ef2-ubertools-gdk/Documentation/content/allclasses_cl.html
2003-08-18 00:00:00 +00:00

2620 lines
108 KiB
HTML

<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<head>
<title>ÜberTools Game Development Kit</title>
<link rel="stylesheet" href="style.css">
<script type="text/javascript">
/***********************************************
* Switch Menu script- by Martial B of http://getElementById.com/
* Modified by Dynamic Drive for format & NS4/IE4 compatibility
* Visit http://www.dynamicdrive.com/ for full source code
***********************************************/
if (document.getElementById){ //DynamicDrive.com change
document.write('<style type="text/css">\n')
document.write('.submenu{display: none;}\n')
document.write('</style>\n')
}
function SwitchMenu(obj){
if(document.getElementById){
var el = document.getElementById(obj);
var ar = document.getElementById("masterdiv").getElementsByTagName("span"); //DynamicDrive.com change
if(el.style.display != "block"){ //DynamicDrive.com change
for (var i=0; i<ar.length; i++){
if (ar[i].className=="submenu") //DynamicDrive.com change
ar[i].style.display = "none";
}
el.style.display = "block";
}else{
el.style.display = "none";
}
}
}
</script>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
</head>
<body>
<a name="top"></a>
<table width="702" border="0" align="center" cellpadding="0" cellspacing="0">
<tr>
<td colspan="3"><img src="../images/header.jpg" width="702" height="101" border="0"></td>
</tr>
<tr>
<td width=158 valign="top"><table border="0" cellspacing="0" cellpadding="0">
<tr>
<td valign="top" class="menu">
<!-- Keep all menus within masterdiv-->
<div id="masterdiv">
<img src="../images/navigation.jpg" width="158" height="27"><br>
UberTools GDK
<div class="menutitle" onclick="SwitchMenu('sub0')">&raquo; Introduction &amp; Contents</div>
<span class="submenu" id="sub0">
&nbsp;&nbsp;&nbsp;&nbsp;<a href="../start.html">Introduction</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="../start.html#2">Utilities</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="../start.html#3">Source Files</a><br>
</span>
<br>Level Design<br>
<div class="menutitle" onclick="SwitchMenu('sub1')">&raquo; Setting Up UberRadiant</div>
<span class="submenu" id="sub1">
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_setup.html">That Scary Error Msg</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_setup.html#2">General Tab</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_setup.html#3">Display Tab</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_setup.html#4">User Interface Tab</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_setup.html#5">Keyboard Shortcuts Tab</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_setup.html#6">Colors Tab</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_setup.html#7">Game / Paths Tab</a><br>
</span>
<div class="menutitle" onclick="SwitchMenu('sub2')">&raquo; Building Your First Room</div>
<span class="submenu" id="sub2">
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_firstroom.html">Editor Interface Basics</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_firstroom.html#2">Choosing Your Textures</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_firstroom.html#3">Building The Room</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_firstroom.html#4">Adding a Light</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_firstroom.html#5">Adding a Player Start</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_firstroom.html#6">Compiling Your Level</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_firstroom.html#7">Viewing the Level</a><br>
</span>
<div class="menutitle" onclick="SwitchMenu('sub3')">&raquo; Constructing Terrain</div>
<span class="submenu" id="sub3">
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_terrain.html">Setting up the Tools</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_terrain.html#2">Creating Terrain</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_terrain.html#3">Modifying the Textures</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="radiant_terrain.html#4">Adding More Terrain</a><br>
</span>
<div class="menutitle" onclick="SwitchMenu('sub4')">&raquo; Additional Reference</div>
<span class="submenu" id="sub4">
&nbsp;&nbsp;&nbsp;&nbsp;<a href="ldesign_lighting.html">Lighting System</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="ldesign_terrain.html">Terrain Texture Blending</a><br>
</span>
<br>Scripting<br>
<div class="menutitle" onclick="SwitchMenu('sub5')">&raquo; Scripting Tutorials</div>
<span class="submenu" id="sub5">
&nbsp;&nbsp;&nbsp;&nbsp;<a href="scripting_syntax.html">Scripting Syntax</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="scripting_waves.html">Spawning Waves</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="scripting_flying.html">Creating Flying Creatures</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="scripting_tripwires.html">Setting Up Tripwires</a><br>
</span>
<div class="menutitle" onclick="SwitchMenu('sub6')">&raquo; Global Script Synopsis</div>
<span class="submenu" id="sub6">
&nbsp;&nbsp;&nbsp;&nbsp;<a href="scripting_globalscripts.html">Introduction</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="scripting_globalscripts_accelmove.html">global_accelerated</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="scripting_globalscripts_accelmove.html">Movement.scr</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="scripting_globalscripts_archetype.html">global_archetype.scr</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="scripting_globalscripts_array.html">global_array.scr</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="scripting_globalscripts_cinefx.html">global_cinematicFX.scr</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="scripting_globalscripts_common.html">global_common.scr</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="scripting_globalscripts_debug.html">global_debugUtils.scr</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="scripting_globalscripts_flyin.html">global_flyin.scr</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="scripting_globalscripts_math.html">global_math.scr</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="scripting_globalscripts_ploadout.html">global_playerLoadout.scr</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="scripting_globalscripts_soundpan.html">global_soundPan.scr</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="scripting_globalscripts_spawnwave.html">global_spawnWave.scr</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="scripting_globalscripts_transport.html">global_Transport.scr</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="scripting_globalscripts_tripwire.html">global_tripwire.scr</a><br>
</span>
<div class="menutitle" onclick="SwitchMenu('sub7')">&raquo; Classes Reference</div>
<span class="submenu" id="sub7">
&nbsp;&nbsp;&nbsp;&nbsp;<a href="allclasses_g.html">Game Module</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="allclasses_cl.html">Client Module</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="allclasses_cg.html">Client Game Module</a><br>
</span>
<br>Older Documentation<br>
<div class="menutitle" onclick="SwitchMenu('sub8')">&raquo; Heavy Metal FAKK2</div>
<span class="submenu" id="sub8">
&nbsp;&nbsp;&nbsp;&nbsp;<a href="fakk2_camera.html">Camera Documentation</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="fakk2_clientsidecmds.html">Client Side Commands</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="fakk2_gui.html">GUI Documentation</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="fakk2_ingameutils.html">In-Game Utilities</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="fakk2_max2skl.html">MAX2SKL Reference</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="fakk2_shadermanual.html">Shader Manual</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="fakk2_soundsystem.html">Sound System</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="fakk2_tiki.html">TIKI Model System</a><br>
</span>
<br>Other<br>
<div class="menutitle" onclick="SwitchMenu('sub9')">&raquo; Web Links &amp; Credits</div>
<span class="submenu" id="sub9">
&nbsp;&nbsp;&nbsp;&nbsp;<a href="other_links.html">Web Links</a><br>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="other_credits.html">Credits</a><br>
</span>
</div>
</td>
</tr>
</table></td>
<td width="13" background="../images/vert_line.jpg"><img src="../images/vert_line.jpg" width="13" height="1"></td>
<td valign="top" width="533"><p class="header"><br>
Client Module Classes</p>
<h2><a name="BindListener">BindListener</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>bindgroup</B>( <i>String bindgroup </i>)</tt><BR>
<ul>
Create a new bind group
</ul>
<P><tt><B>binditem</B>( <i>String name, String command, [ String animation
] </i>)</tt><BR>
<ul>
Create a new bind item in the interface
</ul>
</BLOCKQUOTE>
<h2> <a name="Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="ConsoleHider">ConsoleHider</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>floatingwindow_close_pressed</B></tt><BR>
<ul>
Signal that the window was closed
</ul>
<P><tt><B>widget_destroyed</B></tt><BR>
<ul>
Specifies that the widget has been destroyed.
</ul>
</BLOCKQUOTE>
<h2> <a name="DialogEntry">DialogEntry</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="Event">Event</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="ExecCmd">ExecCmd</a> -> <a href="#USignal">USignal</a> ->
<a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>button_pressed</B></tt><BR>
<ul>
Signal that the button was pressed
</ul>
</BLOCKQUOTE>
<h2> <a name="FilePickerClass">FilePickerClass</a> -> <a href="#USignal">USignal</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>listbase_item_doubleclicked</B>( <i>Integer index </i>)</tt><BR>
<ul>
Signaled when an item is double clicked
</ul>
<P><tt><B>listbase_item_selected</B>( <i>Integer index </i>)</tt><BR>
<ul>
Signaled when an item is selected
</ul>
</BLOCKQUOTE>
<h2> <a name="GameInventory">GameInventory</a> -> <a href="#UIWidget">UIWidget</a>
-> <a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>left_mouse_down</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Left mouse button has been pressed down
</ul>
<P><tt><B>mouse_entered</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Mouse entered a widget event
</ul>
<P><tt><B>mouse_exited</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Mouse exiting a widget event
</ul>
<P><tt><B>mouse_moved</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Mouse was moved in a widget with no buttons down
</ul>
<P><tt><B>right_mouse_down</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Right mouse button has been pressed down
</ul>
</BLOCKQUOTE>
<h2> <a name="GameItemList">GameItemList</a> -> <a href="#UIWidget">UIWidget</a>
-> <a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>left_mouse_down</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Left mouse button has been pressed down
</ul>
<P><tt><B>left_mouse_up</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Left mouse button has been released
</ul>
<P><tt><B>mouse_entered</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Mouse entered a widget event
</ul>
<P><tt><B>mouse_exited</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Mouse exiting a widget event
</ul>
<P><tt><B>mouse_moved</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Mouse was moved in a widget with no buttons down
</ul>
<P><tt><B>right_mouse_down</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Right mouse button has been pressed down
</ul>
<P><tt><B>right_mouse_up</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Right mouse button has been released
</ul>
<P><tt><B>widget_destroyed</B></tt><BR>
<ul>
Specifies that the widget has been destroyed.
</ul>
</BLOCKQUOTE>
<h2> <a name="GameplayDatabase">GameplayDatabase</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="GameplayObject">GameplayObject</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="GameplayProperty">GameplayProperty</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="invlistener">invlistener</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>angledeltas</B>( <i>Vector angles </i>)</tt><BR>
<ul>
How to spin or bob the model
</ul>
<P><tt><B>angles</B>( <i>Vector angles </i>)</tt><BR>
<ul>
The orientation of the model
</ul>
<P><tt><B>anim</B>( <i>String anim </i>)</tt><BR>
<ul>
Which anim this item uses
</ul>
<P><tt><B>checkammo</B>( <i>Boolean bool </i>)</tt><BR>
<ul>
Check if the weapon has ammo before using it
</ul>
<P><tt><B>command</B>( <i>String command </i>)</tt><BR>
<ul>
Command to execute
</ul>
<P><tt><B>equip</B>( <i>String use, [ String use ], [ String use ], [
String use ], [ String use ], [ String use ], [ String use ], [ String
use ], [ String use ], [ String use ] </i>)</tt><BR>
<ul>
Which ways you can use this item
</ul>
<P><tt><B>hudangledeltas</B>( <i>Vector angles </i>)</tt><BR>
<ul>
How to spin or bob the model
</ul>
<P><tt><B>hudangles</B>( <i>Vector angles </i>)</tt><BR>
<ul>
The orientation of the model
</ul>
<P><tt><B>hudanim</B>( <i>String anim </i>)</tt><BR>
<ul>
Which anim this item uses
</ul>
<P><tt><B>hudmodel</B>( <i>String name </i>)</tt><BR>
<ul>
Which model this item is
</ul>
<P><tt><B>hudmove</B>( <i>String movetype </i>)</tt><BR>
<ul>
How to move the model when selected.<BR>
either bob or spin
</ul>
<P><tt><B>hudoffset</B>( <i>Vector offset </i>)</tt><BR>
<ul>
Offsets the origin of the model for moving
</ul>
<P><tt><B>hudrotateoffset</B>( <i>Vector offset </i>)</tt><BR>
<ul>
Offsets the origin of the model for rotation
</ul>
<P><tt><B>hudscale</B>( <i>Float scale </i>)</tt><BR>
<ul>
How much to scale the model
</ul>
<P><tt><B>item</B>( <i>String item_name </i>)</tt><BR>
<ul>
The name of the current item
</ul>
<P><tt><B>itemfovx</B>( <i>Float fovx </i>)</tt><BR>
<ul>
The fov x for the inventory item
</ul>
<P><tt><B>itemfovy</B>( <i>Float fovy </i>)</tt><BR>
<ul>
The fov y for the inventory item
</ul>
<P><tt><B>itemnoammoshader</B>( <i>String shader </i>)</tt><BR>
<ul>
The shader to display when item has no ammo.
