closeDialogue
Definition
-- @/lua/ge/extensions/ui/missionInfo.lua:65
M.closeDialogue = function()
local am = scenetree.findObject("MissionUIActionMap")
if am then am:pop() end
M.buttonsTable = nil
guihooks.trigger('MissionInfoUpdate', nil)
guihooks.trigger('ActivityAcceptClose', nil)
local oldState = M.openState
M.openState = "closed"
extensions.hook('onMissionInfoChangedState', oldState, M.openState)
end
Callers
@/lua/ge/extensions/flowgraph/nodes/ui/updatedUI/startScreenBegin.lua
function C:_executionStopped()
self:closeDialogue()
end
function C:onClientEndMission()
self:closeDialogue()
end
function C:closeDialogue()
if self.built then
@/lua/ge/extensions/flowgraph/nodes/ui/missionEndScreen.lua
function C:_executionStopped()
self:closeDialogue()
end
--if self.pinIn.flow.value == false and self.open then
-- self:closeDialogue()
--end
self:closeDialogue()
end
self.pinOut.retry.value = true
self:closeDialogue()
end
function C:closeDialogue()
if self.open then
function C:onClientEndMission()
self:closeDialogue()
end
function C:onNodeReset()
self:closeDialogue()
for _,pn in pairs(self.pinOut) do
@/lua/ge/extensions/flowgraph/nodes/ui/endScreen.lua
function C:_executionStopped()
self:closeDialogue()
end
--if self.pinIn.flow.value == false and self.open then
-- self:closeDialogue()
--end
end
self:closeDialogue()
end
log("I","","Closing End Screen because of reset!")
self:closeDialogue()
end
function C:closeDialogue()
if self.open then
function C:onClientEndMission()
self:closeDialogue()
end
function C:onNodeReset()
self:closeDialogue()
for _,pn in pairs(self.pinOut) do
@/lua/ge/extensions/flowgraph/nodes/ui/imgui/imDialogue.lua
if im.Button((self.pinIn[btn].value or btn) .. "##" .. self.id .. "-" .. i) then
self:closeDialogue()
self:closed()
@/lua/ge/extensions/freeroam/gasStations.lua
local function refuelCar(gasStation, fuelTypes, veh)
--ui_missionInfo.closeDialogue()
core_vehicleBridge.requestValue(veh,
@/lua/ge/extensions/flowgraph/nodes/ui/updatedUI/endScreenWhole.lua
function C:_executionStopped()
self:closeDialogue()
end
function C:onClientEndMission()
self:closeDialogue()
end
--if self.pinIn.flow.value == false and self.open then
-- self:closeDialogue()
--end
self:closeDialogue()
end
log("I","","Closing End Screen because of reset!")
self:closeDialogue()
self.pinOut.retry.value = true
function C:closeDialogue()
if self.built then
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/raceEndScreen.lua
if self.open then
self:closeDialogue()
end
--if self.pinIn.flow.value == false and self.open then
-- self:closeDialogue()
--end
end
self:closeDialogue()
self.done = true
log("I","","Closing End Screen because of reset!")
self:closeDialogue()
self.done = true
end
function C:closeDialogue()
if self.open then
if self.open then
self:closeDialogue()
end
@/lua/ge/extensions/freeroam/dragRace.lua
table.insert(buttonsTable, {action = 'accept', text = txt, cmd = 'freeroam_dragRace.accept()'})
table.insert(buttonsTable, {action = 'decline', text = "Close", cmd = 'guihooks.trigger("MenuHide", true) ui_missionInfo.closeDialogue()'})
local content = {title = "ui.wca.dragstrip.title", type="race", typeName="", buttons = buttonsTable}
guihooks.trigger('MenuHide', true)
ui_missionInfo.closeDialogue()
end
guihooks.trigger('MenuHide', true)
ui_missionInfo.closeDialogue()
closeOverview()
if playerVehicleInsideTrigger and playerVehicle and playerVehicle:getID() == vid then
ui_missionInfo.closeDialogue()
end
guihooks.trigger('MenuHide', true)
ui_missionInfo.closeDialogue()
end
guihooks.trigger('MenuHide', true)
ui_missionInfo.closeDialogue()
closeOverview()
@/lua/ge/extensions/flowgraph/nodes/ui/threeElementSelect.lua
if self.open then
self:closeDialogue()
end
function C:closeDialogue()
self.open = false
function C:started()
self:closeDialogue()
self.pinOut.flow.value = true
if self.open then
self:closeDialogue()
end
@/lua/ge/extensions/flowgraph/nodes/ui/startScreen.lua
if self.open then
self:closeDialogue()
end
function C:closeDialogue()
-- dump("closing dialogue!")
