You find all UIAction related Lua function in: \Code\CryEngine\CryAction\FlashUI\ScriptBind_UIAction.h
// <title ReloadElement>
// Syntax: UIAction.ReloadElement(const char * elementName, int instanceID )
// Arguments:
// elementName - UI Element name as defined in the xml.
// instanceID - ID of the instance (if instance with id does not exist, it will be created). '-1' for all instances
// Description:
// Reloads the UI flash asset.
int ReloadElement( IFunctionHandler *pH, const char * elementName, int instanceID );
// <title UnloadElement>
// Syntax: UIAction.UnloadElement(const char * elementName, int instanceID )
// Arguments:
// elementName - UI Element name as defined in the xml.
// instanceID - ID of the instance (if instance with id does not exist, it will be created). '-1' for all instances
// Description:
// Unloads the UI flash asset.
int UnloadElement( IFunctionHandler *pH, const char * elementName, int instanceID );
// <title ShowElement>
// Syntax: UIAction.ShowElement(const char * elementName, int instanceID )
// Arguments:
// elementName - UI Element name as defined in the xml.
// instanceID - ID of the instance (if instance with id does not exist, it will be created). '-1' for all instances
// Description:
// Displays the UI flash asset.
int ShowElement( IFunctionHandler *pH, const char * elementName, int instanceID );
// <title HideElement>
// Syntax: UIAction.HideElement(const char * elementName, int instanceID )
// Arguments:
// elementName - UI Element name as defined in the xml.
// instanceID - ID of the instance (if instance with id does not exist, it will be created). '-1' for all instances
// Description:
// Hide the UI flash asset.
int HideElement( IFunctionHandler *pH, const char * elementName, int instanceID );
// <title SoftHideElement>
// Syntax: UIAction.RequestHide(const char * elementName, int instanceID )
// Arguments:
// elementName - UI Element name as defined in the xml.
// instanceID - ID of the instance (if instance with id does not exist, it will be created). '-1' for all instances
// Description:
// Send the fade out signal to the UI flash asset.
int RequestHide( IFunctionHandler *pH, const char * elementName, int instanceID );
// <title CallFunction>
// Syntax: UIAction.CallFunction(const char * elementName, int instanceID, const char* functionName, [arg1], [arg2], [...] )
// Arguments:
// elementName - UI Element name as defined in the xml or UIEventSystem name as defined via cpp.
// instanceID - ID of the instance (if instance with id does not exist, it will be created). '-1' for all instances. If used on UIEventSystem no instance id is ignored
// functionName - Function or event name.
// args - List of arguments (optional)
// Description:
// Calls a function of the UI flash asset or the UIEventSystem.
int CallFunction( IFunctionHandler *pH, const char * elementName, int instanceID, const char* functionName );
// <title SetVariable>
// Syntax: UIAction.SetVariable(const char * elementName, int instanceID, const char * varName, value )
// Arguments:
// elementName - UI Element name as defined in the xml.
// instanceID - ID of the instance (if instance with id does not exist, it will be created). '-1' for all instances
// varName - Variable name as defined in the xml.
// value - Value to set.
// Description:
// Sets a variable of the UI flash asset.
int SetVariable( IFunctionHandler *pH, const char * elementName, int instanceID, const char * varName );
// <title GetVariable>
// Syntax: UIAction.GetVariable(const char * elementName, int instanceID, const char * varName )
// Arguments:
// elementName - UI Element name as defined in the xml.
// instanceID - ID of the instance (if instance with id does not exist, it will be created). '-1' for all instances
// varName - Variable name as defined in the xml.
// Description:
// Gets a variable of the UI flash asset.
int GetVariable( IFunctionHandler *pH, const char * elementName, int instanceID, const char * varName );
// <title SetArray>
// Syntax: UIAction.SetArray(const char * elementName, int instanceID, const char * arrayName, SmartScriptTable values )
// Arguments:
// elementName - UI Element name as defined in the xml.
