entity_window_util¶
Source: base/tealdef/gui/entity_window/entity_window_util.d.tl
Notes
Shared React recipes and helpers for the entity windows (info windows of vehicles, stations,
industries, towns, persons ...): stock bars, charts, action button bars, rating and progress
bars, person tables, notification cards. Loaded with
ug_require "/gui/entity_window/entity_window_util.tl".
Globals¶
Types
| Name | Definition | Description |
|---|---|---|
PopoverReactUtil |
declared here, defined in PopoverReactUtil |
Popover window recipes. |
EntityWindowUtil¶
record global base/tealdef/gui/entity_window/entity_window_util.d.tl:5
global record EntityWindowUtil
Load: local entity_window_util = ug_require "/gui/entity_window/entity_window_util.tl"
Notes
Library of React recipes and helper functions shared by the entity windows.
Details
Most members are recipes (Recipe<...>): call them with their parameter record to get a
TreeNodeId, e.g. entity_window_util.ProgressDisplay{ value = 0.5, text = "50%" }.
Many of them poll engine state every step with engine_react_util.useStepState.
Fields
| Name | Type | Description |
|---|---|---|
VehicleCell |
Recipe<Builtin.TableCellParam> |
Table cell recipe showing the vehicle name and vehicle icon of the row's vehicle as a button that selects (opens) the vehicle. used 1× in the base game |
VehicleTable |
Recipe<VehicleTableParams> |
Sortable data table of vehicles; rows come from getVehicleEntities and are refreshed every step. used 1× in the base game |
VehicleCondition |
Recipe<VehicleConditionParams> |
Progress bar of the average vehicle condition (maintenance state) with condition text and trend arrow. used 1× in the base game |
MaintenanceBar |
Recipe<MaintenanceBarParam> |
Info callout showing the upkeep or running cost of an entity per period: station group maintenance, vehicle running cost, or the scaled maintenance of a construction (or the parent construction of a subconstruction). Renders nothing when the cost is 0. used 5× in the base game |
MaintenanceStationPoolProgressBar |
Recipe<MaintenanceStationPoolProgressBarParams> |
Progress bar of the vehicles assigned to a maintenance station against its maintenance pool size; shows "No Maintenance Pool" when the pool is 0. used 3× in the base game |
EntityStockCountsWidget |
Recipe<StockCountsWidgetParams> |
List of an entity's stocks grouped by cargo class specialization, each with cargo icons, stored/capacity text and a fill bar. used 1× in the base game |
CombinedStockGroupedCounts |
Recipe<CombinedStockGroupedCountsParam> |
"Input Stocks" and "Output Stocks" content cards of an entity's stock list, with compact cargo counts and an optional collapsible part. used 3× in the base game |
EntityDiagramWidget |
Recipe<DiagramParams> |
Chart of an entity's logbook or account history with optional legend and time scale slider; refreshed every step. used 17× in the base game |
EntityWindowButton |
Recipe<EntityWindowButtonParams> |
Icon button with tooltip. |
ActionButtonBar |
Recipe<ActionButtonBarParams> |
Horizontal bar of primary buttons (icon and text) followed by secondary icon buttons. used 8× in the base game |
PersonCapacityWidget |
Recipe<WorkplacesProgressBarWidgetParams> |
Person icon (tooltip "Residents", "Customers" or "Workers" by land use type) followed by a WorkplacesProgressBarWidget. used 2× in the base game |
SimPersonDestinationButton |
Recipe<SimPersonDestinationButtonParams> |
Button with the destination icon that selects the sim person's destination entity of the given destination index. |
InhabitantsTable |
Recipe<InhabitantsTableParam> |
Table of the sim persons of a building (name, satisfaction, whether currently there or on the way, move mode for non-residential); shows a public transport hint when empty. used 3× in the base game |
WorkersTable |
Recipe<WorkersTableParam> |
Table of the workers (visitors) of an entity with the time each has left; shows a public transport hint when empty. used 2× in the base game |
EnterCockpitButton |
Recipe2<GameContext, Engine.Entity> |
Primary "Enter Cockpit" button that pushes the free camera tool in cockpit mode for the given entity. used 6× in the base game |
WorkplacesProgressBarWidget |
Recipe<WorkplacesProgressBarWidgetParams> |
Occupied/capacity text and progress bar of a PERSON_CAPACITY entity (number of sim persons with it as destination). |
PassengersWidget |
Recipe<PassengerWidgetParams> |
