layers_button_ridge¶
Source: base/tealdef/gui/layers/layers_button_ridge.d.tl
Notes
The layers button and its expandable ridge of layer buttons (terrain, towns, traffic, flows, noise, pollution, HUD filters), plus the parameter types shared by all layer windows.
LayersButtonRidge¶
record global base/tealdef/gui/layers/layers_button_ridge.d.tl:3
global record LayersButtonRidge
Notes
The layers button with its ridge of layer buttons and the types shared by the layer windows.
Fields
| Name | Type | Description |
|---|---|---|
ExpandableLayerButton |
Recipe<LayerButtonsParam> |
Recipe of the layers button that expands into the ridge of layer buttons. |
LayersButtonRidge.LayersMode¶
enum base/tealdef/gui/layers/layers_button_ridge.d.tl:4
enum LayersMode
Notes
How a layer is opened from the ridge.
Used in the base game: 1 time in 1 file
base/content/gui/gui/layers/layers_button_ridge.tl:163
LayersButtonRidge.LayerButtonsParam¶
record base/tealdef/gui/layers/layers_button_ridge.d.tl:8
record LayerButtonsParam
Notes
Parameters of ExpandableLayerButton.
Used in the base game: 1 time in 1 file
base/content/gui/gui/layers/layers_button_ridge.tl:304
Fields
| Name | Type | Description |
|---|---|---|
layersEnabled |
{ButtonKey : boolean} |
Which layer buttons are shown; in the map editor the base game enables only Terrain, Civilization and HUDFilter. |
gameCtx |
GameContext |
Game GUI context. |
LayersButtonRidge.LayerButtonsParam.ButtonKey¶
enum base/tealdef/gui/layers/layers_button_ridge.d.tl:9
enum ButtonKey
Notes
Keys of the layer buttons in the ridge.
LayersButtonRidge.LayerContentParam¶
record base/tealdef/gui/layers/layers_button_ridge.d.tl:27
record LayerContentParam is ToolReactUtil.ToolWindowParamPayload<LayerToolParam>
Notes
Parameter of every layer content recipe (the Layer field of the layer modules); carries the LayerToolParam as toolParam.
Used in the base game: 27 times in 12 files
base/content/gui/gui/layers/layer_hud_filter.tl:10
local HUDFilterWindowContent = react.RegisterRecipe("HUDFilterWindowContent", function(param : LayersButtonRidge.LayerContentParam) : TreeNodeId
base/content/gui/gui/layers/layer_terrain.tl:140
local TerrainLayerWindowContent = react.RegisterRecipe("TerrainLayerWindowContent", function(param : LayersButtonRidge.LayerContentParam) : TreeNodeId
base/content/gui/gui/layers/layer_passenger_flow.tl:161
local MobilityLayerWindowContent = react.RegisterRecipe("MobilityLayerWindowContent", function(param : LayersButtonRidge.LayerContentParam) : TreeNodeId
base/content/gui/gui/layers/layer_infrastructure.tl:150
local SpeedLayerWindowContent = react.RegisterRecipe("SpeedLayerWindowContent", function(param : LayersButtonRidge.LayerContentParam) : TreeNodeId
base/content/gui/gui/layers/layers_button_ridge.tl:2
local CivilizationLayer = ug_require "/gui/layers/layer_civilization.tl" as Recipe<LayersButtonRidge.LayerContentParam>
base/content/gui/gui/layers/layer_civilization.tl:76
… and 6 more files.
Fields
| Name | Type | Description |
|---|---|---|
meta |
Meta |
Node meta data; the layer recipes set a tag such as menu.layers.noise on it. |
LayersButtonRidge.LayerToolParam¶
record base/tealdef/gui/layers/layers_button_ridge.d.tl:31
record LayerToolParam is ToolReactUtil.IToolParam
Notes
Tool parameter of an open layer window, created by the ridge for the selected button.
