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UE2:HudBase (UT2004)

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UT2004 Object >> Actor >> Hud >> HudBase

Contents

Package: 
XInterface
Direct subclasses:
HudBDeathMatch, HudCDeathMatch
This class in other games:
UT2003

Abstract base class for all UT2004 HUDs.

Properties[edit]

Property group 'HudBase'[edit]

CroppingAmount[edit]

Type: float


Default value: 0.25

CroppingMaterial[edit]

Type: Material


Crosshairs[edit]

Type: array<SpriteWidget>


Default value, index 0:

Member Value
DrawPivot DP_MiddleMiddle
PosX 0.5
PosY 0.5
RenderStyle STY_Alpha
Scale 1.0
TextureCoords
Member Value
X2 64
Y2 64
TextureScale 0.75
Tints[0]
Member Value
A 255
B 255
G 255
R 255
Tints[1]
Member Value
A 255
B 255
G 255
R 255
WidgetTexture Texture'Crosshairs.HUD.Crosshair_Cross1'

Default value, index 1:

Member Value
DrawPivot DP_MiddleMiddle
PosX 0.5
PosY 0.5
RenderStyle STY_Alpha
Scale 1.0
TextureCoords
Member Value
X2 64
Y2 64
TextureScale 0.75
Tints[0]
Member Value
A 255
B 255
G 255
R 255
Tints[1]
Member Value
A 255
B 255
G 255
R 255
WidgetTexture Texture'Crosshairs.HUD.Crosshair_Cross2'

Default value, index 10:

Member Value
DrawPivot DP_MiddleMiddle
PosX 0.5
PosY 0.5
RenderStyle STY_Alpha
Scale 1.0
TextureCoords
Member Value
X2 64
Y2 64
TextureScale 0.6
Tints[0]
Member Value
A 255
B 255
G 255
R 255
Tints[1]
Member Value
A 255
B 255
G 255
R 255
WidgetTexture Texture'Crosshairs.HUD.Crosshair_Bracket1'

Default value, index 11:

Member Value
DrawPivot DP_MiddleMiddle
PosX 0.5
PosY 0.5
RenderStyle STY_Alpha
Scale 1.0
TextureCoords
Member Value
X2 64
Y2 64
TextureScale 0.6
Tints[0]
Member Value
A 255
B 255
G 255
R 255
Tints[1]
Member Value
A 255
B 255
G 255
R 255
WidgetTexture Texture'Crosshairs.HUD.Crosshair_Bracket2'

Default value, index 12:

Member Value
DrawPivot DP_MiddleMiddle
PosX 0.5
PosY 0.5
RenderStyle STY_Alpha
Scale 1.0
TextureCoords
Member Value
X2 64
Y2 64
TextureScale 0.4
Tints[0]
Member Value
A 255
B 255
G 255
R 255
Tints[1]
Member Value
A 255
B 255
G 255
R 255
WidgetTexture Texture'Crosshairs.HUD.Crosshair_Circle1'

Default value, index 13:

Member Value
DrawPivot DP_MiddleMiddle
PosX 0.5
PosY 0.5
RenderStyle STY_Alpha
Scale 1.0
TextureCoords
Member Value
X2 64
Y2 64
TextureScale 0.4
Tints[0]
Member Value
A 255
B 255
G 255
R 255
Tints[1]
Member Value
A 255
B 255
G 255
R 255
WidgetTexture Texture'Crosshairs.HUD.Crosshair_Circle2'

Default value, index 14:

Member Value
DrawPivot DP_MiddleMiddle
PosX 0.5
PosY 0.5
RenderStyle STY_Alpha
Scale 1.0
TextureCoords
Member Value
X2 64
Y2 64
TextureScale 0.75
Tints[0]
Member Value
A 255
B 255
G 255
R 255
Tints[1]
Member Value
A 255
B 255
G 255
R 255
WidgetTexture Texture'Crosshairs.HUD.Crosshair_Cross3'

Default value, index 15:

Member Value
DrawPivot DP_MiddleMiddle
PosX 0.5
PosY 0.5
RenderStyle STY_Alpha
Scale 1.0
TextureCoords
Member Value
X2 64
Y2 64
TextureScale 0.75
Tints[0]
Member Value
A 255
B 255
G 255
R 255
Tints[1]
Member Value
A 255
B 255
G 255
R 255
WidgetTexture Texture'Crosshairs.HUD.Crosshair_Cross4'

Default value, index 16:

