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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
GenerateMapCycleList
Converts the current map cycle to a string map names and stores them in the config saved array.
GenerateMapCycleListNew
Added for maplist objects.
GetCurrentGameMode
GetCurrentGameModeFull
GrabOptions
HandleInputKey
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
Loads the map cycle for the current game mode and sets up the datastore's lists.
OnAccept
The user has finished setting up their cycle and wants to save changes.
OnAvailableList_NotifyActiveStateChanged
Callback for when the object's active state changes.
OnAvailableList_SubmitSelection
Callback for when the user submits the selection on the available list.
OnAvailableList_ValueChanged
Callback for when the user selects a new item in the available list.
OnBack
The user wants to back out of the map cycle scene.
OnButtonBar_Accept
Buttonbar Callbacks.
OnButtonBar_Back
OnButtonBar_ClearMaps
OnButtonBar_MoveMap
OnButtonBar_ShiftDown
OnButtonBar_ShiftUp
OnClearMaps
Clears the enabled map list.
OnEnabledList_NotifyActiveStateChanged
Callback for when the object's active state changes.
OnEnabledList_SubmitSelection
Callback for when the user submits the selection on the enabled list.
OnEnabledList_ValueChanged
Callback for when the user selects a new item in the enabled list.
OnMapList_RawInputKey
Callback for the map lists, captures the accept button before the lists get to it.
OnMapListChanged
Called whenever one of the map lists changes.
OnMoveMap
Callback for when the user tries to move a map from one list to another.
OnSelectedMapChanged
Updates widgets when the currently selected map changes.
OnShiftMap
Shifts maps up and down in the map cycle.
SaveMapCycle
Transfers the current map cycle in the menu datastore to our array of config saved map cycles for each gamemode.
SetupButtonBar
Overrides: UTUIFrontEnd.SetupButtonBar
Sets up the button bar for the parent scene.
StripOptions
UpdateDescriptionLabel
Updates the description label.