Table of the sim persons in a vehicle with satisfaction and their other destinations; shows "Currently no passengers in this vehicle." when empty. used 1× in the base game |
RatingBar |
Recipe<RatingBarParam> |
Segmented rating bar with optional icon, trend arrow and rating text. used 3× in the base game |
SubconstructionBalance |
Recipe<SubconstructionBalanceParams> |
Money text (styled negative or positive) of the balance of a subconstruction's parent construction over the last game year. used 1× in the base game |
SpeedIndicator |
Recipe<Engine.Entity> |
Status lines of a vehicle or a sim person in a car: speed, "Stopped"/"Stopping", "No Path", "Waiting for Free Path", or loading/unloading per cargo type with loading speed penalties at a terminal. used 2× in the base game |
SendCommandButton |
Recipe<SendCommandButtonParams> |
Icon button that sends the command built by makeCommand when clicked and is enabled according to isActive. |
NoiseAndPollution |
Recipe<NoiseAndPollutionParams> |
Text line with the current noise and pollution values. used 3× in the base game |
ProgressDisplay |
Recipe<ProgressDisplayParam> |
Progress bar with optional icon, centred text, a second (extra) fill value, trend arrow and extra child. used 3× in the base game |
NotificationWidget |
Recipe<Engine.Entity> |
List of cards for the persisting notifications attached to an entity; renders nothing if there are none. used 8× in the base game |
ContentWidgetScrollContainer |
Recipe2<{TreeNodeId}, boolean> |
Vertical scroll area for the content widgets of an entity window; the boolean parameter adds the first style class. used 19× in the base game |
Functions
GetDestinationIcon(DestinationIconParams) : TreeNodeId base/tealdef/gui/entity_window/entity_window_util.d.tl:247
Call as entity_window_util.GetDestinationIcon
Notes
Creates the icon of a sim person destination (home, shop or work).
| Parameter | Type | Description |
|---|---|---|
#1 |
DestinationIconParams |
Destination index (0 home, 1 shop, 2 work), icon style class and optional tooltip. |
Returns TreeNodeId: An image widget.
GetMoveModeIcon(MoveMode) : TreeNodeId base/tealdef/gui/entity_window/entity_window_util.d.tl:249
Call as entity_window_util.GetMoveModeIcon
Notes
Creates an icon with tooltip for a move mode (walk, car, lines).
Returns TreeNodeId: An image widget; with an empty path for other move modes.
GetInhabitantsTitle(entityId : Engine.Entity, landmark? : boolean) : string base/tealdef/gui/entity_window/entity_window_util.d.tl:250
Call as entity_window_util.GetInhabitantsTitle
Notes
Returns the title for the persons of a building by its land use type.
| Parameter | Type | Description |
|---|---|---|
entityId |
Engine.Entity |
Entity with a PERSON_CAPACITY component. |
landmark? |
boolean |
Use the landmark wording. |
Returns string: "Residents" for residential; "Customers" (landmark: "Visitors") for commercial; "Workers" for industrial.
Used in the base game: 3 times in 2 files
base/content/gui/gui/entity_window/town_building/town_building.tl:408
base/content/gui/gui/entity_window/perk/perk_eow.script.tl:174
makeConfigureOnClickFunction(constructionEntity : Engine.Entity) : function() base/tealdef/gui/entity_window/entity_window_util.d.tl:263
Call as entity_window_util.makeConfigureOnClickFunction
Notes
Returns a click handler that opens the module builder of a construction in the construction menu.
| Parameter | Type | Description |
|---|---|---|
constructionEntity |
Engine.Entity |
Construction entity to configure. |
Returns function(): Function that does nothing if the entity no longer exists or is not owned by the player.
Details
The handler fires the setModuleBuilderEntity and constructionMenuSetTab events.
Used in the base game: 6 times in 6 files
base/content/gui/gui/entity_window/station_group/station_group.tl:1050
base/content/gui/gui/entity_window/maintenance_station/maintenance_station.tl:102
onClick = entity_window_util.makeConfigureOnClickFunction(extensionParams.state.constructionEntity),
base/content/gui/gui/entity_window/warehouse/warehouse.tl:81
base/content/gui/gui/entity_window/perk/perk.tl:121
base/content/gui/gui/entity_window/empty_construction/empty_construction.tl:49
base/content/gui/gui/entity_window/industry/industry.tl:417
makeRecipeAndParam<T>(recipe : Recipe<T>, param : T) : RecipeAndParamErased base/tealdef/gui/entity_window/entity_window_util.d.tl:264
Call as entity_window_util.makeRecipeAndParam
Notes
Bundles a recipe and its parameter into a RecipeAndParamErased.
