I don't need to test my programs. I have an error-correcting modem.
UE3:UIInteraction (UT3)
Object >> UIRoot >> Interaction >> UIInteraction |
Contents
- 1 Constants
- 2 Properties
- 2.1 AxisEmulationDefinitions
- 2.2 AxisInputEmulation
- 2.3 AxisRepeatDelay
- 2.4 bCaptureUnprocessedInput
- 2.5 bDisableToolTips
- 2.6 bFocusedStateRules
- 2.7 bFocusOnActive
- 2.8 bIsUIPrimitiveSceneInitialized
- 2.9 bProcessInput
- 2.10 CanvasScene
- 2.11 DataStoreManager
- 2.12 DoubleClickPixelTolerance
- 2.13 DoubleClickTriggerSeconds
- 2.14 MouseButtonRepeatDelay
- 2.15 MouseButtonRepeatInfo
- 2.16 SceneClient
- 2.17 SceneClientClass
- 2.18 SupportedDoubleClickKeys
- 2.19 ToolTipExpirationSeconds
- 2.20 ToolTipInitialDelaySeconds
- 2.21 UIAxisMultiplier
- 2.22 UIInputConfig
- 2.23 UIJoystickDeadZone
- 2.24 UISkinName
- 2.25 UISoundCueNames
- 2.26 WidgetInputAliasLookupTable
- 3 Structs
- 4 Functions
- Package:
- Engine
- Within class:
- GameViewportClient
- Known classes within UIInteraction:
- GameUISceneClient, UTGameUISceneClient
- Direct subclass:
- UTGameInteraction
- 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. |
Controls the UI system. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Constants[edit]
DEFAULT_UISKIN[edit]
Value: "DefaultUISkin.DefaultSkin"
the default UISkin - used whenever the skin specified by UISkinName couldn't be loaded
Properties[edit]
AxisEmulationDefinitions[edit]
Type: Map{FName,struct FUIAxisEmulationDefinition}
Modifiers: const, native, transient
Runtime mapping of the axis button-press emulation configurations. Built in UIInteraction::InitializeAxisInputEmulations() based on the values retrieved from UIInputConfiguration.
AxisInputEmulation[edit]
Type: UIAxisEmulationData
Array size: 4 (MAX_SUPPORTED_GAMEPADS
)
Modifiers: transient
Tracks the axis key-press emulation data for all players in the game.
AxisRepeatDelay[edit]
Type: float
Modifiers: const, config
The amount of time (in seconds) to wait between generating simulated button presses from axis input.
Default value: 0.2
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
bDisableToolTips[edit]
Type: bool
Modifiers: const, config
Globally enables/ disables widget tooltips.
bFocusedStateRules[edit]
Type: bool
Modifiers: const, config
if this is TRUE, then focused widgets will not appear to become "active" when moused over - their appearance will remain "focused"
Default value: True
bFocusOnActive[edit]
Type: bool
Modifiers: const, config
Controls whether widgets automatically receive focus when they become active. Set TRUE to enable this behavior.
bIsUIPrimitiveSceneInitialized[edit]
Type: bool
Modifiers: const, transient
TRUE if the scene for rendering 3d prims on this UI has been initialized
bProcessInput[edit]
Type: bool
Modifiers: const, transient
Indicates whether there are any active scenes capable of processing input. Set in UpdateInputProcessingStatus, based on whether there are any active scenes which are capable of processing input.
CanvasScene[edit]
Type: pointer{class FCanvasScene}
Modifiers: const, native, transient
canvas scene for rendering 3d primtives/lights. Created during Init
DataStoreManager[edit]
Type: DataStoreClient
Modifiers: const, transient
Manages all persistent global data stores. Created when UIInteraction is initialized using the value of GEngine.DataStoreClientClass.
