My program doesn't have bugs. It just develops random features.

UE2:GUIController (UT2003)

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UT2003 Object >> Interactions >> Interaction >> BaseGUIController >> GUIController

Contents

Package: 
XInterface
This class in other games:
UE2Runtime, UT2004

Class: Engine.GUIController

The GUIController is a simple FILO menu stack. You have 3 things you can do. You can Open a menu which adds the menu to the top of the stack. You can Replace a menu which replaces the current menu with the new menu. And you can close a menu, which returns you to the last menu on the stack.

Written by Joe Wilcox (c) 2002, Epic Games, Inc. All Rights Reserved

[edit] Properties

[edit] ActiveControl

Type: GUIComponent

Which control is currently active

[edit] ActivePage

Type: GUIPage

Points to the currently active page

[edit] AltPressed

Type: bool

Alt key is being held

[edit] AutoLoad

Type: array<string>

Modifiers: config


[edit] bCurMenuInitialized

Type: bool

Has the current Menu Finished initialization

[edit] bDesignMode

Type: bool

Are we in design mode;

[edit] bForceMouseCheck

Type: bool

HACK

[edit] bHighlightCurrent

Type: bool

Highlight the current control being edited

Default value: True

[edit] bIgnoreNextRelease

Type: bool

Used to make sure discard errant releases.

[edit] bIgnoreUntilPress

Type: bool

HACK

[edit] bModAuthor

Type: bool

Modifiers: config

Allows bDesign Mode

[edit] ButtonRepeatDelay

Type: float

The amount of delay for faking button repeats

Default value: 0.25

[edit] ClickSound

Type: Sound


Default value: Sound'MenuSounds.MS_Click'

[edit] CtrlPressed

Type: bool

Ctrl key is being held

[edit] CursorFade

Type: float

How visible is the cursor

[edit] CursorStep

Type: int

Are we fading in or out

Default value: 1

[edit] DblClickWindow

Type: float

How long do you have for a double click

Default value: 0.5

[edit] DownSound

Type: Sound


Default value: Sound'MenuSounds.MS_ListChangeDown'

[edit] EditSound

Type: Sound


Default value: Sound'MenuSounds.MS_Edit'

[edit] FastCursorFade

Type: float

How visible is the cursor

[edit] FastCursorStep

Type: int

Are we fading in or out

Default value: 1

[edit] FocusedControl

Type: GUIComponent

Top most Focused control

[edit] FontStack

Type: array<GUIFont>

Modifiers: editinline

Holds all the possible fonts

Default value, index 0: UT2MenuFont'GUIMenuFont'

Default value, index 1: UT2DefaultFont'GUIDefaultFont'

Default value, index 2: UT2LargeFont'GUILargeFont'

Default value, index 3: UT2HeaderFont'GUIHeaderFont'

Default value, index 4: UT2SmallFont'GUISmallFont'

Default value, index 5: UT2MidGameFont'GUIMidGameFont'

Default value, index 6: UT2SmallHeaderFont'GUISmallHeaderFont'

Default value, index 7: UT2ServerListFont'GUIServerListFont'

Default value, index 8: UT2IRCFont'GUIIRCFont'

[edit] GameResolution

Type: string


[edit] LastClickTime

Type: float

When did the last click occur

[edit] LastClickX

Type: int


[edit] LastClickY

Type: int

Who was the active component

[edit] LastMouseX

Type: float


[edit] LastMouseY

Type: float


[edit] MainNotWanted

Type: bool


[edit] MenuMouseSens

Type: float

Modifiers: config


Default value: 1.0

[edit] MenuStack

Type: array<GUIPage>

Modifiers: editinline, export

Holds the stack of menus

[edit] MouseCursorOffset

Type: array<Object.Vector>

Modifiers: editinline

Only X,Y used, between 0 and 1. 'Hot Spot' of cursor material.

