Gah - a solution with more questions. – EntropicLqd
Difference between revisions of "UE3:UICalloutButton (UDK)"
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{{code|native final function {{cl|UIDataStore_InputAlias}} '''GetCalloutDataStore''' (optional {{cl|LocalPlayer}} '''AlternatePlayer''')}} | {{code|native final function {{cl|UIDataStore_InputAlias}} '''GetCalloutDataStore''' (optional {{cl|LocalPlayer}} '''AlternatePlayer''')}} | ||
− | + | Wrapper method for attaining a reference to the input alias data store. | |
+ | |||
+ | '''Parameters:''' | ||
+ | * ''AlternatePlayer'' - specifies the player that should be used for looking up the ButtonCallouts datastore; relevant when one player is using a gamepad and another is using a keyboard, for example. If not specified, uses the value returned from GetPlayerOwner(). | ||
====OnReceivedInputKey==== | ====OnReceivedInputKey==== |
Revision as of 05:24, 17 January 2010
Object >> UIRoot >> UIScreenObject >> UIObject >> UIButton >> UILabelButton >> UICalloutButton |
- Package:
- Engine
- Implemented interfaces:
- UIDataStorePublisher
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. |
This button class is used in UIButtonCalloutPanels to providing the user with feedback regarding the actions available for a scene. Each UICalloutButton is associatd with a specific input key / alias. The button's caption and input key handling are automatically handled based on the input key / alias the button is associated with.
Copyright 1998-2009 Epic Games, Inc. All Rights Reserved
Properties
Property group 'Appearance'
IconAlignment
Type: UIRoot.EUIAlignment
Modifiers: const
Determines where to place the markup string for the button icon, in relation to the caption's markup string. If Center is selected, the icon will be placed to the left of the first text in the markup string. If Default is chosen, the icon markup string will not be added at all - useful when the data binding already contains the button icon's markup string.
Property group 'Data'
InputAliasTag
Type: name
Modifiers: editconst, const
the input alias tag this button will use to generate the markup string required to grab its label text from the StringAliasMap data store
Internal variables
bPlayErrorSoundWhenDisabled
Type: bool
Modifiers: const, config
Controls whether an error sound is played when this button is disabled
bSupportsButtonRepeat
Type: bool
Modifiers: transient
indicates that this button should generate trigger its alias when a press or repeat event is received, as opposed to a button release Set by the owning buttonbar panel.
CalloutDataStoreTag
Type: name
Modifiers: const, config
Provides a way for child classes to easily override the data store used for looking up button callouts. If blank, uses the engine's default - ButtonCallouts
DefaultMarkupStringTemplate
Type: string
Modifiers: const, config
The value used to build the data store markup string; default is <StringAliasMap:`InputAliasTag`>, where `InputAlias` must exist in the string, as this is used to find the location where the button's input alias tag should be placed.
Default value: "<ButtonCallouts:`InputAliasTag`>"
Default values
Property | Value | ||||
---|---|---|---|---|---|
OnRawInputKey | OnReceivedInputKey | ||||
bNeverFocus | True | ||||
bOverrideInputOrder | True | ||||
DockTargets |
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||||
PrivateFlags | 640 |
Subobjects
BackgroundImageTemplate
Class: Engine.UIComp_DrawImage
Inherits from: UILabelButton.BackgroundImageTemplate
Property | Value | ||||
---|---|---|---|---|---|
ImageStyle |
|
LabelStringRenderer
Class: Engine.UIComp_DrawString
Inherits from: UILabelButton.LabelStringRenderer
Property | Value | ||||
---|---|---|---|---|---|
AutoSizeParameters[0] |
|
||||
AutoSizeParameters[1] |
|
||||
StringStyle |
|
WidgetEventComponent
Class: Engine.UIComp_Event
Inherits from: UILabelButton.WidgetEventComponent
No new values.
Functions
Native functions
GetCalloutDataStore
Wrapper method for attaining a reference to the input alias data store.
Parameters:
- AlternatePlayer - specifies the player that should be used for looking up the ButtonCallouts datastore; relevant when one player is using a gamepad and another is using a keyboard, for example. If not specified, uses the value returned from GetPlayerOwner().
OnReceivedInputKey
Handler for OnRawInputKey delegate. Looks up the alias associated with the input key and if it matches the button's InputAliasTag, activates the input proxy's output link for this button.
