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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UObject used for loading and saving ImGui settings. To access actual settings use FImGuiModuleSettings interface. More...
Static Public Member Functions | |
Static Functions | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Public Attributes | |
Canvas Size | |
| FImGuiCanvasSizeInfo | CanvasSize |
| Chose how to define the ImGui canvas size. Select between custom, desktop and viewport. | |
DPI Scale | |
| FImGuiDPIScaleInfo | DPIScale |
| Setup DPI Scale. | |
Extensions | |
| FSoftClassPath | ImGuiInputHandlerClass |
| Path to own implementation of ImGui Input Handler allowing to customize handling of keyboard and gamepad input. If not set then default handler is used. | |
Input | |
| bool | bUseSoftwareCursor |
| If true, then in input mode ImGui will draw its own cursor in place of the hardware one. When disabled (default) there is a noticeable difference between cursor position seen by ImGui and position on the screen. Enabling this option removes that effect but with lower frame-rates UI becomes quickly unusable. | |
| bool | bShareMouseInput |
| Whether ImGui should share mouse input with game. This defines initial behaviour which can be later changed using 'ImGui.ToggleMouseInputSharing' command or module properties interface. | |
| bool | bShareGamepadInput |
| Whether ImGui should share gamepad input with game. This defines initial behaviour which can be later changed using 'ImGui.ToggleGamepadInputSharing' command or module properties interface. | |
| bool | bShareKeyboardInput |
| Whether ImGui should share keyboard input with game. This defines initial behaviour which can be later changed using 'ImGui.ToggleKeyboardInputSharing' command or module properties interface. | |
| int | InputProcessorPriority |
| The input processor priority when registering. This is used to fix an issue where the CommonAnalogCursor preprocessor would consume "accept" button presses on controller. An earlier priority means it will receive input earlier and other processors won't be able to block it from receiving events. A later priority means it won't block other processors when inputs are pressed. The priority needs to have a value that balances between these 2 scenarios. -1 means the input processor will be added to the end of the input processor list. | |
| bool | bToggleImGuiByDefault |
| Whether ImGui is enabled (visible) when the game starts. | |
Keyboard Shortcuts | |
| FImGuiKeyInfo | ToggleImGui |
| Define a shortcut key to 'ImGui.ToggleImGui' command. Binding is only set if the key field is valid. | |
| FImGuiKeyInfo | ToggleInput |
| Define a shortcut key to 'ImGui.ToggleInput' command. Binding is only set if the key field is valid. Note that modifier key properties can be set to one of the three values: undetermined means that state of the given modifier is not important, checked means that it needs to be pressed and unchecked means that it cannot be pressed. | |
TTF Fonts | |
| FImGuiTtfFontInfo | TtfFonts |
| Paths to the TTF fonts used by ImGui (regular, mono, bold, icons). | |
| Public Attributes inherited from UObject | |
| const UClass | Class |
| const UObject | Outer |
| const UPackage | Outermost |
| const UPackage | Package |
| const UWorld | World |
| const FName | Name |
| const bool | IsRooted |
Additional Inherited Members | |
| Public Member Functions inherited from UObject | |
| bool | MarkPackageDirty () const |
| void | RemoveFromRoot () |
| bool | GetIsRooted () const |
| bool | IsTransient () const |
| bool | Modify (bool bAlwaysMarkDirty=true) |
| void | SetTransactional (bool bTransactional) |
| bool | IsSupportedForNetworking () const |
| UClass | GetClass () const |
| UObject | GetOuter () const |
| UObject | GetTypedOuter (TSubclassOf< UObject > Target) const |
| Traverses the outer chain searching for the next object of a certain type. | |
| UPackage | GetOutermost () const |
| UPackage | GetPackage () const |
| void | AddToRoot () |
| UWorld | GetWorld () const |
| FName | GetName () const |
| FString | GetFullName (const UObject StopOuter=nullptr) const |
| FString | GetPathName (const UObject StopOuter=nullptr) const |
| bool | IsA (const UClass Class) const |
| Returns true if this object is of the specified type, or a child of that type. | |
| void | SaveConfig () |
| void | LoadConfig () |
| void | ReloadConfig () |
| void | CopyScriptPropertiesFrom (const UObject OtherObject) |
| void | opCast (?&Address) const |
| FString | ToString () const |
UObject used for loading and saving ImGui settings. To access actual settings use FImGuiModuleSettings interface.
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static |
| bool bShareGamepadInput |
Whether ImGui should share gamepad input with game. This defines initial behaviour which can be later changed using 'ImGui.ToggleGamepadInputSharing' command or module properties interface.
| bool bShareKeyboardInput |
Whether ImGui should share keyboard input with game. This defines initial behaviour which can be later changed using 'ImGui.ToggleKeyboardInputSharing' command or module properties interface.
| bool bShareMouseInput |
Whether ImGui should share mouse input with game. This defines initial behaviour which can be later changed using 'ImGui.ToggleMouseInputSharing' command or module properties interface.
| bool bToggleImGuiByDefault |
Whether ImGui is enabled (visible) when the game starts.
| bool bUseSoftwareCursor |
If true, then in input mode ImGui will draw its own cursor in place of the hardware one. When disabled (default) there is a noticeable difference between cursor position seen by ImGui and position on the screen. Enabling this option removes that effect but with lower frame-rates UI becomes quickly unusable.
| FImGuiCanvasSizeInfo CanvasSize |
Chose how to define the ImGui canvas size. Select between custom, desktop and viewport.
| FImGuiDPIScaleInfo DPIScale |
Setup DPI Scale.
| FSoftClassPath ImGuiInputHandlerClass |
| int InputProcessorPriority |
The input processor priority when registering. This is used to fix an issue where the CommonAnalogCursor preprocessor would consume "accept" button presses on controller. An earlier priority means it will receive input earlier and other processors won't be able to block it from receiving events. A later priority means it won't block other processors when inputs are pressed. The priority needs to have a value that balances between these 2 scenarios. -1 means the input processor will be added to the end of the input processor list.
| FImGuiKeyInfo ToggleImGui |
Define a shortcut key to 'ImGui.ToggleImGui' command. Binding is only set if the key field is valid.
| FImGuiKeyInfo ToggleInput |
Define a shortcut key to 'ImGui.ToggleInput' command. Binding is only set if the key field is valid. Note that modifier key properties can be set to one of the three values: undetermined means that state of the given modifier is not important, checked means that it needs to be pressed and unchecked means that it cannot be pressed.
This binding is using Player Input's DebugExecBindings which only works in non-shipment builds.
| FImGuiTtfFontInfo TtfFonts |