Default value, index 0:

Member Value
X 0.0
Y 0.0
Z 0.0

Default value, index 1:

Member Value
X 0.5
Y 0.5
Z 0.0

Default value, index 2:

Member Value
X 0.5
Y 0.5
Z 0.0

Default value, index 3:

Member Value
X 0.5
Y 0.5
Z 0.0

Default value, index 4:

Member Value
X 0.5
Y 0.5
Z 0.0

Default value, index 5:

Member Value
X 0.5
Y 0.5
Z 0.0

Default value, index 6:

Member Value
X 0.0
Y 0.0
Z 0.0

[edit] MouseCursors

Type: array<Material>

Modifiers: editinline

Holds a list of all possible mouse

Default value, index 0: Material'InterfaceContent.MouseCursor'

Default value, index 1: Material'InterfaceContent.SplitterCursor'

Default value, index 2: Material'InterfaceContent.SplitterCursor'

Default value, index 3: Material'InterfaceContent.SplitterCursorVert'

Default value, index 4: Material'InterfaceContent.SplitterCursor'

Default value, index 5: Material'InterfaceContent.SplitterCursor'

Default value, index 6: Material'InterfaceContent.MouseCursor'

[edit] MouseOverSound

Type: Sound


Default value: Sound'MenuSounds.MS_MouseOver'

[edit] MouseX

Type: float


[edit] MouseY

Type: float

Where is the mouse currently located

[edit] MoveControl

Type: GUIComponent

Used for visual design

[edit] PersistentStack

Type: array<GUIPage>

Holds the set of pages which are persistent across close/open

[edit] RepeatDelta

Type: float

Data var

[edit] RepeatKey

Type: byte

Used to determine what should repeat

[edit] RepeatTime

Type: float

How long until the next repeat;

[edit] ShiftPressed

Type: bool

Shift key is being held

[edit] SkipControl

Type: GUIComponent

This control should be skipped over and drawn at the end

[edit] StyleNames

Type: array<string>

Holds the name of all styles to use

Default value, index 0: "xinterface.STY_RoundButton"

Default value, index 1: "xinterface.STY_RoundScaledButton"

Default value, index 10: "xinterface.STY_CharButton"

Default value, index 11: "xinterface.STY_ArrowLeft"

Default value, index 12: "xinterface.STY_ArrowRight"

Default value, index 13: "xinterface.STY_ServerBrowserGrid"

Default value, index 14: "xinterface.STY_NoBackground"

Default value, index 15: "xinterface.STY_ServerBrowserGridHeader"

Default value, index 16: "xinterface.STY_SliderCaption"

Default value, index 17: "xinterface.STY_LadderButton"

Default value, index 18: "xinterface.STY_LadderButtonHi"

Default value, index 19: "XInterface.STY_LadderButtonActive"

Default value, index 20: "xinterface.STY_SquareButton"

Default value, index 21: "xinterface.STY_BindBox"

Default value, index 22: "xinterface.STY_SquareBar"

Default value, index 23: "xinterface.STY_MidGameButton"

Default value, index 24: "xinterface.STY_TextLabel"

Default value, index 25: "xinterface.STY_ComboListBox"

Default value, index 26: "xinterface.STY_SquareMenuButton"

Default value, index 27: "xinterface.STY_IRCText"

Default value, index 28: "xinterface.STY_IRCEntry"

Default value, index 29: "xinterface.STY_MedHeader"

Default value, index 30: "xinterface.STY_ListBox"

Default value, index 31: "xinterface.STY_ScrollZone"

Default value, index 32: "xinterface.STY_TextButton"

Default value, index 33: "xinterface.STY_Page"

Default value, index 34: "xinterface.STY_Header"

Default value, index 35: "xinterface.STY_Footer"

Default value, index 36: "xinterface.STY_TabButton"

[edit] StyleStack

Type: array<GUIStyles>

Holds all of the possible styles

[edit] UpSound

Type: Sound


Default value: Sound'MenuSounds.MS_ListChangeUp'

[edit] WhiteBorder

Type: Material


Default value: Material'InterfaceContent.Menu.WhiteBorder'