Used in the base game: 6 times in 1 file
base/content/gui/gui/layers/layers_button_ridge.tl:22
Fields
| Name | Type | Description |
|---|---|---|
data |
Data |
Window title, style class and content recipe of the layer. |
Functions
onBack() base/tealdef/gui/layers/layers_button_ridge.d.tl:40
Notes
Called when the layer is left; forwards to the ridge's onBack only if the layer was opened with tool stacking.
switchToPrevious() base/tealdef/gui/layers/layers_button_ridge.d.tl:41
Notes
Switches to the previous layer in the ridge (used for IA_NAV_UP in the layer windows).
switchToNext() base/tealdef/gui/layers/layers_button_ridge.d.tl:42
Notes
Switches to the next layer in the ridge (used for IA_NAV_DOWN in the layer windows).
reduce() base/tealdef/gui/layers/layers_button_ridge.d.tl:43
Notes
Closes the layer (calls onBack and pops the layer tool); in gamepad mode it also closes the ridge.
onMount(ReactRefWrap) base/tealdef/gui/layers/layers_button_ridge.d.tl:44
Notes
Layer windows call it with their own node reference when they mount.
LayersButtonRidge.LayerToolParam.Data¶
record base/tealdef/gui/layers/layers_button_ridge.d.tl:32
record Data
Notes
What the layer window shows.
Used in the base game: 1 time in 1 file
base/content/gui/gui/layers/layers_button_ridge.tl:159
Fields
| Name | Type | Description |
|---|---|---|
title |
string |
Window title. |
class |
string |
Style class added to the window. |
content |
Recipe<LayerContentParam> |
Recipe of the window content, e.g. LayerNoise.Layer. |
gameCtx |
GameContext |
Game GUI context. |
LayersButtonRidge.HudIconUserParam¶
interface base/tealdef/gui/layers/layers_button_ridge.d.tl:47
interface HudIconUserParam is HudIconToolbox.HudIconMasterUserParam
Notes
User parameter of the layer HUD icon master recipes; same as HudIconToolbox.HudIconMasterUserParam (the layers fill accessNotificationCacheFn).
Used in the base game: 5 times in 5 files
base/content/gui/gui/layers/layer_noise.tl:47
layer_noise.HudIconMaster = react.RegisterRecipe("LayerNoiseHudIconMaster", function(params : Builtin.HudIconParam, userParam : LayersButtonRidge.HudIconUserPar
base/content/gui/gui/layers/layer_traffic.tl:49
layer_traffic.HudIconMaster = react.RegisterRecipe("LayerTrafficHudIconMaster", function(params : Builtin.HudIconParam, userParam : LayersButtonRidge.HudIconUse
base/content/gui/gui/layers/layer_public_transport.tl:71
layer_public_transport.HudIconMaster = react.RegisterRecipe("LayerPublicTransportHudIconMaster", function(params : Builtin.HudIconParam, userParam : LayersButto
base/content/gui/gui/layers/layer_pollution.tl:32
layer_pollution.HudIconMaster = react.RegisterRecipe("LayerPollutionHudIconMaster", function(params : Builtin.HudIconParam, userParam : LayersButtonRidge.HudIco
base/content/gui/gui/entity_window/entity_window_hud.tl:524
LayersButtonRidge.OpenLayerRidgeEventParams¶
record base/tealdef/gui/layers/layers_button_ridge.d.tl:49
record OpenLayerRidgeEventParams
Notes
Payload of the openLayerRidge event, which expands the layer ridge and optionally opens one layer.
Example
Used in the base game: 1 time in 1 file
base/content/gui/gui/layers/layers_button_ridge.tl:450
Fields
| Name | Type | Description |
|---|---|---|
layer |
string |
Button id of the layer to open, e.g. "menu.layers.noiseButton". |
stack |
boolean |
If true, the layer tool is stacked on top of the current tool instead of replacing it. |
LayersButtonRidge.PreferredLayerConfigEvent¶
record base/tealdef/gui/layers/layers_button_ridge.d.tl:54
record PreferredLayerConfigEvent
Notes
Payload of the preferredLayerConfig event that layer windows fire when they open (nil when closed); the construction tools use the config instead of their own.
Used in the base game: 3 times in 3 files
base/content/gui/gui/construction/construction.tl:4425
base/content/gui/gui/construction/construction_react_util.tl:1372
base/content/gui/gui/main/game.tl:131
Fields
| Name | Type | Description |
|---|---|---|
config |
LayerConfig |
Layer config of the open layer. |