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Difference between revisions of "UE3:GameUISceneClient (UDK)"
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Holds a list of all available animations for an object | Holds a list of all available animations for an object | ||
+ | |||
+ | ====AxisInputKeys==== | ||
+ | '''Type:''' [[array]]<[[name]]> | ||
+ | |||
+ | '''[[Variables#Modifiers|Modifiers]]:''' const, transient | ||
+ | |||
+ | The list of axis input keys to check input support for | ||
====bCaptureUnprocessedInput==== | ====bCaptureUnprocessedInput==== | ||
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The class to use for displaying message boxes. | The class to use for displaying message boxes. | ||
+ | |||
+ | ====NavAliases==== | ||
+ | '''Type:''' [[array]]<[[name]]> | ||
+ | |||
+ | '''[[Variables#Modifiers|Modifiers]]:''' const, transient | ||
+ | |||
+ | The list of navigation aliases to check input support for | ||
====OverlaySceneAlphaModulation==== | ====OverlaySceneAlphaModulation==== | ||
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{{code|native static final function {{tl|ENetMode|WorldInfo}} '''GetCurrentNetMode''' ()}} | {{code|native static final function {{tl|ENetMode|WorldInfo}} '''GetCurrentNetMode''' ()}} | ||
− | + | '''Returns:''' | |
+ | :the current netmode, or NM_MAX if there is no valid world | ||
===Other static functions=== | ===Other static functions=== |
Latest revision as of 06:39, 17 January 2010
Object >> UIRoot >> UISceneClient >> GameUISceneClient |
Contents
- 1 Properties
- 1.1 Property group 'ZDebug'
- 1.2 Internal variables
- 1.2.1 ActiveScenes
- 1.2.2 AnimSequencePool
- 1.2.3 AxisInputKeys
- 1.2.4 bCaptureUnprocessedInput
- 1.2.5 bDisplayFullPaths
- 1.2.6 bEnableDebugInput
- 1.2.7 bInteractiveMode
- 1.2.8 bKillRestoreMenuProgression
- 1.2.9 bRenderActiveControlInfo
- 1.2.10 bRenderCursor
- 1.2.11 bRenderDebugInfo
- 1.2.12 bRenderDebugInfoAtTop
- 1.2.13 bRenderFocusedControlInfo
- 1.2.14 bRenderTargetControlInfo
- 1.2.15 bRestrictActiveControlToFocusedScene
- 1.2.16 bSelectVisibleTargetsOnly
- 1.2.17 bShowCurrentState
- 1.2.18 bShowMousePos
- 1.2.19 bShowRenderBounds
- 1.2.20 bShowWidgetPath
- 1.2.21 bSynchronizePlayers
- 1.2.22 bUpdateCursorRenderStatus
- 1.2.23 bUpdateInputProcessingStatus
- 1.2.24 bUpdateSceneViewportSizes
- 1.2.25 CurrentMouseCursor
- 1.2.26 DebugTarget
- 1.2.27 DefaultUITexture
- 1.2.28 DoubleClickStartPosition
- 1.2.29 DoubleClickStartTime
- 1.2.30 InitialPressedKeys
- 1.2.31 LatestDeltaTime
- 1.2.32 MessageBoxClass
- 1.2.33 NavAliases
- 1.2.34 OverlaySceneAlphaModulation
- 2 Functions
- 2.1 Static native functions
- 2.2 Other static functions
- 2.3 Iterator functions
- 2.4 Exec functions
- 2.5 Native functions
- 2.5.1 CanUnpauseInternalUI
- 2.5.2 CreateScene
- 2.5.3 CreateTransientWidget
- 2.5.4 FindSceneByTag
- 2.5.5 FindSceneIndex
- 2.5.6 FindSceneIndexByTag
- 2.5.7 FindUIAnimation
- 2.5.8 GetActiveScene
- 2.5.9 GetActiveSceneCount
- 2.5.10 GetNextScene
- 2.5.11 GetNextSceneFromIndex
- 2.5.12 GetPreviousInputProcessingScene
- 2.5.13 GetPreviousScene
- 2.5.14 GetPreviousSceneFromIndex
- 2.5.15 GetSceneAtIndex
- 2.5.16 GetTransientScene
- 2.5.17 RequestCursorRenderUpdate
- 2.5.18 RequestInputProcessingUpdate
- 2.5.19 SetActiveControl
- 2.6 Events
- 2.7 Other instance functions
- 2.7.1 ClearMenuProgression
- 2.7.2 IsAllowedToModifyPlayerCount
- 2.7.3 NotifyClientTravel
