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UE3:UTUIFrontEnd_MapCycle instance functions (UT3)
Object >> UIRoot >> UIScreenObject >> UIScene >> UTUIScene >> UTUIFrontEnd >> UTUIFrontEnd_MapCycle (instance functions) |
Contents
- 1 Instance functions
- 1.1 GenerateMapCycleList
- 1.2 GenerateMapCycleListNew
- 1.3 GetCurrentGameMode
- 1.4 GetCurrentGameModeFull
- 1.5 GrabOptions
- 1.6 HandleInputKey
- 1.7 LoadMapCycle
- 1.8 OnAccept
- 1.9 OnAvailableList_NotifyActiveStateChanged
- 1.10 OnAvailableList_SubmitSelection
- 1.11 OnAvailableList_ValueChanged
- 1.12 OnBack
- 1.13 OnButtonBar_Accept
- 1.14 OnButtonBar_Back
- 1.15 OnButtonBar_ClearMaps
- 1.16 OnButtonBar_MoveMap
- 1.17 OnButtonBar_ShiftDown
- 1.18 OnButtonBar_ShiftUp
- 1.19 OnClearMaps
- 1.20 OnEnabledList_NotifyActiveStateChanged
- 1.21 OnEnabledList_SubmitSelection
- 1.22 OnEnabledList_ValueChanged
- 1.23 OnMapList_RawInputKey
- 1.24 OnMapListChanged
- 1.25 OnMoveMap
- 1.26 OnSelectedMapChanged
- 1.27 OnShiftMap
- 1.28 SaveMapCycle
- 1.29 SetupButtonBar
- 1.30 StripOptions
- 1.31 UpdateDescriptionLabel
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Instance functions[edit]
GenerateMapCycleList[edit]
Converts the current map cycle to a string map names and stores them in the config saved array.
GenerateMapCycleListNew[edit]
Added for maplist objects.
GetCurrentGameMode[edit]
GetCurrentGameModeFull[edit]
GrabOptions[edit]
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.
LoadMapCycle[edit]
Loads the map cycle for the current game mode and sets up the datastore's lists.
OnAccept[edit]
The user has finished setting up their cycle and wants to save changes.
OnAvailableList_NotifyActiveStateChanged[edit]
Callback for when the object's active state changes.
OnAvailableList_SubmitSelection[edit]
Callback for when the user submits the selection on the available list.
OnAvailableList_ValueChanged[edit]
Callback for when the user selects a new item in the available list.
OnBack[edit]
The user wants to back out of the map cycle scene.
OnButtonBar_Accept[edit]
Buttonbar Callbacks.
OnButtonBar_Back[edit]
OnButtonBar_ClearMaps[edit]
OnButtonBar_MoveMap[edit]
OnButtonBar_ShiftDown[edit]
OnButtonBar_ShiftUp[edit]
OnClearMaps[edit]
Clears the enabled map list.
OnEnabledList_NotifyActiveStateChanged[edit]
Callback for when the object's active state changes.
OnEnabledList_SubmitSelection[edit]
Callback for when the user submits the selection on the enabled list.
OnEnabledList_ValueChanged[edit]
Callback for when the user selects a new item in the enabled list.
OnMapList_RawInputKey[edit]
Callback for the map lists, captures the accept button before the lists get to it.
OnMapListChanged[edit]
Called whenever one of the map lists changes.
OnMoveMap[edit]
Callback for when the user tries to move a map from one list to another.
OnSelectedMapChanged[edit]
Updates widgets when the currently selected map changes.
OnShiftMap[edit]
Shifts maps up and down in the map cycle.
SaveMapCycle[edit]
Transfers the current map cycle in the menu datastore to our array of config saved map cycles for each gamemode.
SetupButtonBar[edit]
Overrides: UTUIFrontEnd.SetupButtonBar
Sets up the button bar for the parent scene.
StripOptions[edit]
UpdateDescriptionLabel[edit]
Updates the description label.