Element: Difference between revisions
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{{Elements}} | {{Elements}} | ||
Any other element type can be created as an abstract element, not referring to any game entity. For example, ''resource'' and ''map'' elements are created to group entities they create as their children. | Any other element type can be created as an abstract element, not referring to any game entity. For example, ''resource'' and ''map'' elements are created when resources and maps are loaded to group entities they create as their children. | ||
Elements share common functions such as type and list retrieval, a destroy operation to remove both the element and the game entity it is linked to (except for | Elements share common functions such as type and list retrieval, a destroy operation to remove both the element and the game entity it is linked to (except for some elements which can't be destroyed, for example client elements), [[element data]] storing and retrieval, and many more common operations. | ||
All elements are stored internally in a [[Element tree|tree structure]], and as such every element has a parent element, be | All elements are stored internally in a [[Element tree|tree structure]], and as such every element except the ''root'' element has a parent element, that can be the ''root'' element, a ''resource'', ''map'' or another element. This is purely for declaring the scope of function calls. | ||
==Related scripting functions== | ==Related scripting functions== |
Revision as of 21:33, 30 August 2007
An element is a generic class that can represent almost all in-game items. The element types representing in-game entities are:
- Button
- Checkbox
- Combobox
- Edit field
- Gridlist
- Memo
- Progress bar
- Radio button
- Scrollbar
- Scrollpane
- Static image
- Tab panel
- Tab
- Text label
- Window
- TXD
- DFF
- COL
- Sound
Any other element type can be created as an abstract element, not referring to any game entity. For example, resource and map elements are created when resources and maps are loaded to group entities they create as their children. Elements share common functions such as type and list retrieval, a destroy operation to remove both the element and the game entity it is linked to (except for some elements which can't be destroyed, for example client elements), element data storing and retrieval, and many more common operations. All elements are stored internally in a tree structure, and as such every element except the root element has a parent element, that can be the root element, a resource, map or another element. This is purely for declaring the scope of function calls.
Related scripting functions
Client
- getElementBoneMatrix
- getElementBonePosition
- getElementBoneRotation
- getElementBoundingBox
- getElementDistanceFromCentreOfMassToBaseOfModel
- getElementLighting
- getElementRadius
- isElementCollidableWith
- isElementLocal
- isElementOnScreen
- isElementStreamable
- isElementStreamedIn
- isElementSyncer
- isElementWaitingForGroundToLoad
- setElementBoneMatrix
- setElementBonePosition
- setElementBoneRotation
- setElementCollidableWith
- setElementStreamable
- updateElementRpHAnim
- Shared
- attachElements
- createElement
- destroyElement
- detachElements
- getAttachedElements
- getElementAlpha
- getElementAttachedOffsets
- getElementAttachedTo
- getElementByIndex
- getElementByID
- getElementChild
- getElementChildren
- getElementChildrenCount
- getElementCollisionsEnabled
- getElementColShape
- getElementData
- getAllElementData
- hasElementData
- getElementDimension
- getElementHealth
- getElementID
- getElementInterior
- getElementMatrix
- getElementModel
- getElementParent
- getElementPosition
- getElementRotation
- getElementsByType
- getElementsWithinColShape
- getElementsWithinRange
- getElementType
- getElementVelocity
- getLowLODElement
- getRootElement
- isElement
- isElementAttached
- isElementCallPropagationEnabled
- isElementDoubleSided
- isElementFrozen
- isElementInWater
- isElementLowLOD
- isElementWithinColShape
- isElementWithinMarker
- setElementAlpha
- setElementAngularVelocity
- getElementAngularVelocity
- setElementAttachedOffsets
- setElementCallPropagationEnabled
- setElementCollisionsEnabled
- setElementData
- setElementDimension
- setElementDoubleSided
- setElementFrozen
- setElementHealth
- setElementID
- setElementInterior
- setElementModel
- setElementParent
- setElementPosition
- setElementRotation
- setElementVelocity
- setLowLODElement
- getPedContactElement
- getResourceDynamicElementRoot
- getResourceRootElement
Server
- attachElements
- createElement
- destroyElement
- detachElements
- getAttachedElements
- getElementAlpha
- getElementAttachedOffsets
- getElementAttachedTo
- getElementByIndex
- getElementByID
- getElementChild
- getElementChildren
- getElementChildrenCount
- getElementCollisionsEnabled
- getElementColShape
- getElementData
- getAllElementData
- hasElementData
- getElementDimension
- getElementHealth
- getElementID
- getElementInterior
- getElementMatrix
- getElementModel
- getElementParent
- getElementPosition
- getElementRotation
- getElementsByType
- getElementsWithinColShape
- getElementsWithinRange
- getElementType
- getElementVelocity
- getLowLODElement
- getRootElement
- isElement
- isElementAttached
- isElementCallPropagationEnabled
- isElementDoubleSided
- isElementFrozen
- isElementInWater
- isElementLowLOD
- isElementWithinColShape
- isElementWithinMarker
- setElementAlpha
- setElementAngularVelocity
- getElementAngularVelocity
- setElementAttachedOffsets
- setElementCallPropagationEnabled
- setElementCollisionsEnabled
- setElementData
- setElementDimension
- setElementDoubleSided
- setElementFrozen
- setElementHealth
- setElementID
- setElementInterior
- setElementModel
- setElementParent
- setElementPosition
- setElementRotation
- setElementVelocity
- setLowLODElement
- getPedContactElement
- getResourceDynamicElementRoot
- getResourceRootElement