I'm a doctor, not a mechanic
UE3:UISceneClient (UT3)
- Package:
- Engine
- Direct subclasses:
- EditorUISceneClient, GameUISceneClient
- This class in other games:
- UDK
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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.
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
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
Changes the active skin to the skin specified, initializes the skin and performs all necessary cleanup and callbacks. This method should only be called from script.
Parameters:
- NewActiveScene - The skin to activate
Returns:
- TRUE if the skin was successfully changed.
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, as well as all scenes which occur after the specified scene in the list of active scenes.
Parameters:
- Scene - the scene to deactivate
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
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
Initializes and activates the specified scene.
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
Note: noexport to handle the optional out parameter correctly
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.
Other instance functions
GetActiveScene
Returns the currently active scene