variablem_fallback_state
    doc The state to set when no expression pairs evaluate to true
is_callback True

ContextTargettingInterfaceObjectStore

name ContextTargettingInterfaceObjectStore
area Context
doc Used for allowing UI elements to be targetable by the targetting interface. Used to retrieve the stored context to check if valid
is_callback True

ContextTextLabel

name ContextTextLabel
area Context
doc ContextTextLabel(CF) will show specified context in text form (use for example to show a units name). Additionally can be used to implement by not specifying a function id and inserting potentially multiple tags in the text (e.g. {{CcoBattleUnit:Health}}, which will then be replaced with the context values specified by the tags.
user_properties
  • namesuppress_localise_asserts
    doc If this user property exists, we will not fire asserts related to unlocalized text.
  • namedifferent_text_per_state
    variablem_different_text_per_state
    doc Used to indicate that we are going to have different text for each state
is_callback True

ContextTooltipSetter

name ContextTooltipSetter
area Context
doc Exactly same as ContextTextLabel but instead of setting text sets the tooltip (also supports context text tags)
user_properties
namevariabledoc
clear_on_context_clearm_clear_on_context_clear if we should clear when our context is cleared
is_callback True

ContextTransitionStore

name ContextTransitionStore
area Context
doc A store for specifically storing contexts for transitions
user_properties
namevariabledoc
dont_propagatem_propagate if the stored context should be propagated to all the children of the transitioned component
is_callback True

ContextTrashOnCondition

name ContextTrashOnCondition
area Context
doc If context function returns true, will trash self. Used for example for dlc specific UI where placed in layout, and want to strip out when never applicable (like realm of souls bar for tomb kings, want to strip out for everyone else) Ideally wouldnt create in first place but some times a component needs to be used for a period and then remove itself
is_callback True

ContextTutorialSeriesItem

name ContextTutorialSeriesItem
area Context
doc Shows or hides the component it is attached to depending on if it is time to show the given tutorial item or not (looked up through its parent), communicates to the tutorial parent it is time to move to the next hint once the next/close button is pressed, which in turn then also closes this hint. If this item is the last in the series of hints, it shows the close button, otherwise it shows the next button, both linked up through user properties.
user_properties
namevariabledoc
back_buttonm_back_button component for the button that will be shown if the chain of items has more items before this one. Defaults to "back_button" if not set.
next_buttonm_next_button component for the button that will be shown if the chain of items has more items after this one. Defaults to "next_button" if not set.
close_buttonm_close_button component for the button that will be hidden if this item is the last one in the chain. Defaults to "close" if not set.
tutorial_parentm_parent the parent with which we are registered and which keeps track of us.
visibility_conditionm_visibility_condition if set, it will be evaluated to determine if it should show this item or not.
is_callback True

ContextTutorialSeriesParent

name ContextTutorialSeriesParent
area Context
doc This callback is used to control a series of tutorial hints (ContextTutorialSeriesItem), the current position in the sequence identified by a global tutorial key, with an optional visibility condition for cases where you might have tutorials that fire when a specific condition has become true, or it only applies to a specific faction or similar. - currently the children positions in the sequence are identified by their index and sorted as such, thus the sequence may have holes and it should still work..
user_properties
namevariabledoc
tutorial_keym_tutorial_key the key which will be read from/written to in the registry to track state. NOTE: When we say registry here we are referring to the new game data registry system, where it is a json file editable in any plain text editor. For more info refer to https://caurl/game_data_registry
visibility_conditionm_visibility_condition if set, it will be evaluated to determine if it should show this tutorial or not
is_callback True

ContextTypeVisibilitySetter

name ContextTypeVisibilitySetter
area Context
doc Sets visibility on component based on context object being of specified type and matching condition (intended to be used when Context Object Id set to 'any' but only want to show for a list of certain types. For example building info panel want to show when given building or construction item, but not when given province/settlement from parent components)
is_callback True

ContextUnitCardImageSetter

name ContextUnitCardImageSetter
area Common
doc Takes a context and uses that to setup all unit card images and masks and mask colours
is_callback True

ContextVisibilitySetter

name ContextVisibilitySetter
area Context
doc Sets visibility on component based on context object and context function id set in UiEd
user_properties
namevariabledoc
cache_visibility_on_animation_endm_cache_visibility_on_anim_end Use if want to set cached visibility after animation end, for cases where show/hide animation desyncs visibility.
invertm_is_inverted #UI_DEPRECATED// If set property 'invert' it does opposite of condition (so if use a IsCommander function, will setvisible if NOT a commander).
update_when_parent_invisiblem_update_when_parent_invisible Should this component be updated even when parent is invisible
is_callback True

ContextWorldSpaceCollidableComponent

name ContextWorldSpaceCollidableComponent
area Context
user_properties
  • namemanager
    doc The ContextWorldSpaceCollidableComponentManager managing this
  • nameshould_avoid_overlaps_expression
    variablem_should_avoid_overlaps_expression
    doc Expression used to work out whether this component should avoid overlaps
  • namebounds_component
    doc The component used to mark the bounds of this collidable component when the ContextWorldSpaceCollidableComponentManager
is_callback True

ContextWorldSpaceCollidableComponentManager

name ContextWorldSpaceCollidableComponentManager
area Context
user_properties
namedoc
collidable_component_parent_id The id of the parent component of the world space collidable components managed by this
fall_back_sort_expression The fallback condition for sorting collidable components
is_callback True

ContextWorldSpaceComponent

name ContextWorldSpaceComponent
area Context
doc Positions component at 3d position of context object specified based on context data specified (for example can use to keep a piece of ui positioned next to a battle unit) Can use user property depth_disabled to disable depth rendering, and specify offset_x,offset_y,offset_z to offset 3d target position (so can place above a units position for example)
user_properties
  • namedock_top
    variablem_is_docked_top_centre
    doc By default we position bottom centre at world space target, but can specify 'dock_top' property to make it position top centre there
  • nameheight_offset_cam_distance_max
    doc Maximum camera distance to determine component offset (so component higher as move further away, and lower as move closer)
  • nameoffset_x
    doc offset_x, offset_y, offset_z - these user properties can be used to offset from 3d space. For example you might want a offset_y setting to raise height over battle unit
  • nameheight_offset_min
    doc Minimum offset added to component as moved further away (so component higher as move further away, and lower as move closer)
  • nameoffset_y
    doc offset_x, offset_y, offset_z - these user properties can be used to offset from 3d space. For example you might want a offset_y setting to raise height over battle unit
  • nameonly_show_offscreen
    variablem_only_show_when_offscreen
    doc Set by 'only_show_offscreen' property. If this property exists, it will only show the target when offscreen
  • namescale_height_offset_by_camera_distance
    variablem_should_scale_height_offset_by_camera_distance
    doc set by 'scale_height_offset_by_camera_distance' property, used to scale height offset by distance from camera (so component higher as you move away and lower as move closer)
  • nameheight_offset_max
    doc Maximum offset added to component as moved further away (so component higher as move further away, and lower as move closer)
  • namedepth_disabled
    variablem_is_depth_enabled
    doc Can disable with depth_disabled user property. If enabled will rendered in 3d space so can be occluded, if false will always be on top of 3d world objects.
  • nameignore_x_offset
    variablem_ignore_x_offset
    doc set by 'ignore_x_offset' property, used for campaign world space components
  • nameheight_offset_cam_distance_mid
    doc Mid camera distance to determine component offset (so component higher as move further away, and lower as move closer)
  • nameheight_offset_mid
    doc Mid offset added to component as moved further away (so component higher as move further away, and lower as move closer)
  • nameshow_offscreen
    variablem_should_show_offscreen
    doc Set by 'show_offscreen' property. If this property exists, when target offscreen will clamp to edge of screen and if we have an world_space_arrow child we will rotate that to face
  • nameoffset_z
    doc offset_x, offset_y, offset_z - these user properties can be used to offset from 3d space. For example you might want a offset_y setting to raise height over battle unit
is_callback True

CreditsCallbacks

name CreditsCallbacks
area Frontend
is_callback True

CursorControlledList

name CursorControlledList
area Common
doc A list that's navigated by the mouse cursor
user_properties
name
disable_selection
is_callback True