</ul>
<P><tt><B>itemnotavailableshader</B>( <i>String shader </i>)</tt><BR>
<ul>
The shader to display when the item is not available.
</ul>
<P><tt><B>itemselectedshader</B>( <i>String shader </i>)</tt><BR>
<ul>
Selected shader for the inventory item
</ul>
<P><tt><B>itemshader</B>( <i>String shader </i>)</tt><BR>
<ul>
Normal shader for the inventory item
</ul>
<P><tt><B>model</B>( <i>String name </i>)</tt><BR>
<ul>
Which model this item is
</ul>
<P><tt><B>modelwindow</B>( <i>Float x, Float y, Float width, Float height
</i>)</tt><BR>
<ul>
Specifies the dimensions of the model window for the inventory in normalized
coordinates
</ul>
<P><tt><B>move</B>( <i>String movetype </i>)</tt><BR>
<ul>
How to move the model when selected.<BR>
either bob or spin
</ul>
<P><tt><B>offset</B>( <i>Vector offset </i>)</tt><BR>
<ul>
Offsets the origin of the model for moving
</ul>
<P><tt><B>rotateoffset</B>( <i>Vector offset </i>)</tt><BR>
<ul>
Offsets the origin of the model for rotation
</ul>
<P><tt><B>scale</B>( <i>Float scale </i>)</tt><BR>
<ul>
How much to scale the model
</ul>
<P><tt><B>showonlyifvalid</B>( <i>String name, [ Boolean default ] </i>)</tt><BR>
<ul>
Specifies if the item should only show if its valid. This is for when
there are groups ofweapons where only one weapon is valid. For instance,
if there were several machine gunswhere each gun is similar, but the
player will only have one of these machine guns. By default all these
guns would show, so this way you can group the machine guns by some
nameand only the item in that group that is valid will display. If there
is more than one weapon that is valid, the last valid weapon will show
up. If there are no valid weapons in the group,the specified default
will show.
</ul>
<P><tt><B>typedef</B>( <i>String type </i>)</tt><BR>
<ul>
Specifies which class of item you're editing
</ul>
<P><tt><B>typeselectedshader</B>( <i>String shader </i>)</tt><BR>
<ul>
type shader
</ul>
<P><tt><B>typeshader</B>( <i>String shader </i>)</tt><BR>
<ul>
type shader
</ul>
<P><tt><B>{</B></tt><BR>
<ul>
Open brace, useless
</ul>
<P><tt><B>}</B></tt><BR>
<ul>
Close brace, useless
</ul>
</BLOCKQUOTE>
<h2> <a name="Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>immediateremove</B></tt><BR>
<ul>
Removes this listener immediately.
</ul>
<P><tt><B>remove</B></tt><BR>
<ul>
Removes this listener the next time events are processed.
</ul>
</BLOCKQUOTE>
<h2> <a name="MapRunnerClass">MapRunnerClass</a> -> <a href="#FilePickerClass">FilePickerClass</a>
-> <a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="Menu">Menu</a> -> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>hidemenu</B></tt><BR>
<ul>
Hides the menu.
</ul>
<P><tt><B>showmenu</B>( <i>[ Boolean activate ] </i>)</tt><BR>
<ul>
Shows the menu.
</ul>
</BLOCKQUOTE>
<h2> <a name="MenuManager">MenuManager</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>lock</B></tt><BR>
<ul>
Lock out the menu from receiving input
</ul>
<P><tt><B>pushmenu</B>( <i>String menuname </i>)</tt><BR>
<ul>
Pushes the menu on the stack
</ul>
<P><tt><B>unlock</B></tt><BR>
<ul>
Unlock the menu from receiving input
</ul>
</BLOCKQUOTE>
<h2> <a name="Miniconsole">Miniconsole</a> -> <a href="#UIWidget">UIWidget</a>
-> <a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>size_changed</B></tt><BR>
<ul>
Specifies that the size of the widget has changed.
</ul>
</BLOCKQUOTE>
<h2> <a name="Script">Script</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="SoundPickerClass">SoundPickerClass</a> -> <a href="#FilePickerClass">FilePickerClass</a>
-> <a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="ToggleCVar">ToggleCVar</a> -> <a href="#USignal">USignal</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>button_pressed</B></tt><BR>
<ul>
Signal that the button was pressed
</ul>
</BLOCKQUOTE>
<h2> <a name="UIAmmoColorLabel">UIAmmoColorLabel</a> -> <a href="#UIColorStatLabel">UIColorStatLabel</a>
-> <a href="#UIFakkLabel">UIFakkLabel</a> -> <a href="#UILabel">UILabel</a>
-> <a href="#UIWidget">UIWidget</a> -> <a href="#USignal">USignal</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="UIBindButton">UIBindButton</a> -> <a href="#UIButton">UIButton</a>
-> <a href="#UIButtonBase">UIButtonBase</a> -> <a href="#UIWidget">UIWidget</a>
-> <a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>alternatekey</B></tt><BR>
<ul>
Sets button to display alternate key
</ul>
<P><tt><B>any_mouse_down</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Any mouse button has been pressed
</ul>
<P><tt><B>bindcommand</B>( <i>String cmd </i>)</tt><BR>
<ul>
Command to bind
</ul>
</BLOCKQUOTE>
<h2> <a name="UIButton">UIButton</a> -> <a href="#UIButtonBase">UIButtonBase</a>
-> <a href="#UIWidget">UIWidget</a> -> <a href="#USignal">USignal</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>pressedshader</B>( <i>String shaderName </i>)</tt><BR>
<ul>
Set the shader to on the background of the widget when the widget is
pressed down
</ul>
</BLOCKQUOTE>
<h2> <a name="UIButtonBase">UIButtonBase</a> -> <a href="#UIWidget">UIWidget</a>
-> <a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>ClearDialogThread</B></tt><BR>
<ul>
Clears all dialog threads.
</ul>
<P><tt><B>ClearServerThreads</B></tt><BR>
<ul>
Clears the list of server threads.
</ul>
<P><tt><B>DialogThreadToRun</B>( <i>String threadName </i>)</tt><BR>
<ul>
Adds to the list of dialog threads to run when the button is pressed.
</ul>
<P><tt><B>left_mouse_down</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Left mouse button has been pressed down
</ul>
<P><tt><B>left_mouse_up</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Left mouse button has been released
</ul>
<P><tt><B>mouse_entered</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Mouse entered a widget event
</ul>
<P><tt><B>mouse_exited</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Mouse exiting a widget event
</ul>
<P><tt><B>serverThreadProperty</B>( <i>String objectName, String propertyName
</i>)</tt><BR>
<ul>
Sets the server thread to run when clicked.
</ul>
<P><tt><B>ServerThreadToRun</B>( <i>String threadName </i>)</tt><BR>
<ul>
Adds to the list of server thread to run when button is pressed
</ul>
<P><tt><B>ServerVarToSet</B>( <i>String varName </i>)</tt><BR>
<ul>
Adds to the list of server variables to set when button is pressed<BR>
This name is the name of the cvar and must start with ClientVar_<BR>
This variable maps to a level variable in the script on the sever side
</ul>
<P><tt><B>staypressed</B></tt><BR>
<ul>
Keeps the button in the armed state.
</ul>
</BLOCKQUOTE>
<h2> <a name="UIChatConsole">UIChatConsole</a> -> <a href="#UIConsole">UIConsole</a>
-> <a href="#UIWidget">UIWidget</a> -> <a href="#USignal">USignal</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>messageMode</B>( <i>String messageModeName </i>)</tt><BR>
<ul>
Sets the message mode of the chat console.
</ul>
<P><tt><B>removeLastLine</B></tt><BR>
<ul>
Removes the last line from the console.
</ul>
</BLOCKQUOTE>
<h2> <a name="UICheckBox">UICheckBox</a> -> <a href="#UIWidget">UIWidget</a>
-> <a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>checked_command</B>( <i>String command </i>)</tt><BR>
<ul>
Command to execute when checkbox is checked
</ul>
<P><tt><B>checked_shader</B>( <i>String shader </i>)</tt><BR>
<ul>
Set the shader of the small button when it is checked
</ul>
<P><tt><B>left_mouse_down</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Left mouse button has been pressed down
</ul>
<P><tt><B>left_mouse_up</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Left mouse button has been released
</ul>
<P><tt><B>linkcvarbit</B>( <i>Integer bit </i>)</tt><BR>
<ul>
bit to change in the cvar
</ul>
<P><tt><B>mouse_entered</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Mouse entered a widget event
</ul>
<P><tt><B>mouse_exited</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Mouse exiting a widget event
</ul>
<P><tt><B>unchecked_command</B>( <i>String command </i>)</tt><BR>
<ul>
Command to execute when checkbox is checked
</ul>
<P><tt><B>unchecked_shader</B>( <i>String shader </i>)</tt><BR>
<ul>
Set the shader of the small button when it is unchecked
</ul>
</BLOCKQUOTE>
<h2> <a name="UIChildSpaceWidget">UIChildSpaceWidget</a> -> <a href="#UIWidget">UIWidget</a>
-> <a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="UIColorStatLabel">UIColorStatLabel</a> -> <a href="#UIFakkLabel">UIFakkLabel</a>
-> <a href="#UILabel">UILabel</a> -> <a href="#UIWidget">UIWidget</a>
-> <a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>decreasecolor</B>( <i>Float red, Float green, Float blue, Float
alpha </i>)</tt><BR>
<ul>
Decrease color
</ul>
<P><tt><B>increasecolor</B>( <i>Float red, Float green, Float blue, Float
alpha </i>)</tt><BR>
<ul>
Increase color
</ul>
</BLOCKQUOTE>
<h2> <a name="UIConsole">UIConsole</a> -> <a href="#UIWidget">UIWidget</a>
-> <a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>clear</B></tt><BR>
<ul>
Clears the console.
</ul>
<P><tt><B>notinteractive</B></tt><BR>
<ul>
Makes this console not interactive.