Member Value
DrawPivot DP_MiddleMiddle
PosX 0.5
PosY 0.5
RenderStyle STY_Alpha
Scale 1.0
TextureCoords
Member Value
X2 64
Y2 64
TextureScale 0.75
Tints[0]
Member Value
A 255
B 255
G 255
R 255
Tints[1]
Member Value
A 255
B 255
G 255
R 255
WidgetTexture Texture'Crosshairs.HUD.Crosshair_Cross5'

Default value, index 17:

Member Value
DrawPivot DP_MiddleMiddle
PosX 0.5
PosY 0.5
RenderStyle STY_Alpha
Scale 1.0
TextureCoords
Member Value
X2 64
Y2 64
TextureScale 0.75
Tints[0]
Member Value
A 255
B 255
G 255
R 255
Tints[1]
Member Value
A 255
B 255
G 255
R 255
WidgetTexture Texture'Crosshairs.HUD.Crosshair_Dot'

Default value, index 18:

Member Value
DrawPivot DP_MiddleMiddle
PosX 0.5
PosY 0.5
RenderStyle STY_Alpha
Scale 1.0
TextureCoords
Member Value
X2 64
Y2 64
TextureScale 0.6
Tints[0]
Member Value
A 255
B 255
G 255
R 255
Tints[1]
Member Value
A 255
B 255
G 255
R 255
WidgetTexture Texture'Crosshairs.HUD.Crosshair_Pointer'

Default value, index 19:

Member Value
DrawPivot DP_MiddleMiddle
PosX 0.5
PosY 0.5
RenderStyle STY_Alpha
Scale 1.0
TextureCoords
Member Value
X2 64
Y2 64
TextureScale 0.7
Tints[0]
Member Value
A 255
B 255
G 255
R 255
Tints[1]
Member Value
A 255
B 255
G 255
R 255
WidgetTexture Texture'Crosshairs.HUD.Crosshair_Triad1'

Default value, index 20:

Member Value
DrawPivot DP_MiddleMiddle
PosX 0.5
PosY 0.5
RenderStyle STY_Alpha
Scale 1.0
TextureCoords
Member Value
X2 64
Y2 64
TextureScale 0.7
Tints[0]
Member Value
A 255
B 255
G 255
R 255
Tints[1]
Member Value
A 255
B 255
G 255
R 255
WidgetTexture Texture'Crosshairs.HUD.Crosshair_Triad2'

Default value, index 21:

Member Value
DrawPivot DP_MiddleMiddle
PosX 0.5
PosY 0.5
RenderStyle STY_Alpha
Scale 1.0
TextureCoords
Member Value
X2 64
Y2 64
TextureScale 0.7
Tints[0]
Member Value
A 255
B 255
G 255
R 255
Tints[1]
Member Value
A 255
B 255
G 255
R 255
WidgetTexture Texture'Crosshairs.HUD.Crosshair_Triad3'

DoCropping[edit]

Type: bool


Emphasized[edit]

Type: byte

Array size: 4


InstrDelta[edit]

Type: float


InstrRate[edit]

Type: float


InstructionFontFont[edit]

Type: Font


InstructionFontName[edit]

Type: string

Modifiers: localized


Default value: "UT2003Fonts.jFontMono800x600"

InstructionKeyText[edit]

Type: string


InstructionText[edit]

Type: string


InstructTextBorderX[edit]

Type: float


Default value: 10.0

InstructTextBorderY[edit]

Type: float


Default value: 10.0

LevelActionFontName[edit]

Type: string

Modifiers: localized


Default value: "UT2003Fonts.FontMedium"

LevelActionLoading[edit]

Type: string

Modifiers: localized


Default value: "LOADING..."

LevelActionPaused[edit]

Type: string

Modifiers: localized


Default value: "PAUSED"

LocalMessages[edit]

Type: HudLocalizedMessage

Array size: 8

Modifiers: transient


PassStyle[edit]

Type: Actor.ERenderStyle

Modifiers: transient

For debugging.

TeamIndex[edit]

Type: int

Modifiers: transient


text[edit]

Type: string

Modifiers: localized


VoteMenuClass[edit]

Type: class<Actor>


Internal variables[edit]

AtMenus[edit]

Type: string

Modifiers: localized


Default value: "Press [ESC] to close menu"

bHideWeaponName[edit]

Type: bool

Modifiers: globalconfig


bIsCinematic[edit]

Type: bool


bShowTargeting[edit]

Type: bool

Modifiers: transient


bUseCustomWeaponCrosshairs[edit]

Type: bool

Modifiers: globalconfig


Default value: True

bUsingCustomHUDColor[edit]

Type: bool


CustomHUDColor[edit]

Type: Object.Color

Modifiers: globalconfig


DamageFlash[edit]

Type: Object.Color

Array size: 4


DamageTime[edit]

Type: float

Array size: 4


FontsPrecached[edit]