function C:started()
self:closeDialogue()
self.pinOut.flow.value = true
function C:onClientEndMission()
self:closeDialogue()
end
if self.open then
self:closeDialogue()
end
@/lua/ge/extensions/flowgraph/nodes/career/careerVehicleSelect.lua
if self.open then
self:closeDialogue()
end
function C:closeDialogue()
self.open = false
function C:started()
self:closeDialogue()
self.pinOut.flow.value = true
if self.open then
self:closeDialogue()
end
@/lua/ge/extensions/flowgraph/nodes/ui/customButtonTEST.lua
if self.open then
self:closeDialogue()
end
function C:closeDialogue()
guihooks.trigger('CustomFGButtons', {}) -- empty list means show no buttons
if self.open then
self:closeDialogue()
end
@/lua/ge/extensions/gameplay/markerInteraction.lua
local function onSelectDetailPromptClicked(idx)
ui_missionInfo.closeDialogue()
guihooks.trigger('ActivityAcceptUpdate', nil)
if force then
ui_missionInfo.closeDialogue()
guihooks.trigger("onMissionAvailabilityChanged", {missionCount = 0})
@/lua/ge/extensions/flowgraph/nodes/ui/missionPopup.lua
if self.open then
self:closeDialogue()
end
function C:closeDialogue()
self.open = false
function C:started()
self:closeDialogue()
self.pinOut.flow.value = true
if self.open then
self:closeDialogue()
end
@/lua/ge/extensions/flowgraph/nodes/ui/vehicleSelector.lua
if self.open then
self:closeDialogue()
end
function C:closeDialogue()
--core_gamestate.setGameState('freeroam', 'freeroam', 'freeroam')
function C:started()
self:closeDialogue()
self.pinOut.flow.value = true
function C:exited()
self:closeDialogue()
self.pinOut.exit.value = true
if self.open then
self:closeDialogue()
end
@/lua/ge/extensions/flowgraph/nodes/ui/selectButtons.lua
if self.open then
self:closeDialogue()
end
if self.pinIn.flow.value == false and self.open then
self:closeDialogue()
end
if self.open then
self:closeDialogue()
end
function C:closeDialogue()
ui_missionInfo.closeDialogue()
function C:closeDialogue()
ui_missionInfo.closeDialogue()
if self.pinIn.hideApps.value then
if self.open then
self:closeDialogue()
end
@/lua/ge/extensions/campaign/exploration.lua
core_groundMarkers.setPath(nil)
ui_missionInfo.closeDialogue()
state.locationKey = nil
ui_missionInfo.closeDialogue()
end
else
ui_missionInfo.closeDialogue()
state.locationInfoDisplayed = false
-- make sure exploration specific ui is cleaned up
ui_missionInfo.closeDialogue()
if scenetree.ScenarioTriggersGroup then
state.missionExtraUiOpened = false
ui_missionInfo.closeDialogue()
guihooks.trigger('ChangeState', {state = 'menu'})
@/lua/ge/extensions/flowgraph/nodes/ui/updatedUI/endScreenBegin.lua
function C:_executionStopped()
self:closeDialogue()
end
function C:onClientEndMission()
self:closeDialogue()
end
self:closeDialogue()
end
function C:closeDialogue()
if self.built then
@/lua/ge/extensions/gameplay/crawl/general.lua
end
ui_missionInfo.closeDialogue()
end,