</ul>
<P><tt><B>onlyDrawText</B></tt><BR>
<ul>
Makes the console only draw the text.
</ul>
<P><tt><B>print</B>( <i>String string </i>)</tt><BR>
<ul>
Print the string to the console
</ul>
<P><tt><B>size_changed</B></tt><BR>
<ul>
Specifies that the size of the widget has changed.
</ul>
</BLOCKQUOTE>
<h2> <a name="UIDialogHead">UIDialogHead</a> -> <a href="#UIWidget">UIWidget</a>
-> <a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>dialogheadentity</B>( <i>Integer entnum </i>)</tt><BR>
<ul>
The entity reference number to render
</ul>
</BLOCKQUOTE>
<h2> <a name="UIDialogTextConsole">UIDialogTextConsole</a> -> <a href="#UIWidget">UIWidget</a>
-> <a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>dialog_printtext</B>( <i>String dialogName, String dialogText,
Float dialogLength </i>)</tt><BR>
<ul>
Adds dialog text to the dialogConsole
</ul>
<P><tt><B>dialog_resetdialog</B></tt><BR>
<ul>
Resets the text dialog
</ul>
<P><tt><B>rect</B>( <i>Float x, Float y, Float width, Float height, [
Boolean resize ] </i>)</tt><BR>
<ul>
Set the rect of the widget
</ul>
<P><tt><B>size_changed</B></tt><BR>
<ul>
Specifies that the size of the widget has changed.
</ul>
</BLOCKQUOTE>
<h2> <a name="UIFakkLabel">UIFakkLabel</a> -> <a href="#UILabel">UILabel</a>
-> <a href="#UIWidget">UIWidget</a> -> <a href="#USignal">USignal</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>displaystatastime</B></tt><BR>
<ul>
Displays the stat in hours:minutes:seconds. Title must be in seconds.
</ul>
<P><tt><B>invalidPlayerStatValue</B>( <i>Integer invalidPlayerStatValue
</i>)</tt><BR>
<ul>
Hides the display of the player stat if it is equal to this<BR>
</ul>
<P><tt><B>invmodelrender</B>( <i>Integer handindex </i>)</tt><BR>
<ul>
set the specified hand index to render a 3d model<BR>
</ul>
<P><tt><B>itemstat</B>( <i>Integer itemstatValue </i>)</tt><BR>
<ul>
set itemstat for layout<BR>
</ul>
<P><tt><B>maxplayerstat</B>( <i>String maxPlayerstatName </i>)</tt><BR>
<ul>
set the playerstat that holds the max value for that stat. Used for
statbars<BR>
</ul>
<P><tt><B>modelangles</B>( <i>Vector angles </i>)</tt><BR>
<ul>
Render model angles
</ul>
<P><tt><B>modelanim</B>( <i>String anim </i>)</tt><BR>
<ul>
Render model anim
</ul>
<P><tt><B>modeloffset</B>( <i>Vector offset </i>)</tt><BR>
<ul>
Render model offset
</ul>
<P><tt><B>modelrotateoffset</B>( <i>Vector offset </i>)</tt><BR>
<ul>
Render model rotation offset
</ul>
<P><tt><B>modelscale</B>( <i>Float scale </i>)</tt><BR>
<ul>
Render model scale
</ul>
<P><tt><B>playerstat</B>( <i>String playerStatName </i>)</tt><BR>
<ul>
set playerstat for layout<BR>
</ul>
<P><tt><B>playerstatconfigstring</B>( <i>Integer playerstatValue </i>)</tt><BR>
<ul>
set playerstat for layout - will print out the corresponding configstring<BR>
</ul>
<P><tt><B>rendermodel</B>( <i>Boolean bool </i>)</tt><BR>
<ul>
Render the model specified by the cvar.
</ul>
<P><tt><B>statbar</B>( <i>String orientation, [ Integer min ], [ Integer
max ] </i>)</tt><BR>
<ul>
make this label present the stat using a graphical bar. Optionally specify
a min and max value
</ul>
<P><tt><B>statbar_repeatshader</B>( <i>String Shader </i>)</tt><BR>
<ul>
set the repeat shader for the statbar
</ul>
<P><tt><B>statbar_shader</B>( <i>String shader </i>)</tt><BR>
<ul>
set the shader for this statbar
</ul>
<P><tt><B>statbar_shader_flash</B>( <i>String shader </i>)</tt><BR>
<ul>
set the flash shader for this statbar
</ul>
<P><tt><B>statbar_tileshader</B>( <i>String shader </i>)</tt><BR>
<ul>
set the tile shader for this statbar
</ul>
<P><tt><B>statbar_tileshader_flash</B>( <i>String shader </i>)</tt><BR>
<ul>
set the flash tile shader for this statbar
</ul>
<P><tt><B>statbardirection</B>( <i>String direction </i>)</tt><BR>
<ul>
Sets the direction for that statbar to move. Choices are up, down, left,
and right
</ul>
<P><tt><B>statisticProperty</B>( <i>String object, String property </i>)</tt><BR>
<ul>
Hooks this widget up to the specified gameplay object property, which
is treatedlike a statistic. A graphical bar is used to present it. Use
statbar as wellto define the stat bar properties.
</ul>
<P><tt><B>statmultiplier</B>( <i>Float max, Float multiplier </i>)</tt><BR>
<ul>
Sets the stat multiplier, if a stat exceeds the max, then the multiplier
is used.
</ul>
<P><tt><B>warningLevel</B>( <i>Integer warningLevel </i>)</tt><BR>
<ul>
Sets the value at which the hud will start blinking
</ul>
<P><tt><B>warningSound</B>( <i>String warningSound, Integer warningSoundFreq
</i>)</tt><BR>
<ul>
Sets up a warning sound to play when stat is too low.
</ul>
<P><tt><B>warningSoundWhenChanged</B></tt><BR>
<ul>
Makes a warning noise when changed (works with warningLevel also).
</ul>
</BLOCKQUOTE>
<h2> <a name="UIFAKKLoadGameClass">UIFAKKLoadGameClass</a> -> <a href="#UIListCtrl">UIListCtrl</a>
-> <a href="#UIListBase">UIListBase</a> -> <a href="#UIWidget">UIWidget</a>
-> <a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>listbase_item_doubleclicked</B>( <i>Integer index </i>)</tt><BR>
<ul>
Signaled when an item is double clicked
</ul>
<P><tt><B>listbase_item_selected</B>( <i>Integer index </i>)</tt><BR>
<ul>
Signaled when an item is selected
</ul>
<P><tt><B>loadgame</B></tt><BR>
<ul>
Load the currently selected game
</ul>
<P><tt><B>removegame</B></tt><BR>
<ul>
Delete the currently selected game
</ul>
<P><tt><B>savegame</B></tt><BR>
<ul>
Save the currently selected game
</ul>
</BLOCKQUOTE>
<h2> <a name="UIFAKKServerList">UIFAKKServerList</a> -> <a href="#UIListCtrl">UIListCtrl</a>
-> <a href="#UIListBase">UIListBase</a> -> <a href="#UIWidget">UIWidget</a>
-> <a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>connect</B></tt><BR>
<ul>
Connect to the specified server
</ul>
<P><tt><B>listbase_item_doubleclicked</B>( <i>Integer index </i>)</tt><BR>
<ul>
Signaled when an item is double clicked
</ul>
<P><tt><B>listbase_item_selected</B>( <i>Integer index </i>)</tt><BR>
<ul>
Signaled when an item is selected
</ul>
<P><tt><B>refreshlanserverlist</B></tt><BR>
<ul>
Refresh the LAN serverlist
</ul>
<P><tt><B>refreshserverlist</B></tt><BR>
<ul>
Refresh the serverlist
</ul>
</BLOCKQUOTE>
<h2> <a name="UIField">UIField</a> -> <a href="#UIWidget">UIWidget</a> ->
<a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>activate</B>( <i>[ Boolean force ] </i>)</tt><BR>
<ul>
Called when the widget activates
</ul>
<P><tt><B>deactivate</B></tt><BR>
<ul>
Called when the widget deactivates.
</ul>
<P><tt><B>maxcharacters</B>( <i>Integer maxcharacter </i>)</tt><BR>
<ul>
Sets the maximum characters the field can have
</ul>
</BLOCKQUOTE>
<h2> <a name="UIFloatingConsole">UIFloatingConsole</a> -> <a href="#UIFloatingWindow">UIFloatingWindow</a>
-> <a href="#UIWidget">UIWidget</a> -> <a href="#USignal">USignal</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>floatingwindow_close_pressed</B></tt><BR>
<ul>
Signal that the window was closed
</ul>
</BLOCKQUOTE>
<h2> <a name="UIFloatingWindow">UIFloatingWindow</a> -> <a href="#UIWidget">UIWidget</a>
-> <a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>activated</B></tt><BR>
<ul>
Signals that the widget has been activated.
</ul>
<P><tt><B>floatingwindow_close_pressed</B></tt><BR>
<ul>
Signal that the window was closed
</ul>
<P><tt><B>floatingwindow_minimize_pressed</B></tt><BR>
<ul>
Signal that the window was minimized
</ul>
<P><tt><B>left_mouse_down</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Left mouse button has been pressed down
</ul>
<P><tt><B>left_mouse_up</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Left mouse button has been released
</ul>
<P><tt><B>left_mousedragged</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Mouse was moved in a widget with the left button down
</ul>
<P><tt><B>size_changed</B></tt><BR>
<ul>
Specifies that the size of the widget has changed.
</ul>
</BLOCKQUOTE>
<h2> <a name="UIIcon">UIIcon</a> -> <a href="#UIWidget">UIWidget</a> ->
<a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>playerstat</B>( <i>String playerStatName </i>)</tt><BR>
<ul>
set playerstat for layout<BR>
</ul>
</BLOCKQUOTE>
<h2> <a name="UIInformationLabel">UIInformationLabel</a> -> <a href="#UILabel">UILabel</a>
-> <a href="#UIWidget">UIWidget</a> -> <a href="#USignal">USignal</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>information</B>( <i>Integer index </i>)</tt><BR>
<ul>
Sets this label to display information from the mission information
list
</ul>
<P><tt><B>textbox</B>( <i>Float x, Float y, Float width, Float height
</i>)</tt><BR>
<ul>
Set the dimensions for the text box to display
</ul>
<P><tt><B>textcolor</B>( <i>Float red, Float green, Float blue, Float
alpha </i>)</tt><BR>
<ul>
Sets the text color of an complete objective
</ul>
</BLOCKQUOTE>
<h2> <a name="UIInventoryBar">UIInventoryBar</a> -> <a href="#UIWidget">UIWidget</a>
-> <a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>activated</B></tt><BR>
<ul>
Signals that the widget has been activated.
</ul>
<P><tt><B>deactivate</B></tt><BR>
<ul>
Called when the widget deactivates.
