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UE3:UIScreenObject native functions (UT3)
Object >> UIRoot >> UIScreenObject (native functions) |
Contents
- 1 Native functions
- 1.1 AcceptsPlayerInput
- 1.2 ActivateEventByClass
- 1.3 ActivateState
- 1.4 ActivateStateByClass
- 1.5 CanAcceptFocus
- 1.6 CanPropagateFocusFor
- 1.7 CanvasToScreen
- 1.8 ConditionalPropagateEnabledState
- 1.9 ContainsChild
- 1.10 ContainsChildOfClass
- 1.11 CreatePlayerData
- 1.12 CreateWidget
- 1.13 DeactivateState
- 1.14 DeactivateStateByClass
- 1.15 DeProject
- 1.16 FindChild
- 1.17 FindChildIndex
- 1.18 FindChildUsingID
- 1.19 FindEventsOfClass
- 1.20 FocusFirstControl
- 1.21 FocusLastControl
- 1.22 GetAspectRatioAutoScaleFactor
- 1.23 GetBestPlayerIndex
- 1.24 GetBounds
- 1.25 GetCanvasToScreen
- 1.26 GetChildren
- 1.27 GetCurrentState
- 1.28 GetDockedWidgets
- 1.29 GetFocusedControl
- 1.30 GetInverseCanvasToScreen
- 1.31 GetLastFocusedControl
- 1.32 GetObjectCount
- 1.33 GetPlayerOwner
- 1.34 GetPosition
- 1.35 GetPositionVector
- 1.36 GetSupportedPlayerCount
- 1.37 GetViewportHeight
- 1.38 GetViewportOffset
- 1.39 GetViewportOrigin
- 1.40 GetViewportScale
- 1.41 GetViewportSize
- 1.42 GetViewportWidth
- 1.43 GetWidgetPathName
- 1.44 HasActiveStateOfClass
- 1.45 Initialize
- 1.46 InitializePlayerTracking
- 1.47 InsertChild
- 1.48 IsActive
- 1.49 IsEnabled
- 1.50 IsFocused
- 1.51 IsHoldingAlt
- 1.52 IsHoldingCtrl
- 1.53 IsHoldingShift
- 1.54 IsInitialized
- 1.55 IsNeverFocused
- 1.56 IsPressed
- 1.57 KillFocus
- 1.58 NavigateFocus
- 1.59 NextControl
- 1.60 OverrideLastFocusedControl
- 1.61 PixelToCanvas
- 1.62 PixelToScreen
- 1.63 PrevControl
- 1.64 Project
- 1.65 RebuildNavigationLinks
- 1.66 RemoveChild
- 1.67 RemoveChildren
- 1.68 RemovePlayerData
- 1.69 ReplaceChild
- 1.70 RequestFormattingUpdate
- 1.71 RequestPrimitiveReview
- 1.72 RequestSceneUpdate
- 1.73 ScreenToCanvas
- 1.74 ScreenToPixel
- 1.75 SetEnabled
- 1.76 SetFocus
- 1.77 SetFocusToChild
- 1.78 SetPosition
- UIScreenObject native functions in other games:
- UDK
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Native functions[edit]
AcceptsPlayerInput[edit]
Determines whether this widget can accept input from the player specified
Parameters:
- PlayerIndex - the index of the player to check
Returns:
- TRUE if this widget's PlayerInputMask allows it to process input from the specified player.
ActivateEventByClass[edit]
Activate the event of the specified class.
Parameters:
- PlayerIndex - the index of the player that activated this event
- EventClassToActivate - specifies the event class that should be activated. If there is more than one instance of a particular event class in this screen object's list of events, all instances will be activated in the order in which they occur in the event provider's list.
- InEventActivator - an optional object that can be used for various purposes in UIEvents
- bActivateImmediately - TRUE to activate the event immediately, causing its output operations to also be processed immediately.