Type: byte


InitialViewingString[edit]

Type: string

Modifiers: localized


Default value: "Press Fire to View a different Player"

LastWeaponName[edit]

Type: string


LocationDot[edit]

Type: Material


Default value: Material'HudContent.Generic.HUD'

NowViewing[edit]

Type: string

Modifiers: localized


Default value: "Now viewing"

ScoreText[edit]

Type: string

Modifiers: localized


Default value: "Score"

TargetingLocation[edit]

Type: Object.Vector

Modifiers: transient


TargetingSize[edit]

Type: float

Modifiers: transient


TargetMaterial[edit]

Type: Material


Default value: Material'InterfaceContent.Hud.fbBombFocus'

WaitingToSpawn[edit]

Type: string

Modifiers: localized


Default value: "Press [Fire] to join the match!"

WeaponDrawColor[edit]

Type: Object.Color


WeaponDrawTimer[edit]

Type: float


WonMatchPostFix[edit]

Type: string

Modifiers: localized


Default value: " won the match!"

WonMatchPrefix[edit]

Type: string

Modifiers: localized


YouveLostTheMatch[edit]

Type: string

Modifiers: localized


Default value: "You've lost the match."

YouveWonTheMatch[edit]

Type: string

Modifiers: localized


Default value: "You've won the match!"

G15 variables[edit]

These variables were added in the UT2004 v3372 "G15" patch to control output to the keyboard's LCD screen.

LastLCDUpdateTime[edit]

Type: float


LCDUpdateFreq[edit]

Type: float


Default value: 1.0

LCDDisplayMode[edit]

Type: int

Modifiers: config


Default value: 2

LCDClassStr[edit]

Type: string

Array size: 8

Modifiers: config


Default value, index 0: "Rocket Launcher"

Default value, index 1: "Flak Cannon"

Default value, index 2: "Shock Rifle"

Default value, index 3: "Link Gun"

Default value, index 4: "Minigun"

Default value, index 5: "BIO-Rifle"

Default value, index 6: "Lightning Gun"

Default value, index 7: "Sniper Rifle"

LCDDescStr[edit]

Type: string

Array size: 8

Modifiers: config


Default value, index 0: "Rockets:"

Default value, index 1: "Flak:"

Default value, index 2: "Shock:"

Default value, index 3: "Link:"

Default value, index 4: "Mini:"

Default value, index 5: "BIO:"

Default value, index 6: "LG:"

Default value, index 7: "Sniper:"

Default values[edit]

Property Value
FontArrayNames[0] "UT2003Fonts.FontEurostile37"
FontArrayNames[1] "UT2003Fonts.FontEurostile29"
FontArrayNames[2] "UT2003Fonts.FontEurostile24"
FontArrayNames[3] "UT2003Fonts.FontEurostile21"
FontArrayNames[4] "UT2003Fonts.FontEurostile17"
FontArrayNames[5] "UT2003Fonts.FontEurostile14"
FontArrayNames[6] "UT2003Fonts.FontEurostile12"
FontArrayNames[7] "UT2003Fonts.FontEurostile9"
FontArrayNames[8] "UT2003Fonts.FontSmallText"
FontScreenWidthMedium[0] 2048
FontScreenWidthMedium[1] 1600
FontScreenWidthMedium[2] 1280
FontScreenWidthMedium[3] 1024
FontScreenWidthMedium[4] 800
FontScreenWidthMedium[5] 640
FontScreenWidthMedium[6] 512
FontScreenWidthMedium[7] 400
FontScreenWidthMedium[8] 320
FontScreenWidthSmall[0] 4096
FontScreenWidthSmall[1] 3200
FontScreenWidthSmall[2] 2560
FontScreenWidthSmall[3] 2048
FontScreenWidthSmall[4] 1600
FontScreenWidthSmall[5] 1280
FontScreenWidthSmall[6] 1024
FontScreenWidthSmall[7] 800
FontScreenWidthSmall[8] 640
ProgressFontName "UT2003Fonts.FontMedium"

Enums[edit]

EScaleMode[edit]

SM_None 
SM_Up 
SM_Down 
SM_Left 
SM_Right 

Structs[edit]

DigitSet[edit]

Modifiers: native

Material DigitTexture 
Object.IntBox TextureCoords[11]  
0-9, 11th element is negative sign

HudLocalizedMessage[edit]

Modifiers: native

class<LocalMessage> Message 
string StringMessage 
int Switch 
PlayerReplicationInfo RelatedPRI 
PlayerReplicationInfo RelatedPRI2 
Object OptionalObject 
float EndOfLife 
float LifeTime 
Font StringFont 
Object.Color DrawColor 
Object.EDrawPivot DrawPivot 
LocalMessage.EStackMode StackMode 
float PosX 
float PosY 
float DX 
float DY 
bool Drawn 