</ul>
<P><tt><B>inventorybardisable</B></tt><BR>
<ul>
Disables the inventory bar
</ul>
<P><tt><B>inventorybarenable</B></tt><BR>
<ul>
Enables the inventory bar
</ul>
<P><tt><B>inventorychangesound</B>( <i>String changeSound </i>)</tt><BR>
<ul>
The change sound
</ul>
<P><tt><B>inventoryemptygroupshader</B>( <i>String shader </i>)</tt><BR>
<ul>
Sets the empty group shader
</ul>
<P><tt><B>inventoryhide</B></tt><BR>
<ul>
Hides the inventory
</ul>
<P><tt><B>inventoryitemsize</B>( <i>Float width, Float height </i>)</tt><BR>
<ul>
inventory item size
</ul>
<P><tt><B>inventorynextitem</B></tt><BR>
<ul>
next inventory item
</ul>
<P><tt><B>inventorynoammoselectionshader</B>( <i>String shader </i>)</tt><BR>
<ul>
Sets the selection shader when the item has no ammo
</ul>
<P><tt><B>inventorynotavailselectionshader</B>( <i>String shader </i>)</tt><BR>
<ul>
Sets the selection shader when the item is not available.
</ul>
<P><tt><B>inventorypreviousitem</B></tt><BR>
<ul>
previous inventory item
</ul>
<P><tt><B>inventoryrejectsound</B>( <i>String rejectSound </i>)</tt><BR>
<ul>
The reject sound
</ul>
<P><tt><B>inventoryselectionshader</B>( <i>String shader </i>)</tt><BR>
<ul>
Sets the selection shader
</ul>
<P><tt><B>inventoryselectsound</B>( <i>String selectSound </i>)</tt><BR>
<ul>
The select sound
</ul>
<P><tt><B>inventoryshow</B></tt><BR>
<ul>
Shows the inventory
</ul>
<P><tt><B>inventorytypesize</B>( <i>Float width, Float height </i>)</tt><BR>
<ul>
inventory type size
</ul>
<P><tt><B>inventorywarpitem</B>( <i>String typename </i>)</tt><BR>
<ul>
Warps to a type in the inventory
</ul>
</BLOCKQUOTE>
<h2> <a name="UIInventoryItem">UIInventoryItem</a> -> <a href="#UIMove">UIMove</a>
-> <a href="#UIWidget">UIWidget</a> -> <a href="#USignal">USignal</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="UIInventoryType">UIInventoryType</a> -> <a href="#UILabel">UILabel</a>
-> <a href="#UIWidget">UIWidget</a> -> <a href="#USignal">USignal</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="UILabel">UILabel</a> -> <a href="#UIWidget">UIWidget</a> ->
<a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>linkstring</B>( <i>Integer value, String string </i>)</tt><BR>
<ul>
Creates a link from the specified value to a string.Use this if you
want the label to display a string different from the value of the cvar
</ul>
</BLOCKQUOTE>
<h2> <a name="UILayout">UILayout</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>menu</B>( <i>String name, Float width, Float height, String
direction, [ Float motion_time ] </i>)</tt><BR>
<ul>
Sets up the layout of the menu.
</ul>
</BLOCKQUOTE>
<h2> <a name="UIList">UIList</a> -> <a href="#UIWidget">UIWidget</a> ->
<a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>additem</B>( <i>String itemname, [ String command ] </i>)</tt><BR>
<ul>
Add an item to the list
</ul>
<P><tt><B>left_mouse_down</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Left mouse button has been pressed down
</ul>
<P><tt><B>left_mouse_up</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Left mouse button has been released
</ul>
</BLOCKQUOTE>
<h2> <a name="UIListBase">UIListBase</a> -> <a href="#UIWidget">UIWidget</a>
-> <a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="UIListBox">UIListBox</a> -> <a href="#UIListBase">UIListBase</a>
-> <a href="#UIWidget">UIWidget</a> -> <a href="#USignal">USignal</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>addconfigstringitem</B>( <i>Integer index, [ String command
] </i>)</tt><BR>
<ul>
Add an item to the list that uses a configstring
</ul>
<P><tt><B>additem</B>( <i>String itemname, [ String command ] </i>)</tt><BR>
<ul>
Add an item to the list
</ul>
<P><tt><B>deleteallitems</B></tt><BR>
<ul>
Delete all the items from the widget
</ul>
<P><tt><B>left_mouse_down</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Left mouse button has been pressed down
</ul>
<P><tt><B>left_mouse_up</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Left mouse button has been released
</ul>
<P><tt><B>uniqueitems</B></tt><BR>
<ul>
Makes sure items in list are unique
</ul>
</BLOCKQUOTE>
<h2> <a name="UIListCtrl">UIListCtrl</a> -> <a href="#UIListBase">UIListBase</a>
-> <a href="#UIWidget">UIWidget</a> -> <a href="#USignal">USignal</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>left_mouse_down</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Left mouse button has been pressed down
</ul>
<P><tt><B>left_mouse_up</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Left mouse button has been released
</ul>
<P><tt><B>left_mousedragged</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Mouse was moved in a widget with the left button down
</ul>
<P><tt><B>mouse_entered</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Mouse entered a widget event
</ul>
<P><tt><B>size_changed</B></tt><BR>
<ul>
Specifies that the size of the widget has changed.
</ul>
</BLOCKQUOTE>
<h2> <a name="UIMove">UIMove</a> -> <a href="#UIWidget">UIWidget</a> ->
<a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>clearcommands</B></tt><BR>
<ul>
Clears all of the commands.
</ul>
<P><tt><B>mwc_move</B>( <i>Float x, Float y, Float time </i>)</tt><BR>
<ul>
Moves the widget.
</ul>
<P><tt><B>mwc_moveto</B>( <i>Float x, Float y, Float time </i>)</tt><BR>
<ul>
Moves the widget to the specified location over the time period specified.
</ul>
<P><tt><B>mwc_movetocvar</B>( <i>String x, String y, [ Float scale ],
[ Float time ] </i>)</tt><BR>
<ul>
Moves the widget to (x+cvar1*scale,y+cvar2*scale) over the specified
time.
</ul>
<P><tt><B>mwc_restart</B></tt><BR>
<ul>
Makes the widget commands start from the beginning.
</ul>
<P><tt><B>mwc_wait</B>( <i>Float time </i>)</tt><BR>
<ul>
Waits the specified amount of time.
</ul>
<P><tt><B>restartcommands</B></tt><BR>
<ul>
Restarts all of the commands.
</ul>
</BLOCKQUOTE>
<h2> <a name="UIMultiLineEdit">UIMultiLineEdit</a> -> <a href="#UIWidget">UIWidget</a>
-> <a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>edit</B>( <i>Boolean bool </i>)</tt><BR>
<ul>
Set whether or not the text is editable
</ul>
<P><tt><B>left_mouse_down</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Left mouse button has been pressed down
</ul>
<P><tt><B>left_mouse_up</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Left mouse button has been released
</ul>
<P><tt><B>left_mousedragged</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Mouse was moved in a widget with the left button down
</ul>
<P><tt><B>size_changed</B></tt><BR>
<ul>
Specifies that the size of the widget has changed.
</ul>
<P><tt><B>updatecvar</B></tt><BR>
<ul>
Causes text box to update itself using the assigned cvar
</ul>
</BLOCKQUOTE>
<h2> <a name="UINotepad">UINotepad</a> -> <a href="#UIFloatingWindow">UIFloatingWindow</a>
-> <a href="#UIWidget">UIWidget</a> -> <a href="#USignal">USignal</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>floatingwindow_close_pressed</B></tt><BR>
<ul>
Signal that the window was closed
</ul>
<P><tt><B>openfile</B>( <i>String nameOfFile </i>)</tt><BR>
<ul>
called to open a file in the notepad
</ul>
</BLOCKQUOTE>
<h2> <a name="UINotepadEdit">UINotepadEdit</a> -> <a href="#UIMultiLineEdit">UIMultiLineEdit</a>
-> <a href="#UIWidget">UIWidget</a> -> <a href="#USignal">USignal</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>left_mouse_down</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Left mouse button has been pressed down
</ul>
</BLOCKQUOTE>
<h2> <a name="UIObjectiveLabel">UIObjectiveLabel</a> -> <a href="#UILabel">UILabel</a>
-> <a href="#UIWidget">UIWidget</a> -> <a href="#USignal">USignal</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>completeshader</B>( <i>String shader </i>)</tt><BR>
<ul>
Sets complete shader
</ul>
<P><tt><B>completetextcolor</B>( <i>Float red, Float green, Float blue,
Float alpha </i>)</tt><BR>
<ul>
Sets the text color of an complete objective
</ul>
<P><tt><B>displaytype</B>( <i>String displayType </i>)</tt><BR>
<ul>
Sets the display type of the objective.
</ul>
<P><tt><B>failedshader</B>( <i>String shader </i>)</tt><BR>
<ul>
Sets the failed shader for the objective
</ul>
<P><tt><B>failedtextcolor</B>( <i>Float red, Float green, Float blue,
Float alpha </i>)</tt><BR>
<ul>
Sets the text color of an failed objective
</ul>
<P><tt><B>incompleteshader</B>( <i>String shader </i>)</tt><BR>
<ul>
Sets the incomplete shader for the objective
</ul>
<P><tt><B>incompletetextcolor</B>( <i>Float red, Float green, Float blue,
Float alpha </i>)</tt><BR>
<ul>
Sets the text color of an incomplete objective
</ul>
<P><tt><B>objective</B>( <i>Integer index </i>)</tt><BR>
<ul>
Sets this label to display information from the mission objectives list
</ul>
</BLOCKQUOTE>
<h2> <a name="UIPickFileClass">UIPickFileClass</a> -> <a href="#FilePickerClass">FilePickerClass</a>
-> <a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="UIPopupMenu">UIPopupMenu</a> -> <a href="#UIWidget">UIWidget</a>
-> <a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>left_mouse_up</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Left mouse button has been released
</ul>
<P><tt><B>mouse_exited</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Mouse exiting a widget event
</ul>
<P><tt><B>mouse_moved</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Mouse was moved in a widget with no buttons down
</ul>
</BLOCKQUOTE>
<h2> <a name="UIPulldownMenu">UIPulldownMenu</a> -> <a href="#UIWidget">UIWidget</a>
-> <a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>deactivate</B></tt><BR>
<ul>
Called when the widget deactivates.