- IndicesToActivate - Indexes into this UIEvent's Output array to activate. If not specified, all output links will be activated
- out_ActivatedEvents - filled with the event instances that were activated.
Note: noexport because non-const optional arrays aren't exported correctly by the script compiler.
ActivateState[edit]
Adds the specified state to the screen object's StateStack.
Parameters:
- StateToActivate - the new state for the widget
- PlayerIndex - the index [into the Engine.GamePlayers array] for the player that generated this call
Returns:
- TRUE if the widget's state was successfully changed to the new state. FALSE if the widget couldn't change to the new state or the specified state already exists in the widget's list of active states
ActivateStateByClass[edit]
Alternate version of ActivateState that activates the first state in the InactiveStates array with the specified class that isn't already in the StateStack
CanAcceptFocus[edit]
Determines whether this widget can become the focused control.
Parameters:
- PlayerIndex - the index [into the Engine.GamePlayers array] for the player to check focus availability
Returns:
- TRUE if this widget (or any of its children) is capable of becoming the focused control.
CanPropagateFocusFor[edit]
Determines whether this widget is allowed to propagate focus chains to and from the specified widget.
Parameters:
- TestChild - the widget to check
Returns:
- TRUE if the this widget is allowed to route the focus chain through TestChild.
CanvasToScreen[edit]
Transforms a vector from canvas (widget local) space into screen (D3D device) space
Parameters:
- CanvasPosition - a vector representing a location in widget local space.
Returns:
- a vector representing that location in screen space.
ConditionalPropagateEnabledState[edit]
Propagates the enabled state of this widget to its child widgets, if the widget has the PRIVATE_PropageteState flag set.
Parameters:
- PlayerIndex - the index [into the Engine.GamePlayers array] for the player that generated this call
- bForce - specify TRUE to propagate the enabled state even if this widget doesn't have the PropagateState flag set.
Returns:
- TRUE if child widget states were set successfully.
ContainsChild[edit]
Returns whether this screen object contains the specified child in its list of children.
Parameters:
- Child - the child to look for
- bRecurse - whether to search child widgets for the specified child. if this value is FALSE, only the Children array of this screen object will be searched for Child.
Returns:
- TRUE if Child is contained by this screen object
ContainsChildOfClass[edit]
Returns whether this screen object contains a child of the specified class.
Parameters:
- SearchClass - the class to search for.
- bRecurse - indicates whether to search child widgets. if this value is FALSE, only the Children array of this screen object will be searched for instances of SearchClass.
Returns:
- TRUE if Child is contained by this screen object
CreatePlayerData[edit]
Called when a new player has been added to the list of active players (i.e. split-screen join) after the scene has been activated.
Parameters:
- PlayerIndex - the index [into the GamePlayers array] where the player was inserted
- AddedPlayer - the player that was added
CreateWidget[edit]
Utility function for encapsulating constructing a widget
Parameters:
- Owner - the container for the widget. Cannot be none
- WidgetClass - the class of the widget to create. Cannot be none.
- WidgetArchetype - the template to use for creating the widget
- WidgetName - the name to use for the new widget
DeactivateState[edit]
Removes the specified state from the screen object's state stack.
Parameters:
- StateToRemove - the state to be removed
- PlayerIndex - the index [into the Engine.GamePlayers array] for the player that generated this call
Returns:
- TRUE if the state was successfully removed, or if the state didn't exist in the widget's list of states; false if the state overrode the request to be removed
DeactivateStateByClass[edit]
Alternate version of DeactivateState that deactivates the last state in the StateStack array that has the specified class.
DeProject[edit]
Converts an absolute pixel position into 3D screen coordinates.
Parameters:
- PixelPosition - the position of the 2D point, in pixels
Returns:
- a position tranformed using this widget's rotation and the scene client's projection matrix.
