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UE3:UTUIFrontEnd_WeaponPreference (UT3)

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

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

UI scene that allows the user to set their weapon preferences.

Properties

Property group 'UTUIFrontEnd_WeaponPreference'

BaseWeaponHeight

Type: float

Weapon scale factor to use in 1024x768

Default value: 256.0

Internal variables

DescriptionLabel

Type: UILabel

Modifiers: transient

Description of the currently selected weapon.

DescriptionScroller

Type: UIScrollFrame

Modifiers: transient

scrollframe which contains the description label - allows the player to read long descriptions

DetailsLabel

Type: UILabel

Modifiers: transient

Label with the name of the currently selected weapon.

MenuDataStore

Type: UTUIDataStore_MenuItems

Modifiers: transient

Reference to the menu datastore

OldPriorities

Type: array<float>

default weapon priorities when entering the scene.

ShiftDownButton

Type: UIButton

Modifiers: transient


ShiftDownLabel

Type: UILabel

Modifiers: transient


ShiftUpButton

Type: UIButton

Modifiers: transient

Reference to the shift up and down buttons.

ShiftUpLabel

Type: UILabel

Modifiers: transient

Shift up/down label callouts.

WeaponClasses

Type: array<class<UTWeapon> >

Modifiers: transient

Weapon classes.

WeaponList

Type: UIList

Modifiers: transient

List of weapons.

WeaponMesh

Type: UTUIMeshWidget

Modifiers: transient

Weapon mesh widget.

Subobjects

SceneEventComponent

Class: Engine.UIComp_Event

Inherits from: UTUIFrontEnd.SceneEventComponent

No new values.

Delegates

MarkDirty

delegate MarkDirty ()


Functions

Native functions

LoadINIDefaults

native function LoadINIDefaults ()

Loads the default weapon priorities from the INI file.

Events

GetWeaponClass

event class<UTWeaponGetWeaponClass (string ClassName)

Gets a priority for a weapon given its classname.

PostInitialize

event PostInitialize ()

Overrides: UTUIFrontEnd.PostInitialize

Post initialize callback.

SceneActivated

event SceneActivated (bool bInitialActivation)

Overrides: UTUIFrontEnd.SceneActivated

Called just after the scene is added to the ActiveScenes array, or when this scene has become the active scene as a result of closing another scene.

Parameters:

  • bInitialActivation - TRUE if this is the first time this scene is being activated; FALSE if this scene has become active as a result of closing another scene or manually moving this scene in the stack.

Other instance functions

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.

InitializeWeaponList

function InitializeWeaponList ()

Initializes the weapon list.

OnAccept

function OnAccept ()

Callback for when the user has accepted their weapon preferences.

OnBack

function OnBack ()

Callback for when the user wants to back out of the scene.

OnButtonBar_Accept

function bool OnButtonBar_Accept (UIScreenObject InButton, int PlayerIndex)


OnButtonBar_Back

function bool OnButtonBar_Back (UIScreenObject InButton, int PlayerIndex)


OnButtonBar_ResetToDefaults

function bool OnButtonBar_ResetToDefaults (UIScreenObject InButton, int PlayerIndex)


OnButtonBar_ShiftDown

function bool OnButtonBar_ShiftDown (UIScreenObject InButton, int PlayerIndex)


OnButtonBar_ShiftUp

function bool OnButtonBar_ShiftUp (UIScreenObject InButton, int PlayerIndex)

Button bar callbacks.

OnResetToDefaults

function OnResetToDefaults ()

Resets the weapon order to its defaults.

OnShiftWeapon

function OnShiftWeapon (bool bShiftUp)

Shifts the currently selected weapon up or down in the weapon preference order.

OnWeaponList_RawInputKey

function bool OnWeaponList_RawInputKey (const out UIRoot.InputEventParameters EventParms)

Callback for the mutator lists, captures the accept button before the mutators get to it.

OnWeaponList_ValueChanged

function OnWeaponList_ValueChanged (UIObject Sender, int PlayerIndex)

Updates the description and preview image for the currently selected weapon when the user changes the currently selected weapon.

SetupButtonBar

function SetupButtonBar ()

Overrides: UTUIFrontEnd.SetupButtonBar

Sets up the button bar for the parent scene.