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UE3:GameUISceneClient (UT3)

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UT3 Object >> UIRoot >> UISceneClient >> GameUISceneClient

Contents

Package: 
Engine
Within class: 
UIInteraction
Direct subclass:
UTGameUISceneClient
This class in other games:
UDK

UISceneClient used when playing a game.

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties[edit]

ActiveScenes[edit]

Type: array<UIScene>

Modifiers: const, transient

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

AnimSubscribers[edit]

Type: array<UIObject>

Modifiers: transient

Holds a list of UIObjects that have animations being applied to them

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

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().

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

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]

native static final function WorldInfo.ENetMode GetCurrentNetMode ()

Returns:

the current netmode, or NM_MAX if there is no valid world

Exec functions[edit]

CloseMenu[edit]

exec function CloseMenu (name SceneName)


CreateMenu[edit]

exec function CreateMenu (class<UISceneSceneClass, optional int PlayerIndex)


OpenMenu[edit]

exec function OpenMenu (string MenuPath, optional int PlayerIndex)


RefreshFormatting[edit]

exec function RefreshFormatting ()


ShowDataStoreField[edit]

exec function ShowDataStoreField (string DataStoreMarkup)


ShowDataStores[edit]

exec function ShowDataStores (optional bool bVerbose)

Debug console command for dumping all registered data stores to the log

Parameters:

  • bFullDump - specify TRUE to show detailed information about each registered data store.

ShowDockingStacks[edit]

exec function ShowDockingStacks ()


ShowMenuProgression[edit]

exec function ShowMenuProgression ()


ShowMenuStates[edit]

exec function ShowMenuStates ()


ShowRenderBounds[edit]

exec function ShowRenderBounds ()


ToggleDebugInput[edit]

exec function ToggleDebugInput (optional bool bEnable)


Native functions[edit]

CanUnpauseInternalUI[edit]

native final function bool CanUnpauseInternalUI ()

Callback which allows the UI to prevent unpausing if scenes which require pausing are still active.

See: PlayerController.SetPause

CreateScene[edit]

native final noexport function coerce UIScene CreateScene (class<UISceneSceneClass, optional name SceneTag, optional UIScene SceneTemplate)

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]

native final function coerce UIObject CreateTransientWidget (class<UIObjectWidgetClass, name WidgetTag, optional UIObject Owner)

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]

native final function UIScene FindSceneByTag (name SceneTag, optional LocalPlayer SceneOwner) const

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

GetTransientScene[edit]

native final function UIScene GetTransientScene () const

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]

native final function RequestCursorRenderUpdate ()

Triggers a call to UpdateCursorRenderStatus on the next Tick().

RequestInputProcessingUpdate[edit]

native final function RequestInputProcessingUpdate ()

Triggers a call to UpdateInputProcessingStatus on the next Tick().

SetActiveControl[edit]

native function bool SetActiveControl (UIObject NewActiveControl)

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]

event bool CanShowToolTips ()

Returns whether widget tooltips should be displayed.

ConditionalPause[edit]

event ConditionalPause (bool bDesiredPauseState)

Toggles the game's paused state if it does not match the desired pause state.

Parameters:

  • bDesiredPauseState - TRUE indicates that the game should be paused.

Other instance functions[edit]

AnimLookupSequence[edit]

function UIAnimationSeq AnimLookupSequence (name SequenceName)

Attempt to find an animation in the AnimSequencePool.

Parameters:

  • SequenceName - The sequence to find

Returns:

the sequence if it was found otherwise returns none

AnimSubscribe[edit]

function AnimSubscribe (UIObject Target)

Subscribes a UIObject so that it will receive TickAnim calls

AnimUnSubscribe[edit]

function AnimUnSubscribe (UIObject Target)

UnSubscribe a UIObject so that it will receive TickAnim calls

ClearMenuProgression[edit]

function ClearMenuProgression ()

Clears out any existing stored menu progression values.

GetActiveScene[edit]

function UIScene GetActiveScene ()

Overrides: UISceneClient.GetActiveScene

Returns the currently active scene

NotifyGameSessionEnded[edit]

function NotifyGameSessionEnded ()

Called when the current map is being unloaded. Cleans up any references which would prevent garbage collection.

NotifyLinkStatusChanged[edit]

function NotifyLinkStatusChanged (bool bConnected)

Called when the status of the platform's network connection changes.

NotifyOnlineServiceStatusChanged[edit]

function NotifyOnlineServiceStatusChanged (OnlineSubsystem.EOnlineServerConnectionStatus NewConnectionStatus)

Called when a system level connection change notification occurs.

Parameters:

  • ConnectionStatus - the new connection status.

NotifyPlayerAdded[edit]

function NotifyPlayerAdded (int PlayerIndex, LocalPlayer AddedPlayer)

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]

function NotifyPlayerRemoved (int PlayerIndex, LocalPlayer RemovedPlayer)

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

RestoreMenuProgression[edit]

function RestoreMenuProgression (optional UIScene BaseScene)

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]

function SaveMenuProgression ()

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.