- 2.7.4 NotifyControllerChanged
- 2.7.5 NotifyGameSessionEnded
- 2.7.6 NotifyLinkStatusChanged
- 2.7.7 NotifyOnlineServiceStatusChanged
- 2.7.8 NotifyPlayerAdded
- 2.7.9 NotifyPlayerRemoved
- 2.7.10 NotifyStorageDeviceChanged
- 2.7.11 OnLoginChange
- 2.7.12 RestoreMenuProgression
- 2.7.13 SaveMenuProgression
- Package:
- Engine
- Within class:
- UIInteraction
- Direct subclass:
- UTGameUISceneClient
- This class in other games:
- UT3
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
UISceneClient used when playing a game.
Properties[edit]
Property group 'ZDebug'[edit]
bBlockSceneUpdates[edit]
Type: bool
Modifiers: transient
while this is TRUE, scenes will not perform updates
bBlockUpdatesAfterStackModification[edit]
Type: bool
Modifiers: transient
indicates that bDebugResolveScene should be set to TRUE when the next scene is opened
bDebugResolveScene[edit]
Type: bool
Modifiers: transient
toggles single-step mode, where only a single scene update is performed when a key is pressed
Internal variables[edit]
ActiveScenes[edit]
Modifiers: const, transient, protected
the list of scenes currently open. A scene corresponds to a top-level UI construct, such as a menu or HUD There is always at least one scene in the stack - the transient scene. The transient scene is used as the container for all widgets created by unrealscript and is always rendered last.
AnimSequencePool[edit]
Type: array<UIAnimationSeq>
Modifiers: transient
Holds a list of all available animations for an object
AxisInputKeys[edit]
Modifiers: const, transient
The list of axis input keys to check input support for
bCaptureUnprocessedInput[edit]
Type: bool
Modifiers: const, config
Controls whether the UI system should prevent the game from recieving input whenever it's active. For games with interactive menus that remain on-screen during gameplay, you'll want to change this value to FALSE.
Default value: True
bDisplayFullPaths[edit]
Type: bool
Modifiers: globalconfig
Default value: True
bEnableDebugInput[edit]
Type: bool
Modifiers: config
Controls whether debug input commands are accepted
Default value: True
bInteractiveMode[edit]
Type: bool
Modifiers: globalconfig
bKillRestoreMenuProgression[edit]
Type: bool
Modifiers: transient
Will halt the restoring of the menu progression
bRenderActiveControlInfo[edit]
Type: bool
Modifiers: globalconfig
Controls whether debug information is rendered about the active control
Default value: True
bRenderCursor[edit]
Type: bool
Modifiers: const, transient
Determines whether the cursor should be rendered. Set by UpdateMouseCursor()
bRenderDebugInfo[edit]
Type: bool
Modifiers: config
Controls whether debug information about the scene is rendered
bRenderDebugInfoAtTop[edit]
Type: bool
Modifiers: globalconfig
Controls whether debug information is rendered at the top or bottom of the screen
Default value: True
bRenderFocusedControlInfo[edit]
Type: bool
Modifiers: globalconfig
Controls whether debug information is rendered about the currently focused control
Default value: True
bRenderTargetControlInfo[edit]
Type: bool
Modifiers: globalconfig
Controls whether debug information is rendered about the targeted control
Default value: True
bRestrictActiveControlToFocusedScene[edit]
Type: bool
Modifiers: config
Controls whether a widget can become the scene client's ActiveControl if it isn't in the top-most/focused scene. False allows widgets in background scenes to become the active control.
