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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

BindingList

Type: UTUIKeyBindingList

Modifiers: transient

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

bShowCrucialBindWarning

Type: bool

Modifiers: transient

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

OldBindings

Type: array<Input.KeyBind>

Modifiers: transient

Old bindings before making any changes.

Subobjects

SceneEventComponent

Class: Engine.UIComp_Event

Inherits from: UTUIFrontEnd.SceneEventComponent

No new values.

Delegates

MarkDirty

delegate MarkDirty ()

Delegate to mark the profile as dirty.

Functions

Events

PostInitialize

event PostInitialize ()

Overrides: UTUIFrontEnd.PostInitialize

Post initialize callback.

Other instance functions

CheckForCrucialBindsAndClose

function bool CheckForCrucialBindsAndClose ()

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

HandleInputKey

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

function OnAccept ()

Callback for when the user wants to save their options.

OnBack

function OnBack ()

Callback for when the user wants to exit this screen.

OnBackSceneDeactivated

function OnBackSceneDeactivated (UIScene DeactivatedScene)

Called when the back dialog is closed.

OnBindingList_AcceptOptions

function OnBindingList_AcceptOptions (UIScreenObject InObject, int PlayerIndex)

Accept button was pressed on the option list.

OnButtonBar_Accept

function bool OnButtonBar_Accept (UIScreenObject InButton, int PlayerIndex)

Button bar callbacks.

OnButtonBar_Back

function bool OnButtonBar_Back (UIScreenObject InButton, int PlayerIndex)


OnButtonBar_ResetToDefaults

function bool OnButtonBar_ResetToDefaults (UIScreenObject InButton, int PlayerIndex)


OnMenu_LoseChanges_Confirm

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

Confirmation for the exit game dialog.

OnMenu_ResetToDefaults_Confirm

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

Confirmation for the exit game dialog.

OnResetToDefaults

function OnResetToDefaults ()

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

SetupButtonBar

function SetupButtonBar ()

Overrides: UTUIFrontEnd.SetupButtonBar

Callback to setup the buttonbar for this scene.