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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

AutoFit

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

function ChangeSelection (int Ofst)

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

CheckSelectedPRI

function CheckSelectedPRI ()


DrawClanTag

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

Draw the player's clan tag.

DrawHighlight

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

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

DrawMisc

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

Draw any Misc data

DrawPlayerName

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

Draw the Player's Name

DrawPlayerNum

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

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

DrawPRI

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

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

Draw the Player's Score

DrawScoreHeader

function DrawScoreHeader ()


DrawString

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

function DrawTeamScore ()

Default to drawing nothing

GetClanTagStr

function string GetClanTagStr (UTPlayerReplicationInfo PRI)

Returns the Clan Tag in the PRI

GetHeaderColor

function Object.LinearColor GetHeaderColor ()

Get the header color

GetLeftMisc

function string GetLeftMisc (UTPlayerReplicationInfo PRI)

Get the Left Misc string

GetMousePosition

function Object.Vector GetMousePosition ()


GetPlayerDeaths

function string GetPlayerDeaths (UTPlayerReplicationInfo PRI)

Returns the # of deaths as a string

GetPlayerNameStr

function string GetPlayerNameStr (UTPlayerReplicationInfo PRI)

Returns the Player's Name

GetPlayerScore

function string GetPlayerScore (UTPlayerReplicationInfo PRI)

Returns the score as a string

GetPRIList

function GetPRIList (UTGameReplicationInfo GRI)

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

GetRightMisc

function string GetRightMisc (UTPlayerReplicationInfo PRI)

Get the Right Misc string

GetTimeOnline

function string GetTimeOnline (UTPlayerReplicationInfo PRI)

Returns the time online as a string

IsValidScoreboardPlayer

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

function NotifyGameSessionEnded ()

Overrides: UTUI_Widget.NotifyGameSessionEnded


OnNotifyResolutionChanged

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

function bool ProcessInputKey (const out UIRoot.SubscribedInputEventParameters EventParms)


SelectUnderCursor

function SelectUnderCursor ()


SetHeaderStrings

function SetHeaderStrings ()

Sets the header strings using localized values

SizeFonts

function SizeFonts ()

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

StrLen

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

function string UserString (string Template, UTPlayerReplicationInfo PRI)

Does string replace on the user string for several values