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UE2:GUIController (UT2003)

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

Contents

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

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;

bForceMouseCheck

Type: bool

HACK

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

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


Default value: Sound'MenuSounds.MS_Click'

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


Default value: Sound'MenuSounds.MS_ListChangeDown'

EditSound

Type: Sound


Default value: Sound'MenuSounds.MS_Edit'

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: 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'

GameResolution

Type: string


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.

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

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'

MouseOverSound

Type: Sound


Default value: Sound'MenuSounds.MS_MouseOver'

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

Data var

RepeatKey

Type: byte

Used to determine what should repeat

RepeatTime

Type: float

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: "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"

StyleStack

Type: array<GUIStyles>

Holds all of the possible styles

UpSound

Type: Sound


Default value: Sound'MenuSounds.MS_ListChangeUp'

WhiteBorder

Type: Material


Default value: Material'InterfaceContent.Menu.WhiteBorder'

Subobjects

GUIDefaultFont

Class: XInterface.UT2DefaultFont

Property Value
bFixedSize True

GUIHeaderFont

Class: XInterface.UT2HeaderFont

Property Value
bFixedSize False

GUIIRCFont

Class: XInterface.UT2IRCFont

Property Value
bFixedSize False

GUILargeFont

Class: XInterface.UT2LargeFont

Property Value
bFixedSize False

GUIMenuFont

Class: XInterface.UT2MenuFont

Property Value
bFixedSize False

GUIMidGameFont

Class: XInterface.UT2MidGameFont

Property Value
bFixedSize False

GUIServerListFont

Class: XInterface.UT2ServerListFont

Property Value
bFixedSize False

GUISmallFont

Class: XInterface.UT2SmallFont

Property Value
bFixedSize False

GUISmallHeaderFont

Class: XInterface.UT2SmallHeaderFont

Property Value
bFixedSize False

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)


GetOGGList

native function GetOGGList (out array<stringOGGFiles)


GetProfileList

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


GetTeamSymbolList

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


GetWeaponList

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


LoadDecoText

native function string LoadDecoText (string PackageName, string DecoTextName)


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 ()

Overrides: Interaction.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

ClearControls

function ClearControls (GUIMultiComponent Comp)


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 ()