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UE2:GUIController (UE2Runtime)

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UE2Runtime Object >> Interactions >> Interaction >> BaseGUIController >> GUIController

Contents

Package: 
GUI
Direct subclass:
RTGUIController
This class in other games:
UT2004, UT2003

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

Properties[edit]

ActiveControl[edit]

Type: GUIComponent

Which control is currently active

ActivePage[edit]

Type: GUIPage

Points to the currently active page

AltPressed[edit]

Type: bool

Alt key is being held

AutoLoad[edit]

Type: array<string>

Modifiers: config


bCurMenuInitialized[edit]

Type: bool

Has the current Menu Finished initialization

bDesignMode[edit]

Type: bool

Are we in design mode;

bEmulatedJoypad[edit]

Type: bool

Modifiers: config

Have the cursor keys emulate a XBox controller

bForceMouseCheck[edit]

Type: bool

HACK

bHideMouseCursor[edit]

Type: bool

Modifiers: config

When true, the mouse cursor will be hidden

bHighlightCurrent[edit]

Type: bool

Highlight the current control being edited

Default value: True

bIgnoreNextRelease[edit]

Type: bool

Used to make sure discard errant releases.

bIgnoreUntilPress[edit]

Type: bool

HACK

bJoyMouse[edit]

Type: bool

Modifiers: config

When true, right control stick acts as a 1 button mouse

bModAuthor[edit]

Type: bool

Modifiers: config

Allows bDesign Mode

ButtonRepeatDelay[edit]

Type: float

The amount of delay for faking button repeats

Default value: 0.25

ClickSound[edit]

Type: Sound


ControllerId[edit]

Type: byte

The current Controller ID #

ControllerMask[edit]

Type: byte

Used to mask input for various Controllers

Default value: 255

CtrlPressed[edit]

Type: bool

Ctrl key is being held

CursorFade[edit]

Type: float

How visible is the cursor

CursorStep[edit]

Type: int

Are we fading in or out

Default value: 1

DblClickWindow[edit]

Type: float

How long do you have for a double click

Default value: 0.5

DownSound[edit]

Type: Sound


EditSound[edit]

Type: Sound


FastCursorFade[edit]

Type: float

How visible is the cursor

FastCursorStep[edit]

Type: int

Are we fading in or out

Default value: 1

FocusedControl[edit]

Type: GUIComponent

Top most Focused control

FontStack[edit]

Type: array<GUIFont>

Modifiers: editinline

Holds all the possible fonts

Default value, index 0: fntMenuFont'GUI.GUIController.GUIMenuFont'

Default value, index 1: fntDefaultFont'GUI.GUIController.GUIDefaultFont'

Default value, index 2: fntLargeFont'GUI.GUIController.GUILargeFont'

Default value, index 3: fntHeaderFont'GUI.GUIController.GUIHeaderFont'

Default value, index 4: fntSmallFont'GUI.GUIController.GUISmallFont'

Default value, index 5: fntSmallHeaderFont'GUI.GUIController.GUISmallHeaderFont'

GameResolution[edit]

Type: string


JoyButtons[edit]

Type: byte

Array size: 64


JoyControlsDelta[edit]

Type: float

Array size: 16


JoyDeadZone[edit]

Type: float

Modifiers: config

The DeadZone for joysticks

Default value: 0.3

JoyLeftXAxis[edit]

Type: float

Array size: 4


JoyLeftYAxis[edit]

Type: float

Array size: 4


JoyRightXAxis[edit]

Type: float

Array size: 4


JoyRightYAxis[edit]

Type: float

Array size: 4


LastClickTime[edit]

Type: float

When did the last click occur

LastClickX[edit]

Type: int


LastClickY[edit]

Type: int

Who was the active component

LastMouseX[edit]

Type: float


LastMouseY[edit]

Type: float


MainNotWanted[edit]

Type: bool


MenuMouseSens[edit]

Type: float

Modifiers: config


Default value: 1.0

MenuStack[edit]

Type: array<GUIPage>

Modifiers: editinline, export

Holds the stack of menus

MouseCursorOffset[edit]

Type: array<Object.Vector>

Modifiers: editinline

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

MouseCursors[edit]

Type: array<Material>

Modifiers: editinline

Holds a list of all possible mouse

Default value, index 0: Texture'GUIContent.Menu.MouseCursor'

Default value, index 1: Texture'GUIContent.Menu.MouseCursor'

Default value, index 2: Texture'GUIContent.Menu.MouseCursor'