CursorListView

name CursorListView
area Common
is_callback True

CursorOffsetList

name CursorOffsetList
area Common
doc A mouse offset list, this isn't a scrolling containter, simply a paralax styled one
user_properties
  • nameauto_mouse_offset
    variablem_auto_offsets
    doc if the list should automatically calculate offsets based on the amount outside of the clip component
  • namedisable_selection
  • namedisable_list_centering
    variablem_should_center_list
    doc if the list should center itself, turned off by disable_list_centering
is_callback True

CursorParallaxCallback

name CursorParallaxCallback
area Common
doc This callback applies parallax style movement to the component, mapped to the cursors distance from the middle of the monitor
user_properties
namevariabledoc
parallax_invertedm_inverted if the movement is in the same direction to the mouse
is_callback True

CursorPositionedCallback

name CursorPositionedCallback
area Common
doc Positions component at cursor position
is_callback True

CustomBattleClickgenMap

name CustomBattleClickgenMap
area Frontend
doc Callback for the clickgen map in the custom battle screen, handles clicks to change the current map. Derives from drag and zoom map to support navigatrion
is_callback True

CustomBattleScreen

name CustomBattleScreen
area Frontend
doc Callback for the custom battle screen in the frontend. Manages lobby, and reports any lobby related events as UI_UPDATE_MSGs so the actual implementation of the screen can be driven by contexts.
is_callback True

CycleGadget

name CycleGadget
area Common
doc CycleGadget
is_callback True

DeathNightCallback

name DeathNightCallback
area Common
is_callback True

DialogBoxSimple

name DialogBoxSimple
area Common
doc Callback for basic modal dialog, will lock priority and steal/handle escape keys
user_properties
  • nametopmost
    doc Can force panel to be rendered on top of everything else with topmost userproperty.
  • namedisable_priority_lock
is_callback True

DiplomacyCurrentTreatyListButton

name DiplomacyCurrentTreatyListButton
area Campaign
doc sets up current treaty list item, this will show the details of current treaty. Is non-Interactive.
is_callback True

DiplomacyDeclareWarPanel

name DiplomacyDeclareWarPanel
area Campaign
doc This will handle 'war_decalred' sub-panel, Initiallity we had 'declare_war' panel in UI as well now all is merged in this layout and we have 2 interface to deal with information in both cases.
is_callback True

DiplomacyDropdown

name DiplomacyDropdown
area Campaign
doc dont want to patch up the old code to fit on new layout, create a new one and copy stuff over BEGIN_COMPONENT_CALLBACK_CLASS(DiplomacyDropdown) Purpose: The parent class that will initialize all the negotiations and call on all the subpanels to setup details of various treties in place and the once that we initiate. will hanle the dipplaay of facitons that are currently in negotiation.
is_callback True

DiplomacyFactionList

name DiplomacyFactionList
area Campaign
doc will handle the faction list when initialized from Diplomacy panel.
is_callback True

DiplomacyFactionListAttitudeIcon

name DiplomacyFactionListAttitudeIcon
area Campaign
doc This will handle the mouse ON, Off callbacks on the attitude icons that will show/hide our custom tooltip.
is_callback True

DiplomacyItemText

name DiplomacyItemText
area Campaign
doc ---------------------------------------------------------------------------------------------------
is_callback True

DiplomacyListAccessButton

name DiplomacyListAccessButton
area Campaign
doc extension of the list button that has details for the millitary access for the treaty.
is_callback True

DiplomacyListAllianceButton

name DiplomacyListAllianceButton
area Campaign
doc Callback for alliances and vasals
is_callback True

DiplomacyListBreakTreatyButton

name DiplomacyListBreakTreatyButton
area Campaign
doc extension of the normal list button that has details about the factions that are involved in the treaty.
is_callback True

DiplomacyListButton

name DiplomacyListButton
area Campaign
doc once we have selected a action we add it to the offers/demands list, this class will deal with items in those list, since once we accet the negotiations we will have to process the list.
is_callback True

DiplomacyListConfederationButton

name DiplomacyListConfederationButton
area Campaign
doc Callback for confederation, includes effect icon showing effect will get as a result for next few turns
is_callback True

DiplomacyListMarriageButton

name DiplomacyListMarriageButton
area Campaign
doc Callback for marriage entry on offers table, showing details of proposed bride
is_callback True

DiplomacyListPaymentButton

name DiplomacyListPaymentButton
area Campaign
doc extension of normal list button that has details about the payment treaty.
is_callback True

DiplomacyListTradeAgreementButton

name DiplomacyListTradeAgreementButton
area Campaign
doc Callback for trade agreement button showing value of trade agreement and resources to be traded
is_callback True

DiplomacyListTradeRegionsButton

name DiplomacyListTradeRegionsButton
area Campaign
doc Callback for region trade
is_callback True

DiplomacyMarriagePanel

name DiplomacyMarriagePanel
area Campaign
doc Handles negotiations with marriage, lists of wives for each character
is_callback True

DiplomacyMillitaryAcessPanel

name DiplomacyMillitaryAcessPanel
area Campaign
doc setup the millitary acess panel, we have 2 different type of these so might need to split it based on what we want to so in them. Soft Millitary / Hard Millitary
is_callback True

DiplomacyOverlayOptions

name DiplomacyOverlayOptions
area Campaign
doc Handles the overlay in the diplomacy panel. Also used in war coord panel
is_callback True

DiplomacyPaymentPanel

name DiplomacyPaymentPanel
area Campaign
doc will handle all the things to do with Payment treaty, will pass the details to main panel once we have processed all the selections that were made.
is_callback True

DiplomacyRequestActionPanel

name DiplomacyRequestActionPanel
area Campaign
doc CC to will handle any 'request' type of actions we want to propse like, request-break-alliance, request-break-trade.....
is_callback True

DiplomacyRitualCurrencyTransfer

name DiplomacyRitualCurrencyTransfer
area Campaign
is_callback True

DiplomacySimpleTreatyPanel

name DiplomacySimpleTreatyPanel
area Campaign
doc CC to handle simple proposals that require Yes/ No question, this would include mostly all the Cancel Treties.
is_callback True

DiplomacyTacticalZoom

name DiplomacyTacticalZoom
area Campaign
doc Handles zooming to tactical view when entering the panel and the button that toggles between tactical and normal view.
functions
name
InitialiseCamera
is_callback True

DiplomacyTradeRegionsPanel

name DiplomacyTradeRegionsPanel
area Campaign
doc Handles negotiations with trading regions
is_callback True

DockToTarget

name DockToTarget
area Common
doc Visually docks this component, when visible from root, to the target without adopting it into the hierarchy. This means it won't affect parent lists or other functionality regarding the child size
is_callback True

DragAndDropHandler

name DragAndDropHandler
area Common
doc Handles drop of component so when set to draggable it wont snap back to original position when dropped
is_callback True

DragAndZoomCallback

name DragAndZoomCallback
area Common
doc Callback that handles being able to drag around and zoom in and out of the component with mouse wheel scroll (for maps, etc)
is_callback True

DraggableContainerCallback

name DraggableContainerCallback
area Common
doc Callback that handles draggable components that are clipped by a parent component, also handles zooming and panning
user_properties
  • nameui_updated_id
    variablem_ui_updated_id
  • nameallowance
    doc allowance (default 20)- how much the child component can go outside the bounds of the parent container
  • nameauto_allowance
    variablem_auto_allowance
    doc If set, we will auto calculate the allowance based on the size of the component
is_callback True

DragonTamingIcon

name DragonTamingIcon
area Common
doc Dragon quest battle icon on top hud
is_callback True

DragonTamingTooltip

name DragonTamingTooltip
area Common
doc Dragon quest battle icon on top hud
is_callback True

DropdownMenu

name DropdownMenu
area Common
doc DropdownMenuthese are used for dropdowns with a list of options to be selected. Any items within the list contained by the dropdown, should have the callback of DropdownMenuOption. If you have a single DropdownMenuOption then the assumption is the dropdown will be populated with options in code. If there are multiple entries, then the assumption is that the options are dictated by the artist in UIED (which is useful for simple dropdowns that are not data-driven in anyway). You can also place listviews inside of dropdowns.
user_properties
name
has_full_option_setup
functions
name
SelectOption
BuildOptions
CurrentOption
is_callback True

DropdownMenuOption

name DropdownMenuOption
area Common
doc Dropdown menu
is_callback True

EdictIcon

name EdictIcon
area Campaign
doc Icon that shows an edict and creates custom tooltip for it whenever moused over
is_callback True