Returns RecipeAndParamErased: The bundle, e.g. for CombinedStockGroupedCountsParam.recipeAndParamInputCollapsible.
makeStockState(entity : Engine.Entity) : {CargoUtil.StockConfig} base/tealdef/gui/entity_window/entity_window_util.d.tl:265
Call as entity_window_util.makeStockState
Notes
Calculates the stock configurations of an entity, sorted by stock type.
| Parameter | Type | Description |
|---|---|---|
entity |
Engine.Entity |
Entity to read the STOCK_LIST component from. |
Returns {CargoUtil.StockConfig}: Stock configurations, or nil if the entity has no stock list.
createStockIcon(stockConfigs : {CargoUtil.StockConfig}, entity : Engine.Entity) : TreeNodeId base/tealdef/gui/entity_window/entity_window_util.d.tl:266
Call as entity_window_util.createStockIcon
Notes
Builds cargo icons with counts for stock configurations (storage stocks per cargo type, output stocks with the stored amount).
| Parameter | Type | Description |
|---|---|---|
stockConfigs |
{CargoUtil.StockConfig} |
Stock configurations, e.g. from makeStockState. |
entity |
Engine.Entity |
Entity owning the stocks. |
Returns TreeNodeId: A vertical box with one row of icons per stock configuration.
getVehicleName(vehicleEntity : Engine.Entity) : string base/tealdef/gui/entity_window/entity_window_util.d.tl:267
Call as entity_window_util.getVehicleName
Notes
Returns the name of a vehicle.
Returns string: The entity name, or "Invalid" if it has none.
getEntityLog(entity : Engine.Entity, logNames : {string}, refLogNames : {string}, keepEntries : integer, hideLogsNoChange : {string}, currentState? : EntityWindowUtil.EntityLog.LoggedState) : EntityWindowUtil.EntityLog base/tealdef/gui/entity_window/entity_window_util.d.tl:268
Call as entity_window_util.getEntityLog
Notes
Builds a change history (newest first) from an entity's logbook.
| Parameter | Type | Description |
|---|---|---|
entity |
Engine.Entity |
Entity with a LOG_BOOK component. |
logNames |
{string} |
Plain logbook entries to read. |
refLogNames |
{string} |
Logbook entries recorded per reference entity to read. |
keepEntries |
integer |
Maximum number of changes to return. |
hideLogsNoChange |
{string} |
Log names whose entries are skipped when the value did not change. |
currentState? |
EntityWindowUtil.EntityLog.LoggedState |
Optional current value appended as the newest state. |
Returns EntityWindowUtil.EntityLog: The change history.
Details
Logged values are divided by 100 and rounded. Consecutive states of the same place and log are merged and their durations added. Used by the sim person window (happiness history) and the vehicle window (maintenance history).
Used in the base game: 2 times in 2 files
base/content/gui/gui/entity_window/sim_person/sim_person_eow.script.tl:374
return entity_window_util.getEntityLog(params.personEntity, {happinessWalkLogName, happinessCarLogName, happinessResidentialLogName, happinessCommercialLogName,
base/content/gui/gui/entity_window/vehicle/vehicle_eow.script.tl:692
isConstructionModifiable(entity : Engine.Entity) : boolean base/tealdef/gui/entity_window/entity_window_util.d.tl:270
Call as entity_window_util.isConstructionModifiable
Notes
Returns whether a construction can be modified after building.
| Parameter | Type | Description |
|---|---|---|
entity |
Engine.Entity |
Construction entity. |
Returns boolean: True if the construction has module slots or one of its construction parameters is postConstructionModifiable.
Used in the base game: 4 times in 4 files
base/content/gui/gui/entity_window/station_group/station_group.tl:1044
if constructionState:old() ~= nil and entity_window_util.isConstructionModifiable(constructionState:old()) then
base/content/gui/gui/entity_window/maintenance_station/maintenance_station.tl:33
base/content/gui/gui/entity_window/warehouse/warehouse.tl:76
actionButtonBar = entity_window_util.isConstructionModifiable(constructionEntity) and entity_window_util.ActionButtonBar(react.ref(initialFocusRef), {
base/content/gui/gui/entity_window/industry/industry.tl:186
EntityWindowUtil.StockCountsWidgetParams¶
record base/tealdef/gui/entity_window/entity_window_util.d.tl:6
record StockCountsWidgetParams
Notes
Parameters of EntityWindowUtil.EntityStockCountsWidget.
Used in the base game: 1 time in 1 file
base/content/gui/gui/entity_window/entity_window_util.tl:499
Fields
| Name | Type | Description |
|---|---|---|
entityId |
Engine.Entity |
Entity with a stock list (STOCK_LIST component) whose stocks are shown. |
width |
integer |
|
iconWidth |
integer |
|
maxIcons |
integer |
Maximum number of cargo icons per row before the icons wrap into two rows; defaults to 5. |
groupStocks |
boolean |
Passed to cargo_util.calculateStockConfigs to group stocks into combined entries. |
addDiscardCargoButtons |
boolean |
Adds a trash button to each stock that sends a makeStockListDiscardCargoCmd command discarding all stored cargo. |
addButtonsToSetStockCargoType |
boolean |
Turns the cargo icons into buttons that pin the stock to that cargo type (for stocks that allow it). The pin is stored in the construction's tagToCargoType parameter and applied by rebuilding the construction. |
sortByType |
boolean |
Passed to cargo_util.calculateStockConfigs to sort the stock entries by cargo type. |
EntityWindowUtil.DiagramType¶
enum base/tealdef/gui/entity_window/entity_window_util.d.tl:17
enum DiagramType
Notes
Data source of an EntityWindowUtil.EntityDiagramWidget chart.
