UIStrategyPolicy_MiscEvents
Tracking Issue: #986
Tags: ui, events
UIStrategyPolicy
is the screen that allows players to allocate
resistance orders at end of "month". The Community Highlander adds
the following events to that screen so mods have more options for
modifying it without overriding it entirely.
See the tracking issue for background on why these events were
added, and hence a potential use for them.
Note You'll need to look at the code for UIStrategyPolicy
in
order to understand when these events are fired, and hence which
ones you'll need for your own customisations.
UIStrategyPolicy_PreRefreshAllDecks event
Param |
Value |
EventID |
UIStrategyPolicy_PreRefreshAllDecks |
EventData |
none |
EventSource |
UIStrategyPolicy |
NewGameState |
none |
Listener template
static function EventListenerReturn OnUIStrategyPolicy_PreRefreshAllDecks(Object EventData, Object EventSource, XComGameState GameState, Name EventID, Object CallbackObject)
{
local UIStrategyPolicy StrategyPolicy;
StrategyPolicy = UIStrategyPolicy(EventSource);
// Your code here
return ELR_NoInterrupt;
}
UIStrategyPolicy_PostRealizeColumn event
Param |
Value |
EventID |
UIStrategyPolicy_PostRealizeColumn |
EventData |
UIList |
EventSource |
UIStrategyPolicy |
NewGameState |
none |
Listener template
static function EventListenerReturn OnUIStrategyPolicy_PostRealizeColumn(Object EventData, Object EventSource, XComGameState GameState, Name EventID, Object CallbackObject)
{
local UIStrategyPolicy StrategyPolicy;
local UIList Column;
StrategyPolicy = UIStrategyPolicy(EventSource);
Column = UIList(EventData);
// Your code here
return ELR_NoInterrupt;
}
UIStrategyPolicy_PreSelect event
Param |
Value |
EventID |
UIStrategyPolicy_PreSelect |
EventData |
UIStrategyPolicy_Card |
EventSource |
UIStrategyPolicy |
NewGameState |
none |
Listener template
static function EventListenerReturn OnUIStrategyPolicy_PreSelect(Object EventData, Object EventSource, XComGameState GameState, Name EventID, Object CallbackObject)
{
local UIStrategyPolicy StrategyPolicy;
local UIStrategyPolicy_Card TargetCard;
StrategyPolicy = UIStrategyPolicy(EventSource);
TargetCard = UIStrategyPolicy_Card(EventData);
// Your code here
return ELR_NoInterrupt;
}
UIStrategyPolicy_PreClearSelection event
Param |
Value |
EventID |
UIStrategyPolicy_PreClearSelection |
EventData |
none |
EventSource |
UIStrategyPolicy |
NewGameState |
none |
Listener template
static function EventListenerReturn OnUIStrategyPolicy_PreClearSelection(Object EventData, Object EventSource, XComGameState GameState, Name EventID, Object CallbackObject)
{
local UIStrategyPolicy StrategyPolicy;
StrategyPolicy = UIStrategyPolicy(EventSource);
// Your code here
return ELR_NoInterrupt;
}
UIStrategyPolicy_DraggingStarted event
Param |
Value |
EventID |
UIStrategyPolicy_DraggingStarted |
EventData |
none |
EventSource |
UIStrategyPolicy |
NewGameState |
none |
Listener template
static function EventListenerReturn OnUIStrategyPolicy_DraggingStarted(Object EventData, Object EventSource, XComGameState GameState, Name EventID, Object CallbackObject)
{
local UIStrategyPolicy StrategyPolicy;
StrategyPolicy = UIStrategyPolicy(EventSource);
// Your code here
return ELR_NoInterrupt;
}
UIStrategyPolicy_DraggingEnded event
Param |
Value |
EventID |
UIStrategyPolicy_DraggingEnded |
EventData |
none |
EventSource |
UIStrategyPolicy |
NewGameState |
none |
Listener template
static function EventListenerReturn OnUIStrategyPolicy_DraggingEnded(Object EventData, Object EventSource, XComGameState GameState, Name EventID, Object CallbackObject)
{
local UIStrategyPolicy StrategyPolicy;
StrategyPolicy = UIStrategyPolicy(EventSource);
// Your code here
return ELR_NoInterrupt;
}
Source code references