EffectBundleIcon

name EffectBundleIcon
area Common
doc ----------------------
is_callback True

EffectCategoryDisplay

name EffectCategoryDisplay
area Campaign
doc Generate a list of categories containing skills for easier organization, yay
is_callback True

EffectsBreakdownTooltip

name EffectsBreakdownTooltip
area Common
doc Tooltip for list of breakdown effects (like for values making up food, etc)
is_callback True

ElectorCountCandiate

name ElectorCountCandiate
area Common
is_callback True

ElectorCountMapImageCallback

name ElectorCountMapImageCallback
area Common
doc A specific map image callback for the elector count map where we override colourisation of regions to be based on capital ownership rather than region specific ownership.
is_callback True

ElectorCountsCallback

name ElectorCountsCallback
area Common
is_callback True

ElectorCountsPanelCallback

name ElectorCountsPanelCallback
area Common
doc elector count panel for empire in warhammer
is_callback True

ElectorSeatEntityIcon

name ElectorSeatEntityIcon
area Common
is_callback True

ElectorSeatInfoCallback

name ElectorSeatInfoCallback
area Common
is_callback True

EndGameSetting

name EndGameSetting
area Frontend
is_callback True

EndGameSettingsCallback

name EndGameSettingsCallback
area Frontend
is_callback True

EndTurnButton

name EndTurnButton
area Campaign
is_callback True

EnemyVassalOptions

name EnemyVassalOptions
area Campaign
is_callback True

EscapeKeyHandler

name EscapeKeyHandler
area Common
doc Steals escape key and triggers 'escape' animation when press escape. Use for popup panels want to close on escape for example friends list in 3k frontend
is_callback True

EulaDialog

name EulaDialog
area Frontend
is_callback True

EventAllyAttacked

name EventAllyAttacked
area Campaign
is_callback True

EventAppointGeneral

name EventAppointGeneral
area Campaign
doc Callback class for Appoint new general
is_callback True

EventFinancialSummary

name EventFinancialSummary
area Campaign
doc Callback for summary tab on finance screen
is_callback True

EventMessageIcon

name EventMessageIcon
area Campaign
is_callback True

EventMessagePanel

name EventMessagePanel
area Campaign
doc exposed script functions
functions
name
Close
is_callback True

ExchangeGroup

name ExchangeGroup
area Campaign
is_callback True

ExchangePanel

name ExchangePanel
area Campaign
is_callback True

ExchangeTab

name ExchangeTab
area Campaign
is_callback True

ExpandingListHeader

name ExpandingListHeader
area Common
doc Toggles "child" items visibility when clicked on. Must be a child of a list
functions
  • nameSetExpanded
    args
    nameoptional
    boolFalse
  • nameIsExpanded
is_callback True

FactionCharacterDetailsCallback

name FactionCharacterDetailsCallback
area Campaign
is_callback True

FactionListHeader

name FactionListHeader
area Campaign
is_callback True

FactionListItem

name FactionListItem
area Campaign
doc Specialized list items that will cache the faction and parent that it represents, main objective is to allow double click on diplomacy faction items. ---------------------------------------------------------------------------------------------------------------------------------------------------------------
is_callback True

FactionMapIcon

name FactionMapIcon
area Campaign
is_callback True

FactionScreenCallback

name FactionScreenCallback
area Campaign
doc Callback class for the Faction Screen (formerly the Clan panel) public EMPIREUTILITY::SAFER_LISTENER,
is_callback True

FactionScreenCharacterListHeader

name FactionScreenCharacterListHeader
area Campaign
is_callback True

FactionScreenCharacterPanel

name FactionScreenCharacterPanel
area Campaign
is_callback True

FactionScreenSummary

name FactionScreenSummary
area Campaign
doc This screen shows overview details about faction such as faction leader, faction traits, diplomacy and a few stats like wealth, etc
is_callback True

FactionsOfficesCallback

name FactionsOfficesCallback
area Campaign
is_callback True

FameBar

name FameBar
area Campaign
doc Bar that shows imperium/power/fame for faction in faction summary, with details in a tooltip when moused over
is_callback True

FamilyPortrait

name FamilyPortrait
area Campaign
is_callback True

FamilyTreeCallback

name FamilyTreeCallback
area Campaign
is_callback True

FamilyTreeEntryCallback

name FamilyTreeEntryCallback
area Campaign
is_callback True

FinancePanel

name FinancePanel
area Campaign
doc Callback for panel in campaign showing all finance details for players faction
is_callback True

FirstTimePlayerLevelPanel

name FirstTimePlayerLevelPanel
area Frontend
doc Panel that shown first time player startups up game to pick familiarity with TW that will select advice level and show some first time accessibility settings, etc
is_callback True

FleshLabPanelCallback

name FleshLabPanelCallback
area Common
doc Main panel callback for the flesh lab panel
is_callback True

FloatingTextCallback

name FloatingTextCallback
area Campaign
is_callback True

FocusStealer

name FocusStealer
area Common
doc Takes focus in OnCreate. Use in conjunction with things like CallbackAnimTrigger so can have an onkey animation for example.
user_properties
namevariabledoc
init_onlym_take_focus_constantly Disable with user property 'init_only'. By default constantly takes focus, but if specify this just does oncreate
is_callback True

FoodEffectsIcon

name FoodEffectsIcon
area Campaign
doc When moused on shows food breakdown tooltip for province, region or horde based on how initialised
is_callback True

ForgeOfDaith

name ForgeOfDaith
area Common
doc callback for Forge Of Daith feature
is_callback True

ForgeOfDaithAvailableItemsCallback

name ForgeOfDaithAvailableItemsCallback
area Common
is_callback True

ForgeOfDaithCallback

name ForgeOfDaithCallback
area Common
is_callback True

FrontEndEncyclopediaButton

name FrontEndEncyclopediaButton
area Frontend
is_callback True

FrontEndMenuCallbacks

name FrontEndMenuCallbacks
area Frontend
doc Derive all FrontEnd menu callback classes from this one so we get OnEnter and OnExit
is_callback True

FrontEndRoot

name FrontEndRoot
area Frontend
doc FrontEnd Root
is_callback True

FrontendMapImageCallback

name FrontendMapImageCallback
area Frontend
doc Class for displaying the overlay colours on the frontend
functions
name
SetHoveredFaction
is_callback True

FrontendNewsPage

name FrontendNewsPage
area Frontend
is_callback True

FrontendNewsTile

name FrontendNewsTile
area Frontend
is_callback True

GlobalAncillariesCallback

name GlobalAncillariesCallback
area Campaign
doc Callback used to do logic on the global ancillaries panel. Currently used for triggering the fusing animation.
is_callback True

GraphCallback

name GraphCallback
area Common
doc Callback for a graph; given some data it creates a line graph to show the data (used by benchmarking for example to show frame rate over time)
is_callback True

GromInvasionCallback

name GromInvasionCallback
area Common
doc callback for the Grom invasion callback
is_callback True

GromInvasionMissionCallback

name GromInvasionMissionCallback
area Common
doc callback for the Grom invasion callback
is_callback True

GromsRecipeTracker

name GromsRecipeTracker
area Common
doc callback used to track the current cooked recipes - necessary because no campaign code for this
functions
name
NumberOfCookedRecipes
EltharionChallengeRecipeNumber
HasRecipeBeenCooked
is_callback True

GromsTrait

name GromsTrait
area Common
doc callback for Groms trait icon
is_callback True

GroupButtonStack

name GroupButtonStack
area Common
doc GroupButtonStack - stack for group buttons. Only difference from button stack is this handles shortcuts for groups buttons since buttons don't get processed when invisible
is_callback True

GrowthVatUnitCallback

name GrowthVatUnitCallback
area Common
doc callback for getting the main-unit record string based on which effect is given
is_callback True

GrudgeTargetIcon

name GrudgeTargetIcon
area Common
doc callback for the Grudge target icon, will display over armies and settlements that is targeted by a grudge
is_callback True

HSlider

name HSlider
area Common
doc Horizontal slider callback, for scrolling horizontal lists...
functions
  • nameSetValue
    args
    nameoptional
    boolTrue
  • nameSetMaximumValue
  • nameSetMinimumValue
  • nameValueMax
is_callback True

HSliderHandle

name HSliderHandle
area Common
doc Slider handle for horizontal slider
is_callback True