Used in the base game: 7 times in 6 files
base/content/gui/gui/entity_window/station_group/station_group.tl:548
base/content/gui/gui/entity_window/maintenance_station/maintenance_station_eow.script.tl:39
base/content/gui/gui/entity_window/warehouse/warehouse_eow.script.tl:20
base/content/gui/gui/entity_window/vehicle/vehicle_eow.script.tl:777
base/content/gui/gui/entity_window/line/line_eow.script.tl:258
base/content/gui/gui/entity_window/industry/industry_eow.script.tl:665
EntityWindowUtil.DiagramParams¶
record base/tealdef/gui/entity_window/entity_window_util.d.tl:22
record DiagramParams
Notes
Parameters of EntityWindowUtil.EntityDiagramWidget.
Used in the base game: 2 times in 1 file
base/content/gui/gui/entity_window/entity_window_util.tl:868
Fields
| Name | Type | Description |
|---|---|---|
entityId |
Engine.Entity |
Entity whose logbook or account is charted. |
logNames |
{string} |
Logbook entry names to chart (one series each); used by the logbook and logbookDiff chart types. |
labels |
{string} |
Series labels, also shown in the legend; index matches the series. |
colors |
{Vec4f} |
Series colours (Vec4f RGBA), also used for the legend bars. |
types |
{Builtin.SeriesParam.Type} |
Series type per series (e.g. "BAR"); defaults to "BAR". Bars are drawn 10 wide, other types 2. |
styleClass |
string |
Extra style class added to the chart widget. |
chartType |
DiagramType |
Data source of the chart, see EntityWindowUtil.DiagramType. |
yMin |
number |
Lower y limit passed to logbook.getChart (only for the logbook chart type). |
yMax |
number |
Upper y limit passed to logbook.getChart (only for the logbook chart type). |
showTimeScaleSlider |
boolean |
Shows a "Time Scale" slider to choose how many years are displayed; defaults to true. Hidden when fewer than 4 years can be shown. |
showLegend |
boolean |
Shows the legend (label and colour per series); defaults to true. |
initialNumYearsToDisplay |
integer |
Number of years shown initially; defaults to 5. |
minNumYearsToDisplay |
integer |
Minimum number of years (set as the chart config's minCount and as the slider limit); defaults to 3. |
maxNumYearsToDisplay |
integer |
Upper limit of the time scale slider, in years; defaults to 50. |
legendOrientation |
Builtin.Type.Orientation |
Orientation of the widget's outer box layout. |
yStepScale |
number |
Set as yStepScale of the chart config when given. |
currentValueFns |
{function() : number} |
Optional functions, one per series, returning the current value; the result replaces the last value of that series (api.engine.util.chart.setLastValue), so the chart shows live values. |
focusSlider |
boolean |
When true the time scale slider can take gamepad/keyboard focus (and the chart cannot). |
Functions
yAxisLabelFormatter(number) : string base/tealdef/gui/entity_window/entity_window_util.d.tl:32
Notes
Formats y axis labels; defaults to lang_util.formatNumber(val, 0).
Returns string
EntityWindowUtil.ActionBarButton¶
record base/tealdef/gui/entity_window/entity_window_util.d.tl:44
record ActionBarButton
Notes
One button of an EntityWindowUtil.ActionButtonBar.
Used in the base game: 5 times in 3 files
base/content/gui/gui/entity_window/entity_window_util.tl:1116
local makeActionButtonElement = function(buttonParam : EntityWindowUtil.ActionBarButton, isPrimary : boolean) : TreeNodeId
base/content/gui/gui/entity_window/maintenance_station/maintenance_station.tl:82
base/content/gui/gui/entity_window/vehicle/vehicle.tl:392
Fields
| Name | Type | Description |
|---|---|---|
isSpacer |
boolean |
Inserts a horizontal spacer instead of a button. |
icon |
string |
Image path of the button icon. |
description |
string |
Button text for primary buttons; tooltip for secondary buttons. |
tag |
string |
Tag set on the button widget (used to find it, e.g. by the guide system). |
customItem |
TreeNodeId |
Ready-made widget used instead of a generated button. |
sound |
Sound |
Click sound, see EntityWindowUtil.ActionBarButton.Sound. |
toggleButton |
boolean |
Creates a toggle button instead of a normal button; use value and onValueChange. |
value |
boolean |
Current state of a toggle button. |
Functions
onClick() base/tealdef/gui/entity_window/entity_window_util.d.tl:54
Notes
Called when a normal (non-toggle) button is clicked.
onValueChange(boolean) base/tealdef/gui/entity_window/entity_window_util.d.tl:60
Notes
Called with the new state when a toggle button changes.
