Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE2:GUIController (UE2Runtime)
Object >> Interactions >> Interaction >> BaseGUIController >> GUIController |
Contents
- 1 Properties
- 1.1 ActiveControl
- 1.2 ActivePage
- 1.3 AltPressed
- 1.4 AutoLoad
- 1.5 bCurMenuInitialized
- 1.6 bDesignMode
- 1.7 bEmulatedJoypad
- 1.8 bForceMouseCheck
- 1.9 bHideMouseCursor
- 1.10 bHighlightCurrent
- 1.11 bIgnoreNextRelease
- 1.12 bIgnoreUntilPress
- 1.13 bJoyMouse
- 1.14 bModAuthor
- 1.15 ButtonRepeatDelay
- 1.16 ClickSound
- 1.17 ControllerId
- 1.18 ControllerMask
- 1.19 CtrlPressed
- 1.20 CursorFade
- 1.21 CursorStep
- 1.22 DblClickWindow
- 1.23 DownSound
- 1.24 EditSound
- 1.25 FastCursorFade
- 1.26 FastCursorStep
- 1.27 FocusedControl
- 1.28 FontStack
- 1.29 GameResolution
- 1.30 JoyButtons
- 1.31 JoyControlsDelta
- 1.32 JoyDeadZone
- 1.33 JoyLeftXAxis
- 1.34 JoyLeftYAxis
- 1.35 JoyRightXAxis
- 1.36 JoyRightYAxis
- 1.37 LastClickTime
- 1.38 LastClickX
- 1.39 LastClickY
- 1.40 LastMouseX
- 1.41 LastMouseY
- 1.42 MainNotWanted
- 1.43 MenuMouseSens
- 1.44 MenuStack
- 1.45 MouseCursorOffset
- 1.46 MouseCursors
- 1.47 MouseOverSound
- 1.48 MouseX
- 1.49 MouseY
- 1.50 MoveControl
- 1.51 PersistentStack
- 1.52 RepeatDelta
- 1.53 RepeatKey
- 1.54 RepeatTime
- 1.55 ShiftPressed
- 1.56 SkipControl
- 1.57 StyleNames
- 1.58 StyleStack
- 1.59 UpSound
- 1.60 WhiteBorder
- 2 Delegates
- 3 Functions
- Package:
- GUI
- Direct subclass:
- RTGUIController
- This class in other games:
- UT2004, UT2003
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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
ActiveControl
Type: GUIComponent
Which control is currently active
ActivePage
Type: GUIPage
Points to the currently active page
AltPressed
Type: bool
Alt key is being held
AutoLoad
Modifiers: config
bCurMenuInitialized
Type: bool
Has the current Menu Finished initialization
bDesignMode
Type: bool
Are we in design mode;
bEmulatedJoypad
Type: bool
Modifiers: config
Have the cursor keys emulate a XBox controller
bForceMouseCheck
Type: bool
HACK
bHideMouseCursor
Type: bool
Modifiers: config
When true, the mouse cursor will be hidden
bHighlightCurrent
Type: bool
Highlight the current control being edited
Default value: True
bIgnoreNextRelease
Type: bool
Used to make sure discard errant releases.
bIgnoreUntilPress
Type: bool
HACK
bJoyMouse
Type: bool
Modifiers: config
When true, right control stick acts as a 1 button mouse
bModAuthor
Type: bool
Modifiers: config
Allows bDesign Mode
ButtonRepeatDelay
Type: float
The amount of delay for faking button repeats
Default value: 0.25
ClickSound
Type: Sound
ControllerId
Type: byte
The current Controller ID #
ControllerMask
Type: byte
Used to mask input for various Controllers
Default value: 255
CtrlPressed
Type: bool
Ctrl key is being held
CursorFade
Type: float
How visible is the cursor
CursorStep
Type: int
Are we fading in or out
Default value: 1
DblClickWindow
Type: float
How long do you have for a double click
Default value: 0.5
DownSound
Type: Sound
EditSound
Type: Sound
FastCursorFade
Type: float
How visible is the cursor
FastCursorStep
Type: int
Are we fading in or out
Default value: 1
FocusedControl
Type: GUIComponent
Top most Focused control
FontStack
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
Type: string
JoyButtons
Type: byte
Array size: 64
JoyControlsDelta
Type: float
Array size: 16
JoyDeadZone
Type: float
Modifiers: config
The DeadZone for joysticks
Default value: 0.3
JoyLeftXAxis
Type: float
Array size: 4
JoyLeftYAxis
Type: float
Array size: 4
JoyRightXAxis
Type: float
Array size: 4
JoyRightYAxis
Type: float
Array size: 4
LastClickTime
Type: float
When did the last click occur
LastClickX
Type: int
LastClickY
Type: int
Who was the active component
LastMouseX
Type: float
LastMouseY
Type: float
MainNotWanted
Type: bool
MenuMouseSens
Type: float
Modifiers: config
Default value: 1.0
MenuStack
Modifiers: editinline, export
Holds the stack of menus
MouseCursorOffset
Type: array<Object.Vector>
Modifiers: editinline
Only X,Y used, between 0 and 1. 'Hot Spot' of cursor material.
MouseCursors
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
Type: Sound
MouseX
Type: float
MouseY
Type: float
Where is the mouse currently located
MoveControl
Type: GUIComponent
Used for visual design
PersistentStack
Holds the set of pages which are persistent across close/open
RepeatDelta
Type: float
Array size: 4
Data var
RepeatKey
Type: byte
Array size: 4
Used to determine what should repeat
RepeatTime
Type: float
Array size: 4
How long until the next repeat;
ShiftPressed
Type: bool
Shift key is being held
SkipControl
Type: GUIComponent
This control should be skipped over and drawn at the end
StyleNames
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
Holds all of the possible styles
UpSound
Type: Sound
WhiteBorder
Type: Material
Default value: Texture'GUIContent.Menu.WhiteBorder'
Delegates
OnNeedRawKeyPress
Functions
Native functions
GetMenuFont
GetStyle
GetCurrentRes
GetMainMenuClass
GetMapList
MouseEmulation
ResetKeyboard
Events
AutoLoadMenus
Overrides: BaseGUIController.AutoLoadMenus
ChangeFocus
CloseAll
Overrides: BaseGUIController.CloseAll
CloseMenu
Overrides: BaseGUIController.CloseMenu
CreateMenu
InitializeController
Overrides: BaseGUIController.InitializeController
MoveFocused
NeedsMenuResolution
Overrides: BaseGUIController.NeedsMenuResolution
NotifyLevelChange
OpenMenu
Overrides: BaseGUIController.OpenMenu
ReplaceMenu
Overrides: BaseGUIController.ReplaceMenu
SetRequiredGameResolution
Overrides: BaseGUIController.SetRequiredGameResolution
Other instance functions
HasMouseMoved
RegisterStyle
ResetFocus
SetControllerStatus
Overrides: BaseGUIController.SetControllerStatus