HarpoonCallback

name HarpoonCallback
area Common
is_callback True

HelpPageEntry

name HelpPageEntry
area Common
is_callback True

HexTileCallback

name HexTileCallback
area Common
doc callback for a hex tile
is_callback True

HorizontalList

name HorizontalList
area Common
doc Child of HorizontalListView. This is the resizing part that gets clipped by the view and moves up and down as the slider moves.
is_callback True

HorizontalListItem

name HorizontalListItem
area Common
doc No specific behaviour needed but leaving here for legacy
is_callback True

HorizontalListView

name HorizontalListView
area Common
doc A HorizontalListView is usually a top-level component for a list. This is the clip area for the list
functions
nameargs
ScrollToComponent
nameoptional
CcoComponentFalse
boolTrue
is_callback True

HostilityCallback

name HostilityCallback
area Common
doc Handles setting the correct states on the wanted level entry based on the current pooled resource value.
is_callback True

HostilityTooltipCallback

name HostilityTooltipCallback
area Common
doc Hides information components based on when script decides when wanted level on cooldown.
is_callback True

HunterCharacterCallback

name HunterCharacterCallback
area Common
is_callback True

HunterCharacterEntryCallback

name HunterCharacterEntryCallback
area Common
is_callback True

HunterMissionEntryCallback

name HunterMissionEntryCallback
area Common
is_callback True

HunterObjectiveTarget

name HunterObjectiveTarget
area Common
is_callback True

HunterPanelCallback

name HunterPanelCallback
area Common
doc Hunter panel for wolfhart's hunters
is_callback True

HuntersCallback

name HuntersCallback
area Common
is_callback True

ImageFlipperCallback

name ImageFlipperCallback
area Context
doc Flips an image of specified index by user properties 'image_index' or all images via 'flip_all_images'. Set x and y flip values via 'x_flip' and 'y_flip' respectively. See ImageRotationCallback for why this exists.
user_properties
name
flip_all_images
y_flip
x_flip
is_callback True

ImageRotationCallback

name ImageRotationCallback
area Common
doc Rotates an image of specified index by user properties 'image_index' and 'rotation'. This is basically used to get around the fact that image rotation is not an override property of template instances and I really don't want to add it. So in rare cases have template instance where need to override rotation, can add this callback to do so (like 3k tech tree blossoms)
user_properties
  • nametotal_angle_deg
  • namepercentage_mode
    variablem_percentage_mode
    doc if true, we use the given value as a percentage of the total angle, not a direct angle
  • nameinverted
    variablem_inverted
    doc if we're going to rotate clockwise/anti-clockwise
is_callback True

ImperialAuthorityEntryCallback

name ImperialAuthorityEntryCallback
area Common
is_callback True

ImperialSuppliesProgressEntryCallback

name ImperialSuppliesProgressEntryCallback
area Common
doc Handles positioning of the Imperial supplies entries on the Imperial supply bar based on the function value provided.
is_callback True

InfamyBar

name InfamyBar
area Common
is_callback True

InfamyIcon

name InfamyIcon
area Common
is_callback True

KeyControlledComponentCallbacks

name KeyControlledComponentCallbacks
area Common
is_callback True

KeyControlledContextCallback

name KeyControlledContextCallback
area Context
doc Key controlled
is_callback True

LayoutEngineAnimationCallback

name LayoutEngineAnimationCallback
area Common
doc Animates the properties of a list engine. It reuses the shader vector.
is_callback True

LayoutFinishedReporterCallback

name LayoutFinishedReporterCallback
area Common
doc Sends message after layout engine layout function called. Allows other components to listen to these.
is_callback True

LayoutStallerCallback

name LayoutStallerCallback
area Common
doc When receives a layout call, stalls any further layout calls until next tick. Used as performance improver when have say 800visibility setters on a list engine all setting their own visibility resulting in 800 layout calls! Would be nice if this functionality was automatic part of layout calls, but too risky to change for warhammer since other code might be dependant on layout calls suceeding immediately
is_callback True

LineConnectionCallback

name LineConnectionCallback
area Common
doc Manipulates the first image metric to look like a link between two given components.
user_properties
namevariable
ending_pointm_end_point_expression
starting_pointm_start_point_expression
starting_point_parentm_start_point_parent_expression
ending_point_parentm_end_point_parent_expression
is_callback True

LineParticleEmitter

name LineParticleEmitter
area Common
doc Component that emits particles form a random point of a line segment
is_callback True

List

name List
area Common
doc List
user_properties
  • namedisable_keys
  • namedisable_selection
  • nameMultiSelect
    doc MultiSelect to allow for multiple selection of entries.
  • nameselect_first
    variablem_should_select_first_entry_on_populate
    doc Set by user property 'select_first', if exists will select first entry after being populated by contexts
functions
name
GetList
SelectedContexts
is_callback True

ListGroup

name ListGroup
area Common
doc This component will have multiple ListGroupLists inside, and basically ensures that only one entry in any of its ListGroupLists is selected at a time (bit like a ButtonGroup basically) For example on 3k building browser we have a list of building groups (the ListGroup), then each building group has a list of building chains (ListGroupLists). The chains are the entries actually selected and doing so deselects all the entries in the other ListGroupLists (so only one chain is selected out of all the building group entries)
functions
name
SelectedComponent
is_callback True

ListGroupList

name ListGroupList
area Common
doc This is a list that resides within a ListGroup. This is essentially for grouped up Lists or Lists. For example on 3k building browser we have a list of building groups (the ListGroup), then each building group has a list of building chains (ListGroupLists). The chains are the entries actually selected and doing so deselects all the entries in the other ListGroupLists (so only one chain is selected out of all the building group entries)
is_callback True

ListItem

name ListItem
area Common
doc ListItem
is_callback True

Listview

name Listview
area Common
doc Listview
user_properties
  • namedont_reset
    variablem_reset_to_top
    doc If true, will reset list to top when listlayoutfinished called (when any changes to list size is made basically). Think it would be better defaulting off, but was always like this before and too risky to change default close to 3k release
  • namedraggable
functions
nameargs
ScrollToComponent
nameoptional
CcoComponentFalse
boolTrue
is_callback True

LordEffectBundleIcon

name LordEffectBundleIcon
area Common
doc LordEffectBundleIcon - basically a CampaignEffectsBundleIcon that initialises itself with chosen lords effects for campaign in warhammer
is_callback True

LoyaltyIcon

name LoyaltyIcon
area Campaign
is_callback True

MPCampaignFriendsList

name MPCampaignFriendsList
area Frontend
doc CC for the friends list..........
is_callback True

MPCampaignFriendsListEntry

name MPCampaignFriendsListEntry
area Frontend
doc mp_battle3.friend_list_entry.lua Callback class for entries in the Frineds List...
is_callback True

MPCampaignLobby

name MPCampaignLobby
area Frontend
doc Lobby Callback, will handle & manage data to multiplayer interface....
is_callback True

MPChatCallback

name MPChatCallback
area Common
doc Callback for the chat panel ui. Display chat messages and looks after a room and player list. Also contains the chat manager which deals with receiving and sending actual messages along with the tab completer that handles chat commands public TWUI::ComponentCallbacks,
is_callback True

MPGamesList

name MPGamesList
area Frontend
doc Function definitions below: MPGamesList
is_callback True

MPHostCampaign

name MPHostCampaign
area Frontend
is_callback True

MPHostGamePopup

name MPHostGamePopup
area Frontend
doc MPHostGamePopup
is_callback True

MPOnlineCustomBattles

name MPOnlineCustomBattles
area Frontend
doc MPOnlineCustomBattles The main callback class for the battle list
is_callback True

MPPasswordEntry

name MPPasswordEntry
area Frontend
doc MPPasswordEntry
is_callback True

MPTeamMatchmaking

name MPTeamMatchmaking
area Frontend
is_callback True

MPTimer

name MPTimer
area Campaign
doc No lua functions to be accessed
is_callback True

MalusPossessionBar

name MalusPossessionBar
area Common
doc Manages the behaviour of misc malus possession bar components
is_callback True

MalusPotion

name MalusPotion
area Common
doc Contains function for script to update state of malus potion button
is_callback True

MapImageCallback

name MapImageCallback
area Common
doc The callback for campaign maps. These maps can have a shroud, and overlay paletter to visualise extra information and can have interactivity by providing a map initialiser to tailor behaviour
is_callback True