EntityWindowUtil.ActionBarButton.Sound¶
enum base/tealdef/gui/entity_window/entity_window_util.d.tl:45
enum Sound
Notes
Sound style of an action bar button (mapped to the style classes buy-sfx, send-to-depot-sfx, sell-sfx).
Used in the base game: 1 time in 1 file
base/content/gui/gui/entity_window/entity_window_util.tl:1122
| Value | Description |
|---|---|
"Buy" |
Plays the buy sound (buy-sfx style class). |
"SendToDepot" |
Plays the send-to-depot sound (send-to-depot-sfx style class). |
"Sell" |
Plays the sell sound (sell-sfx style class). |
EntityWindowUtil.ActionButtonBarParams¶
record base/tealdef/gui/entity_window/entity_window_util.d.tl:64
record ActionButtonBarParams
Notes
Parameters of EntityWindowUtil.ActionButtonBar.
Used in the base game: 3 times in 3 files
base/content/gui/gui/entity_window/entity_window_util.tl:1187
entity_window_util.ActionButtonBar = react.RegisterRecipe("ActionButtonBar", function(param : EntityWindowUtil.ActionButtonBarParams) : TreeNodeId
base/content/gui/gui/entity_window/maintenance_station/maintenance_station.tl:185
base/content/gui/gui/entity_window/vehicle/vehicle.tl:540
Fields
| Name | Type | Description |
|---|---|---|
primaryButtons |
{ActionBarButton} |
Buttons shown first, with icon and text (primary style). |
secondaryButtons |
{ActionBarButton} |
Icon-only buttons after a spacer, with the description as tooltip (secondary style). |
nextUpFocusRef |
ReactRefWrap |
Widget reference that gets focus when navigating up (IA_NAV_UP) from the bar. |
EntityWindowUtil.EntityWindowButtonParams¶
record base/tealdef/gui/entity_window/entity_window_util.d.tl:70
record EntityWindowButtonParams
Notes
Parameters of EntityWindowUtil.EntityWindowButton.
Used in the base game: 1 time in 1 file
base/content/gui/gui/entity_window/entity_window_util.tl:1103
Fields
| Name | Type | Description |
|---|---|---|
tooltip |
string |
Tooltip of the button. |
icon |
string |
Image path of the button icon. |
Functions
onClick() base/tealdef/gui/entity_window/entity_window_util.d.tl:73
Notes
Called when the button is clicked.
EntityWindowUtil.WorkplacesProgressBarWidgetParams¶
record base/tealdef/gui/entity_window/entity_window_util.d.tl:76
record WorkplacesProgressBarWidgetParams
Notes
Parameters of EntityWindowUtil.WorkplacesProgressBarWidget and EntityWindowUtil.PersonCapacityWidget.
Used in the base game: 2 times in 1 file
base/content/gui/gui/entity_window/entity_window_util.tl:1235
Fields
| Name | Type | Description |
|---|---|---|
entityId |
Engine.Entity |
Entity with a PERSON_CAPACITY component. |
progressBarThresholds |
{number} |
Threshold marks drawn on the progress bar (fractions 0 to 1). |
EntityWindowUtil.SimPersonDestinationButtonParams¶
record base/tealdef/gui/entity_window/entity_window_util.d.tl:81
record SimPersonDestinationButtonParams
Notes
Parameters of EntityWindowUtil.SimPersonDestinationButton.
Used in the base game: 1 time in 1 file
base/content/gui/gui/entity_window/entity_window_util.tl:1310
Fields
| Name | Type | Description |
|---|---|---|
simPersonEntityId |
Engine.Entity |
Sim person entity whose destination is shown. |
destinationIndex |
integer |
Note: this is a LandUseType |
addIconIfMissing |
boolean |
Shows the destination icon (without button) when the person has no such destination. |
EntityWindowUtil.InhabitantsTableParam¶
record base/tealdef/gui/entity_window/entity_window_util.d.tl:87
record InhabitantsTableParam
Notes
Parameters of EntityWindowUtil.InhabitantsTable.
Used in the base game: 1 time in 1 file
base/content/gui/gui/entity_window/entity_window_util.tl:1511
Fields
| Name | Type | Description |
|---|---|---|
landmark |
boolean |
Uses the landmark hint text ("... enable residents to visit it") when the table is empty. |
headquarters |
boolean |
Uses the headquarters hint text ("... allow residents to work here") when the table is empty. |
personCapacityEntityId |
Engine.Entity |
Entity with a PERSON_CAPACITY component whose sim persons are listed. |
EntityWindowUtil.WorkersTableParam¶
record base/tealdef/gui/entity_window/entity_window_util.d.tl:93
record WorkersTableParam
Notes
Parameters of EntityWindowUtil.WorkersTable.
