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

UE3:UIRoot enums (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
(Redirected from UE3:EUIWidgetFace (UT3))
Jump to: navigation, search
UT3 Object >> UIRoot (enums)
UIRoot enums in other games:
UDK
Other member categories for this class:
structs

Enums[edit]

EColumnHeaderState[edit]

The different states for a list column header

COLUMNHEADER_Normal 
(Normal in UnrealEd) this column is not being used to sort list elements
COLUMNHEADER_PrimarySort 
this column is used as the primary sort key for the list elements
COLUMNHEADER_SecondarySort 
this column is used as the secondary sort key for the list elements

EMaterialAdjustmentType[edit]

The type of adjustment to apply to a material.

ADJUST_None 
(Clipped in UnrealEd) no modification to material - if material is larger than target dimension, material is clipped
ADJUST_Normal 
(Scaled in UnrealEd) material will be scaled to fit the target dimension
ADJUST_Justified 
(Uniformly Scaled in UnrealEd) material will be scaled to fit the target dimension, maintaining aspect ratio
ADJUST_Bound 
(Bound in UnrealEd) target's dimensions will be adjusted to match material dimension
ADJUST_Stretch 
(Stretched in UnrealEd) material will be stretched to fit target dimension

ENavigationLinkType[edit]

Types of navigation targets

NAVLINK_Automatic 
navigation link that was set programmatically by RebuildNavigationLinks
NAVLINK_Manual 
navigation link that was set by the designer in the UI Editor

EPositionEvalType[edit]

method to use for resolving a UIScreenValue

EVALPOS_None 
no conversion
EVALPOS_PixelViewport 
the value should be evaluated as an actual pixel value
EVALPOS_PixelScene 
the value should be evaluated as a pixel offset from the owning widget's scene's position
EVALPOS_PixelOwner 
the value should be evaluated as a pixel offset from the owning widget's position
EVALPOS_PercentageViewport 
the value should be evaluated as a percentage of the viewport
EVALPOS_PercentageOwner 
the value should be evaluated as a percentage of the owning widget's position
EVALPOS_PercentageScene 
the value should be evaluated as a percentage of the owning widget's scene

ERotationAnchor[edit]

Different presets to use for the rotation anchor's position

RA_Absolute 
Use the anchor's configured location
RA_Center 
Position the anchor at the center of the widget's bounds
RA_PivotLeft 
Position the anchor equidistant from the left, top, and bottom edges. Useful for widgets which will be rotated

by right angles because it keeps those faces in the same relative screen positions

RA_PivotRight 
Position the anchor equidistant from the right, top, and bottom edges. Useful for widgets which will be rotated

by right angles because it keeps those faces in the same relative screen positions

RA_PivotTop 
Position the anchor equidistant from the left, top, and right edges. Useful for widgets which will be rotated

by right angles because it keeps those faces in the same relative screen positions

RA_PivotBottom 
Position the anchor equidistant from the left, bottom, and right edges. Useful for widgets which will be rotated

by right angles because it keeps those faces in the same relative screen positions

RA_UpperLeft 
Position the anchor at the upper left corner of the widget's bounds
RA_UpperRight 
Position the anchor at the upper right corner of the widget's bounds
RA_LowerLeft 
Position the anchor at the lower left corner of the widget's bounds
RA_LowerRight 
Position the anchor at the lower right corner of the widget's bounds

EScreenInputMode[edit]

The types of split-screen input modes that are supported for UI scenes. These control what a UIScene does when it receives input from multiple gamepads at once.

Note: the order of the values in this enum should not be changed.

INPUTMODE_None 
This scene doesn't process input at all. Useful for optimizing input processing for scenes which don't process any input,

such as HUD scenes.

INPUTMODE_Locked 
Simultaneous inputs are not supported in this scene. Only input from the gamepad that is associated with

this scene will be processed. Input from other gamepads will be ignored and swallowed. This is the most common input mode.

INPUTMODE_MatchingOnly 
Similar to INPUTMODE_Locked, except that input from gamepads not associated with this scene is passed to the

next scene in the stack. Used for e.g. profile selection scenes where each player can open their own profile selection menu.

INPUTMODE_ActiveOnly 
Similar to INPUTMODE_Free, except that input is only accepted from active gamepads which are associated with a

player. All input and focus is treated as though it came from the same gamepad, regardless of where it came from. Allows any active player to interact with this screen.

INPUTMODE_Free 
Any active gamepad can interact with this menu, even if it isn't associated with a player.

Used for menus which allow additional players to become active, such as the character selection menu.

INPUTMODE_Simultaneous 
Input from any active gamepad will be processed by this scene. The scene contains a unique set of controls

for each active gamepad, and those controls only respond to input from the gamepad they're associated with. Used for scenes where all players should be able to interact with the same controls in the scene (such as a character selection menu in most fighting games)

ESplitscreenRenderMode[edit]

Types of split-screen rendering layouts that scenes can use.

SPLITRENDER_Fullscreen 
(Fullscreen in UnrealEd) The scene is always rendered using the full screen; it will span across the viewport regions for the splitscreen players.
SPLITRENDER_PlayerOwner 
(Player Viewport in UnrealEd) The scene is rendered according to the player associated with the scene. If no player is associated with the scene, the scene

will be rendered fullscreen. If a player is associated with the scene (by specifying a PlayerOwner when opening the scene), the scene will be rendered within that player's viewport region.