MissionIssuer

name MissionIssuer
area Common
doc Allows script to add missions to a simple interface
is_callback True

MissionIssuerMission

name MissionIssuerMission
area Common
doc Base class for missions issued to MissionIssuer callback from script
is_callback True

MoraleBar

name MoraleBar
area Campaign
doc Handles morale bar for a given force
is_callback True

MouseClickHideCallback

name MouseClickHideCallback
area Common
doc Hides the component if the user clicks anywhere outside of this or its children.
user_properties
namevariable
conditionm_condition
is_callback True

MouseOverAnimationGroup

name MouseOverAnimationGroup
area Common
doc Calls show/hide animation on children based on which one the mouse is currently over. So if mouse over the first child, will trigger 'show' animation on that and 'hide' on all others
user_properties
namevariabledoc
hide_on_mouseoverm_should_show_current_mouseover By default current mouseover is shown and rest hidden, but can invert with user property 'hide_on_mouseover' for cases such as 3K tech tree (initial implementation of this class) to give focus to current mouseover area by hiding current mouseover and showing rest
is_callback True

MouseOverMenuCallback

name MouseOverMenuCallback
area Common
doc Mouse over the parent will show the child until the mouse is over neither, includes a delay
user_properties
  • nameunpin_on_event
    variablem_unpin_on_event
    doc Unpin the menu and behave as normal
  • nametoggle_on_event
    variablem_toggle_on_event
    doc Toggle the panel when this event is triggered
  • namepin_on_event
    variablem_pin_on_event
    doc Pin open the menu and refuse to close until an explicit close request comes in or the menu is unpinned
  • nameopen_on_event
    variablem_open_on_event
    doc Open the panel when this event is triggered
  • namemenu_child
    doc menu_child - The component to use as the child.
  • nameclose_on_event
    variablem_close_on_event
    doc Close the panel when this event is triggered
  • nameuse_disabled_flag
    variablem_use_disabled_flag
    doc If we care about the disabled flag (disabled = no mouseover)
  • namemenu_parent
    variablem_child_component
    doc The child we shall show and hide
  • nameinvert_lock
    variablem_invert_lock
    doc If true, the expression lock will lock the component off instead of visible
is_callback True

MouseOverVisibilitySetter

name MouseOverVisibilitySetter
area Common
doc Will set visibility of target depending on whether mousing over ourself, or if moused over it's children if include_children property is set
user_properties
  • namecondition
    variablem_condition
    doc The optional condition that will be evaluated on MouseOn
  • nameinclude_children
    variablem_include_children
  • nameparent
    variablem_target
is_callback True

MovementCompassRadialMenuLand

name MovementCompassRadialMenuLand
area Battle
is_callback True

MovementCompassRadialMenuNaval

name MovementCompassRadialMenuNaval
area Battle
is_callback True

MoviePlayerCallbacks

name MoviePlayerCallbacks
area Common
doc Handles callbacks and operation of the movie player
is_callback True

MultiplayerChatToggleButton

name MultiplayerChatToggleButton
area Common
doc Toggle button that toggles visibility of chat panel, and shows notification icon when have an unread message
is_callback True

NakaiHUDCallback

name NakaiHUDCallback
area Common
is_callback True

NormalMappedCallback

name NormalMappedCallback
area Common
doc Sets shader to use normal mapping, and constantly sets shader vars for light direction based on cursors position to centre of component. The mask image is used for the normal map sample. You don't have to use this callback to use that shader, essentially this is just for when want to use the cursor as the light source. See https://caurl/ui_normal_mapping for more information
is_callback True

NumericalInput

name NumericalInput
area Common
doc NumericalInput - Derives from TextInput. Only allows numbers to be input
user_properties
namevariabledoc
relative_incrementm_relative_increment if we should use a rounded 10% of the current value to go to
MaxValuem_max_expression MinValue, MaxValue - context expression for min/max values (used as normal without context object)
MinValuem_min_expression , MaxValue - context expression for min/max values (used as normal without context object)
functions
name
GetValue
SetValue
is_callback True

OfficeCallback

name OfficeCallback
area Campaign
is_callback True

OfficeIconCallback

name OfficeIconCallback
area Campaign
is_callback True

OfficePortrait

name OfficePortrait
area Campaign
is_callback True

OfficesPanelCallback

name OfficesPanelCallback
area Campaign
doc Offices panel for certain factions like empire in warhammer
is_callback True

OffscreenIndicator

name OffscreenIndicator
area Battle
doc Offscreen indcators for current selection. Just shows icon on either side of screen
is_callback True

OneShotAnimation

name OneShotAnimation
area Campaign
is_callback True

OtherHouseEntryCallback

name OtherHouseEntryCallback
area Campaign
is_callback True

OtherHousePortrait

name OtherHousePortrait
area Campaign
is_callback True

OtherHousesCallback

name OtherHousesCallback
area Campaign
is_callback True

OxyotlTravelDetails

name OxyotlTravelDetails
area Common
doc The callback for filling in the mission information for selected mission
is_callback True

OxyotlTravelIcon

name OxyotlTravelIcon
area Common
doc The callback for chaos mission icons that are placed on the threat map
is_callback True

Particle

name Particle
area Common
doc A callback for the Particles. It begins the animation of the particle and notifies its parent when that animation ends.
is_callback True

ParticleEmitter

name ParticleEmitter
area Common
doc A callback for the UI ParticleEmitter. It handles the preallocation, spawning and recycling of the UI particles.
user_properties
namevariable
delay_creationm_delay_particle_creation
is_callback True

PieChartCallback

name PieChartCallback
area Common
doc Callback for a pie chart; just needs supplying with correct data and will represent as a pie chart
is_callback True

PiecesOfEightCallback

name PiecesOfEightCallback
area Common
is_callback True

PiecesOfEightMarkerCallback

name PiecesOfEightMarkerCallback
area Common
is_callback True

PingIndicator

name PingIndicator
area Battle
is_callback True

PoliticsCallback

name PoliticsCallback
area Campaign
is_callback True

PooledResourceBar

name PooledResourceBar
area Common
doc Manages the display of a pooled resource bar
is_callback True

PortraitGroupCallback

name PortraitGroupCallback
area Campaign
is_callback True

PositionClamperCallback

name PositionClamperCallback
area Common
doc Stores original dock offset, whenever moved/resized/adopted will try to put to original offset, but clamping so none of the component is out of the bounding component specified (which defaults to root which is essentially the screen)
user_properties
  • nametarget_id
    doc target_id, parent_id - Target of bounding component to use. Falls back to root if non specified.
  • nameparent_id
    doc target_id, parent_id - Target of bounding component to use. Falls back to root if non specified.
  • nameparent_id
    variablem_bounding_component
    doc Can be defined by target_id, parent_id. If none specified assumes want to bound to root (screen)
is_callback True

PossibleDiplomaticListItem

name PossibleDiplomaticListItem
area Campaign
doc will handle setting up data in possbile action item list and cache action details to be used later.
is_callback True

PostbattleCaptiveButton

name PostbattleCaptiveButton
area Campaign
doc Button to make captive option decision on postbattle. Shows custom tooltip to show details of what decision will give.
is_callback True

PostbattleCaptiveTooltip

name PostbattleCaptiveTooltip
area Campaign
is_callback True

PowerFrameCallback

name PowerFrameCallback
area Campaign
is_callback True

PrisonCellCallback

name PrisonCellCallback
area Common
doc Main panel callback for the Batcave feature. Will deal with interaction between the different parts of the dungeon
functions
name
IsCellUnlocked
is_callback True

ProgressBarItemCallback

name ProgressBarItemCallback
area Common
doc ProgressBarItem
is_callback True

ProphecyOfSotekCallback

name ProphecyOfSotekCallback
area Common
is_callback True

ProphecyOfSotekTooltip

name ProphecyOfSotekTooltip
area Common
is_callback True

ProvinceDetailsCallback

name ProvinceDetailsCallback
area Campaign
doc Presents the details about the Province selected like Public Order, Effects, Growth, Basic Finances
is_callback True

ProvinceInfoPanelTooltipHandler

name ProvinceInfoPanelTooltipHandler
area Campaign
doc This will handle the mouse ON, Off callbacks on the public orderbar that will show/hide our custom tooltip.
is_callback True