Used in the base game: 1 time in 1 file
base/content/gui/gui/entity_window/entity_window_util.tl:1602
Fields
| Name | Type | Description |
|---|---|---|
personCapacityEntityId |
Engine.Entity |
Entity whose visitors (from industry_productivity_util.getVisitors) are listed. |
EntityWindowUtil.DestinationIconParams¶
record base/tealdef/gui/entity_window/entity_window_util.d.tl:97
record DestinationIconParams
Notes
Parameters of EntityWindowUtil.GetDestinationIcon.
Fields
EntityWindowUtil.PassengerWidgetParams¶
record base/tealdef/gui/entity_window/entity_window_util.d.tl:103
record PassengerWidgetParams
Notes
Parameters of EntityWindowUtil.PassengersWidget.
Used in the base game: 1 time in 1 file
base/content/gui/gui/entity_window/entity_window_util.tl:1659
Fields
| Name | Type | Description |
|---|---|---|
vehicleEntity |
Engine.Entity |
Vehicle whose passengers are listed. |
EntityWindowUtil.VehicleTableColumn¶
record base/tealdef/gui/entity_window/entity_window_util.d.tl:107
record VehicleTableColumn
Notes
Column definition of an EntityWindowUtil.VehicleTable.
Fields
| Name | Type | Description |
|---|---|---|
name |
string |
Column header text. |
recipe |
Recipe<Builtin.TableCellParam> |
Cell recipe; the cell's rowKey is the vehicle entity (e.g. EntityWindowUtil.VehicleCell). |
headerStyleClass |
string |
Style class of the column header; not passed on to the table by EntityWindowUtil.VehicleTable. |
weight |
number |
Width weight of the column; not passed on to the table by EntityWindowUtil.VehicleTable. |
Functions
sortOrder(Engine.Entity, Engine.Entity) : boolean base/tealdef/gui/entity_window/entity_window_util.d.tl:110
Notes
Comparison of two vehicle entities used when the table is sorted by this column.
Returns boolean
EntityWindowUtil.VehicleTableParams¶
record base/tealdef/gui/entity_window/entity_window_util.d.tl:115
record VehicleTableParams
Notes
Parameters of EntityWindowUtil.VehicleTable.
Used in the base game: 1 time in 1 file
base/content/gui/gui/entity_window/maintenance_station/maintenance_station_eow.script.tl:189
Fields
| Name | Type | Description |
|---|---|---|
entityId |
Engine.Entity |
Entity passed to getVehicleEntities, e.g. a line or depot. |
columns |
{VehicleTableColumn} |
Table columns. |
Functions
getVehicleEntities(Engine.Entity) : {Engine.Entity} base/tealdef/gui/entity_window/entity_window_util.d.tl:117
Notes
Returns the vehicles (table rows) for entityId; polled every step.
Returns {Engine.Entity}
EntityWindowUtil.VehicleConditionParams¶
record base/tealdef/gui/entity_window/entity_window_util.d.tl:125
record VehicleConditionParams
Notes
Parameters of EntityWindowUtil.VehicleCondition.
Fields
| Name | Type | Description |
|---|---|---|
entityId |
Engine.Entity |
Vehicle (or line) passed to vehicle_util.getAvgMaintenanceState. |
addIcon |
boolean |
Shows a tools icon in front of the bar. |
EntityWindowUtil.MaintenanceStationPoolProgressBarParams¶
record base/tealdef/gui/entity_window/entity_window_util.d.tl:132
record MaintenanceStationPoolProgressBarParams
Notes
Parameters of EntityWindowUtil.MaintenanceStationPoolProgressBar.
Fields
| Name | Type | Description |
|---|---|---|
entityId |
Engine.Entity |
Maintenance station (entity with a VEHICLE_DEPOT component). |
EntityWindowUtil.SubconstructionBalanceParams¶
record base/tealdef/gui/entity_window/entity_window_util.d.tl:136
record SubconstructionBalanceParams
Notes
Parameters of EntityWindowUtil.SubconstructionBalance.
Used in the base game: 1 time in 1 file
base/content/gui/gui/entity_window/entity_window_util.tl:2165
Fields
| Name | Type | Description |
|---|---|---|
entityId |
Engine.Entity |
Subconstruction; the balance of its parent construction is shown. |
stepTimer |
boolean |
Polls with useStepStateTimer instead of every step. |
maintenanceType |
JournalEntry.Maintenance |
Maintenance journal entry type passed to api.engine.util.finance.calculateBalance. |
EntityWindowUtil.SendCommandButtonParams¶
record base/tealdef/gui/entity_window/entity_window_util.d.tl:142
record SendCommandButtonParams
Notes
Parameters of EntityWindowUtil.SendCommandButton.
