GRW ScriptHook 0.11.0
Plugin API for Ghost Recon Wildlands
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The engine's widget tree

Every widget the engine has, ours and the game's own, by its engine handle. More...

Functions

SH_API int ShGameSceneCount (void)
 Read only.
SH_API uint64_t ShGameSceneAt (int i)
SH_API int ShGameSceneName (uint64_t scene, char *buf, int n)
SH_API uint64_t ShSceneRoot (uint64_t scene)
 The root widget of any scene, ours or the game's.
SH_API int ShWidgetChildCount (uint64_t widget)
 Children in the engine's own draw order.
SH_API uint64_t ShWidgetChildAt (uint64_t widget, int i)
SH_API int ShWidgetClass (uint64_t widget, char *out, int n)
 The class name, "LabelWidget" and the like.
SH_API int ShWidgetPropType (uint64_t widget, uint32_t prop)
 Any property the class has, by the same ids the SH_P_ defines carry.
SH_API int ShWidgetGetF (uint64_t widget, uint32_t prop, float *out)
SH_API int ShWidgetGetU (uint64_t widget, uint32_t prop, uint32_t *out)
SH_API int ShWidgetGetV (uint64_t widget, uint32_t prop, float *out, int n)
SH_API int ShWidgetGetS (uint64_t widget, uint32_t prop, char *out, int n)
SH_API uint64_t ShUiHandle (uint32_t id)
 The handle behind one of our own ids, so a widget made with ShUiCreate reads back the same way.

Detailed Description

Every widget the engine has, ours and the game's own, by its engine handle.

Function Documentation

◆ ShGameSceneCount()

SH_API int ShGameSceneCount ( void )

Read only.

Writing into a tree you do not own is how a scene gets corrupted. The scenes drawn last frame, as handles. Walk one with ShSceneRoot and the ShWidget calls below.

◆ ShGameSceneAt()

SH_API uint64_t ShGameSceneAt ( int i)

◆ ShGameSceneName()

SH_API int ShGameSceneName ( uint64_t scene,
char * buf,
int n )

◆ ShSceneRoot()

SH_API uint64_t ShSceneRoot ( uint64_t scene)

The root widget of any scene, ours or the game's.

◆ ShWidgetChildCount()

SH_API int ShWidgetChildCount ( uint64_t widget)

Children in the engine's own draw order.

◆ ShWidgetChildAt()

SH_API uint64_t ShWidgetChildAt ( uint64_t widget,
int i )

◆ ShWidgetClass()

SH_API int ShWidgetClass ( uint64_t widget,
char * out,
int n )

The class name, "LabelWidget" and the like.

◆ ShWidgetPropType()

SH_API int ShWidgetPropType ( uint64_t widget,
uint32_t prop )

Any property the class has, by the same ids the SH_P_ defines carry.

0 when the class lacks it.

◆ ShWidgetGetF()

SH_API int ShWidgetGetF ( uint64_t widget,
uint32_t prop,
float * out )

◆ ShWidgetGetU()

SH_API int ShWidgetGetU ( uint64_t widget,
uint32_t prop,
uint32_t * out )

◆ ShWidgetGetV()

SH_API int ShWidgetGetV ( uint64_t widget,
uint32_t prop,
float * out,
int n )

◆ ShWidgetGetS()

SH_API int ShWidgetGetS ( uint64_t widget,
uint32_t prop,
char * out,
int n )

◆ ShUiHandle()

SH_API uint64_t ShUiHandle ( uint32_t id)

The handle behind one of our own ids, so a widget made with ShUiCreate reads back the same way.