</ul>
<P><tt><B>highlight_bgcolor</B>( <i>Float r, Float g, Float b </i>)</tt><BR>
<ul>
Set the background color of the highlighted text when a pulldown is
used
</ul>
<P><tt><B>highlight_fgcolor</B>( <i>Float r, Float g, Float b </i>)</tt><BR>
<ul>
Set the foreground color of the highlighted text when a pulldown is
used
</ul>
<P><tt><B>left_mouse_down</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Left mouse button has been pressed down
</ul>
<P><tt><B>left_mouse_up</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Left mouse button has been released
</ul>
<P><tt><B>left_mousedragged</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Mouse was moved in a widget with the left button down
</ul>
</BLOCKQUOTE>
<h2> <a name="UIPulldownMenuContainer">UIPulldownMenuContainer</a> -> <a href="#UIWidget">UIWidget</a>
-> <a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>addpopup</B>( <i>String menuname, String title, String type,
String string </i>)</tt><BR>
<ul>
Adds a popup to the list box.<BR>
menuname - the name of the menu to add this to<BR>
title - the string to display<BR>
type - type of item this is (command,cvar,event_name)<BR>
string - the data that corresponds to the correct type<BR>
</ul>
<P><tt><B>armedshadercolor</B>( <i>Float red, Float green, Float blue,
Float alpha </i>)</tt><BR>
<ul>
Sets the material color
</ul>
<P><tt><B>clicksound</B>( <i>String soundName </i>)</tt><BR>
<ul>
Set the sound to be played when the widget is clicked
</ul>
<P><tt><B>font</B>( <i>String title </i>)</tt><BR>
<ul>
Set the font of the widget
</ul>
<P><tt><B>highlight_bgcolor</B>( <i>String menu, Float r, Float g, Float
b, Float a </i>)</tt><BR>
<ul>
Set the highlight foreground color of the pulldown menumenuname - the
name of the popup menu to color<BR>
</ul>
<P><tt><B>highlight_fgcolor</B>( <i>String menu, Float r, Float g, Float
b, Float a </i>)</tt><BR>
<ul>
Set the highlight background color of the pulldown menumenuname - the
name of the popup menu to color<BR>
</ul>
<P><tt><B>hovershadercolor</B>( <i>Float red, Float green, Float blue,
Float alpha </i>)</tt><BR>
<ul>
Sets the material color
</ul>
<P><tt><B>menushader</B>( <i>String menuname, String shader </i>)</tt><BR>
<ul>
Adds a menu to the container and sets the shader.<BR>
menuname - the name of the menu to add this to<BR>
shader - the string to display
</ul>
<P><tt><B>popup_bgcolor</B>( <i>String menu, Float r, Float g, Float b,
Float a </i>)</tt><BR>
<ul>
Set the foreground color of the popup menumenuname - the name of the
popup menu to color<BR>
</ul>
<P><tt><B>popup_fgcolor</B>( <i>String menu, Float r, Float g, Float b,
Float a </i>)</tt><BR>
<ul>
Set the background color of the popup menumenuname - the name of the
popup menu to color<BR>
</ul>
<P><tt><B>popup_highlight_bgcolor</B>( <i>String menu, Float r, Float
g, Float b, Float a </i>)</tt><BR>
<ul>
Set the highlight foreground color of the popup menumenuname - the name
of the popup menu to color<BR>
</ul>
<P><tt><B>popup_highlight_fgcolor</B>( <i>String menu, Float r, Float
g, Float b, Float a </i>)</tt><BR>
<ul>
Set the highlight background color of the popup menumenuname - the name
of the popup menu to color<BR>
</ul>
<P><tt><B>popup_width</B>( <i>Float width </i>)</tt><BR>
<ul>
Sets the width of the menu popup
</ul>
<P><tt><B>selectedshadercolor</B>( <i>Float red, Float green, Float blue,
Float alpha </i>)</tt><BR>
<ul>
Sets the material color
</ul>
<P><tt><B>selmenushader</B>( <i>String menuname, String shader </i>)</tt><BR>
<ul>
Adds a menu to the container and sets the shader when it's selected.<BR>
menuname - the name of the menu to add this to<BR>
shader - the string to display
</ul>
<P><tt><B>shadercolor</B>( <i>Float red, Float green, Float blue, Float
alpha </i>)</tt><BR>
<ul>
Sets the material color
</ul>
</BLOCKQUOTE>
<h2> <a name="UIRadarDialog">UIRadarDialog</a> -> <a href="#UIWidget">UIWidget</a>
-> <a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>blipmodel</B>( <i>String blip </i>)</tt><BR>
<ul>
Sets the blip shader to use
</ul>
<P><tt><B>blipscale</B>( <i>Float scale </i>)</tt><BR>
<ul>
Sets the scale on the blip sprite
</ul>
<P><tt><B>complexbackgroundcolor</B>( <i>Float red, Float green, Float
blue, Float alpha </i>)</tt><BR>
<ul>
Sets the complex background color
</ul>
<P><tt><B>complexgroundmodel</B>( <i>String path </i>)</tt><BR>
<ul>
Sets the radar gound model to use
</ul>
<P><tt><B>fovmodel</B>( <i>String path </i>)</tt><BR>
<ul>
Sets the radar fov model
</ul>
<P><tt><B>groundmodelboundingsize</B>( <i>Float size </i>)</tt><BR>
<ul>
Sets the bounding size of the ground model.
</ul>
<P><tt><B>objectivearrowmodel</B>( <i>String objectivearrow </i>)</tt><BR>
<ul>
Sets the mission objective arrow
</ul>
<P><tt><B>objectiveblipmodel</B>( <i>String selectedblip </i>)</tt><BR>
<ul>
Sets the mission objective blip model
</ul>
<P><tt><B>objectiveselectedblipmodel</B>( <i>String selectedblip </i>)</tt><BR>
<ul>
Sets the mission objective selected blip model
</ul>
<P><tt><B>range</B>( <i>Float range </i>)</tt><BR>
<ul>
Sets the range on the radar
</ul>
<P><tt><B>selectedblipmodel</B>( <i>String selectedblip </i>)</tt><BR>
<ul>
Sets the selected blip shader
</ul>
<P><tt><B>simplebackgroundcolor</B>( <i>Float red, Float green, Float
blue, Float alpha </i>)</tt><BR>
<ul>
Sets the simple background color
</ul>
<P><tt><B>simplegroundmodel</B>( <i>String path </i>)</tt><BR>
<ul>
Sets the simple radar ground model to use
</ul>
</BLOCKQUOTE>
<h2> <a name="UIRadioButton">UIRadioButton</a> -> <a href="#UIWidget">UIWidget</a>
-> <a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>bindcvar</B>( <i>String cvar </i>)</tt><BR>
<ul>
link radio buttons to a particular cvar
</ul>
<P><tt><B>buttonshader</B>( <i>String button_material </i>)</tt><BR>
<ul>
set the normal button shader
</ul>
<P><tt><B>buttonsize</B>( <i>Float buttonsize.x, Float buttonsize.y </i>)</tt><BR>
<ul>
set the size of the radio buttons
</ul>
<P><tt><B>padding</B>( <i>Float pad.x, Float pad.y </i>)</tt><BR>
<ul>
set the padding from top-left corner
</ul>
<P><tt><B>radiobutton</B>( <i>String returnstring, String label, String
stuffcommand </i>)</tt><BR>
<ul>
create a new radio button/label
</ul>
<P><tt><B>rowheight</B>( <i>Float rowheight </i>)</tt><BR>
<ul>
set the height of each row
</ul>
<P><tt><B>selectshader</B>( <i>String select_material </i>)</tt><BR>
<ul>
set the selected button shader
</ul>
</BLOCKQUOTE>
<h2> <a name="UIRandomLabel">UIRandomLabel</a> -> <a href="#UILabel">UILabel</a>
-> <a href="#UIWidget">UIWidget</a> -> <a href="#USignal">USignal</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="UIRenderModel">UIRenderModel</a> -> <a href="#UIWidget">UIWidget</a>
-> <a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>altclicksoundproperty</B>( <i>String object, String property
</i>)</tt><BR>
<ul>
Uses the specified object's property as the sound to play whenthe widget
is right clicked.
</ul>
<P><tt><B>clicksoundproperty</B>( <i>String object, String property </i>)</tt><BR>
<ul>
Uses the specified object's property as the sound to play whenthe widget
is left clicked.
</ul>
<P><tt><B>hoverbob</B>( <i>Vector _hoverbob, [ Float _hoverbobtime ] </i>)</tt><BR>
<ul>
causes model to bob up and down a specified vector and period on hover
</ul>
<P><tt><B>hoverpivot</B>( <i>Vector _hoverpivot, [ Float _hoverpivottime
] </i>)</tt><BR>
<ul>
causes model to pivot back and forth with a specified angle and period
on hover
</ul>
<P><tt><B>hoverspin</B>( <i>Vector _hoverspin, [ Float _hoverspintime
] </i>)</tt><BR>
<ul>
causes model to spin with a specified direction and speed on hover
</ul>
<P><tt><B>modelProperty</B>( <i>String object, String property </i>)</tt><BR>
<ul>
Hooks this widget up to the specfied gameplay object property, which
is treatedas a model to render. In addition to fetching the model from
the gameplaydatabase, the other rendering properties are pulled from
the database as well.
</ul>
<P><tt><B>normalbob</B>( <i>Vector _normalbob, [ Float _normalbobtime
] </i>)</tt><BR>
<ul>
causes model to bob up and down a specified vector and period
</ul>
<P><tt><B>normalpivot</B>( <i>Vector _normalpivot, [ Float _normalpivottime
] </i>)</tt><BR>
<ul>
causes model to pivot back and forth with a specified angle and period
</ul>
<P><tt><B>normalspin</B>( <i>Vector _normalspin, [ Float _normalspintime
] </i>)</tt><BR>
<ul>
causes model to spin with a specified direction and speed
</ul>
<P><tt><B>rendermodel</B>( <i>String modelname </i>)</tt><BR>
<ul>
The name of the model to render
</ul>
<P><tt><B>rendermodelangles</B>( <i>Vector angleVector </i>)</tt><BR>
<ul>
The vector for the model angles
</ul>
<P><tt><B>rendermodelanimation</B>( <i>String animations </i>)</tt><BR>
<ul>
The default model animation to play
</ul>
<P><tt><B>rendermodelarmedanimation</B>( <i>String animations </i>)</tt><BR>
<ul>
The model animation to play when armed
</ul>
<P><tt><B>rendermodeldisabledanimation</B>( <i>String animations </i>)</tt><BR>
<ul>
The model animation to play when disabled
</ul>
<P><tt><B>rendermodelfov</B>( <i>Integer fovX, Integer fovY </i>)</tt><BR>
<ul>
The fov to render the model at
</ul>
<P><tt><B>rendermodelhoveranimation</B>( <i>String animations </i>)</tt><BR>
<ul>
The model animation to play during mouse hover
</ul>
<P><tt><B>rendermodeloffset</B>( <i>Vector offsetVector </i>)</tt><BR>
<ul>
The offset vector of the render model
</ul>
<P><tt><B>rendermodelpitch</B>( <i>Float pitchangle </i>)</tt><BR>
<ul>
Set the model's pitch
</ul>
<P><tt><B>rendermodelprecache</B></tt><BR>
<ul>
Makes the model get cached immediately
</ul>
<P><tt><B>rendermodelroll</B>( <i>Float rollangle </i>)</tt><BR>
<ul>
Set the model's roll
</ul>
<P><tt><B>rendermodelrotateoffset</B>( <i>Vector rotationVector </i>)</tt><BR>
<ul>
The rotation offset to rotate the model.
</ul>
<P><tt><B>rendermodelselectedanimation</B>( <i>String animations </i>)</tt><BR>
<ul>
The model animation to play when selected
</ul>
<P><tt><B>rendermodelyaw</B>( <i>Float yawangle </i>)</tt><BR>
<ul>
Set the model's yaw
</ul>
</BLOCKQUOTE>
<h2> <a name="UIRow">UIRow</a> -> <a href="#UIWidget">UIWidget</a> -> <a href="#USignal">USignal</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>norowhighlight</B></tt><BR>
<ul>
Sets the no row highlight
</ul>
</BLOCKQUOTE>
<h2> <a name="UIRowColumn">UIRowColumn</a> -> <a href="#UIScrollable">UIScrollable</a>
-> <a href="#UIWidget">UIWidget</a> -> <a href="#USignal">USignal</a>
-> <a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>activate</B></tt><BR>
<ul>
Triggers the activate commnand
</ul>
<P><tt><B>activatecolumncommand</B>( <i>String command, Integer column,
[ Integer i1 ], [ Integer i2 ], [ Integer i3 ], [ Integer i4 ], [ Integer
i5 ] </i>)</tt><BR>
<ul>
The command to execute when the column is activated.
