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HUD elements in Scripts

Script methods to manipulate hud elements.

Element Tree & Locating Elements

string Hud_GetHudName( var menu )

var GetParentMenu( var elem )

Returns a reference to the menu the passed element is parented to

var Hud_GetParent( var elem )

Returns the next higher parent of the element

bool Hud_HasChild( var elem, string childName )

Returns true if the element has a child named like childName

var Hud_GetChild( var elem, string childName )

Returns the child element of the passed element named like childName

array GetElementsByClassname( var elem, string className )

Returns all children that have the given class

var GetElem( var menu, string elementName )

var Hud_GetScriptID( var elem )

Returns the script ID of the element declared in the .menu file

var GetFocus()

Returns the currently focused element.

Element Position

void Hud_SetPos( var elem, int x, int y )

Set the position of the element relative to the base position.

var Hud_GetPos( var elem )

Returns an array of type int[2] as a var. The position is relative to the element's base position.

void Hud_SetX( var elem, int x )

Only change the x position relative to the base position.

void Hud_SetY( var elem, int y )

Only change the y position relative to the base position.

int Hud_GetX( var elem )

Returns the x position of the element relative to it's base position.

int Hud_GetY( var elem )

Returns the y position of the element relative to it's base position.

void Hud_ReturnToBasePos( var elem )

Set the position of this element to it's base position.

var Hud_GetBasePos( var elem )

Returns an orray of type int[2] as a var. Base position is always [0,0]

int Hud_GetBaseX( var elem )

Returns the base x of this element.

var Hud_GetBaseY( var elem )

Returns the base y of this element.

var Hud_GetAbsPos( var elem )

Returns an array of type int[2] as a var. Absolute coordinates on the screen of this element.

int Hud_GetAbsX( var elem )

Returns the absolute x position on the screen of this element.

int Hud_GetAbsY( var elem )

Returns the absolute y position of the screen of this element.

!!! cpp-function "void Hud_SetXOverTime( var elem, int x, float transitionTime, int interpolation_mode "= 0 )

Move to relative x over time with interpolation.

* `INTERPOLATOR_LINEAR`: linear interpolation

* `INTERPOLATOR_ACCEL`: move with accelerating speed

* `INTERPOLATOR_DEACCEL`: move with deaccelerating speed

* `INTERPOLATOR_PULSE`: one time bounce

* `INTERPOLATOR_FLICKER`: no transition

* `INTERPOLATOR_SIMPLESPLINE`: ease in / out

* `INTERPOLATOR_BOUNCE`: gravitational bounce

!!! cpp-function "void Hud_SetYOverTime( var elem, int y, float transitionTime, int interpolation_mode "= 0 )

Move to relative y over time with interpolation

!!! cpp-function "void Hud_MoveOverTime( var elem, int x, int y, float transitionTime, int "interpolation_mode = 0 )

float Hud_GetRotation( var elem )

Returns the angles of the element

void Hud_SetRotation( var elem, float angles )

Set the angles of the element

Visibility & Color

void Hud_Show( var elem )

Make this element visible

void Hud_Hide( var elem )

Make this element invisible

bool Hud_IsVisible( var elem )

Returns true if the element is visible

void Hud_SetVisible( var elem, bool visible )

Set if the element is visible

void Hud_SetColor( var elem, int r, int g, int b, int alpha )

Set the color of the element

!!! cpp-function "void Hud_ColorOverTime( var elem, int r, int g, int b, int alpha, float time, int "accel )

Change the color of the element over time

!!! cpp-function "void Hud_ColorOverTimeDelayed( var elem, int r, int g, int b, int alpha, float "time, ,float delay, int accel )

Change the color of the element over time

void Hud_SetAlpha( var elem, int alpha )

Change the opacity of the element

var Hud_GetBaseColor( var elem )

var Hud_GetBaseAlpha( var elem )

void Hud_SetPanelAlpha( var elem )

void Hud_FadeOverTime( var elem, int fadeTarget, float fadeTime )

Change the opacity of the element over time

void Hud_FadeOverTimeDelayed( var elem, int target, float delay, float accel )

Change the opacity of the element over time after a delay

Element Dimensions

int Hud_GetWidth( var elem )

Returns the current width of the element.

void Hud_SetWidth( var elem, int width )

Set the width of an element.

int Hud_GetBaseWidth( var elem )

Returns the width an element got initialized with.

int Hud_GetHeigth( var elem )

Returns the current height of an element.

void Hud_SetHeigth( var elem, int height )

Set the heigth of an element.

int Hud_GetBaseHeigth( var elem )

Returns the heigth an element got initialized with.

var Hud_GetSize( var elem )

Returns an array of type int[2] as a var. The first index is width and the second height of the element.

void Hud_SetSize( var elem, int x, int y )

Set width and height of the element.

var Hud_GetBaseSize( var elem )

Returns the width and height values the element got initialized with as an array of type int[2] as var.

