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Difference between revisions of "UE3:UTUIFrontEnd SettingsPanels (UT3)"

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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
  
 
Settings panels scene for UT3.  Actually holds all of the configuration panels.
 
Settings panels scene for UT3.  Actually holds all of the configuration panels.
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====bFromMidGameMenu====
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'''Type:''' [[bool]]
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'''[[Variables#Modifiers|Modifiers]]:''' transient
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Set if this menu was loaded from the mid game menu
  
 
====bFullyInitialized====
 
====bFullyInitialized====
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====ModSettingsScene====
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'''Type:''' [[string]]
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The scene to load when the 'Mod Settings' button is clicked (differs depending upon whether this is the main menu settings or midgame settings)
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'''Default value:''' "UI_Scenes_ChrisBLayout.Scenes.ModSettingsScene"
  
 
====NetworkTab====
 
====NetworkTab====
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'''Returns:'''
 
'''Returns:'''
 
:TRUE to indicate that this input key was processed; no further processing will occur on this input key event.
 
:TRUE to indicate that this input key was processed; no further processing will occur on this input key event.
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====MidGameMenuSetup====
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{{code|function '''MidGameMenuSetup''' ()}}
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====OnBack====
 
====OnBack====
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Button bar callback.
 
Button bar callback.
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====OnButtonBar_ModSettings====
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{{code|function [[bool]]&nbsp;'''OnButtonBar_ModSettings''' ({{cl|UIScreenObject}}&nbsp;'''InButton''', [[int]]&nbsp;'''PlayerIndex''')}}
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<!-- enter function description -->
  
 
====OnOptionChanged====
 
====OnOptionChanged====

Latest revision as of 06:18, 16 August 2009

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

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

Settings panels scene for UT3. Actually holds all of the configuration panels.

Properties[edit]

AudioTab[edit]

Type: UTUITabPage_Options

Modifiers: transient


bFromMidGameMenu[edit]

Type: bool

Modifiers: transient

Set if this menu was loaded from the mid game menu

bFullyInitialized[edit]

Type: bool

Modifiers: transient

Whether or not we have been fully initialized.

HUDTab[edit]

Type: UTUITabPage_Options

Modifiers: transient


InputTab[edit]

Type: UTUITabPage_Options

Modifiers: transient


ModSettingsScene[edit]

Type: string

The scene to load when the 'Mod Settings' button is clicked (differs depending upon whether this is the main menu settings or midgame settings)

Default value: "UI_Scenes_ChrisBLayout.Scenes.ModSettingsScene"

NetworkTab[edit]

Type: UTUITabPage_Options

Modifiers: transient


PlayerTab[edit]

Type: UTUITabPage_Options

Modifiers: transient

References to the tab control and pages.

VideoTab[edit]

Type: UTUITabPage_Options

Modifiers: transient


WeaponsTab[edit]

Type: UTUITabPage_Options

Modifiers: transient


Default values[edit]

Property Value
bSaveSceneValuesOnClose False

Subobjects[edit]

SceneEventComponent[edit]

Class: Engine.UIComp_Event

Inherits from: UTUIFrontEnd.SceneEventComponent

No new values.

Delegates[edit]

OnMarkProfileDirty[edit]

delegate OnMarkProfileDirty (optional bool bDirty)

Delegate for when the profile has been modified by something other than the user changing the value of an option.

OnNotifyOptionChanged[edit]

delegate OnNotifyOptionChanged (UIScreenObject InObject, name OptionName, int PlayerIndex)

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

Functions[edit]

Events[edit]

PostInitialize[edit]

event PostInitialize ()

Overrides: UTUIFrontEnd.PostInitialize

PostInitialize event - Sets delegates for the scene.

SceneActivated[edit]

event SceneActivated (bool bInitialActivation)

Overrides: UTUIFrontEnd.SceneActivated

Scene activation event, always sets focus to current tab page if activating the page for a second time.

Other instance functions[edit]

HandleInputKey[edit]

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.

MidGameMenuSetup[edit]

function MidGameMenuSetup ()


OnBack[edit]

function OnBack ()

On back handler, saves profile settings.

OnButtonBar_Back[edit]

function bool OnButtonBar_Back (UIScreenObject InButton, int PlayerIndex)

Button bar callback.

OnButtonBar_ModSettings[edit]

function bool OnButtonBar_ModSettings (UIScreenObject InButton, int PlayerIndex)


OnOptionChanged[edit]

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

Handler for the OnOptionChanged delegate of each panel; called when the user changes the value for an option in any panel

OnPageActivated[edit]

function OnPageActivated (UITabControl Sender, UITabPage NewlyActivePage, int PlayerIndex)

Overrides: UTUIFrontEnd.OnPageActivated

Handler for the tab control's OnPageActivated delegate. Sets the flag indicating that the player has viewed the network page when the network tab is activated.

Parameters:

  • Sender - the tab control that activated the page
  • NewlyActivePage - the page that was just activated
  • PlayerIndex - the index [into the Engine.GamePlayers array] for the player that generated this event.

SetupButtonBar[edit]

function SetupButtonBar ()

Overrides: UTUIFrontEnd.SetupButtonBar

Setup the scene's button bar.