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Difference between revisions of "UE3:UTTabPage (UDK)"

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{{infobox class
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{{UE3:UTTabPage (UT3)}}
| package = UTGame
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| parent1 = UITabPage
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| parent2 = UIContainer
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| parent3 = UIObject
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| parent4 = UIScreenObject
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| parent5 = UIRoot
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| parent6 = Object
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| interface1 = UIDataStoreSubscriber
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}}
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{{autogenerated}}
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<!-- enter class description -->
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==Properties==
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====bRequiresTick====
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'''Type:''' [[bool]]
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If true, this object require tick
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===Subobjects===
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====WidgetEventComponent====
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'''Class:''' {{cl|UIComp_Event|Engine}}
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'''Inherits from:''' {{tl|WidgetEventComponent|UITabPage}}
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''No new values.''
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==Delegates==
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====OnTick====
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{{code|delegate '''OnTick''' ([[float]]&nbsp;'''DeltaTime''')}}
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<!-- enter delegate description -->
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==Instance functions==
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====CloseParentScene====
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{{code|function '''CloseParentScene''' ()}}
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Closes the parent Scene
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====GetButtonBar====
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{{code|function {{cl|UTUIButtonBar}}&nbsp;'''GetButtonBar''' ()}}
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Wrapper for getting a reference to the scene's button bar.
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====HandleInputKey====
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{{code|function [[bool]]&nbsp;'''HandleInputKey''' (const&nbsp;out&nbsp;{{tl|InputEventParameters|UIRoot|structs}}&nbsp;'''EventParms''')}}
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Provides a hook for unrealscript to respond to input using actual input key names (i.e. Left, Tab, etc.)
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Called when an input key event is received which this widget responds to and is in the correct state to process.  The
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keys and states widgets receive input for is managed through the UI editor's key binding dialog (F8).
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This delegate is called BEFORE kismet is given a chance to process the input.
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'''Parameters:'''
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* ''EventParms'' - information about the input event.
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'''Returns:'''
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:TRUE to indicate that this input key was processed; no further processing will occur on this input key event.
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====OnChildRepositioned====
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{{code|function '''OnChildRepositioned''' ({{cl|UIScreenObject}}&nbsp;'''Sender''')}}
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<!-- enter function description -->
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====SetupButtonBar====
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{{code|function '''SetupButtonBar''' ({{cl|UTUIButtonBar}}&nbsp;'''ButtonBar''')}}
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Callback allowing the tabpage to setup the button bar for the current scene.
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Revision as of 06:12, 17 January 2010

UDK Object >> UIRoot >> UIScreenObject >> UIObject >> UIContainer >> UITabPage >> UTTabPage
Package: 
UTGame
Implemented interfaces
UIDataStoreSubscriber
Direct subclasses:
UTTabPage_MidGame, UTUIPanel_SingleMap, UTUITabPage_GameModeSelection, UTUITabPage_MapSelection, UTUITabPage_MOTD, UTUITabPage_Mutators, UTUITabPage_Options, UTUITabPage_ServerBrowser, UTUITabPage_InGame, UTUITabPage_Scoreboard
This class in other games:
UT3

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties

bRequiresTick

Type: bool

If true, this object require tick

Subobjects

WidgetEventComponent

Class: Engine.UIComp_Event

Inherits from: UITabPage.WidgetEventComponent

No new values.

Delegates

OnTick

delegate OnTick (float DeltaTime)

Delegate for when the tab page is ticked.

Instance functions

CloseParentScene

function CloseParentScene ()

Closes the parent Scene

GetButtonBar

function UTUIButtonBar GetButtonBar ()

Wrapper for getting a reference to the scene's button bar.

HandleInputKey

function bool HandleInputKey (const out UIRoot.InputEventParameters EventParms)

Provides a hook for unrealscript to respond to input using actual input key names (i.e. Left, Tab, etc.)

Called when an input key event is received which this widget responds to and is in the correct state to process. The keys and states widgets receive input for is managed through the UI editor's key binding dialog (F8).

This delegate is called BEFORE kismet is given a chance to process the input.

Parameters:

  • EventParms - information about the input event.

Returns:

TRUE to indicate that this input key was processed; no further processing will occur on this input key event.

OnChildRepositioned

function OnChildRepositioned (UIScreenObject Sender)


SetupButtonBar

function SetupButtonBar (UTUIButtonBar ButtonBar)

Callback allowing the tabpage to setup the button bar for the current scene.