NumericWidget[edit]

Modifiers: native

Actor.ERenderStyle RenderStyle 
int MinDigitCount 
Minimum number of digits for any NumericWidget to show. See bPadWithZeroes.
float TextureScale 
The scale of the texture to draw. Be aware that this also scales the OffsetX and OffsetY.
Object.EDrawPivot DrawPivot 
On the Y axis, changes the relation of the Canvas' current position to the texture. A low draw pivot, for example, draws the numbers above the Canvas' position. On the X axis, changes how the numbers are drawn with relation to the Canvas' current position. Left will draw them to the left, Center will draw them justified and Right will draw them on the right.
float PosX 
Anchor for drawing of widgets on the X axis. When the HUD is scaled or if widescreen correction is in use, this will represent the start position of the widget, and the offset will be scaled. This also implies that for most elements, the coordinate (PosX, PosY) should be a point on the edge of the screen.
float PosY 
Anchor for drawing of widgets on the Y axis.
int OffsetX 
The offset from the PosX to draw the widget at. This is in relation to an assumed resolution of 640x480 and is scaled by TextureScale and ResScaleX (in widescreen correcting HUDs, by ResScaleY), such that at TextureScale 1, a PosX of 0 and an OffsetX of 640 draws the icon one screen width along. Conversion of OffsetX to PosX is given by (OffsetX * TextureScale)/640.
int OffsetY 
The offset from the PosY to draw the widget at. Works in the same manner as above.
Object.Color Tints[2]  
Used for teamcoloring.
int bPadWithZeroes 
If MinDigitCount is less than the current number of digits and bPadWithZeroes is 1, draws zeroes until the number of displayed digits equals MinDigitCount. If not, leaves empty space instead.
int Value 

SpriteWidget[edit]

Modifiers: native

Material WidgetTexture 
Actor.ERenderStyle RenderStyle 
Object.IntBox TextureCoords 
The coordinates of the area to use from the specified base texture.
float TextureScale 
The scale of the texture to draw. Be aware that this also scales the OffsetX and OffsetY.
Object.EDrawPivot DrawPivot 
The texture will be drawn such that the area of the rectangle specified by the enum's name is placed upon the Canvas' current drawing position.
float PosX 
Anchor for drawing of widgets on the X axis. When the HUD is scaled or if widescreen correction is in use, this will represent the start position of the widget, and the offset will be scaled. This also implies that for most elements, the coordinate (PosX, PosY) should be a point on the edge of the screen.
float PosY 
Anchor for drawing of widgets on the Y axis.
int OffsetX 
The offset from the PosX to draw the widget at. This is in relation to an assumed resolution of 640x480 and is scaled by TextureScale, such that at TextureScale 1, a PosX of 0 and an OffsetX of 640 draws the icon one screen width along. Conversion of OffsetX to PosX is given by (OffsetX * TextureScale)/640.
int OffsetY 
The offset from the PosY to draw the widget at.
EScaleMode ScaleMode 
In conjunction with the Scale variable, which controls how much of a texture is drawn, determines which border will be cropped.
float Scale 
Crops the texture. Works with ScaleMode. UT2004 HUD chargebar is an intuitive example of how this is used, with ScaleMode of SM_Left.
Object.Color Tints[2]  
Used for teamcoloring.

Functions[edit]

Static functions[edit]

GetTeamColor[edit]

static function Object.Color GetTeamColor (byte TeamNum)


Native functions[edit]

DrawNumericWidget[edit]

native simulated function DrawNumericWidget (Canvas C, out NumericWidget W, out DigitSet D)


DrawSpriteWidget[edit]

native simulated function DrawSpriteWidget (Canvas C, out SpriteWidget W)


Events[edit]

PostBeginPlay[edit]

event PostBeginPlay ()

Overrides: Hud.PostBeginPlay


PostRender[edit]

simulated event PostRender (Canvas Canvas)

Overrides: Hud.PostRender

Only in UT2004 v3372 "G15" patch. Periodically updates the keyboard LCD display as specified by LCDUpdateFreq.

Tick[edit]

simulated event Tick (float deltaTime)

Overrides: Actor.Tick


G15 exec functions[edit]

These are only available in the UT2004 v3372 "G15" patch.

LCDMode[edit]

exec function LCDMode (int newMode)


NextLCDMode[edit]

exec function NextLCDMode ()


PrevLCDMode[edit]

exec function PrevLCDMode ()


Other instance functions[edit]

See HudBase instance functions.