I love the smell of UnrealEd crashing in the morning. – tarquin
UE3:UIState (UT3)
Contents
- Package:
- Engine
- Implemented interfaces:
- UIEventContainer
- Direct subclasses:
- UIState_Active, UIState_Disabled, UIState_Enabled, UIState_Focused, UIState_Pressed, UIState_TargetedTab
- 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. |
Modifies the behavior, appearance, available events, or actions for a single widget. Every widget has at last two UIStates - enabled and disabled, but can have as many as necessary. Other common widget states might be focused, active, pressed, dragging (i.e. drag-n-drop), or selected.
Examples of things a UIState may do include replacing the widget's image or changing the appearance of the widget in some other fashion, such as brightening, adding a bevel, etc.
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
Property group 'UIState'[edit]
MouseCursorName[edit]
Type: name
Allows UIStates to specify a particular mouse cursor that should be used while this state is active. Can be overridden by the widget that owns this UIState, and must correspond to a cursor resource name from the active skin's MouseCursorMap.
Default value: 'Arrow'
Internal variables[edit]
DisabledInputActions[edit]
Type: array<UIRoot.InputKeyAction>
Contains the input keys that the designer wants to remove from this state's supported input keys. Only those input actions which are generated from a default input action [declared in a widget class's default properties] need to be in this array. Required to prevent the code that instances default input key actions that were added by the programmer after the designer placed this widget from re-instancing input keys that the designer has removed from this state's list of supported input keys.
PlayerIndexMask[edit]
Type: byte
Modifiers: transient
A bitmask representing the indexes [into the Engine.GamePlayers array] that this state has been activated for. The value is generated by left bitshifting by the index of the player. A value of 1 << 1 indicates that this state was activated by the player at index 1. So value of 3 means that this state is active for the players at indexes 0 and 1.
StackPriority[edit]
Type: byte
Modifiers: transient, const
Controls where the state will be inserted into the owning widget's StateStack array. States with a higher value will always be inserted after states with a lower value.
StateInputActions[edit]
Type: array<UIRoot.InputKeyAction>
The list of input keys (and their associated actions) to activate when this state becomes active. When the state becomes active, any input actions in this list will be added to the widget's input processing event. If the widget does not have a input processing event, one is automatically created. When this state is deactivated, the input actions in this list are removed from the widget's event processor.
StateSequence[edit]
Type: UIStateSequence
Modifiers: instanced, noimport
Contains the events, actions, and variables that are only available while this state is active.
Marked noimport because UUISceneFactoryText uses accessor functions to create the creates sequences for pasted objects, so we don't want to overwrite the value of the pasted widget's StateSequence with the value from the paste text.
Functions[edit]
Native functions[edit]
AddSequenceObject[edit]
Specified by: UIEventContainer.AddSequenceObject
Adds a new SequenceObject to this containers's list of ops
Parameters:
- NewObj - the sequence object to add.
- bRecurse - if TRUE, recursively add any sequence objects attached to this one
Returns:
- TRUE if the object was successfully added to the sequence.
GetUIEvents[edit]
Specified by: UIEventContainer.GetUIEvents
Retrieves the UIEvents contained by this container.
Parameters:
- out_Events - will be filled with the UIEvent instances stored in by this container
- LimitClass - if specified, only events of the specified class (or child class) will be added to the array
IsActiveForPlayer[edit]
Determines whether this state has been activated for the specified player index
Parameters:
- PlayerIndex - the index [into the Engine.GamePlayers array] of the player to check for
Returns:
- TRUE if this state has been activated for the specified player.
RemoveSequenceObject[edit]
Specified by: UIEventContainer.RemoveSequenceObject
Removes the specified SequenceObject from this container's list of ops.
Parameters:
- ObjectToRemove - the sequence object to remove
RemoveSequenceObjects[edit]
Specified by: UIEventContainer.RemoveSequenceObjects
Removes the specified SequenceObjects from this container's list of ops.
Parameters:
- ObjectsToRemove - the objects to remove from this sequence
Events[edit]
ActivateState[edit]
Activate this state for the specified target.
Parameters:
- Target - the widget that is activating this state.
- PlayerIndex - the index [into the Engine.GamePlayers array] for the player that generated this call
Returns:
- TRUE to allow this state to be activated for the specified Target.
DeactivateState[edit]
Deactivate this state for the specified target.
Parameters:
- Target - the widget that is deactivating this state.
- PlayerIndex - the index [into the Engine.GamePlayers array] for the player that generated this call
Returns:
- TRUE to allow this state to be deactivated for the specified Target.
IsStateAllowed[edit]
Allows states currently in a widget's StateStack to prevent the widget from entering a new state. This function is only called for states currently in the widget's StateStack.
Parameters:
- Target - the widget that wants to enter the new state
- NewState - the new state that widget wants to enter
- PlayerIndex - the index [into the Engine.GamePlayers array] for the player that generated this call
Returns:
- TRUE if the widget should be allowed to enter the state specified.
Fixme: splitscreen
IsWidgetClassSupported[edit]
Determines whether this state can be used by the widget class specified. Only used in the UI editor to remove unsupported states from the various controls and menus.
OnActivate[edit]
Notification that Target has made this state its active state.
Parameters:
- Target - the widget that activated this state.
- PlayerIndex - the index [into the Engine.GamePlayers array] for the player that generated this call
- bPushedState - TRUE when this state has just been added to the owning widget's StateStack; FALSE if this state is being activated for additional players in split-screen
OnDeactivate[edit]
Notification that Target has just deactivated this state.
Parameters:
- Target - the widget that deactivated this state.
- PlayerIndex - the index [into the Engine.GamePlayers array] for the player that generated this call
- bPoppedState - TRUE when this state has been removed from the owning widget's StateStack; FALSE if this state is still active for at least one player (i.e. in split-screen)