Gah - a solution with more questions. – EntropicLqd
UE3:GameUISceneClient (UT3)
Object >> UIRoot >> UISceneClient >> GameUISceneClient |
Contents
- 1 Properties
- 1.1 ActiveScenes
- 1.2 AnimSequencePool
- 1.3 AnimSubscribers
- 1.4 bDisplayFullPaths
- 1.5 bEnableDebugInput
- 1.6 bInteractiveMode
- 1.7 bKillRestoreMenuProgression
- 1.8 bRenderActiveControlInfo
- 1.9 bRenderCursor
- 1.10 bRenderDebugInfo
- 1.11 bRenderDebugInfoAtTop
- 1.12 bRenderFocusedControlInfo
- 1.13 bRenderTargetControlInfo
- 1.14 bRestrictActiveControlToFocusedScene
- 1.15 bSelectVisibleTargetsOnly
- 1.16 bShowCurrentState
- 1.17 bShowMousePos
- 1.18 bShowRenderBounds
- 1.19 bShowWidgetPath
- 1.20 bUpdateCursorRenderStatus
- 1.21 bUpdateInputProcessingStatus
- 1.22 CurrentMouseCursor
- 1.23 DebugTarget
- 1.24 DefaultUITexture
- 1.25 DoubleClickStartPosition
- 1.26 DoubleClickStartTime
- 1.27 InitialPressedKeys
- 1.28 LatestDeltaTime
- 1.29 OverlaySceneAlphaModulation
- 2 Functions
- 2.1 Static native functions
- 2.2 Exec functions
- 2.3 Native functions
- 2.4 Events
- 2.5 Other instance functions
- 2.5.1 AnimLookupSequence
- 2.5.2 AnimSubscribe
- 2.5.3 AnimUnSubscribe
- 2.5.4 ClearMenuProgression
- 2.5.5 GetActiveScene
- 2.5.6 NotifyGameSessionEnded
- 2.5.7 NotifyLinkStatusChanged
- 2.5.8 NotifyOnlineServiceStatusChanged
- 2.5.9 NotifyPlayerAdded
- 2.5.10 NotifyPlayerRemoved
- 2.5.11 RestoreMenuProgression
- 2.5.12 SaveMenuProgression
- Package:
- Engine
- Within class:
- UIInteraction
- Direct subclass:
- UTGameUISceneClient
- This class in other games:
- UDK
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.
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
ActiveScenes[edit]
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]
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]
Returns:
- the current netmode, or NM_MAX if there is no valid world
Exec functions[edit]
CloseMenu[edit]
CreateMenu[edit]
OpenMenu[edit]
RefreshFormatting[edit]
ShowDataStoreField[edit]
ShowDataStores[edit]
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]
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
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.
ConditionalPause[edit]
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]
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]
Subscribes a UIObject so that it will receive TickAnim calls
AnimUnSubscribe[edit]
UnSubscribe a UIObject so that it will receive TickAnim calls
ClearMenuProgression[edit]
Clears out any existing stored menu progression values.
GetActiveScene[edit]
Overrides: UISceneClient.GetActiveScene
Returns the currently active scene
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
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.