Default value, index 3: Texture'GUIContent.Menu.MouseCursor'

Default value, index 4: Texture'GUIContent.Menu.MouseCursor'

Default value, index 5: Texture'GUIContent.Menu.MouseCursor'

Default value, index 6: Texture'GUIContent.Menu.MouseCursor'

MouseOverSound[edit]

Type: Sound


MouseX[edit]

Type: float


MouseY[edit]

Type: float

Where is the mouse currently located

MoveControl[edit]

Type: GUIComponent

Used for visual design

PersistentStack[edit]

Type: array<GUIPage>

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

RepeatDelta[edit]

Type: float

Array size: 4

Data var

RepeatKey[edit]

Type: byte

Array size: 4

Used to determine what should repeat

RepeatTime[edit]

Type: float

Array size: 4

How long until the next repeat;

ShiftPressed[edit]

Type: bool

Shift key is being held

SkipControl[edit]

Type: GUIComponent

This control should be skipped over and drawn at the end

StyleNames[edit]

Type: array<string>

Holds the name of all styles to use

Default value, index 0: "GUI.STY_RoundButton"

Default value, index 1: "GUI.STY_RoundScaledButton"

Default value, index 10: "GUI.STY_SliderCaption"

Default value, index 11: "GUI.STY_SquareBar"

Default value, index 12: "GUI.STY_TextLabel"

Default value, index 13: "GUI.STY_ComboListBox"

Default value, index 14: "GUI.STY_SquareButton"

Default value, index 15: "GUI.STY_ListBox"

Default value, index 16: "GUI.STY_ScrollZone"

Default value, index 17: "GUI.STY_TextButton"

Default value, index 18: "GUI.STY_Header"

Default value, index 19: "GUI.STY_Footer"

Default value, index 20: "GUI.STY_TabButton"

Default value, index 21: "GUI.STY_NoBackground"

StyleStack[edit]

Type: array<GUIStyles>

Holds all of the possible styles

UpSound[edit]

Type: Sound


WhiteBorder[edit]

Type: Material


Default value: Texture'GUIContent.Menu.WhiteBorder'

Delegates[edit]

OnNeedRawKeyPress[edit]

delegate bool OnNeedRawKeyPress (byte NewKey)


Functions[edit]

Native functions[edit]

GetMenuFont[edit]

native event GUIFont GetMenuFont (string FontName)


GetStyle[edit]

native event GUIStyles GetStyle (string StyleName)


GetCurrentRes[edit]

native function string GetCurrentRes ()


GetMainMenuClass[edit]

native function string GetMainMenuClass ()


GetMapList[edit]

native function GetMapList (string Prefix, GUIList list)


MouseEmulation[edit]

native function MouseEmulation (bool On)


ResetKeyboard[edit]

native function ResetKeyboard ()


Events[edit]

AutoLoadMenus[edit]

event AutoLoadMenus ()

Overrides: BaseGUIController.AutoLoadMenus


ChangeFocus[edit]

event ChangeFocus (GUIComponent Who)


CloseAll[edit]

event CloseAll (bool bCancel)

Overrides: BaseGUIController.CloseAll


CloseMenu[edit]

event bool CloseMenu (optional bool bCanceled)

Overrides: BaseGUIController.CloseMenu


CreateMenu[edit]

event GUIPage CreateMenu (string NewMenuName)


InitializeController[edit]

event InitializeController ()

Overrides: BaseGUIController.InitializeController


MoveFocused[edit]

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


NeedsMenuResolution[edit]

event bool NeedsMenuResolution ()

Overrides: BaseGUIController.NeedsMenuResolution


NotifyLevelChange[edit]

event NotifyLevelChange ()


OpenMenu[edit]

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

Overrides: BaseGUIController.OpenMenu


ReplaceMenu[edit]

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

Overrides: BaseGUIController.ReplaceMenu


SetRequiredGameResolution[edit]

event SetRequiredGameResolution (string GameRes)

Overrides: BaseGUIController.SetRequiredGameResolution


Other instance functions[edit]

HasMouseMoved[edit]

function bool HasMouseMoved ()


RegisterStyle[edit]

function bool RegisterStyle (class<GUIStylesStyleClass)


ResetFocus[edit]

function ResetFocus ()


SetControllerStatus[edit]

function SetControllerStatus (bool On)

Overrides: BaseGUIController.SetControllerStatus


TopPage[edit]

function GUIPage TopPage ()