FindChild[edit]
Find a child widget with the specified name
Parameters:
- WidgetName - the name of the child to find
- bRecurse - if TRUE, searches all children of this object recursively
Returns:
- a pointer to a widget contained by this object that has the specified name, or NULL if no widgets with that name were found
FindChildIndex[edit]
Find the index for the child widget with the specified name
Parameters:
- WidgetName - the name of the child to find
Returns:
- the index into the array of children for the widget that has the specified name, or -1 if there aren't any widgets with that name.
FindChildUsingID[edit]
Find a child widget with the specified GUID
Parameters:
- WidgetID - the ID(GUID) of the child to find
- bRecurse - if TRUE, searches all children of this object recursively
Returns:
- a pointer to a widget contained by this object that has the specified GUID, or NULL if no widgets with that name were found
FindEventsOfClass[edit]
Finds UIEvent instances of the specified class.
Parameters:
- EventClassToFind - specifies the event class to search for.
- out_EventInstances - an array that will contain the list of event instances of the specified class.
- LimitScope - if specified, only events contained by the specified state's sequence will be returned.
- bExactClass - if TRUE, only events that have the class specified will be found. Otherwise, events of that class or any of its child classes will be found.
FocusFirstControl[edit]
Sets focus to the first focus target within this container.
Parameters:
- Sender - the widget that generated the focus change. if NULL, this widget generated the focus change.
- PlayerIndex - the index [into the Engine.GamePlayers array] for the player that generated the focus change.
Returns:
- TRUE if focus was successfully propagated to the first focus target within this container.
FocusLastControl[edit]
Sets focus to the last focus target within this container.
Parameters:
- Sender - the widget that generated the focus change. if NULL, this widget generated the focus change.
- PlayerIndex - the index [into the Engine.GamePlayers array] for the player that generated the focus change.
Returns:
- TRUE if focus was successfully propagated to the last focus target within this container.
GetAspectRatioAutoScaleFactor[edit]
Calculate the correct scaling factor to use for preserving aspect ratios in e.g. string and image formatting.
Parameters:
- BaseFont - if specified, a font which can provide a "base" resolution for the scale; otherwise, uses the values of the DFEAULT_SIZE_X/Y consts as the base resolution.
- a - float representing the aspect ratio percentage to use for scaling fonts and images.
GetBestPlayerIndex[edit]
Returns the index [into the Engine.GamePlayers array] for the player that this widget's owner scene last received input from, or INDEX_NONE if the scene is NULL or hasn't received any input from players yet.
GetBounds[edit]
Returns the width or height for this widget
Parameters:
- Dimension - UIORIENT_Horizontal to get the width, UIORIENT_Vertical to get the height
- OutputType - indicates the format of the returnedvalue
- bIgnoreDockPadding - used to prevent recursion when evaluting docking links
GetCanvasToScreen[edit]
Returns a matrix which includes the scene client's CanvasToScreen matrix and this widget's tranform matrix.
GetChildren[edit]
Gets a list of all children contained in this screen object.
Parameters:
- bRecurse - if FALSE, result will only contain widgets from this screen object's Children array if TRUE, result will contain all children of this screen object, including their children.
- ExclusionSet - if specified, any widgets contained in this array will not be added to the output array.
Returns:
- an array of widgets contained by this screen object.
Note: noexport because non-const optional arrays aren't exported correctly by the script compiler.
GetCurrentState[edit]
Gets the current UIState of this screen object
Parameters:
- PlayerIndex - the index [into the Engine.GamePlayers array] for the player that generated this call
GetDockedWidgets[edit]
Generates a list of all widgets which are docked to this one.
Parameters:
- out_DockedWidgets - receives the list of widgets which are docked to this one
- SourceFace - if specified, only widgets which are docked to this one through the specified face will be considered
- TargetFace - if specified, only widgets which are docked to the specified face on this widget will be considered
GetFocusedControl[edit]
Retrieves the child of this widget which is current focused.