DoubleClickPixelTolerance[edit]
Type: int
Modifiers: const, config
The maximum number of pixels to allow between the current mouse position and the last click's mouse position for a double-click event to be triggered
Default value: 1
DoubleClickTriggerSeconds[edit]
Type: float
Modifiers: const, config
The maximum amount of time (in seconds) that can pass between a key press and key release in order to trigger a double-click event
Default value: 0.5
MouseButtonRepeatDelay[edit]
Type: float
Modifiers: const, config
The amount of time (in seconds) to wait between generating repeat events for mouse buttons (which are not handled by windows).
Default value: 0.15
MouseButtonRepeatInfo[edit]
Type: UIKeyRepeatData
Modifiers: const, transient
Tracks the mouse button that is currently being held down for simulating repeat input events.
SceneClient[edit]
Type: GameUISceneClient
Modifiers: const, transient
Acts as the interface between the UIInteraction and the active scenes.
SceneClientClass[edit]
Type: class<GameUISceneClient>
the class to use for the scene client
Default value: Class'Engine.GameUISceneClient'
SupportedDoubleClickKeys[edit]
Modifiers: transient
list of keys that can trigger double-click events
ToolTipExpirationSeconds[edit]
Type: float
Modifiers: const, config
determines the number of seconds to display a tooltip before it will automatically be hidden
Default value: 5.0
ToolTipInitialDelaySeconds[edit]
Type: float
Modifiers: const, config
determines how many seconds must pass after a tooltip has been activated before it is made visible
Default value: 0.25
UIAxisMultiplier[edit]
Type: float
Modifiers: const, config
Mouse & joystick axis input will be multiplied by this amount in the UI system. Higher values make the cursor move faster.
Default value: 1.0
UIInputConfig[edit]
Type: UIInputConfiguration
Modifiers: const, transient, public
Singleton object which stores ui key mapping configuration data.
UIJoystickDeadZone[edit]
Type: float
Modifiers: const, config
The amount of movement required before the UI will process a joystick's axis input.
Default value: 0.9
UISkinName[edit]
Type: string
Modifiers: config
The path name for the UISkin that should be used
Default value: "UI_InGameHud.UTHUDSkin"
UISoundCueNames[edit]
Modifiers: config
The names of all UISoundCues that can be used in the game.
Default value, index 0: 'GenericError'
Default value, index 1: 'MouseEnter'
Default value, index 2: 'MouseExit'
Default value, index 3: 'Clicked'
Default value, index 4: 'Focused'
Default value, index 5: 'SceneOpened'
Default value, index 6: 'SceneClosed'
Default value, index 7: 'ListSubmit'
Default value, index 8: 'ListUp'
Default value, index 9: 'ListDown'
Default value, index 10: 'SliderIncrement'
Default value, index 11: 'SliderDecrement'
Default value, index 12: 'NavigateUp'
Default value, index 13: 'NavigateDown'
Default value, index 14: 'NavigateLeft'
Default value, index 15: 'NavigateRight'
Default value, index 16: 'CheckboxChecked'
Default value, index 17: 'CheckboxUnchecked'
Default value, index 18: 'StartGame'
Default value, index 19: 'RefreshServers'
WidgetInputAliasLookupTable[edit]
Type: Map{UClass*,struct FUIInputAliasClassMap*}
Modifiers: const, native, transient
Runtime generated lookup table that maps a widget class to its list of input key aliases
Structs[edit]
UIAxisEmulationData[edit]
Extends: UIKeyRepeatData
Modifiers: native, transient
Contains parameters for emulating button presses using axis input.
- bool bEnabled
- Determines whether to emulate button presses.
UIKeyRepeatData[edit]
Modifiers: native, transient
Tracks information relevant to simulating IE_Repeat input events.
- name CurrentRepeatKey
- The name of the axis input key that is currently being held. Used to determine which type of input event
to simulate (i.e. IE_Pressed, IE_Released, IE_Repeat)
- Object.double NextRepeatTime
- The time (in seconds since the process started) when the next simulated input event will be generated.