</ul>
<P><tt><B>activatecommand</B>( <i>String command, [ Integer i1 ], [ Integer
i2 ], [ Integer i3 ], [ Integer i4 ], [ Integer i5 ] </i>)</tt><BR>
<ul>
The command to execute when the row is activated (double clicked). I1-I5
are the column indices
</ul>
<P><tt><B>addrow</B>( <i>String s1, [ String s2 ], [ String s3 ], [ String
s4 ], [ String s5 ], [ String s6 ], [ String s7 ], [ String s8 ] </i>)</tt><BR>
<ul>
The string arguments to set on the row
</ul>
<P><tt><B>addrowitem</B>( <i>String item, [ String data ] </i>)</tt><BR>
<ul>
Adds an item to a row.
</ul>
<P><tt><B>addrowwidgets</B>( <i>String s1, [ String s2 ], [ String s3
], [ String s4 ], [ String s5 ], [ String s6 ], [ String s7 ], [ String
s8 ] </i>)</tt><BR>
<ul>
Adds specific widgets to the row.
</ul>
<P><tt><B>bgrowcolor</B>( <i>Float red, Float green, Float blue, Float
alpha </i>)</tt><BR>
<ul>
Specifies the explicit background color to use on the row
</ul>
<P><tt><B>column</B>( <i>String templatename, Float width, String datatype
</i>)</tt><BR>
<ul>
The column properties.
</ul>
<P><tt><B>deleteallitems</B></tt><BR>
<ul>
Delete all the items from the widget
</ul>
<P><tt><B>deselectall</B></tt><BR>
<ul>
Deselects all items in the list
</ul>
<P><tt><B>fgrowcolor</B>( <i>Float red, Float green, Float blue, Float
alpha </i>)</tt><BR>
<ul>
Specifies the explicit foreground color to use on the row
</ul>
<P><tt><B>hovercommand</B>( <i>String command </i>)</tt><BR>
<ul>
Set the command to be stuffed when the widget is hovered over
</ul>
<P><tt><B>hoveredcolumncommand</B>( <i>String command, Integer column,
[ Integer i1 ], [ Integer i2 ], [ Integer i3 ], [ Integer i4 ], [ Integer
i5 ] </i>)</tt><BR>
<ul>
The command to execute when the column is hovered.
</ul>
<P><tt><B>mouse_entered</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Mouse entered a widget event
</ul>
<P><tt><B>nofocus</B></tt><BR>
<ul>
Prevents the wigdet from gaining focus.
</ul>
<P><tt><B>norowhighlight</B></tt><BR>
<ul>
Sets the no row highlight
</ul>
<P><tt><B>norowselect</B></tt><BR>
<ul>
Prevents the row from selecting
</ul>
<P><tt><B>selectedcolumncommand</B>( <i>String command, Integer column,
[ Integer i1 ], [ Integer i2 ], [ Integer i3 ], [ Integer i4 ], [ Integer
i5 ] </i>)</tt><BR>
<ul>
The command to execute when the column is selected
</ul>
<P><tt><B>selectedcommand</B>( <i>String command, [ Integer i1 ], [ Integer
i2 ], [ Integer i3 ], [ Integer i4 ], [ Integer i5 ] </i>)</tt><BR>
<ul>
The command to exectue when the row is selected (single clicked)
</ul>
<P><tt><B>selectrow</B>( <i>Integer rowIndex </i>)</tt><BR>
<ul>
Specifies the row to select
</ul>
<P><tt><B>selectrowwithdata</B>( <i>Integer column, String data </i>)</tt><BR>
<ul>
Selects a row based on the stored data
</ul>
<P><tt><B>setrow</B>( <i>Integer rowIndex, String s1, [ String s2 ], [
String s3 ], [ String s4 ], [ String s5 ], [ String s6 ], [ String s7
], [ String s8 ] </i>)</tt><BR>
<ul>
The string arguments to set on the row
</ul>
<P><tt><B>sortcolumn</B>( <i>Integer columnIndex </i>)</tt><BR>
<ul>
Sorts the column based on the column index
</ul>
<P><tt><B>sorttype</B>( <i>String type </i>)</tt><BR>
<ul>
Specifies the sorting method
</ul>
</BLOCKQUOTE>
<h2> <a name="UIScrollable">UIScrollable</a> -> <a href="#UIWidget">UIWidget</a>
-> <a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>itemheight</B>( <i>Float height </i>)</tt><BR>
<ul>
The height of the item in the list.
</ul>
<P><tt><B>scrollbar_width</B>( <i>Float width </i>)</tt><BR>
<ul>
Sets the scrollbar width
</ul>
<P><tt><B>scrollbartemplate</B>( <i>String templateName </i>)</tt><BR>
<ul>
Sets the name of the scrollbar template
</ul>
</BLOCKQUOTE>
<h2> <a name="UIScrollShader">UIScrollShader</a> -> <a href="#UIWidget">UIWidget</a>
-> <a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>scroll</B>( <i>Float min, Float max, Float percent </i>)</tt><BR>
<ul>
Minimum texcoord, Max texcoord, Expose Percentage
</ul>
</BLOCKQUOTE>
<h2> <a name="UISlider">UISlider</a> -> <a href="#UIWidget">UIWidget</a>
-> <a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>autodec</B></tt><BR>
<ul>
Used to auto decrement the slider
</ul>
<P><tt><B>autoinc</B></tt><BR>
<ul>
Used to auto increment the slider
</ul>
<P><tt><B>left_mouse_down</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Left mouse button has been pressed down
</ul>
<P><tt><B>left_mouse_up</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Left mouse button has been released
</ul>
<P><tt><B>left_mousedragged</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Mouse was moved in a widget with the left button down
</ul>
<P><tt><B>leftshader</B>( <i>String shader, [ String depressed_shader
] </i>)</tt><BR>
<ul>
Set the shader of the slider's left arrow
</ul>
<P><tt><B>mouse_entered</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Mouse entered a widget event
</ul>
<P><tt><B>mouse_exited</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Mouse exiting a widget event
</ul>
<P><tt><B>rightshader</B>( <i>String shader, [ String depressed_shader
] </i>)</tt><BR>
<ul>
Set the shader of the slider's right arrow
</ul>
<P><tt><B>setrange</B>( <i>Float min, Float max </i>)</tt><BR>
<ul>
Used to set the range of a slider
</ul>
<P><tt><B>slidertype</B>( <i>String sliderType(float|integer) </i>)</tt><BR>
<ul>
Set the slider type to be floating point or integral
</ul>
<P><tt><B>stepsize</B>( <i>Float stepsize </i>)</tt><BR>
<ul>
Set the step size of the slider
</ul>
<P><tt><B>thumbshader</B>( <i>String shader, [ String depressed_shader
] </i>)</tt><BR>
<ul>
Set the shader of the slider's thumb
</ul>
</BLOCKQUOTE>
<h2> <a name="UIStatusBar">UIStatusBar</a> -> <a href="#UIWidget">UIWidget</a>
-> <a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>realign_widget</B></tt><BR>
<ul>
Specifies that the widget has been realigned.
</ul>
<P><tt><B>size_changed</B></tt><BR>
<ul>
Specifies that the size of the widget has changed.
</ul>
</BLOCKQUOTE>
<h2> <a name="UISwitchBox">UISwitchBox</a> -> <a href="#UIButton">UIButton</a>
-> <a href="#UIButtonBase">UIButtonBase</a> -> <a href="#UIWidget">UIWidget</a>
-> <a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>imagenameoption</B>( <i>String image, String name, [ String
command ], [ String cvarvalue ] </i>)</tt><BR>
<ul>
Like an image option, but will return a name on the getData call, rather
than the image path
</ul>
<P><tt><B>imageoption</B>( <i>String image, [ String command ], [ String
cvarvalue ] </i>)</tt><BR>
<ul>
The properties of a image switch box option
</ul>
<P><tt><B>nextoption</B></tt><BR>
<ul>
Switches to the next option
</ul>
<P><tt><B>option</B>( <i>String name, [ String command ], [ String cvarvalue
] </i>)</tt><BR>
<ul>
The properties of a switchbox option
</ul>
</BLOCKQUOTE>
<h2> <a name="UITable">UITable</a> -> <a href="#UIWidget">UIWidget</a> ->
<a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>activate</B></tt><BR>
<ul>
Triggers the activate commnand
</ul>
<P><tt><B>activatecommand</B>( <i>String command, [ Integer i1 ], [ Integer
i2 ], [ Integer i3 ], [ Integer i4 ], [ Integer i5 ] </i>)</tt><BR>
<ul>
The command to execute when the row is activated (double clicked). I1-I5
are the column indices
</ul>
<P><tt><B>addrow</B>( <i>String s1, [ String s2 ], [ String s3 ], [ String
s4 ], [ String s5 ], [ String s6 ], [ String s7 ], [ String s8 ] </i>)</tt><BR>
<ul>
The string arguments to set on the row
</ul>
<P><tt><B>allowusersort</B>( <i>Boolean canSort </i>)</tt><BR>
<ul>
Specifies whether we allow the user to sort the list.
</ul>
<P><tt><B>deleteallitems</B></tt><BR>
<ul>
Delete all the items from the widget
</ul>
<P><tt><B>deselectall</B></tt><BR>
<ul>
Deselects all items in the list
</ul>
<P><tt><B>headerheight</B>( <i>Integer height </i>)</tt><BR>
<ul>
Height of the column header widget
</ul>
<P><tt><B>hovercommand</B>( <i>String command </i>)</tt><BR>
<ul>
Set the command to be stuffed when the widget is hovered over
</ul>
<P><tt><B>hoverexitcommand</B>( <i>String command </i>)</tt><BR>
<ul>
Set the command to be stuffed when the widget is no longer being hovered
over
</ul>
<P><tt><B>itemheight</B>( <i>Float height </i>)</tt><BR>
<ul>
The height of the item in the list.