Fields
Functions
makeCommand() : Command<ICommandData> base/tealdef/gui/entity_window/entity_window_util.d.tl:145
Notes
Builds the command that is sent when the button is clicked.
Returns Command<ICommandData>
isActive() : boolean base/tealdef/gui/entity_window/entity_window_util.d.tl:146
Notes
Returns whether the button is enabled; polled every step. Without it the button is always enabled.
Returns boolean
EntityWindowUtil.RecipeAndParamErased¶
record base/tealdef/gui/entity_window/entity_window_util.d.tl:151
record RecipeAndParamErased
Notes
A recipe together with its parameter, with the parameter type erased; created with EntityWindowUtil.makeRecipeAndParam.
Used in the base game: 2 times in 1 file
base/content/gui/gui/entity_window/entity_window_util.tl:25
Fields
| Name | Type | Description |
|---|---|---|
recipe |
Recipe<any> |
The recipe. |
param |
any |
Parameter to call the recipe with. |
EntityWindowUtil.EntityLog¶
record base/tealdef/gui/entity_window/entity_window_util.d.tl:156
record EntityLog
Notes
Change history built from an entity's logbook by EntityWindowUtil.getEntityLog.
Used in the base game: 4 times in 3 files
base/content/gui/gui/entity_window/entity_window_util.tl:2516
hideLogsNoChange : {string}, currentState? : EntityWindowUtil.EntityLog.LoggedState) : EntityWindowUtil.EntityLog
base/content/gui/gui/entity_window/sim_person/sim_person_eow.script.tl:314
base/content/gui/gui/entity_window/vehicle/vehicle_eow.script.tl:684
Fields
| Name | Type | Description |
|---|---|---|
entries |
{Entry} |
Changes, newest first. |
EntityWindowUtil.EntityLog.Entry¶
record base/tealdef/gui/entity_window/entity_window_util.d.tl:157
record Entry
Notes
One change in an EntityWindowUtil.EntityLog.
Used in the base game: 1 time in 1 file
base/content/gui/gui/entity_window/entity_window_util.tl:2603
Fields
| Name | Type | Description |
|---|---|---|
durationSeconds |
integer |
Time the previous state lasted before this change, in seconds (game time). |
change |
integer |
Change of the logged value (in tenths of a percent). |
logName |
string |
Logbook entry name of the change. |
place |
Engine.Entity |
Reference entity the change was logged for; -1 for entries of the plain (non-reference) logs. |
EntityWindowUtil.EntityLog.LoggedState¶
record base/tealdef/gui/entity_window/entity_window_util.d.tl:163
record LoggedState
Notes
One logged value, used internally and as the optional current state passed to getEntityLog.
Used in the base game: 6 times in 3 files
base/content/gui/gui/entity_window/entity_window_util.tl:2516
hideLogsNoChange : {string}, currentState? : EntityWindowUtil.EntityLog.LoggedState) : EntityWindowUtil.EntityLog
base/content/gui/gui/entity_window/sim_person/sim_person_eow.script.tl:315
base/content/gui/gui/entity_window/vehicle/vehicle_eow.script.tl:687
Fields
| Name | Type | Description |
|---|---|---|
time |
integer |
Game time of the value, in milliseconds; filled with the current game time when nil. |
place |
Engine.Entity |
Reference entity of the value; -1 for plain logs. |
logName |
string |
Logbook entry name. |
state |
integer |
10x percent |
EntityWindowUtil.MaintenanceBarParam¶
record base/tealdef/gui/entity_window/entity_window_util.d.tl:172
record MaintenanceBarParam
Notes
Parameters of EntityWindowUtil.MaintenanceBar.
Used in the base game: 1 time in 1 file
base/content/gui/gui/entity_window/entity_window_util.tl:143
Fields
| Name | Type | Description |
|---|---|---|
entity |
Engine.Entity |
maintenance : integer Entity whose cost is shown; a station group (upkeep), a transport vehicle (running cost), or a construction or subconstruction (maintenance of the construction). |
maintenancePeriodText |
string |
Period text shown after the cost, as in "{maintenanceCost}/{maintenancePeriod}". |
initialCalloutText |
string |
Initial text of the info callout around the bar. |
gameCtx |
GameContext |
Game context, passed to the info callout. |
showOnRightSide |
boolean |
Shows the info callout on the right side. |
nextUpFocusRef |
ReactRefWrap |
Widget reference that gets focus when navigating up (IA_NAV_UP). |
EntityWindowUtil.CombinedStockGroupedCountsParam¶
record base/tealdef/gui/entity_window/entity_window_util.d.tl:182
record CombinedStockGroupedCountsParam
Notes
Parameters of EntityWindowUtil.CombinedStockGroupedCounts.
