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UE3:UISceneClient (UDK)
Contents
- 1 Constants
- 2 Properties
- 3 Functions
- 3.1 Native functions
- 3.1.1 ChangeActiveSkin
- 3.1.2 ChangeMouseCursor
- 3.1.3 CloseScene
- 3.1.4 CloseSceneAtIndex
- 3.1.5 GetCanvasToScreen
- 3.1.6 GetInverseCanvasToScreen
- 3.1.7 InitializeScene
- 3.1.8 InsertScene
- 3.1.9 IsSceneInitialized
- 3.1.10 IsUIActive
- 3.1.11 OpenScene
- 3.1.12 ReplaceScene
- 3.1.13 ReplaceSceneAtIndex
- 3.1.14 SetMousePosition
- 3.1.15 UpdateCanvasToScreen
- 3.2 Events
- 3.1 Native functions
- Package:
- Engine
- Direct subclasses:
- EditorUISceneClient, GameUISceneClient
- This class in other games:
- UT3
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Serves as the interface between a UIScene and scene owners. Provides scenes with all data necessary for operation and routes rendering to the scenes.
Constants
SCENEFILTER_None
Value: 0x00000000
Used to limit which scenes should be considered when determining whether the UI should be considered "active" Represented in C++ as enums values.
SCENEFILTER_IncludeTransient
Value: 0x00000001
Include the transient scene
SCENEFILTER_InputProcessorOnly
Value: 0x00000002
Consider only scenes which can process input
SCENEFILTER_PausersOnly
Value: 0x00000004
Consider only scenes which require the game to be paused
SCENEFILTER_PrimitiveUsersOnly
Value: 0x00000008
Consider only scenes which support 3D primitives rendering
SCENEFILTER_UsesPostProcessing
Value: 0x00000010
Only consider scenes which render full-screen
SCENEFILTER_ReceivesFocus
Value: 0x00000020
Include only those scenes which can receive focus (i.e. bNeverFocus=false)
SCENEFILTER_Any
Value: 0xFFFFFFFF
Any scene
Properties
ActiveControl
Type: UIObject
Modifiers: const, transient
Represents the widget/scene that is currently under the mouse cursor.
Fixme: splitscreen
ActiveSkin
Type: UISkin
Modifiers: transient
The active UISkin. Only one UISkin can be active at a time. The special data store name 'Styles' always corresponds to the ActiveSkin.
bEnablePostProcess
Type: bool
Modifiers: transient
if TRUE then post processing is enabled using the UIScenePostProcess
CanvasToScreen
Type: Object.Matrix
Modifiers: const, transient
Stores the 3D projection matrix being used to render the UI.
DataStoreManager
Type: DataStoreClient
Modifiers: const, transient
Manager all persistent global data stores. Set by the object that creates the scene client.
InvCanvasToScreen
Type: Object.Matrix
Modifiers: const, transient
MousePosition
Type: Object.IntPoint
Modifiers: const, transient
the location of the mouse
Fixme: splitscreen
OpacityParameter
Type: MaterialInstanceConstant
Modifiers: transient
Material instance parameter for UI widget opacity.
OpacityParameterName
Type: name
Modifiers: const, transient
Name of the opacity parameter.
RenderViewport
Type: pointer{FViewport}
Modifiers: const, transient, native
the viewport to use for rendering scenes
UIScenePostProcess
Type: PostProcessChain
Modifiers: transient
Post process chain to be applied when rendering UI Scenes
Functions
Native functions
ChangeActiveSkin
ChangeMouseCursor
Changes the resource that is currently being used as the mouse cursor. Called by widgets as they changes states, or when some action occurs which affects the mouse cursor.
Parameters:
- CursorName - the name of the mouse cursor resource to use. Should correspond to a name from the active UISkin's MouseCursorMap
Returns:
- TRUE if the cursor was successfully changed.
CloseScene
Deactivates the specified scene and removes it from the stack of scenes.
Parameters:
- Scene - the scene to deactivate
- bCloseChildScenes - normally any scenes which are higher in the stack than the scene being closed are also closed. Specify FALSE To override this behavior.
- bForceCloseImmediately - indicates that the result of calling the scene's OnQueryCloseSceneAllowed delegate should be ignored; used when closing all scenes as the result of a map change, for example.
Returns:
- true if the scene was successfully deactivated
CloseSceneAtIndex
Deactivates the scene located at the specified index in the stack of scenes.
Parameters:
- SceneStackIndex - the index in the stack of scenes for the scene that should be deactivated
- bCloseChildScenes - normally any scenes which are higher in the stack than the scene being closed are also closed. Specify FALSE To override this behavior.