// instanceID - ID of the instance (if instance with id does not exist, it will be created). '-1' for all instances
// arrayName - Array name as defined in the xml.
// values - Table of values for the array.
// Description:
// Sets an array of the UI flash asset.
int SetArray( IFunctionHandler *pH, const char * elementName, int instanceID, const char * arrayName, SmartScriptTable values );
// <title GetArray>
// Syntax: UIAction.GetArray(const char * elementName, int instanceID, const char * arrayName )
// Arguments:
// elementName - UI Element name as defined in the xml.
// instanceID - ID of the instance (if instance with id does not exist, it will be created). '-1' for all instances
// arrayName - Array name as defined in the xml.
// Description:
// Returns a table with values of the array.
int GetArray( IFunctionHandler *pH, const char * elementName, int instanceID, const char * arrayName );
// <title GotoAndPlay>
// Syntax: UIAction.GotoAndPlay(const char * elementName, int instanceID, const char * mcName, int frameNum )
// Arguments:
// elementName - UI Element name as defined in the xml.
// instanceID - ID of the instance (if instance with id does not exist, it will be created). '-1' for all instances
// mcName - MovieClip name as defined in the xml.
// frameNum - frame number.
// Description:
// Call GotoAndPlay on a MovieClip.
int GotoAndPlay( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName, int frameNum );
// <title GotoAndStop>
// Syntax: UIAction.GotoAndStop(const char * elementName, int instanceID, const char * mcName, int frameNum )
// Arguments:
// elementName - UI Element name as defined in the xml.
// instanceID - ID of the instance (if instance with id does not exist, it will be created). '-1' for all instances
// mcName - MovieClip name as defined in the xml.
// frameNum - frame number.
// Description:
// Call GotoAndStop on a MovieClip.
int GotoAndStop( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName, int frameNum );
// <title GotoAndPlayFrameName>
// Syntax: UIAction.GotoAndPlayFrameName( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName, const char * frameName )
// Arguments:
// elementName - UI Element name as defined in the xml.
// instanceID - ID of the instance (if instance with id does not exist, it will be created). '-1' for all instances
// mcName - MovieClip name as defined in the xml.
// frameName - frame name.
// Description:
// Call GotoAndPlay on a MovieClip by frame name.
int GotoAndPlayFrameName( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName, const char * frameName );
// <title GotoAndStopFrameName>
// Syntax: UIAction.GotoAndStopFrameName( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName, const char * frameName )
// Arguments:
// elementName - UI Element name as defined in the xml.
// instanceID - ID of the instance (if instance with id does not exist, it will be created). '-1' for all instances
// mcName - MovieClip name as defined in the xml.
// frameName - frame name.
// Description:
// Call GotoAndStop on a MovieClip by frame name.
int GotoAndStopFrameName( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName, const char * frameName );
// <title SetAlpha>
// Syntax: UIAction.SetAlpha( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName, float fAlpha )
// Arguments:
// elementName - UI Element name as defined in the xml.
// instanceID - ID of the instance (if instance with id does not exist, it will be created). '-1' for all instances
// mcName - MovieClip name as defined in the xml.
// fAlpha - alpha value (0-1).
// Description:
// Set MovieClip alpha value.
int SetAlpha( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName, float fAlpha );
// <title GetAlpha>
// Syntax: UIAction.GetAlpha( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName )
// Arguments:
// elementName - UI Element name as defined in the xml.
// instanceID - ID of the instance (if instance with id does not exist, it will be created). '-1' for all instances
// mcName - MovieClip name as defined in the xml.
// Description:
// Get MovieClip alpha value.
int GetAlpha( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName );
// <title SetVisible>
// Syntax: UIAction.SetVisible( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName, float bVisible )
// Arguments:
// elementName - UI Element name as defined in the xml.
// instanceID - ID of the instance (if instance with id does not exist, it will be created). '-1' for all instances
// mcName - MovieClip name as defined in the xml.
// bVisible - visible.
