Script v1.7.1.0
- AI
- Animals
- Contracts
- Debug
- Economy
- Effects
- Events
- Farms
- GUI
- AnimalScreen
- AnimationElement
- BitmapElement
- BoxLayoutElement
- BreadcrumbsElement
- ButtonElement
- ButtonOverlay
- ChatWindow
- CheckedOptionElement
- ClearElement
- ContextActionDisplay
- DialogElement
- FieldInfoDisplay
- FillLevelsDisplay
- FlowLayoutElement
- FocusManager
- FrameElement
- FrameReferenceElement
- GameInfoDisplay
- GamePausedDisplay
- Gui
- GuiDataSource
- GuiElement
- GuiMixin
- GuiOverlay
- GuiProfile
- GuiSoundPlayer
- GuiTopDownCamera
- GuiUtils
- HUDDisplayElement
- HUDElement
- HUDFrameElement
- HUDPopupMessage
- HUDTextDisplay
- IndexChangeSubjectMixin
- IndexStateElement
- InGameIcon
- IngameMap
- IngameMapElement
- InputGlyphElement
- InputHelpDisplay
- ListElement
- ListItemElement
- MapHotspot
- MapOverlayGenerator
- MixerWagonHUDExtension
- MultiTextOptionElement
- MultiValueTween
- Overlay
- PagingElement
- PlaySampleMixin
- RenderElement
- RoundStatusBar
- ScreenElement
- SettingsModel
- SideNotification
- SliderElement
- SpeakerDisplay
- SpeedMeterDisplay
- StableListElement
- StatusBar
- TabbedMenu
- TabbedMenuFrameElement
- TabbedMenuWithDetails
- TableElement
- TableHeaderElement
- TextElement
- TextInputElement
- TimerElement
- ToggleButtonElement
- TopNotification
- Tween
- TweenSequence
- VehicleHUDExtension
- VehicleSchemaDisplay
- VideoElement
- Handtools
- I3d
- Materials
- Misc
- Objects
- Placeables
- Player
- Shop
- Sounds
- Specializations
- Triggers
- Utils
- Vehicles
- Weather
Engine v1.7.1.0
- AI
- Animation
- Camera
- Entity
- Fillplanes
- General
- I3D
- Input
- Lighting
- Math
- Network
- Node
- Overlays
- Particle System
- Physics
- Rendering
- Scenegraph
- Shape
- Sound
- Spline
- String
- Terrain Detail
- Text Rendering
- Tire Track
- XML
- general
Foundation Reference
GamePausedDisplay
DescriptionHUD game pause display element. Displays a customizable message when the game is paused.Parent
HUDDisplayElementFunctions
createBackground
DescriptionGet this element's base background position.Definition
createBackground()Code
96 | function GamePausedDisplay.createBackground(hudAtlasPath) |
97 | local _, height = getNormalizedScreenValues(unpack(GamePausedDisplay.SIZE.SELF)) |
98 | local overlay = Overlay:new(hudAtlasPath, 0, (1 - height) * 0.5, 1, height) -- span horizontally, middle vertical |
99 | overlay:setUVs(getNormalizedUVs(GamePausedDisplay.UV.BACKGROUND)) |
100 | overlay:setColor(unpack(GamePausedDisplay.COLOR.BACKGROUND)) |
101 | return overlay |
102 | end |
createComponents
DescriptionCreate required display components.Definition
createComponents()Code
106 | function GamePausedDisplay:createComponents(hudAtlasPath) |
107 | local baseX, baseY = self:getPosition() |
108 | local width, height = self:getWidth(), self:getHeight() |
109 | local frameElement = HUDFrameElement:new(hudAtlasPath, baseX, baseY, width, height) |
110 | self:addChild(frameElement) |
111 | |
112 | local syncOverlay = Overlay:new(GamePausedDisplay.SYNC_SPLASH_PATH, 0, 0, 1, g_screenWidth / g_screenHeight) |
113 | self.syncBackgroundElement = HUDElement:new(syncOverlay) |
114 | self:addChild(self.syncBackgroundElement) |
115 | end |
draw
DescriptionDefinitiondraw()Code
57 | function GamePausedDisplay:draw() |
58 | if self:getVisible() then |
59 | GamePausedDisplay:superClass().draw(self) |
60 | |
61 | local textHeight = getTextHeight(self.textSize, self.pauseText) |
62 | local baseX, baseY = self:getPosition() |
63 | local posX = baseX + self:getWidth() * 0.5 + self.textOffsetX |
64 | local posY = baseY + (self:getHeight() - textHeight) * 0.5 + self.textOffsetY |
65 | |
66 | setTextBold(true) |
67 | setTextAlignment(RenderText.ALIGN_CENTER) |
68 | setTextColor(unpack(GamePausedDisplay.COLOR.TEXT)) |
69 | renderText(posX, posY, self.textSize, self.pauseText) |
70 | end |
71 | end |
new
DescriptionCreate a new GamePausedDisplay.Definition
new(string hudAtlasPath)Arguments
string | hudAtlasPath | Path to the HUD atlas texture. |
table | GamePausedDisplay | instance |
19 | function GamePausedDisplay.new(hudAtlasPath) |
20 | local backgroundOverlay = GamePausedDisplay.createBackground(hudAtlasPath) |
21 | local self = GamePausedDisplay:superClass().new(GamePausedDisplay_mt, backgroundOverlay, nil) |
22 | |
23 | self.pauseText = "" |
24 | self.isMenuVisible = false |
25 | |
26 | self.syncBackgroundElement = nil |
27 | |
28 | self.textSize = 0 |
29 | self.textOffsetX, self.textOffsetY = 0, 0 |
30 | |
31 | self:storeOriginalPosition() |
32 | self:storeScaledValues() |
33 | self:createComponents(hudAtlasPath) |
34 | |
35 | return self |
36 | end |
onMenuVisibilityChange
DescriptionHandle menu visibility state change.Definition
onMenuVisibilityChange()Code
46 | function GamePausedDisplay:onMenuVisibilityChange(isMenuVisible, isOverlayMenu) |
47 | local showFullscreen = isMenuVisible and not isOverlayMenu |
48 | self.syncBackgroundElement:setVisible(showFullscreen) |
49 | end |
setPauseText
DescriptionSet a custom text to display.Definition
setPauseText()Code
40 | function GamePausedDisplay:setPauseText(text) |
41 | self.pauseText = text |
42 | end |
setScale
DescriptionSet uniform UI scale.Definition
setScale()Code
79 | function GamePausedDisplay:setScale(uiScale) |
80 | GamePausedDisplay:superClass().setScale(self, 1) -- ignore UI scale, this element must only scale with resolution |
81 | end |
storeScaledValues
DescriptionStore scaled positioning, size and offset values.Definition
storeScaledValues()Code
85 | function GamePausedDisplay:storeScaledValues() |
86 | self.textSize = self:scalePixelToScreenHeight(GamePausedDisplay.TEXT_SIZE.PAUSE_TEXT) |
87 | self.textOffsetX, self.textOffsetY = self:scalePixelToScreenVector(GamePausedDisplay.POSITION.PAUSE_TEXT) |
88 | end |