</ul>
<P><tt><B>norowhighlight</B></tt><BR>
<ul>
Sets the no row highlight
</ul>
<P><tt><B>norowselect</B></tt><BR>
<ul>
Prevents the row from selecting
</ul>
<P><tt><B>scrollbar_width</B>( <i>Float width </i>)</tt><BR>
<ul>
Sets the scrollbar width
</ul>
<P><tt><B>scrollbartemplate</B>( <i>String templateName </i>)</tt><BR>
<ul>
Sets the name of the scrollbar template
</ul>
<P><tt><B>selectedcommand</B>( <i>String command, [ Integer i1 ], [ Integer
i2 ], [ Integer i3 ], [ Integer i4 ], [ Integer i5 ] </i>)</tt><BR>
<ul>
The command to exectue when the row is selected (single clicked)
</ul>
<P><tt><B>selectrow</B>( <i>Integer rowIndex </i>)</tt><BR>
<ul>
Specifies the row to select
</ul>
<P><tt><B>sortcolumn</B>( <i>Integer columnIndex </i>)</tt><BR>
<ul>
Sorts the column based on the column index
</ul>
<P><tt><B>sorttype</B>( <i>String type </i>)</tt><BR>
<ul>
Specifies the sorting method
</ul>
<P><tt><B>tablecolumn</B>( <i>String templateName,, Integer width,, String
datatype,, String headerTemplate,, String title </i>)</tt><BR>
<ul>
Adds a column to the table
</ul>
</BLOCKQUOTE>
<h2> <a name="UIVertScroll">UIVertScroll</a> -> <a href="#UIWidget">UIWidget</a>
-> <a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>left_mouse_down</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Left mouse button has been pressed down
</ul>
<P><tt><B>left_mouse_up</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Left mouse button has been released
</ul>
<P><tt><B>left_mousedragged</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Mouse was moved in a widget with the left button down
</ul>
<P><tt><B>mouse_entered</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Mouse entered a widget event
</ul>
<P><tt><B>mouse_exited</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Mouse exiting a widget event
</ul>
<P><tt><B>scrollbar_scroll</B>( <i>Integer scrollrate, Integer autorepeat
</i>)</tt><BR>
<ul>
scroll the scrollbar, at the specified rate.<BR>
The autorepeat is used for autoscrolling with the mouse button held
down
</ul>
<P><tt><B>scrollbar_solidbordercolor</B>( <i>Float red, Float green, Float
blue, Float alpha </i>)</tt><BR>
<ul>
Sets the border color for the scroll bar
</ul>
<P><tt><B>scrollbar_thumbcolor</B>( <i>Float red, Float green, Float blue,
Float alpha </i>)</tt><BR>
<ul>
Sets the thumb color for the scroll bar
</ul>
<P><tt><B>scrollbar_width</B>( <i>Float width </i>)</tt><BR>
<ul>
Sets the scrollbar width
</ul>
</BLOCKQUOTE>
<h2> <a name="UIWidget">UIWidget</a> -> <a href="#USignal">USignal</a> ->
<a href="#Listener">Listener</a> -> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>activate</B>( <i>[ Boolean force ] </i>)</tt><BR>
<ul>
Called when the widget activates
</ul>
<P><tt><B>aliascache</B>( <i>String alias, String realPath, [ String arg1
], [ String arg2 ], [ String arg3 ], [ String arg4 ], [ String arg5
], [ String arg6 ] </i>)</tt><BR>
<ul>
Create an alias to the specified path and cache the resource
</ul>
<P><tt><B>align</B>( <i>String alignment </i>)</tt><BR>
<ul>
Set the side of the screen to align the widget(left right top bottom)
</ul>
<P><tt><B>altclicksound</B>( <i>String soundName </i>)</tt><BR>
<ul>
Set the sound to be played when the widget is right-clicked.
</ul>
<P><tt><B>armedbgcolor</B>( <i>Float red, Float green, Float blue, Float
alpha </i>)</tt><BR>
<ul>
Sets the armed background color
</ul>
<P><tt><B>armedbordercolor</B>( <i>Float red, Float green, Float blue,
Float alpha </i>)</tt><BR>
<ul>
Sets the armed border color
</ul>
<P><tt><B>armedfgcolor</B>( <i>Float red, Float green, Float blue, Float
alpha </i>)</tt><BR>
<ul>
Sets the armed foreground color
</ul>
<P><tt><B>armedshader</B>( <i>String shaderName </i>)</tt><BR>
<ul>
Set the armed shader on the background of the widget when the widget
is armed
</ul>
<P><tt><B>armedshadercolor</B>( <i>Float red, Float green, Float blue,
Float alpha </i>)</tt><BR>
<ul>
Sets the material color
</ul>
<P><tt><B>armedtextshadowcolor</B>( <i>Float red, Float green, Float blue,
Float alpha </i>)</tt><BR>
<ul>
Set the armed text shadow color of the widget
</ul>
<P><tt><B>bgcolor</B>( <i>Float red, Float green, Float blue, Float alpha
</i>)</tt><BR>
<ul>
Set the background color of the widget
</ul>
<P><tt><B>bordercolor</B>( <i>Float red, Float green, Float blue, Float
alpha </i>)</tt><BR>
<ul>
Set the border color of the widget
</ul>
<P><tt><B>borderstyle</B>( <i>String style </i>)</tt><BR>
<ul>
Set the borderstyle of the widget(NONE, 3D_BORDER, INDENT_BORDER)
</ul>
<P><tt><B>borderwidth</B>( <i>Float width </i>)</tt><BR>
<ul>
Pixel width of the border
</ul>
<P><tt><B>clearcommands</B></tt><BR>
<ul>
Clears all of the commands.
</ul>
<P><tt><B>clicksound</B>( <i>String soundName </i>)</tt><BR>
<ul>
Set the sound to be played when the widget is clicked
</ul>
<P><tt><B>cvarcheckdisable</B>( <i>String cvar_name, String cvar_value,
[ String checkType ] </i>)</tt><BR>
<ul>
Adds a cvar check for disabling to the widget, where they checkType
is what determines what check to<BR>
To apply to see if this needs to be disabled ( ==, !=, <, <=, >, or
>=, defaults to == )
</ul>
<P><tt><B>cvarvisibility</B>( <i>String cvar_name, String cvar_value,
[ String checkType ] </i>)</tt><BR>
<ul>
Shows a widget when the specified cvar equals the specified value. Otherwise
it hides.<BR>
To apply to see if this needs to be visible ( ==, !=, <, <=, >, or >=,
defaults to == )
</ul>
<P><tt><B>depth</B>( <i>Float depth </i>)</tt><BR>
<ul>
Sets the widget containers zdepth
</ul>
<P><tt><B>direction</B>( <i>String direction, [ Float time ] </i>)</tt><BR>
<ul>
Set the direction the widget will appear from on the screen<BR>
(from_top, from_bottom, from_left, or from_right)<BR>
Time is specified to determine how fast the widget will scroll in<BR>
</ul>
<P><tt><B>disable</B></tt><BR>
<ul>
enable the widget.
</ul>
<P><tt><B>disabledbgcolor</B>( <i>Float red, Float green, Float blue,
Float alpha </i>)</tt><BR>
<ul>
Sets the disabled background color
</ul>
<P><tt><B>disabledbordercolor</B>( <i>Float red, Float green, Float blue,
Float alpha </i>)</tt><BR>
<ul>
Sets the disabled border color
</ul>
<P><tt><B>disabledfgcolor</B>( <i>Float red, Float green, Float blue,
Float alpha </i>)</tt><BR>
<ul>
Sets the disabled foreground color
</ul>
<P><tt><B>disabledshadercolor</B>( <i>Float red, Float green, Float blue,
Float alpha </i>)</tt><BR>
<ul>
Sets the disabled shader color
</ul>
<P><tt><B>disabledtextshadowcolor</B>( <i>Float red, Float green, Float
blue, Float alpha </i>)</tt><BR>
<ul>
Sets the text shadow color
</ul>
<P><tt><B>enable</B></tt><BR>
<ul>
enable the widget.
</ul>
<P><tt><B>enableProperty</B>( <i>String object, String property </i>)</tt><BR>
<ul>
Sets the widget to enable/disable based on the gameplay property
</ul>
<P><tt><B>fadedelay</B>( <i>Float fadedelay </i>)</tt><BR>
<ul>
Sets the delay before the fade out occurs
</ul>
<P><tt><B>fadein</B>( <i>Float fadetime </i>)</tt><BR>
<ul>
Set the amount of time it takes for the widget to fade in
</ul>
<P><tt><B>fadeout</B>( <i>Float fadetime </i>)</tt><BR>
<ul>
Sets the amount it takes for the widget to fade out.
</ul>
<P><tt><B>fgcolor</B>( <i>Float red, Float green, Float blue, Float alpha
</i>)</tt><BR>
<ul>
Set the foreground color of the widget
</ul>
<P><tt><B>floatProperty</B>( <i>String object, String property </i>)</tt><BR>
<ul>
Hooks this widget up to the specified gameply object float property
</ul>
<P><tt><B>font</B>( <i>String title </i>)</tt><BR>
<ul>
Set the font of the widget
</ul>
<P><tt><B>hide</B></tt><BR>
<ul>
Hides the widget.
</ul>
<P><tt><B>hidecommand</B>( <i>String command </i>)</tt><BR>
<ul>
Set a command to be executed when the widget is hidden
</ul>
<P><tt><B>hideDuringLoad</B></tt><BR>
<ul>
Hides this widget or menu from when loading.
</ul>
<P><tt><B>hidesound</B>( <i>String command </i>)</tt><BR>
<ul>
Set a sound to be played when the widget is hidden
</ul>
<P><tt><B>horizontaljustify</B>( <i>String horizontal </i>)</tt><BR>
<ul>
Specifies the horizontal justification of text - left, right or center
</ul>
<P><tt><B>hoverbgcolor</B>( <i>Float red, Float green, Float blue, Float
alpha </i>)</tt><BR>
<ul>
The hover background color
</ul>
<P><tt><B>hoverbordercolor</B>( <i>Float red, Float green, Float blue,
Float alpha </i>)</tt><BR>
<ul>
The hover border color
</ul>
<P><tt><B>hovercommand</B>( <i>String command </i>)</tt><BR>
<ul>
Set the command to be stuffed when the widget is hovered over
</ul>
<P><tt><B>hoverexitcommand</B>( <i>String command </i>)</tt><BR>
<ul>
Set the command to be stuffed when the widget is no longer being hovered
over
</ul>
<P><tt><B>hoverfgcolor</B>( <i>Float red, Float green, Float blue, Float
alpha </i>)</tt><BR>
<ul>
The hover foreground color
</ul>
<P><tt><B>hovershader</B>( <i>String shaderName </i>)</tt><BR>
<ul>
Set the shader to on the background of the widget when the mouse is
over the widget
</ul>
<P><tt><B>hovershadercolor</B>( <i>Float red, Float green, Float blue,
Float alpha </i>)</tt><BR>
<ul>
Sets the material color
</ul>
<P><tt><B>hoversound</B></tt><BR>
<ul>
Set the sound to play when mouse enters widget
</ul>
<P><tt><B>hovertextshadowcolor</B>( <i>Float red, Float green, Float blue,
Float alpha </i>)</tt><BR>
<ul>
Set the hover text shadow color of the widget
</ul>
<P><tt><B>initdata</B>( <i>String datastring </i>)</tt><BR>
<ul>
Set the linkcvar to be initialized to this value
</ul>
<P><tt><B>keycommand</B>( <i>String key, String command </i>)</tt><BR>
<ul>
Sets the command to execute when a key is pressed
</ul>
<P><tt><B>labeltext</B>( <i>String text </i>)</tt><BR>
<ul>
Used by labels to simply dump text into the label, justified top-left.
</ul>
<P><tt><B>left_mouse_down</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Left mouse button has been pressed down
</ul>
<P><tt><B>linkcvar</B>( <i>String cvarname </i>)</tt><BR>
<ul>
Set the cvar that will be updated when the widget is changed
</ul>
<P><tt><B>mouse_entered</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Mouse entered a widget event
</ul>
<P><tt><B>mouse_exited</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Mouse exiting a widget event
</ul>
<P><tt><B>mwc_move</B>( <i>Float x, Float y, Float time </i>)</tt><BR>
<ul>
Moves the widget.