Used in the base game: 1 time in 1 file
base/content/gui/gui/entity_window/entity_window_util.tl:732
Fields
| Name | Type | Description |
|---|---|---|
initialCalloutTextInputPermanent |
string |
Callout text of the always visible part of the "Input Stocks" card. |
initialCalloutTextInputCollapsible |
string |
Callout text of the collapsible part of the "Input Stocks" card. |
recipeAndParamInputCollapsible |
RecipeAndParamErased |
Content of the collapsible part of the "Input Stocks" card. |
initialCalloutTextOutputPermanent |
string |
Callout text of the always visible part of the "Output Stocks" card. |
initialCalloutTextOutputCollapsible |
string |
Callout text of the collapsible part of the "Output Stocks" card. |
recipeAndParamOutputCollapsible |
RecipeAndParamErased |
Content of the collapsible part of the "Output Stocks" card. |
cardKey |
string |
Key prefix of the two cards; "-Input" / "-Output" is appended. |
gameCtx |
GameContext |
Game context, passed to the content cards. |
showOnRightSide |
boolean |
Shows the info callouts on the right side. |
showSimplifiedOnly |
boolean |
Shows only the expanded stock table per card, without the compact view and the collapsible part. |
entityId |
Engine.Entity |
Entity with a stock list, e.g. an industry. |
Functions
setCollapsibleExpanded(string, boolean) base/tealdef/gui/entity_window/entity_window_util.d.tl:192
Notes
Called with the card key and the new expanded state when a collapsible part is toggled.
getCollapsibleExpanded(string) base/tealdef/gui/entity_window/entity_window_util.d.tl:193
Notes
Returns the stored expanded state for a card key.
EntityWindowUtil.IconQualityType¶
enum base/tealdef/gui/entity_window/entity_window_util.d.tl:201
enum IconQualityType
No description in the game files yet.
| Value | Description |
|---|---|
"Happy" |
|
"Aloof" |
|
"Sad" |
|
"Positive" |
|
"Negative" |
EntityWindowUtil.RatingBarParam¶
record base/tealdef/gui/entity_window/entity_window_util.d.tl:208
record RatingBarParam
Notes
Parameters of EntityWindowUtil.RatingBar.
Used in the base game: 1 time in 1 file
base/content/gui/gui/entity_window/entity_window_util.tl:33
Fields
| Name | Type | Description |
|---|---|---|
icon |
TreeNodeId |
Ready-made icon widget shown in front of the bar (takes precedence over iconPath). |
iconPath |
string |
Image path of the icon, used when icon is not set. |
tooltip |
string |
Tooltip of the icon built from iconPath. |
ratingText |
string |
Text shown after the bar. |
barTooltip |
string |
Tooltip of the bar. |
value |
number |
Rating from 0 to 1. |
valueChange |
number |
Trend; draws an arrow (one to three steps depending on size, thresholds 0.01 and 0.1) pointing right for positive and left for negative values. |
numFractions |
integer |
Number of segments of the bar; must be larger than 0. |
snapValueToFractions |
boolean |
Rounds the displayed value to the segments. |
hideText |
boolean |
Hides the rating text. |
showIcon |
boolean |
Shows the icon; must be true for the icon to appear. |
Functions
getRatingLabel(RatingLevel) : string base/tealdef/gui/entity_window/entity_window_util.d.tl:213
Notes
Builds the text from the rating level (town_util.getFactorRatingLevel(value)) when ratingText is not set.
Returns string
onClick() base/tealdef/gui/entity_window/entity_window_util.d.tl:219
Notes
Makes the bar a button calling this function.
EntityWindowUtil.NoiseAndPollutionParams¶
record base/tealdef/gui/entity_window/entity_window_util.d.tl:224
record NoiseAndPollutionParams
Notes
Parameters of EntityWindowUtil.NoiseAndPollution.
Used in the base game: 1 time in 1 file
base/content/gui/gui/entity_window/entity_window_util.tl:2488
Fields
| Name | Type | Description |
|---|---|---|
noise |
integer |
Noise value shown as "Current Noise". |
pollution |
integer |
Pollution value shown as "Current Pollution". |
EntityWindowUtil.ProgressDisplayParam¶
record base/tealdef/gui/entity_window/entity_window_util.d.tl:229
record ProgressDisplayParam
Notes
Parameters of EntityWindowUtil.ProgressDisplay.
Used in the base game: 1 time in 1 file
base/content/gui/gui/entity_window/entity_window_util.tl:1810
Fields
| Name | Type | Description |
|---|---|---|
path |
string |
Image path of an icon shown in front of the bar. |
text |
string |
optional |
tooltip |
string |
Tooltip of the icon and the bar. |
value |
number |
Fill of the bar from 0 to 1. |
extraValue |
number |
optional |
trend |
number |
optional |
extraChild |
TreeNodeId |
optional |