class ImageWidgetSource
ImageWidget › Widget › Managed
Part of Widget UI system
All members, including inherited
Methods 11
Loads image. When image of this 'num' is already loaded, then is replaced by new one.
num- Number of image (0...7)
name- Name of image file
noCache- Do not cache the texture
Returns: True when image is loaded, false otherwise
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, Attachments.InitAttachmentGrid(), Icon.CheckIsMagazineEx(), Icon.CheckIsWeapon(), IngameHud.InitBadgesAndNotifiers(), IngameHud.SetCursorIcon(), IngameHud.SetStomachState(), InGameMenuXbox.Init(), KeybindingsMenu.Init(), LoadingMenu.Init(), MainMenuConsole.Init(), ModsMenuDetailedEntry.LoadData(), ModsMenuDetailedEntry.ModsMenuDetailedEntry(), ModsMenuSimpleEntry.LoadData(), NewsCarousel.NewsCarousel(), NewsCarousel.ShowPost(), NotificationUI.AddNotification(), PlayerContainer.PlayerContainer(), ScriptConsoleWeatherTab.ScriptConsoleWeatherTab(), ServerBrowserDetailsContainer.ServerBrowserDetailsContainer(), ServerBrowserDetailsContainer.SetServerMap(), ServerBrowserEntry.ServerBrowserEntry(), SlotsIcon.CheckIsWeapon(), UiHintPanel.SetHintImage(), Watermark.Watermark(), and ZombieContainer.InitGhostSlots()proto native void SetImageTexture(int image, RTTextureWidget texture)Switches to another image, if it's loaded
num- Number of image.
Returns: True when there is such image, false otherwise.
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, IngameHud.DisplayTendencyTemp(), IngameHud.InitBadgesAndNotifiers(), ModsMenuDetailedEntry.Deselect(), ModsMenuDetailedEntry.Select(), ModsMenuSimpleEntry.OnFocus(), ModsMenuSimpleEntry.OnFocusLost(), ModsMenuSimpleEntry.OnMouseEnter(), ModsMenuSimpleEntry.OnMouseLeave(), NewsCarousel.ShowPost(), ScriptConsoleWeatherTab.ScriptConsoleWeatherTab(), ScriptConsoleWeatherTab.ToogleUIVisibility(), ServerBrowserDetailsContainer.SetTimeIcon(), ServerBrowserEntry.SetTime(), and SlotsIcon.RefreshMuzzleIcon()proto native int GetImage()Returns active image
proto native void SetUV(float uv[4][2])When WF_CUSTOMUV is set, we can supply our own UV coords instead of computed ones.
uv- Pointer to array of at least 8 floats (4 corners * 2 floats for u/v)
Loads texture as mask used for alpha masking.
resource- Resource name of the texture to load
Returns: True if texture was successfully loaded, false otherwise
proto native float GetMaskProgress()Progress determines which alpha values are opaque using the mask. For progress x, pixels with alpha in mask < x will be opaque and alpha in mask > x will be transparent. For smooth transition see GetMaskTransitionWidth.
Returns: Progress from 0 to 1 representing alpha range which is visible in the mask
proto native void SetMaskProgress(float value)See GetMaskProgress for explanation.
value- Expected in range [0; 1]
proto native float GetMaskTransitionWidth()Transition width 0.1 and progress 0.2 mean that values in mask lower than progress will be opaque. Values higher than (progress + width) will be transparent and values between progress and (progress + width) will be smoothly transitioned.
Returns: Width of the alpha mask transition representing softness of the transition.
proto native void SetMaskTransitionWidth(float value)See GetMaskTransitionWidth for transition width explanation.
value- Expected in range [0; 1]