</ul>
<P><tt><B>mwc_moveto</B>( <i>Float x, Float y, Float time </i>)</tt><BR>
<ul>
Moves the widget to the specified location over the time period specified.
</ul>
<P><tt><B>mwc_movetocvar</B>( <i>String x, String y, [ Float scale ],
[ Float time ] </i>)</tt><BR>
<ul>
Moves the widget to (x+cvar1*scale,y+cvar2*scale) over the specified
time.
</ul>
<P><tt><B>mwc_movetoprop</B>( <i>String x, String y, [ Float scale ],
[ Float time ] </i>)</tt><BR>
<ul>
Moves the widget to (x+obj.prop*scale,y+obj.prop*scale) over the specified
time.
</ul>
<P><tt><B>mwc_movetostat</B>( <i>String x, String y, [ Float scale ],
[ Float time ] </i>)</tt><BR>
<ul>
Moves the widget to (x+stat*scale,y+stat*scale) over the specified time.
</ul>
<P><tt><B>mwc_restart</B></tt><BR>
<ul>
Makes the widget commands start from the beginning.
</ul>
<P><tt><B>mwc_setposition</B>( <i>Float x, Float y </i>)</tt><BR>
<ul>
Immediately moves the position of the widget.
</ul>
<P><tt><B>mwc_wait</B>( <i>Float time </i>)</tt><BR>
<ul>
Waits the specified amount of time.
</ul>
<P><tt><B>name</B>( <i>String name </i>)</tt><BR>
<ul>
Set the name of the widget
</ul>
<P><tt><B>noparentadjust</B></tt><BR>
<ul>
Set the widget to not be adjusted by the parent widget
</ul>
<P><tt><B>noparentclip</B></tt><BR>
<ul>
Set the widget to not be clipped by the parent widget
</ul>
<P><tt><B>noresize</B></tt><BR>
<ul>
Do not resize the widget when the resolution changes
</ul>
<P><tt><B>ordernumber</B>( <i>Integer num </i>)</tt><BR>
<ul>
Set the order the widget should be activated in
</ul>
<P><tt><B>popcommand</B>( <i>String command </i>)</tt><BR>
<ul>
Set a command to be executed when the widget is popped off the stack
</ul>
<P><tt><B>pushcommand</B>( <i>String command </i>)</tt><BR>
<ul>
Set a command to be executed when the widget is pushed on the stack
</ul>
<P><tt><B>rect</B>( <i>Float x, Float y, Float width, Float height, [
Boolean resize ] </i>)</tt><BR>
<ul>
Set the rect of the widget
</ul>
<P><tt><B>refreshShader</B></tt><BR>
<ul>
Refreshes the shader for this widget
</ul>
<P><tt><B>restartcommands</B></tt><BR>
<ul>
Restarts all of the commands.
</ul>
<P><tt><B>right_mouse_down</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Right mouse button has been pressed down
</ul>
<P><tt><B>selectedbgcolor</B>( <i>Float red, Float green, Float blue,
Float alpha </i>)</tt><BR>
<ul>
Sets the selected background color
</ul>
<P><tt><B>selectedbordercolor</B>( <i>Float red, Float green, Float blue,
Float alpha </i>)</tt><BR>
<ul>
Sets the selected border color
</ul>
<P><tt><B>selectedfgcolor</B>( <i>Float red, Float green, Float blue,
Float alpha </i>)</tt><BR>
<ul>
Sets the selected foreground color
</ul>
<P><tt><B>selectedshader</B>( <i>String shaderName </i>)</tt><BR>
<ul>
Set the select shader on the background of the widget when the widget
is selected
</ul>
<P><tt><B>selectedshadercolor</B>( <i>Float red, Float green, Float blue,
Float alpha </i>)</tt><BR>
<ul>
Sets the material color
</ul>
<P><tt><B>selectedtextshadowcolor</B>( <i>Float red, Float green, Float
blue, Float alpha </i>)</tt><BR>
<ul>
Set the selected text shadow color of the widget
</ul>
<P><tt><B>setaltcommand</B>( <i>String command </i>)</tt><BR>
<ul>
Sets the alternate command. By default, this command is executed when
theright mouse button is pressed on a widget.
</ul>
<P><tt><B>setchild</B>( <i>String child </i>)</tt><BR>
<ul>
Makes target widget a child of current widget
</ul>
<P><tt><B>shader</B>( <i>String shaderName </i>)</tt><BR>
<ul>
Set the shader to draw on the background of the widget
</ul>
<P><tt><B>shadercolor</B>( <i>Float red, Float green, Float blue, Float
alpha </i>)</tt><BR>
<ul>
Sets the material color
</ul>
<P><tt><B>shaderProperty</B>( <i>String object, String property </i>)</tt><BR>
<ul>
Hooks this widget up to display the specified gameplay object shader
</ul>
<P><tt><B>showcommand</B>( <i>String command </i>)</tt><BR>
<ul>
Set a command to be executed when the widget is shown
</ul>
<P><tt><B>showsound</B>( <i>String command </i>)</tt><BR>
<ul>
Set a sound to be played when the widget is shown
</ul>
<P><tt><B>size</B>( <i>Float x, Float y, Float width, Float height </i>)</tt><BR>
<ul>
Set the size of the widget
</ul>
<P><tt><B>statVisibility</B>( <i>String stat_name, String stat_value,
Boolean equal </i>)</tt><BR>
<ul>
Shows a widget when the specified stat is equal/not equal to the specified
value. Otherwise it hides it.
</ul>
<P><tt><B>stopsound</B>( <i>String soundName </i>)</tt><BR>
<ul>
Set the sound to be played when the widget stops moving
</ul>
<P><tt><B>stretch</B>( <i>String stretchdir </i>)</tt><BR>
<ul>
Set the widget to be stretched horizontally or vertically across the
screen
</ul>
<P><tt><B>stringProperty</B>( <i>String object, String property </i>)</tt><BR>
<ul>
Hooks this widget up to the specified gameply object string property
</ul>
<P><tt><B>stuffcommand</B>( <i>String command </i>)</tt><BR>
<ul>
Set the command to be stuffed when the widget is clicked
</ul>
<P><tt><B>textshadowcolor</B>( <i>Float red, Float green, Float blue,
Float alpha </i>)</tt><BR>
<ul>
Set the text shadow color of the widget
</ul>
<P><tt><B>texturecoordinates</B>( <i>Float s1, Float t1, Float s2, Float
t2 </i>)</tt><BR>
<ul>
The texture coordinates for the shader
</ul>
<P><tt><B>tileshader</B>( <i>String shaderName </i>)</tt><BR>
<ul>
Set the shader to draw tiled on the background of the widget
</ul>
<P><tt><B>title</B>( <i>String title </i>)</tt><BR>
<ul>
Set the title of the widget to be displayed in the center of it
</ul>
<P><tt><B>verticaljustify</B>( <i>String vertical </i>)</tt><BR>
<ul>
Specifies the vertical justification of text - top bottom, center
</ul>
<P><tt><B>visibilityProperty</B>( <i>String object, String property </i>)</tt><BR>
<ul>
Hooks this widget up to the specified gameply object visibility property
</ul>
<P><tt><B>widgetstate</B>( <i>String widgetState </i>)</tt><BR>
<ul>
Sets the widget state
</ul>
</BLOCKQUOTE>
<h2> <a name="UIWidgetContainer">UIWidgetContainer</a> -> <a href="#UIWidget">UIWidget</a>
-> <a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>bgfill</B>( <i>Float red, Float green, Float blue, Float alpha
</i>)</tt><BR>
<ul>
Set a color to fill the entire background
</ul>
<P><tt><B>fullscreen</B>( <i>Boolean fullscreen </i>)</tt><BR>
<ul>
Set container to be fullscreen. This will disable the game rendering
if it's active
</ul>
<P><tt><B>gamefocus</B></tt><BR>
<ul>
Allows focus to the game window
</ul>
<P><tt><B>noEscape</B>( <i>Boolean noEscape </i>)</tt><BR>
<ul>
Sets the menu if escape key sequence is allowed.
</ul>
<P><tt><B>nomouse</B></tt><BR>
<ul>
Tells container not to pop up mouse.
</ul>
<P><tt><B>vidmode</B>( <i>Integer vidmode </i>)</tt><BR>
<ul>
Set container's vidmode to change to when it's active
</ul>
</BLOCKQUOTE>
<h2> <a name="UIWindowManager">UIWindowManager</a> -> <a href="#UIWidget">UIWidget</a>
-> <a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="UIWindowSizer">UIWindowSizer</a> -> <a href="#UIWidget">UIWidget</a>
-> <a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>left_mouse_down</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Left mouse button has been pressed down
</ul>
<P><tt><B>left_mouse_up</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Left mouse button has been released
</ul>
<P><tt><B>left_mousedragged</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Mouse was moved in a widget with the left button down
</ul>
</BLOCKQUOTE>
<h2> <a name="USignal">USignal</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="View3D">View3D</a> -> <a href="#UIWidget">UIWidget</a> ->
<a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a> ->
<a href="#Class">Class</a></h2>
<BLOCKQUOTE>
<P><tt><B>activate</B>( <i>[ Boolean force ] </i>)</tt><BR>
<ul>
Called when the widget activates
</ul>
<P><tt><B>deactivate</B></tt><BR>
<ul>
Called when the widget deactivates.
</ul>
<P><tt><B>left_mouse_down</B>( <i>Float xpos, Float ypos, Integer buttons
</i>)</tt><BR>
<ul>
Left mouse button has been pressed down
</ul>
</BLOCKQUOTE>
<h2> <a name="ViewSetPickerClass">ViewSetPickerClass</a> -> <a href="#FilePickerClass">FilePickerClass</a>
-> <a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<h2> <a name="ViewSpawnerClass">ViewSpawnerClass</a> -> <a href="#FilePickerClass">FilePickerClass</a>
-> <a href="#USignal">USignal</a> -> <a href="#Listener">Listener</a>
-> <a href="#Class">Class</a></h2>
<BLOCKQUOTE> </BLOCKQUOTE>
<H2> 79 Client Module Classes.<BR>
478 Client Module Events. </H2>
<p class="subheader">&nbsp;</p>
</td>
</tr>
<tr>
<td colspan="3"><img src="../images/footer.jpg" width="702" height="36" border="0" usemap="#Map"><br>
<img src="../images/hor_line.jpg" width="702" height="1"></td>
</tr>
<tr>
<td colspan="3" class="legal"><table width="100%" border="0" cellspacing="0" cellpadding="4">
<tr>
<td class="legal"> Copyright &copy;2003 Ritual Entertainment, Inc. All rights reserved.<br>
lease do not email Ritual Entertainment with questions about the
UberTools Game Development Kit. It is provided as is and is not supported by Ritual Entertainment.</td>
<td><a href="http://www.ritual.com/tech/overview.html" target="_blank"><img src="../images/uber_logo.jpg" width="43" height="56" hspace="4" border="0"></a></td>
<td><a href="http://www.ritual.com" target="_blank"><img src="../images/ritual_logo.jpg" width="100" height="56" hspace="4" border="0"></a></td>
</tr>
</table>
<p align="center">&nbsp;</p></td>
</tr>
</table>
<map name="Map">
<area shape="rect" coords="601,10,693,28" href="#top">
</map>
</body>
</html>