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CryENGINE Game Programming with C++, C#, and Lua
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The UI system utilizes the IUIGameEventSystem interface to communicate with flowgraph, allowing for custom functions and events to be defined in the same manner in which the ActionScript assets are exposed.
This is used to allow user interfaces to access game and engine functionalities such as getting a list of playable levels. Each game event system specifies its category, which is then used in the Flowgraph Editor to define the category of functions and events registered.
For example, if we create an event system named MyUI using IFlashUI::CreateEventSystem, all functions will be found by navigating to UI | Functions | MyUI.
Implementing IUIGameEventSystem doesn't require much work; there are only the following three pure virtuals that we need to assign:
GetTypeName: This is not directly overridden; use the UIEVENTSYSTEM macro instead.
InitEventSystem: This is called to initialize the event system.
UnloadEventSystem: This is called...
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