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UE3:UTScoreboardPanel instance functions (UDK)

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UDK Object >> UIRoot >> UIScreenObject >> UIObject >> UTUI_Widget >> UTDrawPanel >> UTScoreboardPanel (instance functions)
UTScoreboardPanel instance functions in other games:
UT3

Instance functions[edit]

AutoFit[edit]

function float AutoFit (UTGameReplicationInfo GRI, out int FontIndex, out int ClanTagFontIndex, out int MiscFontIndex, out float FontScale, bool bPrimeList)

Figure a way to fit the data. This will probably be specific to each game type

Parameters:

  • GRI - The Game ReplicationIfno
  • FontIndex - The Index to use for the main text
  • ClanTagFontIndex - The Index to use for the Clan Tag
  • MiscFontIndex - The Index to use for the Misc tag
  • FontSCale - The final font scaling factor to use if all else fails
  • bPrimeList - Should only be true the first call. Will build a list of who needs to be checked.

ChangeSelection[edit]

function ChangeSelection (int Ofst)

[ InteractiveMode ]****************************

CheckSelectedPRI[edit]

function CheckSelectedPRI ()


DrawClanTag[edit]

function DrawClanTag (UTPlayerReplicationInfo PRI, float X, out float YPos, int FontIndex, float FontScale)

Draw the player's clan tag.

DrawHighlight[edit]

function DrawHighlight (UTPlayerReplicationInfo PRI, float YPos, float CellHeight, float FontScale)

Draw any highlights. These should render underneath the full width of the cell

DrawMisc[edit]

function DrawMisc (UTPlayerReplicationInfo PRI, float NameOfst, out float YPos, int FontIndex, float FontScale)

Draw any Misc data

DrawPlayerName[edit]

function DrawPlayerName (UTPlayerReplicationInfo PRI, float NameOfst, float NameClipX, out float YPos, int FontIndex, float FontScale, bool bIncludeClan)

Draw the Player's Name

DrawPlayerNum[edit]

simulated function DrawPlayerNum (UTPlayerReplicationInfo PRI, int PIndex, out float YPos, float FontIndex, float FontScale)

Draw's the player's Number (ie "1.")

DrawPRI[edit]

function DrawPRI (int PIndex, UTPlayerReplicationInfo PRI, float CellHeight, int FontIndex, int ClanTagFontIndex, int MiscFontIndex, float FontScale, out float YPos)

Draw an full cell.. Call the functions above.

DrawScore[edit]

function float DrawScore (UTPlayerReplicationInfo PRI, float YPos, int FontIndex, float FontScale)

Draw the Player's Score

DrawScoreHeader[edit]

function DrawScoreHeader ()


DrawString[edit]

function float DrawString (string Text, float XPos, float YPos, int FontIdx, float FontScale)

Our own implementation of DrawString that manages font lookup and scaling

DrawTeamScore[edit]

function DrawTeamScore ()

Default to drawing nothing

GetClanTagStr[edit]

function string GetClanTagStr (UTPlayerReplicationInfo PRI)

Returns the Clan Tag in the PRI

GetHeaderColor[edit]

function Object.LinearColor GetHeaderColor ()

Get the header color

GetLeftMisc[edit]

function string GetLeftMisc (UTPlayerReplicationInfo PRI)

Get the Left Misc string

GetMousePosition[edit]

function Object.Vector GetMousePosition ()


GetPlayerDeaths[edit]

function string GetPlayerDeaths (UTPlayerReplicationInfo PRI)

Returns the # of deaths as a string

GetPlayerNameStr[edit]

function string GetPlayerNameStr (UTPlayerReplicationInfo PRI)

Returns the Player's Name

GetPlayerScore[edit]

function string GetPlayerScore (UTPlayerReplicationInfo PRI)

Returns the score as a string

GetPRIList[edit]

function GetPRIList (UTGameReplicationInfo GRI)

Scan the PRIArray and get any valid PRI's for display

GetRightMisc[edit]

function string GetRightMisc (UTPlayerReplicationInfo PRI)

Get the Right Misc string

GetTimeOnline[edit]

function string GetTimeOnline (UTPlayerReplicationInfo PRI)

Returns the time online as a string

IsValidScoreboardPlayer[edit]

function bool IsValidScoreboardPlayer (UTPlayerReplicationInfo PRI)

Tests a PRI to see if we should display it on the scoreboard

Parameters:

  • PRI - The PRI to test

Returns:

TRUE if we should display it, returns FALSE if we shouldn't

NotifyGameSessionEnded[edit]

function NotifyGameSessionEnded ()

Overrides: UTUI_Widget.NotifyGameSessionEnded


OnNotifyResolutionChanged[edit]

function OnNotifyResolutionChanged (const out Object.Vector2D OldViewportsize, const out Object.Vector2D NewViewportSize)

Whenever there is a resolution change, make sure we recache the font sizes

ProcessInputKey[edit]

function bool ProcessInputKey (const out UIRoot.SubscribedInputEventParameters EventParms)


SelectUnderCursor[edit]

function SelectUnderCursor ()


SetHeaderStrings[edit]

function SetHeaderStrings ()

Sets the header strings using localized values

SizeFonts[edit]

function SizeFonts ()

Precache the sizing of the fonts so we don't have to constant look it up

StrLen[edit]

function StrLen (string Text, out float XL, out float YL, int FontIdx, float FontScale)

Our own version of StrLen that manages font lookup and scaling

UserString[edit]

function string UserString (string Template, UTPlayerReplicationInfo PRI)

Does string replace on the user string for several values