[edit] Subobjects

[edit] GUIDefaultFont

Class: XInterface.UT2DefaultFont

Property Value
bFixedSize True

[edit] GUIHeaderFont

Class: XInterface.UT2HeaderFont

Property Value
bFixedSize False

[edit] GUIIRCFont

Class: XInterface.UT2IRCFont

Property Value
bFixedSize False

[edit] GUILargeFont

Class: XInterface.UT2LargeFont

Property Value
bFixedSize False

[edit] GUIMenuFont

Class: XInterface.UT2MenuFont

Property Value
bFixedSize False

[edit] GUIMidGameFont

Class: XInterface.UT2MidGameFont

Property Value
bFixedSize False

[edit] GUIServerListFont

Class: XInterface.UT2ServerListFont

Property Value
bFixedSize False

[edit] GUISmallFont

Class: XInterface.UT2SmallFont

Property Value
bFixedSize False

[edit] GUISmallHeaderFont

Class: XInterface.UT2SmallHeaderFont

Property Value
bFixedSize False

[edit] Delegates

[edit] OnNeedRawKeyPress

delegate bool OnNeedRawKeyPress (byte NewKey)


[edit] Functions

[edit] Native functions

[edit] GetMenuFont

native event GUIFont GetMenuFont (string FontName)


[edit] GetStyle

native event GUIStyles GetStyle (string StyleName)


[edit] GetCurrentRes

native function string GetCurrentRes ()


[edit] GetMainMenuClass

native function string GetMainMenuClass ()


[edit] GetMapList

native function GetMapList (string Prefix, GUIList list)


[edit] GetOGGList

native function GetOGGList (out array<stringOGGFiles)


[edit] GetProfileList

native function GetProfileList (string Prefix, out array<stringProfileList)


[edit] GetTeamSymbolList

native function GetTeamSymbolList (array<stringSymbolNames, optional bool bNoSinglePlayer)


[edit] GetWeaponList

native function GetWeaponList (out array<class<Weapon> > WeaponClass, out array<stringWeaponDesc)


[edit] LoadDecoText

native function string LoadDecoText (string PackageName, string DecoTextName)


[edit] ResetKeyboard

native function ResetKeyboard ()


[edit] Events

[edit] AutoLoadMenus

event AutoLoadMenus ()

Overrides: BaseGUIController.AutoLoadMenus


[edit] ChangeFocus

event ChangeFocus (GUIComponent Who)


[edit] CloseAll

event CloseAll (bool bCancel)

Overrides: BaseGUIController.CloseAll


[edit] CloseMenu

event bool CloseMenu (optional bool bCanceled)

Overrides: BaseGUIController.CloseMenu


[edit] CreateMenu

event GUIPage CreateMenu (string NewMenuName)


[edit] InitializeController

event InitializeController ()

Overrides: BaseGUIController.InitializeController


[edit] MoveFocused

event MoveFocused (GUIComponent Ctrl, int bmLeft, int bmTop, int bmWidth, int bmHeight, float ClipX, float ClipY)


[edit] NeedsMenuResolution

event bool NeedsMenuResolution ()

Overrides: BaseGUIController.NeedsMenuResolution


[edit] NotifyLevelChange

event NotifyLevelChange ()

Overrides: Interaction.NotifyLevelChange


[edit] OpenMenu

event bool OpenMenu (string NewMenuName, optional string Param1, optional string Param2)

Overrides: BaseGUIController.OpenMenu


[edit] ReplaceMenu

event bool ReplaceMenu (string NewMenuName, optional string Param1, optional string Param2)

Overrides: BaseGUIController.ReplaceMenu


[edit] SetRequiredGameResolution

event SetRequiredGameResolution (string GameRes)

Overrides: BaseGUIController.SetRequiredGameResolution


[edit] Other instance functions

[edit] ClearControls

function ClearControls (GUIMultiComponent Comp)


[edit] HasMouseMoved

function bool HasMouseMoved ()


[edit] RegisterStyle

function bool RegisterStyle (class<GUIStylesStyleClass)


[edit] ResetFocus

function ResetFocus ()


[edit] SetControllerStatus

function SetControllerStatus (bool On)

Overrides: BaseGUIController.SetControllerStatus


[edit] TopPage

function GUIPage TopPage ()


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