ETextAutoScaleMode[edit]

Different types of autoscaling supported

UIAUTOSCALE_None 
(Disabled in UnrealEd) No autoscaling
UIAUTOSCALE_Normal 
(Standard in UnrealEd) scale the text to fit into the bounding region
UIAUTOSCALE_Justified 
(Justified (maintain aspect ratio) in UnrealEd) same as UIAUTOSCALE_Normal, but maintains the same aspect ratio
UIAUTOSCALE_ResolutionBased 
(Resolution Scaled in UnrealEd) scaled based on the ratio between the resolution the content was authored at and the current resolution

ETextClipMode[edit]

Determines how text should be handled when the text overflows its bounds

CLIP_None 
(Overdraw in UnrealEd) all text is drawn, even if it is outside the bounding region
CLIP_Normal 
(Clipped in UnrealEd) text outside the region should be clipped
CLIP_Ellipsis 
(Ellipsis in UnrealEd) replace the last few visible characters with ellipsis to indicate that more text follows
CLIP_Wrap 
(Wrapped in UnrealEd) wrap the text to the next line

EUIAlignment[edit]

used for specifying alignment for UIObjects and operations

UIALIGN_Left 
(Left/Top in UnrealEd) left or top alignment
UIALIGN_Center 
(Center in UnrealEd) center alignment
UIALIGN_Right 
(Right/Bottom in UnrealEd) right or bottom alignment
UIALIGN_Default 
(Inherit/Other in UnrealEd) default alignment value

EUIAspectRatioConstraint[edit]

The types of aspect ratio constraint adjustments supported

UIASPECTRATIO_AdjustNone 
(None in UnrealEd) Indicates that no aspect ratio constraint adjustment is active
UIASPECTRATIO_AdjustWidth 
(Adjust Width in UnrealEd) Indicates that the width will be adjusted to be a product of the height (most common)
UIASPECTRATIO_AdjustHeight 
(Adjust Height in UnrealEd) Indicates that the height should be adjusted as a product of the width (rarely used)

EUIAutoSizeConstraintType[edit]

the different types of auto-size extent values

UIAUTOSIZEREGION_Minimum 
(Minimum in UnrealEd) the minimum size that the region can be auto-sized to
UIAUTOSIZEREGION_Maximum 
(Maximum in UnrealEd) the maximum size that the region can be auto-sized to

EUIDataProviderFieldType[edit]

Data field categorizations.

DATATYPE_Property 
(Property in UnrealEd) this tag represents a bindable data field that corresponds to a simple data type
DATATYPE_Provider 
(Internal Provider in UnrealEd) this tag represents an internal data provider; cannot be bound to a widget
DATATYPE_RangeProperty 
(Range Property in UnrealEd) this tag represents a field that can only be represented by widgets that can display range values, such as

sliders, progress bars, and spinners.

DATATYPE_Collection 
(Array in UnrealEd) this tag represents a bindable array data field; can be bound to lists or individual elements can be bound to widgets
DATATYPE_ProviderCollection 
(Array Of Providers in UnrealEd) this tag represents an array of internal data providers. Can be bound to lists or the properties for individual elements

can be bound to widgets

EUIDefaultPenColor[edit]

The types of default textures the UI can use

UIPEN_White 
UIPEN_Black 
UIPEN_Grey 

EUIDockPaddingEvalType[edit]

method to use for resolving dock padding values

UIPADDINGEVAL_Pixels 
(Pixels in UnrealEd) the value should be interpreted as an actual pixel value
UIPADDINGEVAL_PercentTarget 
(Percentage of dock target size in UnrealEd) the value should be interpreted as a percentage of the dock target's size
UIPADDINGEVAL_PercentOwner 
(Percentage of owning widget size in UnrealEd) the value should be interpreted as a percentage of the owner's size
UIPADDINGEVAL_PercentScene 
(Percentage of scene in UnrealEd) the value should be interpreted as a percentage of the scene's size
UIPADDINGEVAL_PercentViewport 
(Percentage of viewport in UnrealEd) the value should be interpreted as a percentage of the viewport's size

EUIExtentEvalType[edit]

method to use for resolving a UIAutoSizeRegion's values

UIEXTENTEVAL_Pixels 
(Pixels in UnrealEd) the value should be interpreted as an actual pixel value
UIEXTENTEVAL_PercentSelf 
(Percentage of owning widget size in UnrealEd) the value should be interpreted as a percentage of the owner's size
UIEXTENTEVAL_PercentOwner 
(Percentage of widget parent size in UnrealEd) the value should be interpreted as a percentage of the size of the owning widget's parent
UIEXTENTEVAL_PercentScene 
(Percentage of scene in UnrealEd) the value should be interpreted as a percentage of the scene's size
UIEXTENTEVAL_PercentViewport 
(Percentage of viewport in UnrealEd) the value should be interpreted as a percentage of the viewport's size

EUIListElementState[edit]

Represents the state of an item in a UIList.

ELEMENT_Normal 
(Normal in UnrealEd) normal element in the list
ELEMENT_Active 
(Active in UnrealEd) element corresponds to the list's index
ELEMENT_Selected 
(Selected in UnrealEd) element is current selected
ELEMENT_UnderCursor 
(Under Cursor in UnrealEd) the cursor is currently over the element

EUIOrientation[edit]

general orientation for UIObjects

UIORIENT_Horizontal 
(Horizontal in UnrealEd)
UIORIENT_Vertical 
(Vertical in UnrealEd)

EUIWidgetFace[edit]

The faces a widget may contain.

UIFACE_Left 
(Left in UnrealEd)
UIFACE_Top 
(Top in UnrealEd)
UIFACE_Right 
(Right in UnrealEd)
UIFACE_Bottom 
(Bottom in UnrealEd)