ProvinceInformationCallback

name ProvinceInformationCallback
area Campaign
doc this class will handle the Information Panel to be shown when a Province is selected.
is_callback True

RadarClanEffects

name RadarClanEffects
area Campaign
is_callback True

RadarEntityListItemCharacter

name RadarEntityListItemCharacter
area Campaign
doc CHARACTERS
is_callback True

RadarEntityListItemProvince

name RadarEntityListItemProvince
area Campaign
is_callback True

RadarEntityListItemProvinceEntryCallback

name RadarEntityListItemProvinceEntryCallback
area Campaign
is_callback True

RadarEntityListItemRegion

name RadarEntityListItemRegion
area Campaign
doc REGIONS
is_callback True

RadarListHeader

name RadarListHeader
area Campaign
doc Custom sorting headers for radar multi-lists
is_callback True

RadialMenu

name RadialMenu
area Common
doc RadialMenu
is_callback True

RadioButtonText

name RadioButtonText
area Common
doc Passes click onto radio button parent. Pretty much the same as CheckboxText but radio buttons annoyingly have different states and callback mechanism so has to be handled differently
is_callback True

RechargingPooledResourceBar

name RechargingPooledResourceBar
area Common
doc Bar showing a currency that is recharging. This will only work with resources that cannot be negative
is_callback True

RecycleListItem

name RecycleListItem
area Common
doc RecycleListItem
is_callback True

RecyclingListView

name RecyclingListView
area Common
doc A list which reuses a few list elements in order to display a long list of data. Each element of the list will be repopulated while the user scrolls.
is_callback True

ResizeAnimTrigger

name ResizeAnimTrigger
area Common
doc Triggers expand animation to smoothly resize to fit bounds of children whenever any of children resized. Use for example when want tooltips to smoothly expand to fit content rather than immediately..
is_callback True

ResizeChildrenToFit

name ResizeChildrenToFit
area Common
doc Resizes children equally to make most of space, assuming we have a layout engine to handle positioning and spacing. For example if have two children in horizontal layout, will scale them both to half width of ourselves. If have 3, will scale to 3rd of ourselves, etc. Also supports of resizing and non-resizing children, for example if have mix of expanding_list_header toggle buttons and the expanding sections themselves, will distribute space amongst and resize the sections only and not the buttons
is_callback True

ResizeDragHandle

name ResizeDragHandle
area Common
doc ResizeDragHandle
user_properties
  • namemin_scale
    doc min_scale/max_scale
  • namemax_scale
    doc min_scale/max_scale
  • nameuniform_scale
    variablem_is_uniform_scale
    doc ; specifies that scaling should maintain aspect
is_callback True

ResizeToFillRemaining

name ResizeToFillRemaining
area Common
doc Resizes the component to fill the remaining of its parent's space.
is_callback True

ResizeToFitParent

name ResizeToFitParent
area Common
doc Keeps component same size as parent. Used basically with layout engine parents since layout engines with size to content dont propagate resize (since their size is based on children), so if want a header or title bar that stays same width for example can use this
is_callback True

ResizeToFitTarget

name ResizeToFitTarget
area Common
doc Keeps component same size as target. Used for example on 3K where had two margins wanted stuck next to text resizing component, but behind. So couldn't make child of text resizing component, so instead had in same parent, and docked to parent and made parent resize to its text resizing child
user_properties
  • namewidth_offset
  • nameresize_children
    variablem_propagate_resize
    doc Set by property 'resize_children', determines if our resize should affect children
  • nameheight_offset
  • nameparent_id
    variablem_target_component
    doc Component we will resize to fit the size of
  • nametarget
    doc ResizeToFitTargetkeeps components size same as target component. Used for example on 3k for ink headers, where had dynamically resizing header label and wanted ink margins docked to sides, but behind. So did this by having label and margins under same parent, then giving parent this callback and giving it the target of the label. This way the margins are
is_callback True

RitualButton

name RitualButton
area Common
is_callback True

RitualUpgradeCallback

name RitualUpgradeCallback
area Common
doc callback for the ritual upgrades in the ritual chain
is_callback True

RitualUpgradeTooltip

name RitualUpgradeTooltip
area Common
doc callback for the ritual tooltip in the athel tamarha dungeon
is_callback True

RuinationBar

name RuinationBar
area Common
doc Callback for the actual bar, creates segments and resizes to fit based on thresholds sets up some images as well
is_callback True

RuinationBarTooltipUnit

name RuinationBarTooltipUnit
area Common
doc Callback for unit in tooltip, handles mouseover to show info on scroll
is_callback True

RuneCooldownGauge

name RuneCooldownGauge
area Common
doc Alternate mana display for dwarfs
is_callback True

SPFrame

name SPFrame
area Frontend
is_callback True

SacrificeItem

name SacrificeItem
area Common
is_callback True

SacrificesOfSotekPanel

name SacrificesOfSotekPanel
area Common
is_callback True

ScriptEventReporter

name ScriptEventReporter
area Common
doc Add this callback to a component to make it report events for lua to listen to, that are too expensive and numerous to broadcast by default on a component level. Such as ComponentMouseOn, ComponentAnimationFinished. Would be nice to have clicks in here, but there are over a hundred uses in Warhammer scripts that dont want to break, so maybe do this on a clean new project? Either attach in layout OR call UIComponent::AddScriptEventReporter from script to add this callback from script (so not forced to use UiEd to get these notifications)
is_callback True

ScriptTag

name ScriptTag
area Common
doc Callback placed on components to make them easier to find by script in a more robust manner then them searching by component hierarchy paths This way autotest scriptors for example can tag components they want to find with unique ids and just look for that with FindByScriptTag, and there script is less likely to break when layouts are changed (by moving components around, etc) Also can use context function to add unique elements to ids for when have dynamic elements such as unit cards (so in function would do something like "campaigncard" + CQI with a CcoCampaignUnit context for example
is_callback True

ScriptedHelpPanel

name ScriptedHelpPanel
area Common
doc A draggable help panel that script supplies text to and controls the navigation of pages to. All we handle is resize to fit our content and also have an index functionality
is_callback True

ScriptedObjectivesPanel

name ScriptedObjectivesPanel
area Battle
doc New for rome; panel that is controllable via scriptors that shows a list of objectives
is_callback True

ScrollableCallback

name ScrollableCallback
area Common
doc Put on component to indicate its scrollable which will prevent camera scrolling while mouse over
is_callback True

SettlementCapturedPanel

name SettlementCapturedPanel
area Campaign
is_callback True

SettlementEspionageTooltip

name SettlementEspionageTooltip
area Campaign
is_callback True

ShaderPieChartCallback

name ShaderPieChartCallback
area Common
doc Callback for a shader pie chart; just needs supplying with correct data and will represent as a pie chart
is_callback True

ShaderPropagatorCallback

name ShaderPropagatorCallback
area Common
doc Propagates the shader and shader values of a component to a target component
user_properties
namevariable
include_text_shaderm_include_text_shader
dont_propagatem_dont_propagate
parent_idm_target
is_callback True

ShadowAgentEntryCallback

name ShadowAgentEntryCallback
area Common
doc Callback for each agent to handle selection and propagation of selected character
is_callback True

ShadowyDealingsPanelCallback

name ShadowyDealingsPanelCallback
area Common
doc handles the shadowy dealings panel feature
is_callback True

ShadowyRitualEntryCallback

name ShadowyRitualEntryCallback
area Common
doc Callback for each ritual to handle selection and propagation of selected ritual
is_callback True

ShortcutGroup

name ShortcutGroup
area Common
doc Passes shortcut to visible child in list
is_callback True

ShortcutSetter

name ShortcutSetter
area Common
doc Registers a shortcut when created through KEY_CONTROLLED. On key, calls desired behaviour through the component.
is_callback True

ShortcutTooltipSpoofer

name ShortcutTooltipSpoofer
area Common
doc Gets 'shortcut' user property and puts that shortcuts key on the tooltip as if shortcut assigned to this component. Used for things like escape menu button, where shortcut goes through root but want to show shortcut for this on button.
user_properties
namedoc
shortcut ShortcutTooltipSpooferattaches key for shortcut specified by 'shortcut' user property to tooltip, as if shortcut was assigned to that component. Used for things like escape menu, where shortcut goes through root but want to show key on the escape menu buttons tooltip
is_callback True

