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UE3:UIRoot (UDK)

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UDK Object >> UIRoot
Package: 
Engine
Direct subclasses:
DataStoreClient, Interaction, UIAnimation, UIDataProvider, UIEditorOptions, UIInputConfiguration, UILayerBase, UISceneClient, UIScreenObject, UIState, UIString, UIStyle, UIStyle_Data, UITexture, UITickableObjectProxy
This class in other games:
UT3

Base class for all classes that handle interacting with the user.

Constants

TEMP_SPLITSCREEN_INDEX

Value: 0


DEFAULT_SCENE_PRIORITY

Value: 10

the default priority for all UIScenes

PRIVATE_NotEditorSelectable

Value: 0x001

Controls what types of interactions are allowed for a widget. Ideally this would be an enum, but the values are used as a bitmask (for UIObject.PrivateFlags) and unrealscript enums cannot be assigned values.

PRIVATE_TreeHidden

Value: 0x002

Not selectable in the scene editor.

PRIVATE_NotFocusable

Value: 0x004

Not viewable in the scene tree or layer tree, but children are.

PRIVATE_NotDockable

Value: 0x008

Not eligible to receive focus; affects both editor and game

PRIVATE_NotRotatable

Value: 0x010

Not able to be docked to another widget.

PRIVATE_ManagedStyle

Value: 0x020

Not able to be rotated.

Todo: not yet implemented.

PRIVATE_TreeHiddenRecursive

Value: 0x042

Indicates that this widget's styles are managed by its owner widgets - any style references set for this widget will not be saved.

PRIVATE_EditorNoDelete

Value: 0x080

Not visible in the scene tree or layer tree, including children

PRIVATE_EditorNoRename

Value: 0x100

This widget is not deletable in the editor

PRIVATE_EditorNoReparent

Value: 0x200

This widget is not renamable in the editor

PRIVATE_PropagateState

Value: 0x400

This widget can not be reparented in the editor

PRIVATE_KeepFocusedState

Value: 0x800

This widget will propagate certain states to its children, such as enabled and disabled

PRIVATE_Protected

Value: 0x380

Combination flags

DEFAULT_SIZE_X

Value: 1024


DEFAULT_SIZE_Y

Value: 768


SCENE_DATASTORE_TAG

Value: 'SceneData'


MAX_SUPPORTED_GAMEPADS

Value: 4


Enums

See UIRoot enums.

Structs

See UIRoot structs.

Functions

Static native functions

GetCurrentUIController

native static final noexport function UIInteraction GetCurrentUIController ()

Returns the UIInteraction instance currently controlling the UI system, which is valid in game.

Returns:

a pointer to the UIInteraction object currently controlling the UI system.

GetCursorPosition

native static final noexport function bool GetCursorPosition (out int CursorX, out int CursorY, const optional UIScene Scene)

Returns the current position of the mouse or joystick cursor.

Parameters:

  • CursorX - receives the X position of the cursor
  • CursorY - receives the Y position of the cursor
  • Scene - if specified, provides access to an FViewport through the scene's SceneClient that can be used for retrieving the mouse position when not in the game.

Returns:

TRUE if the cursor position was retrieved correctly.

GetCursorSize

native static final noexport function bool GetCursorSize (out float CursorXL, out float CursorYL)

Returns the current position of the mouse or joystick cursor.

Parameters:

  • CursorXL - receives the width of the cursor
  • CursorYL - receives the height of the cursor

Returns:

TRUE if the cursor size was retrieved correctly.

GetDataStoreFieldValue

native static final function bool GetDataStoreFieldValue (string InDataStoreMarkup, out UIProviderFieldValue OutFieldValue, optional UIScene OwnerScene, optional LocalPlayer OwnerPlayer)

Gets the field value struct of the datastore entry specified.

Parameters:

  • InDataStoreMarkup - Markup to find the field we want to retrieve the value of.
  • OutFieldValue - Variable to store the result field value in.
  • OwnerScene - Owner scene for the datastore, used when dealing with scene specific datastores.
  • OwnerPlayer - Owner player for the datastore, used when dealing with player datastores.

Returns:

TRUE if the value was retrieved, FALSE otherwise.

GetFaceOrientation

native static final noexport function EUIOrientation GetFaceOrientation (EUIWidgetFace Face)

Wrapper for returns the orientation associated with the specified face.

Note: noexport because the C++ version is static too.

GetInputPlatformType

native static final noexport function EInputPlatformType GetInputPlatformType (optional LocalPlayer OwningPlayer)

Returns the platform type for the current input device. This is not necessarily the platform the game is actually running on; for example, if the game is running on a PC, but the player is using an Xbox controller, the current InputPlatformType would be IPT_360.

Parameters:

  • OwningPlayer - if specified, the returned InputPlatformType will reflect the actual input device the player is using. Otherwise, the returned InputPlatformType is always the platform the game is running on.

