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layer_traffic

Source: base/tealdef/gui/layers/layer_traffic.d.tl

Notes

The "Traffic" map layer (button menu.layers.trafficButton).

LayerTraffic

record global base/tealdef/gui/layers/layer_traffic.d.tl:3

global record LayerTraffic

Load: local layer_traffic = ug_require "/gui/layers/layer_traffic.tl"

Notes

The "Traffic" layer, which colors roads and vehicles by congestion.

Fields

Name Type Description
Legend Recipe0 Recipe of the layer legend. used 1× in the base game
Layer Recipe<LayersButtonRidge.LayerContentParam> Recipe of the layer window content. used 1× in the base game
HudIconMaster Recipe2<Builtin.HudIconParam, LayersButtonRidge.HudIconUserParam> HUD icon recipe of the layer; default icons for vehicles, notifications and the traffic congestion rating for towns. used 1× in the base game

Functions

getConfig() : LayerConfig base/tealdef/gui/layers/layer_traffic.d.tl:4

Call as layer_traffic.getConfig

Notes

Builds the layer config.

Returns LayerConfig: A new LayerConfig that colors the network, transport vehicles and land vehicles by congestion (jammed, intermediate, fluid).

Used in the base game: 1 time in 1 file

base/content/gui/gui/entity_window/town/town.tl:992

layerConfig = layer_traffic.getConfig()

getHudIconPreFilter() : {Engine.ComponentType} base/tealdef/gui/layers/layer_traffic.d.tl:7

Call as layer_traffic.getHudIconPreFilter

Notes

Component types that get HUD icons in this layer.

Returns {Engine.ComponentType}: TRANSPORT_VEHICLE and TOWN.

Used in the base game: 1 time in 1 file

base/content/gui/gui/entity_window/entity_window_hud.tl:607

filter = layer_traffic.getHudIconPreFilter()