!!! cpp-function "void Hud_ScaleOverTime( var elem, float width_factor, float height_factor, float "time, int interpolation_mode )

Set the width and height of the element over time.

The final width and height is calculated like this: `width * width_factor`

void Hud_SetScaleX( var elem, float xStretch )

Set the width of the element calculated with a factor.

void Hud_SetScaleY( var elem, float yStretch )

Set the height of the element calculated with a factor.

void Hud_ReturnToBaseSize( var elem )

Return to base width and height

Text

void Hud_SetText( var elem, string text )

Set the text content of this element

string Hud_GetText( var elem )

Returns the current text of the element. Useful for text inputs

void RHud_SetText( var elem, string text )

Set the text of an rui, if the element contains an rui that takes string input.

void Hud_SetUTF8Text( var elem, string text )

string Hud_GetUTF8Text( var elem )

Element Status

bool Hud_IsLocked( var elem )

Returns true if the element is locked.

Locked elements are visible, can be focused and selected but don't trigger events and play a locked sound if they are selected

void Hud_SetLocked( var elem, bool locked )

Set this element locked status

bool Hud_IsEnabled( var elem )

Returns true if the element is enabled

Disabled elements are visible but can't be focused or selected and don't trigger events.

void Hud_SetEnabled( var elem, bool enabled )

Set this element to be enabled / disabled

bool Hud_IsFocused( var elem )

Returns true if this element is focused

Focused elements will be selected when pressing enter

void Hud_SetFocused( var elem )

Set the element to be focused

bool Hud_IsSelected( var elem )

Returns true if this element is selected

void Hud_SetSelected( var elem, bool selected )

Set this element to be selected / not unselected

void Hud_SelectAll( var elem )

Select this element and all children

bool Hud_IsLabel( var elem )

Returns true if the element is a label

Element RUI

bool Hud_IsRuiPanel( var elem )

Returns true if this element can contain ruis

var Hud_GetRui( var elem )

Returns the rui instance of this element.

void Hud_SetNavUp( var elem, var navTo )

Set the element that will be selected when navigating up (arrow up) from this selected element.

void Hud_SetNavDown( var elem, var navTo )

Set the element that will be selected when navigating up (arrow up) from this selected element.

void Hud_SetNavLeft( var elem, var navTo )

Set the element that will be selected when navigating left (arrow left) from this selected element.

void Hud_SetNavRight( var elem, var navTo )

Set the element that will be selected when navigating right (arrow right) from this selected element.

Events

void Hud_HandleEvent( var elem, int event )

Fire the specified event for the element

var Hud_AddEventHandler( var elem, int event, var functionref( var button ) )

Handle an event for the element

Accepted events:

  • UIE_CLICK

  • UIE_GET_FOCUS

  • UIE_LOSE_FOCUS

  • UIE_CHANGE

Other Visuals

void Hud_SetNew( var elem, bool isNew )

void Hud_SetImage( var elem, asset image )

Set the image displayed by the element, if the elements controlName allows for it.

void Hud_EnableKeyBindingIcons( var elem )

void Hud_RunAnimationScript( var elem, string animation )

Slider

void Hud_SliderControl_SetStepSize( var elem, float size )

void Hud_SliderControl_SetMin( var elem, float min )

void Hud_SliderControl_SetMax( var elem, float max )

float Hud_SliderControl_GetCurrentValue( var elem )

Graphs

void Hud_SetBarProgress( var elem, float progress )

Client Settings

void Hud_SetGamemodeIdx( var elem, int index )

void Hud_SetPlaylistVarName( var elem, string playlist )

Uncategorized

void Hud_DialogList_AddListItem( var elem, string val, string enum_ )

string Hud_GetListPanelSelectedItem( var elem )