Returns:

the platform type for the current input device (if a player is specified) or the host platform.

Note: noexport because the C++ version is static too.

GetPrimitiveTransform

native static final noexport function Object.Matrix GetPrimitiveTransform (UIObject Widget, optional bool bIncludeAnchorPosition, optional bool bIncudeRotation, optional bool bIncludeScale) const

Returns a matrix which includes the translation, rotation and scale necessary to transform a point from origin to the the specified widget's position onscreen. This matrix can then be passed to ConditionalUpdateTransform() for primitives in use by the UI.

Parameters:

  • Widget - the widget to generate the matrix for
  • bIncludeAnchorPosition - specify TRUE to include translation to the widget's anchor; if FALSE, the translation will move the point to the widget's upper left corner (in local space)
  • bIncludeRotation - specify FALSE to remove the widget's rotation from the resulting matrix
  • bIncludeScale - specify FALSE to remove the viewport's scale from the resulting matrix

Returns:

a matrix which can be used to translate from origin (0,0) to the widget's position, including rotation and viewport scale.

Note: noexport because we want this method to be static in C++ as well.

GetSceneClient

native static final noexport function GameUISceneClient GetSceneClient ()

Returns the game's scene client.

Returns:

a pointer to the UGameUISceneClient instance currently managing the scenes for the UI System.

SetDataStoreFieldValue

native static final function bool SetDataStoreFieldValue (string InDataStoreMarkup, const out UIProviderFieldValue InFieldValue, optional UIScene OwnerScene, optional LocalPlayer OwnerPlayer)

Sets the string value of the datastore entry specified.

Parameters:

  • InDataStoreMarkup - Markup to find the field we want to set the value of.
  • InFieldValue - Value to set the datafield's value to.
  • OwnerScene - Owner scene for the datastore, used when dealing with scene specific datastores.
  • OwnerPlayer - Owner player for the datastore, used when dealing with player datastores.

Returns:

TRUE if the value was set, FALSE otherwise.

SetMouseCaptureOverride

native static final noexport function SetMouseCaptureOverride (bool bCaptureMouse)

Changes the value of GameViewportClient.bUIMouseCaptureOverride to the specified value. Used by widgets that process dragging to ensure that the widget receives the mouse button release event.

Parameters:

  • bCaptureMouse - whether to capture all mouse input.

Other static functions

ConvertWidgetIDToString

static final function string ConvertWidgetIDToString (UIObject SourceWidget)

Generates a unique tag that can be used in the scene's data store as the data field name for a widget's context menu items.

Parameters:

  • SourceWidget - the widget to generate the unique tag for

Returns:

a string guaranteed to be unique which represents the source widget.

GetDataStoreStringValue

static function bool GetDataStoreStringValue (string InDataStoreMarkup, out string OutStringValue, optional UIScene OwnerScene, optional LocalPlayer OwnerPlayer)

Gets the string value of the datastore entry specified.

Parameters:

  • InDataStoreMarkup - Markup to find the field we want to retrieve the value of.
  • OutStringValue - Variable to store the result string in.
  • OwnerScene - Owner scene for the datastore, used when dealing with scene specific datastores.
  • OwnerPlayer - Owner player for the datastore, used when dealing with player datastores.

Returns:

TRUE if the value was retrieved, FALSE otherwise.

GetOnlineGameInterface

static final function OnlineGameInterface GetOnlineGameInterface ()

Wrapper for getting a reference to the online subsystem's game interface.

GetOnlinePlayerInterface

static final function OnlinePlayerInterface GetOnlinePlayerInterface ()

Wrapper for getting a reference to the online subsystem's player interface.

GetOnlinePlayerInterfaceEx

static final function OnlinePlayerInterfaceEx GetOnlinePlayerInterfaceEx ()

Wrapper for getting a reference to the extended online player interface

IsConsole

static final function bool IsConsole (optional WorldInfo.EConsoleType ConsoleType)

Returns:

Returns the current platform the game is running on.

IsEditor

static final function bool IsEditor ()

Returns:

TRUE if we're in the editor.

SetDataStoreStringValue

static function bool SetDataStoreStringValue (string InDataStoreMarkup, string InStringValue, optional UIScene OwnerScene, optional LocalPlayer OwnerPlayer)

Sets the string value of the datastore entry specified.

Parameters:

  • InDataStoreMarkup - Markup to find the field we want to set the value of.
  • InStringValue - Value to set the datafield's string value to.
  • OwnerScene - Owner scene for the datastore, used when dealing with scene specific datastores.
  • OwnerPlayer - Owner player for the datastore, used when dealing with player datastores.

Returns:

TRUE if the value was set, FALSE otherwise.

StaticResolveDataStore

static final function UIDataStore StaticResolveDataStore (name DataStoreTag, optional UIScene OwnerScene, optional LocalPlayer InPlayerOwner)