Default value: True
bSelectVisibleTargetsOnly[edit]
Type: bool
Modifiers: globalconfig
Controls whether a widget must be visible to become the debug target
Default value: True
bShowCurrentState[edit]
Type: bool
Modifiers: globalconfig
Default value: True
bShowMousePos[edit]
Type: bool
Modifiers: globalconfig
Default value: True
bShowRenderBounds[edit]
Type: bool
Modifiers: globalconfig
Default value: True
bShowWidgetPath[edit]
Type: bool
Modifiers: globalconfig
Default value: True
bSynchronizePlayers[edit]
Type: bool
Modifiers: const, config
Controls whether players are automatically created and removed to match the number of players that are signed into a profile.
bUpdateCursorRenderStatus[edit]
Type: bool
Modifiers: const, transient
Indicates that the input processing status of the UI has potentially changed; causes UpdateCursorRenderStatus to be called in the next Tick().
bUpdateInputProcessingStatus[edit]
Type: bool
Modifiers: const, transient
Indicates that the input processing status of the UI has potentially changed; causes UpdateInputProcessingStatus to be called in the next Tick().
bUpdateSceneViewportSizes[edit]
Type: bool
Modifiers: transient
Indicates that the viewport size being used by one or more scenes is out of date; triggers a call to NotifyViewportResized during the next tick.
CurrentMouseCursor[edit]
Type: UITexture
Modifiers: const, transient
The mouse cursor that is currently being used. Updated by scenes & widgets as they change states by calling ChangeMouseCursor.
DebugTarget[edit]
Type: UIScreenObject
Modifiers: const, transient
For debugging - the widget that is currently being watched.
DefaultUITexture[edit]
Type: Texture
Array size: EUIDefaultPenColor
Modifiers: const, transient
Textures for general use by the UI
DoubleClickStartPosition[edit]
Type: Object.IntPoint
Modifiers: const, transient
The location of the mouse the last time a key press was received. Used to determine when to simulate a double-click event.
DoubleClickStartTime[edit]
Type: Object.double
Modifiers: const, transient
The time (in seconds) that the last "key down" event was recieved from a key that can trigger double-click events
InitialPressedKeys[edit]
Type: Object.Map_Mirror{TMap<INT,TArray<FName> >}
Modifiers: const, transient, native
map of controllerID to list of keys which were pressed when the UI began processing input used to ignore the initial "release" key event from keys which were already pressed when the UI began processing input.
LatestDeltaTime[edit]
Type: float
Modifiers: const, transient
Cached DeltaTime value from the last Tick() call
MessageBoxClass[edit]
Type: class<UIMessageBoxBase>
Modifiers: transient
The class to use for displaying message boxes.
[edit]
Modifiers: const, transient
The list of navigation aliases to check input support for
OverlaySceneAlphaModulation[edit]
Type: float
Modifiers: config
A multiplier value (between 0.0 and 1.f) used for adjusting the transparency of scenes rendered behind scenes which have bRenderParentScenes set to TRUE. The final alpha used for rendering background scenes is cumulative.
Default value: 0.45
Functions[edit]
Static native functions[edit]
GetCurrentNetMode[edit]
Returns:
- the current netmode, or NM_MAX if there is no valid world
Other static functions[edit]
ClearUIMessageScene[edit]
Closes a message box opened with ShowUIMessage.
Parameters:
- SceneTag - the name of the scene to close; should be the same value passed for SceneTag to ShowUIMessage
- ScenePlayerOwner - the player associated with the message box
- bCloseChildScenes - specify TRUE to close any scenes which were opened after the message box.
Returns:
- TRUE if the scene was successfully closed.
CreateUIMessageBox[edit]
Utility function for creating an instance of a message box. The scene must still be activated by calling OpenScene.
Parameters:
- SceneTag - the name to use for the message box scene. useful for e.g. preventing multiple copies of the same message from appearing.
- CustomMessageBoxClass - allows callers to override the default message box class for custom message types.
