I'm a doctor, not a mechanic
UE3:UTUIFrontEnd_BindKeysPC (UT3)
Object >> UIRoot >> UIScreenObject >> UIScene >> UTUIScene >> UTUIFrontEnd >> UTUIFrontEnd_BindKeysPC |
Contents
- 1 Properties
- 2 Delegates
- 3 Functions
- 3.1 Events
- 3.2 Other instance functions
- 3.2.1 CheckForCrucialBindsAndClose
- 3.2.2 HandleInputKey
- 3.2.3 OnAccept
- 3.2.4 OnBack
- 3.2.5 OnBackSceneDeactivated
- 3.2.6 OnBindingList_AcceptOptions
- 3.2.7 OnButtonBar_Accept
- 3.2.8 OnButtonBar_Back
- 3.2.9 OnButtonBar_ResetToDefaults
- 3.2.10 OnMenu_LoseChanges_Confirm
- 3.2.11 OnMenu_ResetToDefaults_Confirm
- 3.2.12 OnResetToDefaults
- 3.2.13 SetupButtonBar
- Package:
- UTGame
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. |
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 to mark the profile as dirty.
Functions[edit]
Events[edit]
PostInitialize[edit]
Overrides: UTUIFrontEnd.PostInitialize
Post initialize callback.
Other instance functions[edit]
CheckForCrucialBindsAndClose[edit]
Will first check to see if there are any unbound crucial binds and close the scene if not.
HandleInputKey[edit]
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]
Callback for when the user wants to save their options.
OnBack[edit]
Callback for when the user wants to exit this screen.
OnBackSceneDeactivated[edit]
Called when the back dialog is closed.
OnBindingList_AcceptOptions[edit]
Accept button was pressed on the option list.
OnButtonBar_Accept[edit]
Button bar callbacks.
OnButtonBar_Back[edit]
OnButtonBar_ResetToDefaults[edit]
OnMenu_LoseChanges_Confirm[edit]
Confirmation for the exit game dialog.
OnMenu_ResetToDefaults_Confirm[edit]
Confirmation for the exit game dialog.
OnResetToDefaults[edit]
Callback for when the user wants to reset to the default set of option values.
SetupButtonBar[edit]
Overrides: UTUIFrontEnd.SetupButtonBar
Callback to setup the buttonbar for this scene.