Parameters:
- bRecurse - if TRUE, returns the inner-most focused widget; i.e. the widget at the end of the focus chain
- PlayerIndex - the index [into the Engine.GamePlayers array] for the player that generated the focus change.
Returns:
- a pointer to the child (either direct or indirect) widget which is in the focused state and is the focused control for its parent widget, or NULL if this widget doesn't have a focused control.
GetInverseCanvasToScreen[edit]
Returns the inverse of the canvas to screen matrix.
GetLastFocusedControl[edit]
Retrieves the child of this widget which last had focus.
Parameters:
- bRecurse - if TRUE, returns the inner-most previously focused widget; i.e. the widget at the end of the focus chain
- PlayerIndex - the index [into the Engine.GamePlayers array] for the player that generated the focus change.
Returns:
- a pointer to the child (either direct or indirect) widget which was previously the focused control for its parent, or NULL if this widget doesn't have a LastFocusedControl
GetObjectCount[edit]
Returns the number of UIObjects owned by this UIScreenObject, recursively
Returns:
- the number of widgets (including this one) contained by this widget, including all child widgets
GetPlayerOwner[edit]
Retrieves a reference to a LocalPlayer.
Parameters:
- PlayerIndex - if specified, returns the player at this index in the GamePlayers array. Otherwise, returns the player associated with the owner scene.
Returns:
- the player that owns this scene or is located in the specified index of the GamePlayers array.
GetPosition[edit]
Parameters:
- Face - indicates which face to change the position for
- OutputType - indicates the format of the returnedvalue EVALPOS_None: NewValue will be considered to be in whichever format is configured as the ScaleType for the specified face EVALPOS_PercentageOwner: EVALPOS_PercentageScene: EVALPOS_PercentageViewport: Indicates that return value is between 0.0 and 1.0, which represents the percentage of the corresponding base's actual size. EVALPOS_PixelOwner EVALPOS_PixelScene EVALPOS_PixelViewport Indicates that return value is an actual pixel value, relative to the corresponding base.
- bIgnoreDockPadding - used to prevent recursion when evaluting docking links
Returns:
- the Position of a given face for this widget
GetPositionVector[edit]
Returns this widget's absolute normalized screen position as a vector.
Parameters:
- bIncludeParentPosition - if TRUE, coordinates returned will be absolute (relative to the viewport origin); if FALSE returned coordinates will be relative to the owning widget's upper left corner, if applicable.
GetSupportedPlayerCount[edit]
Returns the maximum number of players that could potentially generate input for this scene. If the owning scene's input mode is INPUTMODE_Free, will correspond to the maximum number of simultaneous gamepads supported by this platform; otherwise, the number of active players.
GetViewportHeight[edit]
Retrieves the height of the viewport this widget uses for rendering.
GetViewportOffset[edit]
Retrieves the virtual viewport offset for the viewport which renders this widget's scene. Only relevant in the UI editor; non-zero if the user has panned or zoomed the viewport.
Parameters:
- out_ViewportOffset - out] will be filled in with the delta between the viewport's actual origin and virtual origin.
Returns:
- TRUE if the viewport origin was successfully retrieved
GetViewportOrigin[edit]
Retrieves the virtual origin of the viewport that this widget is rendered within. See additional comments in UISceneClient
In the game, this will be non-zero if Scene is for split-screen and isn't for the first player. In the editor, this will be equal to the value of the gutter region around the viewport.
Parameters:
- out_ViewportOrigin - out] will be filled in with the origin point for the viewport that owns this screen object
Returns:
- TRUE if the viewport origin was successfully retrieved
GetViewportScale[edit]
Retrieves the scale factor for the viewport which renders this widget's scene. Only relevant in the UI editor.
GetViewportSize[edit]
Retrieves the viewport size, accounting for split-screen.
Parameters:
- out_ViewportSize - out] will be filled in with the width & height of the viewport that owns this screen object
Returns:
- TRUE if the viewport size was successfully retrieved
GetViewportWidth[edit]
Retrieves the width of the viewport this widget uses for rendering.