Parameters:
- EventParms - information about the input event.
Returns:
- TRUE to indicate that this input key was processed; no further processing will occur on this input key event.
SetInputTag
Wrapper for changing the InputAliasTag for this button.
Protected access because only SetInputAlias should be available to clients of this class.
Parameters:
- NewInputAlias - the new input alias to use for this button (such as Conditional1, ShiftUp, Accept, etc.); native code does not perform any validity checks (to support changing the InputAliasTag to 'None', if desired), so callers should perform this step themselves if appropriate.
SubscribeToInputProxy
Registers this callout button's associated input key with the scene's callout input proxy. This is required in order to receive calls to ProcessInputKey for this button's input key.
Parameters:
- InputProxy - the input proxy to subscribe to; should be the proxy from this button's scene, which can be retrieved by calling GetCalloutInputProxy().
- bUpdateProxyOutputLinks - specify FALSE to update the scene's subscribers array only (e.g. when the widget is just changing states); a value of TRUE means that the associated output link will be removed as well (for example, when changing a button's input alias).
- PlayerIndex - if specified, the button mapping will only be added for that player; otherwise, adds button mappings for all players which this callout button accepts input from.
Returns:
- TRUE if the button was successfully subscribed to the proxy.
UnsubscribeFromInputProxy
Unregisters this callout button's associated input key with the scene's callout input proxy. This is required in order to stop handling input for this button's input key.
Parameters:
- InputProxy - the input proxy to subscribe to; should be the proxy from this button's scene, which can be retrieved by calling GetCalloutInputProxy().
- bUpdateProxyOutputLinks - specify FALSE to update the scene's subscribers array only (e.g. when the widget is just changing states); a value of TRUE means that the associated output link will be removed as well (for example, when changing a button's input alias).
- PlayerIndex - if specified, the button mapping will only be removed for that player; otherwise, removed button mappings for all players which this callout button accepts input from.
Returns:
- TRUE if the button was successfully subscribed to the proxy.
Events
GenerateCompleteCaptionMarkup
Generates a markup string for this button's caption, preserving any additional text present in the data store binding's current value. The callout markup string will be positioned within the total markup string according to this button's configured IconAlignment.
Parameters:
- InputAlias - allows the caller to specify the alias that should be used in the markup string returned. If not specified, the button's currently assigned input alias will be used.
Returns:
- a complete data store markup string which includes a markup node for referencing the callout associated with the alias, along with any additional text that was applied to this button's caption data store binding.
GetCalloutDataStoreName
Returns:
- the name of the data store that should be used for looking up button callouts.
GetCalloutMarkupString
Returns:
- the data store markup string required to access the callout icon data store for this button's alias, or an empty string if this button isn't assigned an alias.
PostInitialize
Overrides: UIScreenObject.PostInitialize
Called after this screen object's children have been initialized. While the Initialized event is only called when a widget is initialized for the first time, PostInitialize() will be called every time this widget receives a call to Initialize(), even if the widget was already initialized. Examples would be reparenting a widget.
RemovedFromParent
Overrides: UIScreenObject.RemovedFromParent
Notification that this widget's parent is about to remove this widget from its children array. Allows the widget to clean up any references to the old parent.
Parameters:
- WidgetOwner - the screen object that this widget was removed from.
SetInputAlias
Public method for changing this button's input alias. Rebuilds the markup string and updates the data store binding.
Parameters:
- NewInputAlias - the new input alias to associate with this button, such as Accept, Cancel, ShiftUp, Conditional1, etc. valid values are listed in the [UIDataStore_StringAliasMap] (or subclass, if applicable) section of the game's .ini.
Returns:
- TRUE if the new alias was valid and was applied successfully to this button's data store binding.
Other instance functions
GetCalloutInputProxy
Returns a reference to the input proxy for this button's scene.
Parameters:
- bCreateIfNecessary - specify TRUE to have an input proxy created for you if it doesn't exist. Future calls to this function would then return that proxy.
Returns:
- a reference to the button bar input proxy used by this button's owner scene.
GetPanelOwner
Accessor for grabbing a reference to the CalloutButtonPanel that owns this button. Might return None if this button doesn't currently have an owner for some reason.
VerifyDefaultMarkupString
Verifies that the DefaultMarkupStringTemplate contains the `InputAliasTag` token.
Returns:
- TRUE if the default markup string contains the InputAliasTag token.