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UE3:UTUIFrontEnd_BindKeysPS3 (UT3)

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UT3 Object >> UIRoot >> UIScreenObject >> UIScene >> UTUIScene >> UTUIFrontEnd >> UTUIFrontEnd_BindKeysPS3
Package: 
UTGame

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Key binding screen for the PS3.

Properties

bCustomMode

Type: bool

Modifiers: transient

Whether or not the user is customizing the entire screen.

bShowCrucialBindWarning

Type: bool

Modifiers: transient

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

ButtonLabels

Type: array<UILabel>

Modifiers: transient


ButtonProfileMappings

Type: array<int>


Default value, index 0: 429

Default value, index 1: 430

Default value, index 2: 431

Default value, index 3: 432

Default value, index 4: 433

Default value, index 5: 434

Default value, index 6: 436

Default value, index 7: 438

Default value, index 8: 435

Default value, index 9: 437

Default value, index 10: 439

Default value, index 11: 440

Default value, index 12: 441

Default value, index 13: 442

Default value, index 14: 443

ButtonStartingValues

Type: array<int>

Modifiers: transient

Starting values for the buttons.

ButtonStartingValuesStorage

Type: array<int>

Modifiers: transient

Starting values after presets are considered so we can determine if a change was actually made for warning message.

CrucialBindValues

Type: array<bool>

Modifiers: transient

List of what binds are crucial or not.

LabelNames

Type: array<name>

Modifiers: transient


LeftStickLabel

Type: UILabel

Modifiers: transient


LeftStickStrings

Type: array<string>

Modifiers: transient

Localized labels for the left and right sticks depending on the current analog stick action.