GetWidgetPathName[edit]
Returns a string representation of this widget's hierarchy. i.e. SomeScene.SomeContainer.SomeWidget
HasActiveStateOfClass[edit]
Determine whether there are any active states of the specified class
Parameters:
- StateClass - the class to search for
- PlayerIndex - the index [into the Engine.GamePlayers array] for the player that generated this call
- StateIndex - if specified, will be set to the index of the last state in the list of active states that has the class specified
Returns:
- TRUE if there is at least one active state of the class specified
Initialize[edit]
Perform all initialization for this widget. Called on all widgets when a scene is opened, once the scene has been completely initialized. For widgets added at runtime, called after the widget has been inserted into its parent's list of children.
Parameters:
- inOwnerScene - the scene to add this widget to.
- inOwner - the container widget that will contain this widget. Will be NULL if the widget is being added to the scene's list of children.
InitializePlayerTracking[edit]
Sets up the focus, input, and any other arrays which contain data that tracked uniquely for each active player. Ensures that the arrays responsible for managing focus chains are synched up with the Engine.GamePlayers array.
InsertChild[edit]
Insert a widget at the specified location
Parameters:
- NewChild - the widget to insert
- InsertIndex - the position to insert the widget. If not specified, the widget is insert at the end of the list
- bRenameExisting - controls what happens if there is another widget in this widget's Children list with the same tag as NewChild. if TRUE, renames the existing widget giving a unique transient name. if FALSE, does not add NewChild to the list and returns FALSE.
Returns:
- the position that that the child was inserted in, or INDEX_NONE if the widget was not inserted
IsActive[edit]
Returns TRUE if this widget has a UIState_Active object in its StateStack
Parameters:
- PlayerIndex - the index of the player to check
IsEnabled[edit]
Returns TRUE if this widget has a UIState_Enabled object in its StateStack
Parameters:
- PlayerIndex - the index of the player to check
- bCheckOwnerChain - by default, the owner chain is checked as well; specify FALSE to override this behavior.
IsFocused[edit]
Returns TRUE if this widget has a UIState_Focused object in its StateStack
Parameters:
- PlayerIndex - the index of the player to check
IsHoldingAlt[edit]
Returns TRUE if the player associated with the specified ControllerId is holding the Alt key
Fixme: doesn't currently respect the value of ControllerId
IsHoldingCtrl[edit]
Returns TRUE if the player associated with the specified ControllerId is holding the Ctrl key
Fixme: doesn't currently respect the value of ControllerId
IsHoldingShift[edit]
Returns TRUE if the player associated with the specified ControllerId is holding the Shift key
Fixme: doesn't currently respect the value of ControllerId
IsInitialized[edit]
Returns whether this screen object has been initialized.
IsNeverFocused[edit]
Getter for bNeverFocus
IsPressed[edit]
Returns TRUE if this widget has a UIState_Pressed object in its StateStack
Parameters:
- PlayerIndex - the index of the player to check
KillFocus[edit]
Deactivates the focused state for this widget.
Parameters:
- Sender - the control that called KillFocus.
- PlayerIndex - the index [into the Engine.GamePlayers array] for the player that generated the focus change.
[edit]
Sets focus to the widget bound to the navigation link for specified direction of the Sender. This function is used for navigation between controls in scenes that support unbound (i.e. any direction) navigation.
Parameters:
- Sender - Control that called NavigateFocus. Possible values are: - if NULL is specified, it indicates that this is the first step in a focus change. The widget will attempt to set focus to its most eligible child widget. If there are no eligible child widgets, this widget will enter the focused state and start propagating the focus chain back up through the Owner chain by calling SetFocus on its Owner widget. - if Sender is the widget's owner, it indicates that we are in the middle of a focus change. Everything else proceeds the same as if the value for Sender was NULL. - if Sender is a child of this widget, it indicates that focus has been successfully changed, and the focus is now being propagated upwards. This widget will now enter the focused state and continue propagating the focus chain upwards through the owner chain.
