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Difference between revisions of "UE3:UTUIFrontEnd SettingsPanels (UT3)"
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− | Copyright 1998- | + | 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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<!-- enter variable description --> | <!-- enter variable description --> | ||
+ | |||
+ | ====bFromMidGameMenu==== | ||
+ | '''Type:''' [[bool]] | ||
+ | |||
+ | '''[[Variables#Modifiers|Modifiers]]:''' transient | ||
+ | |||
+ | Set if this menu was loaded from the mid game menu | ||
====bFullyInitialized==== | ====bFullyInitialized==== | ||
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<!-- enter variable description --> | <!-- enter variable description --> | ||
+ | |||
+ | ====ModSettingsScene==== | ||
+ | '''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==== | ====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. | ||
+ | |||
+ | ====MidGameMenuSetup==== | ||
+ | {{code|function '''MidGameMenuSetup''' ()}} | ||
+ | |||
+ | <!-- enter function description --> | ||
====OnBack==== | ====OnBack==== | ||
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Button bar callback. | Button bar callback. | ||
+ | |||
+ | ====OnButtonBar_ModSettings==== | ||
+ | {{code|function [[bool]] '''OnButtonBar_ModSettings''' ({{cl|UIScreenObject}} '''InButton''', [[int]] '''PlayerIndex''')}} | ||
+ | |||
+ | <!-- enter function description --> | ||
====OnOptionChanged==== | ====OnOptionChanged==== |
Latest revision as of 06:18, 16 August 2009
Object >> UIRoot >> UIScreenObject >> UIScene >> UTUIScene >> UTUIFrontEnd >> UTUIFrontEnd_SettingsPanels |
Contents
- Package:
- UTGame
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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 for when the profile has been modified by something other than the user changing the value of an option.
OnNotifyOptionChanged[edit]
Delegate for when the user changes one of the options an option list.
Functions[edit]
Events[edit]
PostInitialize[edit]
Overrides: UTUIFrontEnd.PostInitialize
PostInitialize event - Sets delegates for the scene.
SceneActivated[edit]
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]
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]
OnBack[edit]
On back handler, saves profile settings.
OnButtonBar_Back[edit]
Button bar callback.
OnButtonBar_ModSettings[edit]
OnOptionChanged[edit]
Handler for the OnOptionChanged delegate of each panel; called when the user changes the value for an option in any panel
OnPageActivated[edit]
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]
Overrides: UTUIFrontEnd.SetupButtonBar
Setup the scene's button bar.