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UE3:UTUIFrontEnd_BindKeysPC (UT3)

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UT3 Object >> UIRoot >> UIScreenObject >> UIScene >> UTUIScene >> UTUIFrontEnd >> UTUIFrontEnd_BindKeysPC
Package: 
UTGame

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

Key binding screen for the PC.

Properties[edit]

BindingList[edit]

Type: UTUIKeyBindingList

Modifiers: transient

Binding list object, we need to route key presses to this first.

bShowCrucialBindWarning[edit]

Type: bool

Modifiers: transient

Whether to display the crucialbind warning when closing the lose saved data screen.

OldBindings[edit]

Type: array<Input.KeyBind>

Modifiers: transient

Old bindings before making any changes.

Subobjects[edit]

SceneEventComponent[edit]

Class: Engine.UIComp_Event

Inherits from: UTUIFrontEnd.SceneEventComponent

No new values.

Delegates[edit]

MarkDirty[edit]

delegate MarkDirty ()

Delegate to mark the profile as dirty.

Functions[edit]

Events[edit]

PostInitialize[edit]

event PostInitialize ()

Overrides: UTUIFrontEnd.PostInitialize

Post initialize callback.

Other instance functions[edit]

CheckForCrucialBindsAndClose[edit]

function bool CheckForCrucialBindsAndClose ()

Will first check to see if there are any unbound crucial binds and close the scene if not.

HandleInputKey[edit]

function bool HandleInputKey (const out UIRoot.InputEventParameters EventParms)

Overrides: UTUIFrontEnd.HandleInputKey

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.

OnAccept[edit]

function OnAccept ()

Callback for when the user wants to save their options.

OnBack[edit]

function OnBack ()

Callback for when the user wants to exit this screen.

OnBackSceneDeactivated[edit]

function OnBackSceneDeactivated (UIScene DeactivatedScene)

Called when the back dialog is closed.

OnBindingList_AcceptOptions[edit]

function OnBindingList_AcceptOptions (UIScreenObject InObject, int PlayerIndex)

Accept button was pressed on the option list.

OnButtonBar_Accept[edit]

function bool OnButtonBar_Accept (UIScreenObject InButton, int PlayerIndex)

Button bar callbacks.

OnButtonBar_Back[edit]

function bool OnButtonBar_Back (UIScreenObject InButton, int PlayerIndex)


OnButtonBar_ResetToDefaults[edit]

function bool OnButtonBar_ResetToDefaults (UIScreenObject InButton, int PlayerIndex)


OnMenu_LoseChanges_Confirm[edit]

function OnMenu_LoseChanges_Confirm (UTUIScene_MessageBox MessageBox, int SelectedItem, int PlayerIndex)

Confirmation for the exit game dialog.

OnMenu_ResetToDefaults_Confirm[edit]

function OnMenu_ResetToDefaults_Confirm (UTUIScene_MessageBox MessageBox, int SelectedItem, int PlayerIndex)

Confirmation for the exit game dialog.

OnResetToDefaults[edit]

function OnResetToDefaults ()

Callback for when the user wants to reset to the default set of option values.

SetupButtonBar[edit]

function SetupButtonBar ()

Overrides: UTUIFrontEnd.SetupButtonBar

Callback to setup the buttonbar for this scene.