- SceneTemplate - optional scene resource to use as the template for the new message box instance.
Returns:
- an instance of the message box class specified.
ShowUIMessage[edit]
Displays a message box using the default message box class.
Parameters:
- SceneTag - the name to use for the message box scene. useful for e.g. preventing multiple copies of the same message from appearing.
- Title - the string or datastore markup to use as the message box title
- Message - the string or datastore markup to use for the message box text
- Question - the string or datastore markup to use for the question text
- ButtonAliases - the list of aliases to use in the message box's button bar; this determines which options are available as well as which input keys the message box responds to. Aliases must be registered in the Engine.UIDataStore_InputAlias section of the input .ini file.
- SelectionCallback - the function to call when the user selects an option
- ScenePlayerOwner - the player to associate the message box with. only this player will be able to dismiss the message box.
- out_CreatedScene - allows the caller to receive a reference to the scene that was opened.
- ForcedPriority - allows the player to override the message box class's default scene priority
Returns:
- TRUE if the message box was successfully shown.
Iterator functions[edit]
AllActiveScenes[edit]
Iterates over all scenes in the active scenes array.
Parameters:
- SceneClass - only scenes derived from this class will be returned.
- OutScene - receives the value of each scene in the ActiveScenes array which meets the criteria of the input parameters.
- bIterateBackwards - indicates that the scenes should be returned in reverse order.
- StartingIndex - allows callers to specify a specific location into the ActiveScenes array to start the iteration.
- SceneFilterMask - allows callers to control the types of scenes allowed. The value should be a bitmask of the SCENEFILTER_ const values defined in UISceneClient.
Exec functions[edit]
ShowDockingStacks[edit]
ShowMenuProgression[edit]
ShowMenuStates[edit]
ShowRenderBounds[edit]
ToggleDebugInput[edit]
Native functions[edit]
CanUnpauseInternalUI[edit]
Callback which allows the UI to prevent unpausing if scenes which require pausing are still active.
See: PlayerController.SetPause
CreateScene[edit]
Creates an instance of the scene class specified. Used to create scenes from unrealscript. Does not initialize the scene - you must call OpenScene, passing in the result of this function as the scene to be opened.
Parameters:
- SceneClass - the scene class to open
- SceneTag - if specified, the scene will be given this tag when created
- SceneTemplate - if specified, will be used as the template for the newly created scene if it is a subclass of SceneClass
Returns:
- a UIScene instance of the class specified
CreateTransientWidget[edit]
Create a temporary widget for presenting data from unrealscript
Parameters:
- WidgetClass - the widget class to create
- WidgetTag - the tag to assign to the widget.
- Owner - the UIObject that should contain the widget
Returns:
- a pointer to a fully initialized widget of the class specified, contained within the transient scene
Todo: add support for metacasting using a property flag (i.e. like spawn auto-casts the result to the appropriate type)
FindSceneByTag[edit]
Searches through the ActiveScenes array for a UIScene with the tag specified
Parameters:
- SceneTag - the name of the scene to locate
- SceneOwner - if specified, only scenes that have the specified SceneOwner will be considered.
Returns:
- pointer to the UIScene that has a SceneName matching SceneTag, or NULL if no scenes in the ActiveScenes stack have that name
FindSceneIndex[edit]
Searches through the ActiveScenes array for a UIScene with the tag specified
Parameters:
- SceneToFind - the scene to locate
Returns:
- index [into the ActiveScenes array] for the scene specified, or INDEX_NONE if it isn't found.
FindSceneIndexByTag[edit]
Searches through the ActiveScenes array for a UIScene with the tag specified
Parameters:
- SceneTag - the name of the scene to locate
Returns:
- index [into the ActiveScenes array] for the scene specified, or INDEX_NONE if it isn't found.
FindUIAnimation[edit]
Attempt to find an animation in the AnimSequencePool.
Parameters:
- SequenceName - The sequence to find
Returns:
- the sequence if it was found otherwise returns none
GetActiveScene[edit]
Wrapper for getting a reference to the currently active scene.