ShowIfChildVisible

name ShowIfChildVisible
area Common
doc Shows component if any child is visible. Used for lists when want to hide list if all child elements are empty Don't need to ContextList as that has a hide_if_empty option, this is for when just have a list in a layout with various unrelated children for example
is_callback True

SilentSanctumCallback

name SilentSanctumCallback
area Common
doc callback for the silent sanctum feature, handles building silent sanctums
is_callback True

SilentSanctumTargetCallback

name SilentSanctumTargetCallback
area Common
doc callback for the target icon in 3d space
is_callback True

SkillChain

name SkillChain
area Campaign
is_callback True

SkillChainEntry

name SkillChainEntry
area Campaign
is_callback True

SkillLevelPip

name SkillLevelPip
area Campaign
doc Shows state of current level for supplied skill, and shows details for this level on mouse over
is_callback True

SkillTreeEntry

name SkillTreeEntry
area Campaign
doc Character skill tree slot
is_callback True

SliderButton

name SliderButton
area Common
doc Callback for slider increment buttons that move slider up and down
is_callback True

SliderButtonBottom

name SliderButtonBottom
area Common
is_callback True

SliderButtonTop

name SliderButtonTop
area Common
doc Okay I've caved. I can never remember whether increment is top or bottom button, so
is_callback True

SliderDecrementButton

name SliderDecrementButton
area Common
doc Increment slider button, moves slider down
is_callback True

SliderHandle

name SliderHandle
area Common
doc Base class for slider handle which shows current position in slider and can be dragged to move slider
is_callback True

SliderIncrementButton

name SliderIncrementButton
area Common
doc Increment slider button, moves slider up
is_callback True

SortableListview

name SortableListview
area Common
doc SortableListview
is_callback True

SotekSegment

name SotekSegment
area Common
is_callback True

SpriteAnimation

name SpriteAnimation
area Common
doc Component that goes through a set of images that follow a specific name pattern. path/to/image without the index and the .png part. example data/UI/default/test_image (this will go through test_image0.png to test_image[m_last_frame].png)
user_properties
namevariabledoc
frame_namem_frame_name path/to/image without the index and the .png part
show_final_frame_when_finishedm_show_final_frame_when_finished if true the animation will display the final frame when it is complete instead of becoming invisible
reversem_is_reversed If true animates through images backwards (user property 'reverse' needs to be 1)
pre_cachem_pre_cache If true the animation will pre cache all images on create
randomise_start_framem_random_frame_start Used to initialise the first frame with a random index.
ping_pongm_is_ping_pong If true we need to play the animation twice per loop (once reverse and !reverse)
functions
namedoc
IsPlayingReturn if sprite animation is playing
StartAnimationUsed to call StartAnimation through the context system
is_callback True

StagedList

name StagedList
area Common
functions
name
IsRefreshing
is_callback True

StatePropagatorCallback

name StatePropagatorCallback
area Common
doc Propagates the state changes of the parent component to all its children.
user_properties
  • namedont_pass_state_directly
    variablem_dont_pass_state_directly
  • nameuse_transitions
    variablem_is_using_transitions
    doc Set by 'use_transitions'. If true, will check if a state transition and use that so get animated transition to state. Otherwise will instantly set state.
  • namedont_propagate
    variablem_dont_propagate
    doc - If this exists the state will be propagated only to target. This will have no effect if no target has been speicfied.
  • nameparent_id
    variablem_target
    doc - The parent of the target. Optional
  • namefallback_state
    variablem_fallback_state
    doc - The state to use if everything else fails.
is_callback True

StoredPositionCallback

name StoredPositionCallback
area Common
doc Used to allow a component to have it's positioned remembered between screens/games (using registry) Mainly used for draggable windows to remember their last position between screens/games #UI_TODO: Make this use data driven file and not use registry (http://ca-jira:8080/browse/TWUI-258)
user_properties
namevariable
unique_idm_stored_unique_id
is_callback True

SwordOfKhaineCallback

name SwordOfKhaineCallback
area Common
is_callback True

TabCompleteSuggestionList

name TabCompleteSuggestionList
area Common
doc TextAutoCompleter SUGGESTION LIST
is_callback True

TabGroup

name TabGroup
area Common
user_properties
namevariabledoc
repositioning_disabledm_is_auto_repositioning_enabled By default, tabs get positioned automatically using tab spacing. This can be disabled via user property.
reordering_disabledm_is_auto_ordering_enabled By defaults, tabs are reordered when selected so selected tab on top. This can be disabled via user property.
is_callback True

TabGroupTab

name TabGroupTab
area Common
doc TabGroupTab
is_callback True

TauroxAPButton

name TauroxAPButton
area Common
doc Callback for Taurox's replenish AP button
is_callback True

TauroxRampagePanelCallback

name TauroxRampagePanelCallback
area Common
doc callback for Taurox's rampage panel
is_callback True

TechModuleTooltip

name TechModuleTooltip
area Common
doc Tooltip for character skill effects
is_callback True

TechRequiredCallbackInterface

name TechRequiredCallbackInterface
area Common
is_callback True

TechnologiesCardCallbackInterface

name TechnologiesCardCallbackInterface
area Campaign
is_callback True

TechnologyCompletionBar

name TechnologyCompletionBar
area Campaign
is_callback True

TechnologyPanelCallback

name TechnologyPanelCallback
area Campaign
doc Handles the tech tree for campaign =============================================================================
is_callback True

TempleBuiltNotifier

name TempleBuiltNotifier
area Common
doc Informs the NakaiHUDCallback callback that a temple has been built and passes its record
is_callback True

TempleOfTheOldOnes

name TempleOfTheOldOnes
area Common
is_callback True

TemplesOfTheOldOnes

name TemplesOfTheOldOnes
area Common
is_callback True

TextButton

name TextButton
area Common
doc TextButton
is_callback True

TextButtonTab

name TextButtonTab
area Common
is_callback True

TextInput

name TextInput
area Common
doc TextInput
user_properties
  • nameuse_long_validator
    doc use_long_validator; if specified will change default text validator to have limit of 1000 characters instead of 50
  • nameautocomplete_on_enter
    variablem_auto_completer
    doc , if specified and using an autocompleter; enter will accept suggestions as well as tab
  • nameuse_special_character_validator
    doc use_special_character_validator; if specified wont allow entry of certain punctuation
  • nametake_focus
    doc take_focus; if specified the textinput will automatically take focus and highlight all on creation and whenever context updated (used for save game screen for example)
  • nameselect_all_on_select
    variablem_select_all_on_selection
    doc Can specify user property 'select_all_on_select' to make it do just do that
  • nameHideInput
    variablem_input_hidden
    doc ; this will hide input such as for password entries
functions
name
GetText
is_callback True

Textview

name Textview
area Common
doc Textview
is_callback True

TextviewText

name TextviewText
area Common
doc TextviewText
is_callback True

ThorekArtifactVault

name ThorekArtifactVault
area Common
doc callback for handling Thoreks artifact vault, displays how many artifacts have been collected
is_callback True

ThreatMapCallback

name ThreatMapCallback
area Common
doc The callback for the threatmap, handles maneuvering the map and placing mission icons on the map
is_callback True

ThreatMapMissionSelectedStore

name ThreatMapMissionSelectedStore
area Common
doc callback for storing the selected mission so can re-open panel with it selected again
is_callback True

ThreatMapPanelCallback

name ThreatMapPanelCallback
area Common
doc The callback for the threatmap panel
is_callback True

ThrotMissionCallback

name ThrotMissionCallback
area Common
doc callback for the Throt vortex missions, handles zooming to mission when pressed
is_callback True

ThrotVortexCallback

name ThrotVortexCallback
area Common
doc callback for the Throt vortex UI
is_callback True

ToggleButton

name ToggleButton
area Common
doc Support class for a toggle button that animates horizontally when toggled
functions
nameargs
SetSelected
nameoptional
boolFalse
boolTrue
boolTrue
is_callback True

TogglePanelButton

name TogglePanelButton
area Common
doc TogglePanelButton; plays either 'show' or 'hide' animation, used for panels sliding in/out
user_properties
namevariabledoc
starts_showingm_is_showing ; used to determine if component currently in show/hide state at start
auto_adjust_animm_is_auto_adjusting_animation ; use to make it adjust animation automatically based on size of target component
invert_statem_should_invert_selected_state ; use to flip show/hide animation played based on toggle state
parentm_panel CheckboxText; when any checkbox has a text label child/parent/sibling it should have this callback so that clicking the text also simulates a click on the checkbox!
is_callback True