- Direction - the direction to navigate focus.
- PlayerIndex - the index [into the Engine.GamePlayers array] for the player that generated the focus change.
Returns:
- TRUE if the next child widget in the navigation network for the specified direction successfully received focus.
NextControl[edit]
Sets focus to the next control in the tab order (relative to Sender) for widget. If Sender is the last control in the tab order, propagates the call upwards to this widget's parent widget.
Parameters:
- Sender - the widget to use as the base for determining which control to focus next
- PlayerIndex - the index [into the Engine.GamePlayers array] for the player that generated the focus change.
Returns:
- TRUE if we successfully set focus to the next control in tab order. FALSE if Sender was the last eligible child of this widget or we couldn't otherwise set focus to another control.
OverrideLastFocusedControl[edit]
Manually sets the last focused control for this widget; only necessary in cases where a particular child should be given focus but this widget (me) doesn't currently have focus. Setting the last focused control to the ChildToFocus will make it so that ChildToFocus is given focus the next time this widget does.
PixelToCanvas[edit]
Transforms a 2D screen coordinate into this widget's local space in canvas coordinates. In other words, converts a screen point into what that point would be on this widget if this widget wasn't rotated.
Parameters:
- PixelPosition - the position of the 2D point; a value from 0 - size of the viewport.
Returns:
- a 2D screen coordinate corresponding to where PixelPosition would be if this widget was not rotated.
PixelToScreen[edit]
Transforms a vector from pixel (viewport pixels) space into screen (D3D device) space
Parameters:
- PixelPosition - a vector representing a location in viewport pixel space
Returns:
- a vector representing that location in screen space.
PrevControl[edit]
Sets focus to the previous control in the tab order (relative to Sender) for widget. If Sender is the first control in the tab order, propagates the call upwards to this widget's parent widget.
Parameters:
- Sender - the widget to use as the base for determining which control to focus next
- PlayerIndex - the index [into the Engine.GamePlayers array] for the player that generated the focus change.
Returns:
- TRUE if we successfully set focus to the previous control in tab order. FALSE if Sender was the first eligible child of this widget or we couldn't otherwise set focus to another control.
Project[edit]
Converts a coordinate from this widget's local space (that is, tranformed by the widget's rotation) into a 2D viewport location, in pixels.
Parameters:
- CanvasPosition - a vector representing a location in widget local space.
Returns:
- a coordinate representing a point on the screen in pixel space
[edit]
Immediately rebuilds the navigation links between the children of this screen object and recalculates the child that should be the first & last focused control.
RemoveChild[edit]
Remove an existing child widget from this widget's children
Parameters:
- ExistingChild - the widget to remove
- ExclusionSet - used to indicate that multiple widgets are being removed in one batch; useful for preventing references between the widgets being removed from being severed.
Returns:
- TRUE if the child was successfully removed from the list, or if the child was not contained by this widget FALSE if the child could not be removed from this widget's child list.
Note: noexport because non-const optional arrays aren't exported correctly by the script compiler.
RemoveChildren[edit]
Removes a group of children from this widget's Children array. All removal notifications are delayed until all children have been removed; useful for removing a group of child widgets without destroying the references between them.
Parameters:
- ChildrenToRemove - the list of child widgets to remove
Returns:
- a list of children that could not be removed; if the return array is emtpy, all children were successfully removed.
RemovePlayerData[edit]
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
ReplaceChild[edit]
Replace an existing child widget with the specified widget.
Parameters:
- ExistingChild - the widget to remove
- NewChild - the widget to replace ExistingChild with
Returns:
- TRUE if the ExistingChild was successfully replaced with the specified NewChild; FALSE otherwise.