Parameters:
- MatchingPlayerOwner - if specified, the top-most scene with this player as its PlayerOwner will be returned.
- bIgnoreUnfocusedScenes - specify TRUE to only return the top-most scenes that can accept focus.
Returns:
- a reference to the top-most scene in the scene stack which meets the conditions of the input parameters.
GetActiveSceneCount[edit]
Accessor for getting the number of currently active scenes.
Parameters:
- MatchingPlayerOwner - if specified, only scenes with this PlayerOwner will be counted.
- bIgnoreUnfocusedScenes - specify TRUE to skip scenes which cannot accept focus (i.e. bNeverFocus = true)
Returns:
- the number of active scenes which meet the criteria specified by the input parameters.
GetNextScene[edit]
Accessor for getting a reference to a scene's "child" scene.
Parameters:
- SourceScene - the scene to find a child scene for
- bRequireMatchingPlayerOwner - indicates whether the returned scene must be a scene opened by the same player as SourceScene.
- bIgnoreUnfocusedScenes - indicates that scenes which cannot accept focus should be skipped.
Returns:
- a reference to the next scene above SourceScene in the ActiveScenes array which meets the criteria specified by the input parameters, or None if there isn't one.
GetNextSceneFromIndex[edit]
Accessor for getting a reference to a scene's "child" scene.
Parameters:
- StartingSceneIndex - the scene to find a child scene for
- MatchingPlayerOwner - if specified, only scenes owned by this player will be considered.
- bIgnoreUnfocusedScenes - indicates that scenes which cannot accept focus should be skipped.
Returns:
- a reference to the next scene above the source scene in the ActiveScenes array which meets the criteria specified by the input parameters, or None if there isn't one.
GetPreviousInputProcessingScene[edit]
Accessor for getting a reference to the first parent scene of SourceScene, that can process input for SourceScene's PlayerOwner.
Parameters:
- SourceScene - the scene to find a parent scene for
- bIgnoreUnfocusedScenes - indicates that scenes which cannot accept focus should be skipped.
Returns:
- a reference to the next scene below SourceScene in the ActiveScenes array which meets the criteria specified by the input parameters, or None if there isn't one.
GetPreviousScene[edit]
Accessor for getting a reference to a scene's "parent" scene.
Parameters:
- SourceScene - the scene to find a parent scene for
- bRequireMatchingPlayerOwner - indicates whether the returned scene must be a scene opened by the same player as SourceScene.
- bIgnoreUnfocusedScenes - indicates that scenes which cannot accept focus should be skipped.
Returns:
- a reference to the next scene below SourceScene in the ActiveScenes array which meets the criteria specified by the input parameters, or None if there isn't one.
GetPreviousSceneFromIndex[edit]
Accessor for getting a reference to a scene's "parent" scene based on the scene's index in the ActiveScenes array.
Parameters:
- StartingSceneIndex - the index into the ActiveScenes array of the scene to find a parent scene for
- MatchingPlayerOwner - if specified, only scenes owned by this player will be considered.
- bIgnoreUnfocusedScenes - indicates that scenes which cannot accept focus should be skipped.
Returns:
- a reference to the next scene below the source scene in the ActiveScenes array which meets the criteria specified by the input parameters, or None if there isn't one.
GetSceneAtIndex[edit]
Accessor for getting a reference to a scene at a given index
Parameters:
- SceneIndex - should be an index into the ActiveScenes array for the scene to get a reference to.
Returns:
- the scene instance at the specified location in the ActiveScenes array, or None or the index was invalid.
GetTransientScene[edit]
Get a reference to the transient scene, which is used to contain transient widgets that are created by unrealscript
Returns:
- pointer to the UIScene that owns transient widgets
RequestCursorRenderUpdate[edit]
Triggers a call to UpdateCursorRenderStatus on the next Tick().
RequestInputProcessingUpdate[edit]
Triggers a call to UpdateInputProcessingStatus on the next Tick().