Functions[edit]
Static native functions[edit]
GetDataStoreClient[edit]
Returns a reference to the global data store client, if it exists.
Returns:
- the global data store client for the game.
GetPlayerControllerId[edit]
Retrieves the ControllerId for the player specified.
Parameters:
- PlayerIndex - the index [into the Engine.GamePlayers array] for the player to retrieve the ControllerId for
Returns:
- the ControllerId for the player at the specified index in the GamePlayers array, or INDEX_NONE if the index is invalid
GetPlayerCount[edit]
Returns the number of players currently active.
GetPlayerIndex[edit]
Retrieves the index (into the Engine.GamePlayers array) for the player which has the ControllerId specified
Parameters:
- ControllerId - the gamepad index of the player to search for
Returns:
- the index [into the Engine.GamePlayers array] for the player that has the ControllerId specified, or INDEX_NONE if no players have that ControllerId
IsMenuLevel[edit]
Determines whether a map is the default local map.
Parameters:
- MapName - if specified, checks whether MapName is the default local map; otherwise, checks the currently loaded map.
Returns:
- TRUE if the map is the default local (or front-end) map.
Static events[edit]
CanPlayOnline[edit]
Returns:
- Returns whether or not the specified player can play online.
GetLoginStatus[edit]
Returns:
- Returns the current login status for the specified controller id.
GetNATType[edit]
Wrapper for getting the NAT type
HasLinkConnection[edit]
Returns:
- Returns the current status of the platform's network connection.
IsLoggedIn[edit]
Returns:
- Returns whether or not the specified player is logged in at all.
Native functions[edit]
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
PlayUISound[edit]
Plays the sound cue associated with the specified name
Parameters:
- SoundCueName - the name of the UISoundCue to play; should corresond to one of the values of the UISoundCueNames array.
- PlayerIndex - allows the caller to indicate which player controller should be used to play the sound cue. For the most part, all sounds can be played by the first player, regardless of who generated the play sound event.
Returns:
- TRUE if the sound cue specified was found in the currently active skin, even if there was no actual USoundCue associated with that UISoundCue.
Other instance functions[edit]
CloseScene[edit]
Removes the specified scene from the ActiveScenes array.
Parameters:
- Scene - the scene to deactivate
Returns:
- true if the scene was successfully removed from the ActiveScenes array
FindSceneByTag[edit]
Searches through the ActiveScenes array for a UIScene with the tag specified
Parameters:
- SceneTag - the name of the scene to locate
- SceneOwner - the player that should be associated with the new scene. Will be assigned to the scene's PlayerOwner property.
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
MergeScene[edit]
Merge 2 existing scenes together in to one
Parameters:
- SourceScene - The Scene to merge
- SceneTarget - This optional param is the scene to merge in to. If it's none, the currently active scene will be used. RON: Fix me and remove the child version in UTGameInteraction
NotifyGameSessionEnded[edit]
Overrides: Interaction.NotifyGameSessionEnded
Called when the current map is being unloaded. Cleans up any references which would prevent garbage collection.
NotifyPlayerAdded[edit]
Overrides: Interaction.NotifyPlayerAdded
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]
Overrides: Interaction.NotifyPlayerRemoved
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
OpenScene[edit]
Adds the specified scene to the list of active scenes, loading the scene and performing initialization as necessary.
Parameters:
- Scene - the scene to open; if the scene specified is contained in a content package, a copy of the scene will be created and the copy will be opened instead.
- SceneOwner - the player that should be associated with the new scene. Will be assigned to the scene's PlayerOwner property.
- OpenedScene - the scene that was actually opened. If Scene is located in a content package, OpenedScene will be the copy of the scene that was created. Otherwise, OpenedScene will be the same as the scene passed in.
Returns:
- TRUE if the scene was successfully opened
SetMousePosition[edit]
Set the mouse position to the coordinates specified
Parameters:
- NewX - the X position to move the mouse cursor to (in pixels)
- NewY - the Y position to move the mouse cursor to (in pixels)