// Description:
// Set MovieClip visible state.
int SetVisible( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName, bool bVisible );
// <title IsVisible>
// Syntax: UIAction.IsVisible( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName )
// Arguments:
// elementName - UI Element name as defined in the xml.
// instanceID - ID of the instance (if instance with id does not exist, it will be created). '-1' for all instances
// mcName - MovieClip name as defined in the xml.
// Description:
// Get MovieClip visible state.
int IsVisible( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName );
// <title SetPos>
// Syntax: UIAction.SetPos( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName, Vec3 vPos )
// Arguments:
// elementName - UI Element name as defined in the xml.
// instanceID - ID of the instance (if instance with id does not exist, it will be created). '-1' for all instances
// mcName - MovieClip name as defined in the xml.
// vPos - position.
// Description:
// Set MovieClip position.
int SetPos( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName, Vec3 vPos );
// <title GetPos>
// Syntax: UIAction.GetPos( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName )
// Arguments:
// elementName - UI Element name as defined in the xml.
// instanceID - ID of the instance (if instance with id does not exist, it will be created). '-1' for all instances
// mcName - MovieClip name as defined in the xml.
// Description:
// Get MovieClip position.
int GetPos( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName );
// <title SetRotation>
// Syntax: UIAction.SetRotation( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName, Vec3 vRotation )
// Arguments:
// elementName - UI Element name as defined in the xml.
// instanceID - ID of the instance (if instance with id does not exist, it will be created). '-1' for all instances
// mcName - MovieClip name as defined in the xml.
// vRotation - rotation.
// Description:
// Set MovieClip rotation.
int SetRotation( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName, Vec3 vRotation );
// <title GetRotation>
// Syntax: UIAction.GetRotation( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName )
// Arguments:
// elementName - UI Element name as defined in the xml.
// instanceID - ID of the instance (if instance with id does not exist, it will be created). '-1' for all instances
// mcName - MovieClip name as defined in the xml.
// Description:
// Get MovieClip rotation.
int GetRotation( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName );
// <title SetScale>
// Syntax: UIAction.SetScale( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName, Vec3 vScale )
// Arguments:
// elementName - UI Element name as defined in the xml.
// instanceID - ID of the instance (if instance with id does not exist, it will be created). '-1' for all instances
// mcName - MovieClip name as defined in the xml.
// vScale - scale.
// Description:
// Set MovieClip scale.
int SetScale( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName, Vec3 vScale );
// <title GetScale>
// Syntax: UIAction.GetScale( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName )
// Arguments:
// elementName - UI Element name as defined in the xml.
// instanceID - ID of the instance (if instance with id does not exist, it will be created). '-1' for all instances
// mcName - MovieClip name as defined in the xml.
// Description:
// Get MovieClip scale.
int GetScale( IFunctionHandler *pH, const char * elementName, int instanceID, const char * mcName );
// <title StartAction>
// Syntax: UIAction.StartAction(const char * actionName, SmartScriptTable arguments )
// Arguments:
// actionName - UI Action name.
// arguments - arguments to pass to this action.
// Description:
// Starts an UI Action.
int StartAction( IFunctionHandler *pH, const char * actionName, SmartScriptTable arguments );
// <title StartAction>
// Syntax: UIAction.EndAction(SmartScriptTable table, bool disable, SmartScriptTable arguments )
// Arguments:
// table - must be "self"
// disable - if true this action gets disabled on end.
// arguments - arguments to return from this action.
// Description:
// Ends an UI Action. This can be only used withing a UIAction Lua script!
int EndAction( IFunctionHandler *pH, SmartScriptTable pTable, bool disable, SmartScriptTable arguments );
// <title EnableAction>
// Syntax: UIAction.EnableAction(const char * actionName )
// Arguments:
// actionName - UI Action name.
// Description:
// Enables an UI Action.
int EnableAction( IFunctionHandler *pH, const char * actionName );
// <title DisableAction>
// Syntax: UIAction.DisableAction(const char * actionName )
// Arguments:
// actionName - UI Action name.
