To implement the client side for enabling or disabling house blips on the map based on a setting in CEF, you will need to communicate between the frontend (CEF) and the backend (C#).
Here's a suggested approach:
1. In your CEF code, create a JavaScript function that sends a message to the backend to enable or disable house blips based on the user's selection. For example:
JavaScript:
function toggleHouseBlips(enabled) {
window.cefQuery({
request: 'toggleHouseBlips:' + enabled,
persistent: false,
onSuccess: function(response) {
// Handle success response if needed
},
onFailure: function(error_code, error_message) {
// Handle error response if needed
}
});
}
2. In your C# backend code, listen for the incoming message and toggle the house blips accordingly:
C#:
// Listen for CEF messages
EventHandlers["cefQuery:toggleHouseBlips"] += new Action<Player, string>(ToggleHouseBlips);
private void ToggleHouseBlips([FromSource] Player player, string data)
{
bool enabled = bool.Parse(data);
// Enable or disable house blips based on the received value
// Add your code here to toggle the house blips
}
The above example assumes you have already loaded the house blips using C# backend code. By using this approach, you can trigger enabling or disabling the house blips from the frontend (CEF) by calling the
toggleHouseBlips
JavaScript function and passing the enabled value as a parameter. The backend code will receive the message, parse the value, and toggle the house blips accordingly.
Remember to adjust the code to your specific implementation and ensure proper communication between the frontend and backend.