NonIntrusiveMessageBoxScene

Type: UIScene

Modifiers: transient

Global scene reference for non intrusive message box scene

OptionList

Type: UTUIOptionList

Modifiers: transient

Reference to the option list for this widget

PossiblePresets

Type: array<PS3InputPreset>


Preset1

Type: array<UTProfileSettings.EDigitalButtonActions>


Default value, index 0: DBA_Jump

Default value, index 1: DBA_ToggleMelee

Default value, index 2: DBA_Use

Default value, index 3: DBA_ShowMap

Default value, index 4: DBA_ShowScores

Default value, index 5: DBA_NextWeapon

Default value, index 6: DBA_Fire

Default value, index 7: DBA_BestWeapon

Default value, index 8: DBA_WeaponPicker

Default value, index 9: DBA_AltFire

Default value, index 10: DBA_Jump

Default value, index 11: DBA_TriggerHero

Default value, index 12: DBA_FeignDeath

Default value, index 13: DBA_ShowCommandMenu

Default value, index 14: DBA_ToggleSpeaking

Preset2

Type: array<UTProfileSettings.EDigitalButtonActions>


Default value, index 0: DBA_Jump

Default value, index 1: DBA_ToggleMelee

Default value, index 2: DBA_Use

Default value, index 3: DBA_ShowMap

Default value, index 4: DBA_ShowScores

Default value, index 5: DBA_Fire

Default value, index 6: DBA_NextWeapon

Default value, index 7: DBA_BestWeapon

Default value, index 8: DBA_AltFire

Default value, index 9: DBA_WeaponPicker

Default value, index 10: DBA_Jump

Default value, index 11: DBA_TriggerHero

Default value, index 12: DBA_FeignDeath

Default value, index 13: DBA_ShowCommandMenu

Default value, index 14: DBA_ToggleSpeaking

Preset3

Type: array<UTProfileSettings.EDigitalButtonActions>


Default value, index 0: DBA_Jump

Default value, index 1: DBA_ToggleMelee

Default value, index 2: DBA_Use

Default value, index 3: DBA_ShowMap

Default value, index 4: DBA_ShowScores

Default value, index 5: DBA_Fire

Default value, index 6: DBA_AltFire

Default value, index 7: DBA_BestWeapon

Default value, index 8: DBA_WeaponPicker

Default value, index 9: DBA_NextWeapon

Default value, index 10: DBA_Jump

Default value, index 11: DBA_TriggerHero

Default value, index 12: DBA_FeignDeath

Default value, index 13: DBA_ShowCommandMenu

Default value, index 14: DBA_ToggleSpeaking

PresetList

Type: UTUIOptionList

Modifiers: transient


RightStickLabel

Type: UILabel

Modifiers: transient


RightStickStrings

Type: array<string>

Modifiers: transient


SticksStartingValue

Type: int

Modifiers: transient


SticksStartingValueStorage

Type: int

Modifiers: transient


StringListDataStore

Type: UTUIDataStore_StringList

Modifiers: transient

Reference to the string list datastore.

Subobjects

SceneEventComponent

Class: Engine.UIComp_Event

Inherits from: UTUIFrontEnd.SceneEventComponent

No new values.

Enums

EPossiblePS3Buttons

UTPS3Button_X 
UTPS3Button_Circle 
UTPS3Button_Square 
UTPS3Button_Triangle 
UTPS3Button_Select 
UTPS3Button_R1 
UTPS3Button_R2 
UTPS3Button_R3 
UTPS3Button_L1 
UTPS3Button_L2 
UTPS3Button_L3 
UTPS3Button_DPadUp 
UTPS3Button_DPadDown 
UTPS3Button_DPadLeft 
UTPS3Button_DPadRight 

Structs

PS3InputPreset

PS3 presets

array<UTProfileSettings.EDigitalButtonActions> Buttons 

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

BindingsHaveChanged

function bool BindingsHaveChanged ()

Whether the bindings have changed or not.

CheckForCrucialBindsAndClose

function bool CheckForCrucialBindsAndClose ()

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

CheckForPreset

function CheckForPreset ()

Checks to see if we are in a preset mode. If so, it sets the appropriate variables and displays the preset selector instead of the custom selector.

GetFirstUnboundCrucialBind

function int GetFirstUnboundCrucialBind ()

Returns the index of the first crucial bind not bound. Returns -1 if all is good.

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.

ModeChanged

function ModeChanged ()

Handles visiblity/focus changes depending on which mode we are in.

OnAccept

function OnAccept ()

Callback for when the user wants to save their options.

OnAcceptOptions

function OnAcceptOptions (UIScreenObject InObject, int PlayerIndex)

Delegate for when the user accepts either option or preset list.

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.

OnButtonBar_Accept

function bool OnButtonBar_Accept (UIScreenObject InButton, int PlayerIndex)

Button bar callbacks.

OnButtonBar_Back

function bool OnButtonBar_Back (UIScreenObject InButton, int PlayerIndex)


OnButtonBar_ToggleCustomMode

function bool OnButtonBar_ToggleCustomMode (UIScreenObject InButton, int PlayerIndex)


OnMenu_LoseChanges_Confirm

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

Confirmation for the exit game dialog.

OnOptionList_OptionChanged

function OnOptionList_OptionChanged (UIScreenObject InObject, name OptionName, int PlayerIndex)

Delegate for when the user changes one of the options in this option list.

OnPresetList_OptionChanged

function OnPresetList_OptionChanged (UIScreenObject InObject, name OptionName, int PlayerIndex)

Delegate for when the user changes one of the options in the preset list.

OnSwitchMode_Confirm

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

Confirmation for the switch mode dialog.

OnToggleCustomMode

function OnToggleCustomMode ()

Toggles between preset and custom modes.

SetPresetValues

function SetPresetValues ()

Sets the buttons to the current preset setting

SetupButtonBar

function SetupButtonBar ()

Overrides: UTUIFrontEnd.SetupButtonBar

Callback to setup the buttonbar for this scene.

UpdateButtonLabels

function UpdateButtonLabels ()

Updates the labels for the buttons on the 360 controller diagram.