Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

UE2:GUIController (UE2Runtime)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
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

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

Type: array<string>

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

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

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

Type: array<GUIPage>

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

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

Type: Sound


MouseX

Type: float


MouseY

Type: float

Where is the mouse currently located

MoveControl

Type: GUIComponent

Used for visual design

PersistentStack

Type: array<GUIPage>

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

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

Type: array<GUIStyles>

Holds all of the possible styles

UpSound

Type: Sound


WhiteBorder

Type: Material


Default value: Texture'GUIContent.Menu.WhiteBorder'

Delegates

OnNeedRawKeyPress

delegate bool OnNeedRawKeyPress (byte NewKey)


Functions

Native functions

GetMenuFont

native event GUIFont GetMenuFont (string FontName)


GetStyle

native event GUIStyles GetStyle (string StyleName)


GetCurrentRes

native function string GetCurrentRes ()


GetMainMenuClass

native function string GetMainMenuClass ()


GetMapList

native function GetMapList (string Prefix, GUIList list)


MouseEmulation

native function MouseEmulation (bool On)


ResetKeyboard

native function ResetKeyboard ()


Events

AutoLoadMenus

event AutoLoadMenus ()

Overrides: BaseGUIController.AutoLoadMenus


ChangeFocus

event ChangeFocus (GUIComponent Who)


CloseAll

event CloseAll (bool bCancel)

Overrides: BaseGUIController.CloseAll


CloseMenu

event bool CloseMenu (optional bool bCanceled)

Overrides: BaseGUIController.CloseMenu


CreateMenu

event GUIPage CreateMenu (string NewMenuName)


InitializeController

event InitializeController ()

Overrides: BaseGUIController.InitializeController


MoveFocused

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


NeedsMenuResolution

event bool NeedsMenuResolution ()

Overrides: BaseGUIController.NeedsMenuResolution


NotifyLevelChange

event NotifyLevelChange ()


OpenMenu

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

Overrides: BaseGUIController.OpenMenu


ReplaceMenu

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

Overrides: BaseGUIController.ReplaceMenu


SetRequiredGameResolution

event SetRequiredGameResolution (string GameRes)

Overrides: BaseGUIController.SetRequiredGameResolution


Other instance functions

HasMouseMoved

function bool HasMouseMoved ()


RegisterStyle

function bool RegisterStyle (class<GUIStylesStyleClass)


ResetFocus

function ResetFocus ()


SetControllerStatus

function SetControllerStatus (bool On)

Overrides: BaseGUIController.SetControllerStatus


TopPage

function GUIPage TopPage ()