SetActiveControl[edit]
Changes this scene client's ActiveControl to the specified value, which might be NULL. If there is already an ActiveControl
Parameters:
- NewActiveControl - the widget that should become to ActiveControl, or NULL to clear the ActiveControl.
Returns:
- TRUE if the ActiveControl was updated successfully.
Events[edit]
CanShowToolTips[edit]
Returns whether widget tooltips should be displayed.
InitializeSceneClient[edit]
Overrides: UISceneClient.InitializeSceneClient
Called when the scene client is first initialized.
PauseGame[edit]
Wrapper for pausing the game.
Parameters:
- bDesiredPauseState - TRUE indicates that the game should be paused.
- PlayerIndex - the index [into Engine GamePlayers array] for the player that should be used for pausing the game; can affect whether the game is actually paused or not (i.e. if the player is an admin in a multi-player match, for example).
SynchronizePlayers[edit]
Synchronizes the number of local players to the number of signed-in controllers. Games should override this method if more complex logic is desired (for example, if inactive gamepads [gamepads that are signed in but not associated with a player] are allowed).
Parameters:
- MaxPlayersAllowed - specifies the total maximum number of players that can be created; once this limit is reached, no more players will be created. Should be set to the maximum number of split-screen players supported by the game.
- bAllowJoins - controls whether creating new player is allowed; if true, a player will be created for any gamepad that is signed into a profile and not already associated with a player (up to MaxPlayersAllowed)
- bAllowRemoval - controls whether removing players is allowed; if true, any existing players that are not signed into a profile will be removed.
Note: if both bAllowJoins and bAllowRemoval are FALSE, only effect will be removal of extra players (i.e. player count higher than MaxPlayersAllowed)
Other instance functions[edit]
ClearMenuProgression[edit]
Clears out any existing stored menu progression values.
IsAllowedToModifyPlayerCount[edit]
Accessor for controlling whether the scene client is allowed to add or remove players.
NotifyClientTravel[edit]
Called when the local player is about to travel to a new URL. This callback should be used to perform any preparation tasks, such as updating status text and such. All cleanup should be done from NotifyGameSessionEnded, as that function will be called in some cases where NotifyClientTravel is not.
Parameters:
- TravellingPlayer - the player that received the call to ClientTravel
- TravelURL - a string containing the mapname (or IP address) to travel to, along with option key/value pairs
- TravelType - indicates whether the player will clear previously added URL options or not.
- bIsSeamlessTravel - indicates whether seamless travelling will be used.
NotifyControllerChanged[edit]
Called when a gamepad (or other controller) is inserted or removed)
Parameters:
- ControllerId - the id of the gamepad that was added/removed.
- bConnected - indicates the new status of the gamepad.
NotifyGameSessionEnded[edit]
Called when the current map is being unloaded. Cleans up any references which would prevent garbage collection.
NotifyLinkStatusChanged[edit]
Called when the status of the platform's network connection changes.
NotifyOnlineServiceStatusChanged[edit]
Called when a system level connection change notification occurs.
Parameters:
- ConnectionStatus - the new connection status.
NotifyPlayerAdded[edit]
Called when a new player has been added to the list of active players (i.e. split-screen join)
Parameters:
- PlayerIndex - the index [into the GamePlayers array] where the player was inserted
- AddedPlayer - the player that was added
NotifyPlayerRemoved[edit]
Called when a player has been removed from the list of active players (i.e. split-screen players)
Parameters:
- PlayerIndex - the index [into the GamePlayers array] where the player was located
- RemovedPlayer - the player that was removed
NotifyStorageDeviceChanged[edit]
Called when a storage device is inserted or removed.
OnLoginChange[edit]
RestoreMenuProgression[edit]
Re-opens the scenes which were saved off to the Registry data store. Should be called from your game's main front-end menu.
Parameters:
- BaseScene - the scene to use as the starting point for restoring scenes; if not specified, uses the currently active scene.
SaveMenuProgression[edit]
Stores the list of currently active scenes which are restorable to the Registry data store for retrieval when returning back to the front end menus.