// Description:
// Disables an UI Action.
int DisableAction( IFunctionHandler *pH, const char * actionName );
// <title RegisterElementListener>
// Syntax: UIAction.RegisterElementListener(SmartScriptTable table, const char * elementName, int instanceID, const char * eventName, const char * callbackFunctionName )
// Arguments:
// table - the script that receives the callback (can be "self" to refer the current script).
// elementName - UI Element name as defined in the xml.
// instanceID - ID of the instance (if instance with id does not exist, it will be created). '-1' for all instances
// eventName - Name of the event that is fired from the UI Element - if empty string it will receive all events!
// callbackFunctionName - name of the script function that will receive the callback.
// Description:
// Register a callback function for an UIElement event.
// Callback Function must have form: CallbackName(elementName, instanceId, eventName, argTable)
int RegisterElementListener( IFunctionHandler *pH, SmartScriptTable pTable, const char* elementName, int instanceID, const char* eventName, const char* callback );
// <title RegisterActionListener>
// Syntax: UIAction.RegisterActionListener(SmartScriptTable table, const char * actionName, const char * eventName, const char * callbackFunctionName )
// Arguments:
// table - the script that receives the callback (can be "self" to refer the current script).
// actionName - UI Action name
// eventName - Name of the event that is fired from the UI Action (can be "OnStart" or "OnEnd") - if empty string it will receive all events!
// callbackFunctionName - name of the script function that will receive the callback.
// Description:
// Register a callback function for an UIAction event.
// Callback Function must have form: CallbackName(actionName, eventName, argTable)
int RegisterActionListener( IFunctionHandler *pH, SmartScriptTable pTable, const char* actionName, const char* eventName, const char* callback );
// <title RegisterEventSystemListener>
// Syntax: UIAction.RegisterEventSystemListener(SmartScriptTable table, const char * eventSystem, const char * eventName, const char * callbackFunctionName )
// Arguments:
// table - the script that receives the callback (can be "self" to refer the current script).
// eventSystem - UI Event System name
// eventName - Name of the event that is fired from the UI EventSystem - if empty string it will receive all events!
// callbackFunctionName - name of the script function that will receive the callback.
// Description:
// Register a callback function for an UIEventSystem event.
// Callback Function must have form: CallbackName(actionName, eventName, argTable)
int RegisterEventSystemListener( IFunctionHandler *pH, SmartScriptTable pTable, const char* eventSystem, const char* eventName, const char* callback );
// <title UnregisterElementListener>
// Syntax: UIAction.UnregisterElementListener(SmartScriptTable table, const char * callbackFunctionName )
// Arguments:
// table - the script that receives the callback (can be "self" to refer the current script).
// callbackFunctionName - name of the script function that receives the callback. if "" all callbacks for this script will be removed
// Description:
// Unregister callback functions for an UIElement event.
int UnregisterElementListener( IFunctionHandler *pH, SmartScriptTable pTable, const char* callback );
// <title UnregisterActionListener>
// Syntax: UIAction.UnregisterActionListener(SmartScriptTable table, const char * callbackFunctionName )
// Arguments:
// table - the script that receives the callback (can be "self" to refer the current script).
// callbackFunctionName - name of the script function that receives the callback. if "" all callbacks for this script will be removed
// Description:
// Unregister callback functions for an UIAction event.
int UnregisterActionListener( IFunctionHandler *pH, SmartScriptTable pTable, const char* callback );
// <title UnregisterEventSystemListener>
// Syntax: UIAction.UnregisterEventSystemListener(SmartScriptTable table, const char * callbackFunctionName )
// Arguments:
// table - the script that receives the callback (can be "self" to refer the current script).
// callbackFunctionName - name of the script function that receives the callback. if "" all callbacks for this script will be removed
// Description:
// Unregister callback functions for an UIEventSystem event.
int UnregisterEventSystemListener( IFunctionHandler *pH, SmartScriptTable pTable, const char* callback );