TooltipBase

name TooltipBase
area Common
doc Based class for tooltips so can initialise from root element without need for checking callback id
user_properties
name
tooltip_dock
is_callback True

TopmostObjectCallback

name TopmostObjectCallback
area Common
doc Makes component a topmost object - way of setting this in UiEd without having to add a new setting basically! Used in places such as 3k tech tree to make labels appear above all other techs as it gets crowded, should try and use sparingly!
user_properties
namedoc
default_on default_on (default to true if no expression) - Adds as a top most OnCreate
is_callback True

TopmostWhenDraggingCallback

name TopmostWhenDraggingCallback
area Common
doc Sets component to topmost while being dragged. This simulates the old default behaviour for dragged components, but avoids the overhead of having checks in every components draw call in order to achieve it
is_callback True

TopmostWhenFocusedCallback

name TopmostWhenFocusedCallback
area Common
doc Sets component to topmost while focussed. This simulates the old default behaviour for RenderLastOnFocus flag, but avoids the overhead of having checks in every components draw call in order to achieve it
is_callback True

TrailParticleEmitter

name TrailParticleEmitter
area Common
doc Component that emits particles as a trail that follows a component
user_properties
name
target_id
is_callback True

TraitRowEntry

name TraitRowEntry
area Campaign
doc typedef CA_STD::VECTOR ACTION_INFOS;
is_callback True

TraitsIcon

name TraitsIcon
area Campaign
doc Shows icon for a trait along with tooltip when moused over
is_callback True

TreasureHuntButton

name TreasureHuntButton
area Common
is_callback True

TreasureHuntPanelCallback

name TreasureHuntPanelCallback
area Common
is_callback True

TreasureHuntsCallback

name TreasureHuntsCallback
area Common
is_callback True

TreeCallback

name TreeCallback
area Common
doc This is a generic callback for a tree, that can be used for technology trees, family trees, etc. Was implemented for arena stuff, but generic enough to be used for whatever tree purpose you have. PLEASE DONT derive from this where possible but extend its functionality with settings like m_padding_dimensions. Your callback should have a treecallback object, and pass it TreeCallbackData. It should then have a callback on the m_template_slot_entry that derives from TreeEntryCallback in order to allow specialising the look and behaviour of entries in the tree. For an example see the arena tech trees.
user_properties
  • namerefresh_on_resize
    variablem_refresh_on_resize
    doc If we should recreate the tree when the tree is resized
  • nameuse_predefined_positions
    variablem_use_predefined_positions
    doc If we're using precalculated positions, use them, otherwise we'll calculate our own
  • namecondition_func
  • namepadding_x
    doc TreeCallbackyou can use this callback to implement tree based on ui like family trees, tech trees, skill trees, etc. All you have to do is supply the necessary templates in the layout,then have a coder feed in the relevant data, and have a callback for each tree slot entry deriving from TreeEntryCallback. Trees support tiers if the template and data is
  • nameskew_angle_y
  • namescale_tree
    doc scale_tree - if this property exists, tree will resize itself to fit the tree
  • nameskew_angle_x
  • namepadding_y
    doc TreeCallbackyou can use this callback to implement tree based on ui like family trees, tech trees, skill trees, etc. All you have to do is supply the necessary templates in the layout,then have a coder feed in the relevant data, and have a callback for each tree slot entry deriving from TreeEntryCallback. Trees support tiers if the template and data is
is_callback True

TreeEntryCallback

name TreeEntryCallback
area Common
doc Base callback for entry in tree. Should be overrided to provide functionality to setup entries and handle interaction
is_callback True

TreeTierCallback

name TreeTierCallback
area Common
doc Base callback for tier in tree. Should be overrided to provide functionality to setup entries and handle interaction
is_callback True

TzarkanMission

name TzarkanMission
area Common
doc Specialised MissionIssuerMission for tzarkan's whispers mechanic
is_callback True

TzarkanPotion

name TzarkanPotion
area Common
doc Manages the tzarkan button that allows instant max possession
is_callback True

UnitCard

name UnitCard
area Common
doc This is the basic callback class that represents all land units. Specific behaviour is defined by the CardStyles defined above
is_callback True

UnitExchange

name UnitExchange
area Campaign
is_callback True

UnitInfoPanelMouseOver

name UnitInfoPanelMouseOver
area Common
doc Left this cause there's 18 layouts using it
is_callback True

UpgradePopupCallback

name UpgradePopupCallback
area Campaign
doc We need a new class that will be common UpgradePopup to all UI Thus needs no interaction with the upgade options that it carries. Prime function would be to show the popup, store items , when an item is selected process it, some way to hide it. Lets start with a very basic UI Component that will store Items vertically or horizontally.
is_callback True

VSlider

name VSlider
area Common
doc Horizontal slider callback, for scrolling vertical lists...
functions
  • nameSetValue
    args
    nameoptional
    boolTrue
  • nameSetMaximumValue
  • nameSetMinimumValue
is_callback True

VSliderHandle

name VSliderHandle
area Common
doc Slider handle for vertical slider
is_callback True

VfxRendererCallback

name VfxRendererCallback
area Common
doc Spawns a specified vfx in warscape authored in vfx editor, and renders it in UI using Aik's fancy new system using a new shader that samples a backbuffer the vfx is rendered to The vfx must be pre-registered in a .warscape_req.xml file that gets exported automatically when exporting a layout that has a VfxRendererCallback You then just add the callback to a component with a blank image, and specify the 'vfx' user property that specifies the vfx in the vfx folder to use You can have up to 16 unique entries, but you can re-use the same vfx multiple times which is what the s_vfx_map is for See https://caurl/ui_particle_effects for more information
user_properties
namevariabledoc
instance_idm_vfx_instance_id This is a unique instance id. Defaults to be set to the m_vfx_filename, but can override with 'instance_id' prop. The way vfx work is if two things using same file, by default any changes to properties of one (spawn rate, etc) will affect the other. You can use this to have two separate instances of same effect so can have different
vfxm_vfx_filename Filename of vfx to load from vfx folder, set via user property 'vfx'
functions
name
SetVfxSpawnRateScaleFactor
SetVfxColourAlpha
SetVfxOrientation
SetVfxColourTint
PlayVfx
SetVfxVelocity
StopVfx
SetVfxPosition
SetVfxSpawnSpeed
is_callback True

VignetteOverlay

name VignetteOverlay
area Common
doc Manages a vignette overlay public LISTENER,
is_callback True

WaaaghTopBarCallback

name WaaaghTopBarCallback
area Common
doc callback for the waaagh top bar, listens to button click and sets preview/trophy reward
functions
name
RitualCastTimeLeft
TargetSettlementContext
HasTargetSelected
IsWaaaghActive
RitualCastTimePercentage
is_callback True

WantedLevelEntryCallback

name WantedLevelEntryCallback
area Common
doc Handles setting the correct states on the wanted level entry based on the current pooled resource value.
is_callback True

WarhammerLords

name WarhammerLords
area Campaign
is_callback True

WarhammerOfficeHolder

name WarhammerOfficeHolder
area Campaign
is_callback True

WarhammerOffices

name WarhammerOffices
area Campaign
is_callback True

WealthBreakdownTooltip

name WealthBreakdownTooltip
area Campaign
is_callback True

WorkshopMountsPanel

name WorkshopMountsPanel
area Common
doc Mounts
is_callback True

WorkshopNukesPanel

name WorkshopNukesPanel
area Common
doc Nukes
is_callback True

WorkshopPanel

name WorkshopPanel
area Common
is_callback True

WorkshopWeaponsPanel

name WorkshopWeaponsPanel
area Common
doc Weapons
is_callback True

WorldRoots

name WorldRoots
area Common
doc callback for world roots wood elves feature
is_callback True

WorldRootsGladeIcon

name WorldRootsGladeIcon
area Common
doc callback for world roots glade icons on city bars
is_callback True

WorldSpaceLineConnectionCallback

name WorldSpaceLineConnectionCallback
area Common
doc Manipulates the first image metric to look like a link between two given components.
user_properties
namevariable
ending_pointm_end_point_expression
starting_pointm_start_point_expression
is_callback True

WorskhopRitualButtonCallback

name WorskhopRitualButtonCallback
area Common
is_callback True