- bForceCloseImmediately - indicates that the result of calling the scene's OnQueryCloseSceneAllowed delegate should be ignored; used when closing all scenes as the result of a map change, for example.
Returns:
- true if the scene was successfully deactivated
GetCanvasToScreen
Returns the current canvas to screen projection matrix.
Parameters:
- Widget - if specified, the returned matrix will include the widget's tranformation matrix as well.
Returns:
- a matrix which can be used to project 2D pixel coordines into 3D screen coordinates. ??
GetInverseCanvasToScreen
Returns the inverse of the local to world screen projection matrix.
Parameters:
- Widget - if specified, the returned matrix will include the widget's tranformation matrix as well.
Returns:
- a matrix which can be used to transform normalized device coordinates (i.e. origin at center of screen) into into 0,0 based pixel coordinates. ??
InitializeScene
Initializes the specified scene without opening it.
Parameters:
- Scene - the scene to initialize; if the scene specified is contained in a content package, a copy of the scene will be created, and that scene will be initialized instead.
- SceneOwner - the player that should be associated with the new scene. Will be assigned to the scene's PlayerOwner property.
- InitializedScene - the scene that was actually initialized. If Scene is located in a content package, InitializedScene will be the copy of the scene that was created. Otherwise, InitializedScene will be the same as the scene passed in.
Returns:
- TRUE if the scene was successfully initialized
Note: noexport to handle the optional out parameter correctly
InsertScene
Instances, initializes, and activates the specified scene, inserting it into the scene stack at the specified location.
Parameters:
- DesiredInsertIndex - the index [into the ActiveScenes array] to insert the scene. the scene's SceneStackPriority will take precedence over this value.
- 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.
- ActualInsertIndex - receives the location where the scene was actually inserted into the scene stack.
- ForcedPriority - overrides the scene's SceneStackPriority value to allow callers to modify where the scene is placed in the stack.
Returns:
- TRUE if the scene was successfully activated and inserted into the scene stack (although not necessarily at the DesiredSceneIndex)
IsSceneInitialized
Returns whether the specified scene has been fully initialized. Different from UUIScene::IsInitialized() in that this method returns true only once all objects related to this scene have been created and initialized (e.g. in the UI editor only returns TRUE once the editor window for this scene has finished creation).
Parameters:
- Scene - the scene to check.
Note: noexport because the C++ version is a pure virtual
IsUIActive
Returns true if there is an unhidden fullscreen UI active
Parameters:
- Flags - a bitmask of values which alter the result of this method; the bits are derived from the ESceneFilterTypes enum (which is native-only); script callers must pass these values literally
Returns:
- TRUE if the UI is currently active
OpenScene
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.
- ForcedPriority - overrides the scene's SceneStackPriority value to allow callers to modify where the scene is placed in the stack, by default.
Returns:
- TRUE if the scene was successfully opened
Note: noexport to handle the optional out parameter correctly
ReplaceScene
Instances, initializes, and activates a scene, replacing an existing scene's location in the scene stack. The existing scene will be deactivated and no longer part of the scene stack. The location in the scene stack for the new scene instance may be modified if its SceneStackPriority requires the scene stack to be resorted.
Parameters:
- SceneInstanceToReplace - the scene that should be replaced.
- SceneToOpen - the scene that will replace the existing scene. If the scene specified is contained in a content package, the scene will be duplicated and the duplicate will be added 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.
- ForcedPriority - overrides the scene's SceneStackPriority value to allow callers to modify where the scene is placed in the stack.
Returns:
- TRUE if the scene was successfully activated and inserted into the scene stack (although not necessarily at the DesiredSceneIndex)
ReplaceSceneAtIndex
Instances, initializes, and activates a scene, replacing an existing scene's location in the scene stack. The existing scene will be deactivated and no longer part of the scene stack. The location in the scene stack for the new scene instance may be modified if its SceneStackPriority requires the scene stack to be resorted.
Parameters:
- IndexOfSceneToReplace - the index into the stack of scenes for the scene to be replaced.
- SceneToOpen - the scene that will replace the existing scene. If the scene specified is contained in a content package, the scene will be duplicated and the duplicate will be added 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.
- ForcedPriority - overrides the scene's SceneStackPriority value to allow callers to modify where the scene is placed in the stack.
Returns:
- TRUE if the scene was successfully activated and inserted into the scene stack (although not necessarily at the DesiredSceneIndex)
SetMousePosition
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)
UpdateCanvasToScreen
Changes the matrix for projecting local (pixel) coordinates into world screen (normalized device) coordinates. This method should be called anytime the viewport size or origin changes.
Events
InitializeSceneClient
Called when the scene client is first initialized.