RequestFormattingUpdate[edit]
Flag the scene to refresh all string formatting at the beginning of the next tick.
RequestPrimitiveReview[edit]
Notifies the owning UIScene that the primitive usage in this scene has changed and sets flags in the scene to indicate that 3D primitives have been added or removed.
Parameters:
- bReinitializePrimitives - specify TRUE to have the scene detach all primitives and reinitialize the primitives for the widgets which have them. Normally TRUE if we have ADDED a new child to the scene which supports primitives.
- bReviewPrimitiveUsage - specify TRUE to have the scene re-evaluate whether its bUsesPrimitives flag should be set. Normally TRUE if a child which supports primitives has been REMOVED.
RequestSceneUpdate[edit]
Tell the scene that it needs to be udpated
Parameters:
- bDockingStackChanged - if TRUE, the scene will rebuild its DockingStack at the beginning the next frame
- bPositionsChanged - if TRUE, the scene will update the positions for all its widgets at the beginning of the next frame
- bNavLinksOutdated - if TRUE, the scene will update the navigation links for all widgets at the beginning of the next frame
- bWidgetStylesChanged - if TRUE, the scene will refresh the widgets reapplying their current styles
ScreenToCanvas[edit]
Transforms a vector from screen (D3D device space) space into canvas (widget local) space
Parameters:
- ScreenPosition - a vector representing a location in screen space.
Returns:
- a vector representing that location in screen space.
ScreenToPixel[edit]
Transforms a vector from screen (D3D device space) into pixel (viewport pixels) space.
Parameters:
- ScreenPosition - a vector representing a location in device space
Returns:
- a vector representing that location in pixel space.
SetEnabled[edit]
Attempts to set the object to the enabled/disabled state specified.
Parameters:
- bEnabled - Whether to enable or disable the widget.
- PlayerIndex - Player index to set the state for.
Returns:
- TRUE if the operation was successful, FALSE otherwise.
SetFocus[edit]
Activates the focused state for this widget and sets it to be the focused control of its parent (if applicable)
Parameters:
- Sender - Control that called SetFocus. Possible values are: - if NULL is specified, it indicates that this is the first step in a focus change. The widget will attempt to set focus to its most eligible child widget. If there are no eligible child widgets, this widget will enter the focused state and start propagating the focus chain back up through the Owner chain by calling SetFocus on its Owner widget. - if Sender is the widget's owner, it indicates that we are in the middle of a focus change. Everything else proceeds the same as if the value for Sender was NULL. - if Sender is a child of this widget, it indicates that focus has been successfully changed, and the focus is now being propagated upwards. This widget will now enter the focused state and continue propagating the focus chain upwards through the owner chain.
- PlayerIndex - the index [into the Engine.GamePlayers array] for the player that generated the focus change.
SetFocusToChild[edit]
Sets focus to the specified child of this widget.
Parameters:
- ChildToFocus - the child to set focus to. If not specified, attempts to set focus to the most elibible child, as determined by navigation links and FocusPropagation values.
- PlayerIndex - the index [into the Engine.GamePlayers array] for the player that generated the focus change.
SetPosition[edit]
Changes this widget's position to the specified value for the specified face.
Parameters:
- NewValue - the new value (in pixels or percentage) to use
- Face - indicates which face to change the position for
- InputType - indicates the format of the input value EVALPOS_None: NewValue will be considered to be in whichever format is configured as the ScaleType for the specified face EVALPOS_PercentageOwner: EVALPOS_PercentageScene: EVALPOS_PercentageViewport: Indicates that NewValue is a value between 0.0 and 1.0, which represents the percentage of the corresponding base's actual size. EVALPOS_PixelOwner EVALPOS_PixelScene EVALPOS_PixelViewport Indicates that NewValue is an actual pixel value, relative to the corresponding base.
- bZeroOrigin - FALSE indicates that the value specified includes the origin offset of the viewport.