The three virtues of a programmer: Laziness, Impatience, and Hubris. – Larry Wall
UE3:UTUIKeyBindingList (UT3)
Object >> UIRoot >> UIScreenObject >> UIObject >> UTUI_Widget >> UTDrawPanel >> UTUIOptionList >> UTUIKeyBindingList |
Contents
- 1 Properties
- 2 Structs
- 3 Functions
- 3.1 Native functions
- 3.2 Events
- 3.3 Other instance functions
- 3.3.1 AttemptKeyBind
- 3.3.2 BindingsHaveChanged
- 3.3.3 BindKey
- 3.3.4 CancelKeyBind
- 3.3.5 ClickedScrollZone
- 3.3.6 FinishBinding
- 3.3.7 FinishKeyDialog
- 3.3.8 GetFirstUnboundCrucialBind
- 3.3.9 HandleInputKey
- 3.3.10 IsAlreadyBound
- 3.3.11 OnBindDialogSceneDeactivated
- 3.3.12 OnBindKey_InputKey
- 3.3.13 OnBindStompWarning_Closed
- 3.3.14 OnButton_InputKey
- 3.3.15 OnClicked
- 3.3.16 OnMenu_BindOverwrite_Confirm
- 3.3.17 OnStompBindDialogSceneDeactivated
- 3.3.18 ReloadDefaults
- 3.3.19 ScrollVertical
- 3.3.20 SelectNextItem
- 3.3.21 SelectPreviousItem
- 3.3.22 SpawnBindStompWarningMessage
- 3.3.23 UnbindKey
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 1998-2007 Epic Games, Inc. All Rights Reserved.
Keybinding List, exposes a set of UTUIDataProvider_KeyBinding objects to the user so they can bind keys.
Properties[edit]
bCurrentlyBindingKey[edit]
Type: bool
Modifiers: transient
Whether or not we should try to bind the next key.
CrucialBindValues[edit]
Modifiers: transient
List of bools to keep track of crucial binds that must be bound before exiting screen, the length of this array should match the generated objects array.
CurrentBindings[edit]
Modifiers: transient
Current bindings for each of the buttons, the length of this array should match the generated objects array.
CurrentlyBindingObject[edit]
Type: UIObject
Modifiers: transient
Which button we are currently rebinding.
CurrKeyBindData[edit]
Type: BindKeyData
Modifiers: transient
Key bind data to be passed from function to function and into message logic when attempting a key bind.
LocalizedFriendlyNames[edit]
Modifiers: transient
List of friendly label names for the actions being bound to.
MessageBoxReference[edit]
Type: UTUIScene_MessageBox
Modifiers: transient
Reference to the message box scene.
NonIntrusiveMessageBoxScene[edit]
Type: UIScene
Modifiers: transient
Global scene reference for non intrusive message box scene
NumButtons[edit]
Type: int
Modifiers: transient
Number of buttons to display for each key binding.
StoredBindings[edit]
Modifiers: transient
Stored bindings for each of the buttons, the length of this array should match the generated objects array. This array stores the starting values for CurrentBindings so we know if any changes were made.
Subobjects[edit]
WidgetEventComponent[edit]
Class: Engine.UIComp_Event
Inherits from: UTUIOptionList.WidgetEventComponent
No new values.
Structs[edit]
BindKeyData[edit]
Modifiers: native
Structure to store all pertinent data when in the process of binding a key.
- name KeyName
- New key to bind to.
- string Command
- Command to bind to the KeyName
- PlayerInput PInput
- Player input object to bind in.
- name PreviousBinding
- The previous key bound to.
- bool bPromptForDuplicate
- Whether to prompt about duplicate binds or not.
- bool bBindIsPrimary
- Whether the bind is the primary or secondary bind.
Functions[edit]
Native functions[edit]
GetBindKeyFromCommand[edit]
Get the binding key using the command as the key and starting from a specific place in the list.
RefreshBindingLabels[edit]
Refreshes the binding labels for all of the buttons.
RegenerateOptions[edit]
Overrides: UTUIOptionList.RegenerateOptions
Generates widgets for all of the options.
RepositionOptions[edit]
Overrides: UTUIOptionList.RepositionOptions
Repositions all of the visible options.
Events[edit]
GetPlayerInput[edit]
Returns the player input object for the player that owns this widget.
PostInitialize[edit]
Overrides: UTUIOptionList.PostInitialize
Post initialize, binds callbacks for all of the generated options.
Other instance functions[edit]
AttemptKeyBind[edit]
Attempts to bind the specified key to an action. Will prompt user of bind stomping.
BindingsHaveChanged[edit]
Whether any changes have been made to the bindings.
BindKey[edit]
Binds the specified key to an action.
CancelKeyBind[edit]
Cancels out of an attempted bind.
ClickedScrollZone[edit]
Overrides: UTUIOptionList.ClickedScrollZone
Handler for the vertical scrollbar's OnClickedScrollZone delegate. Scrolls the list by a full page (MaxVisibleItems).
Parameters:
- Sender - the scrollbar that was clicked.
- PositionPerc - a value from 0.0 - 1.0, representing the location of the click within the region between the increment and decrement buttons. Values closer to 0.0 means that the user clicked near the decrement button; values closer to 1.0 are nearer the increment button.
- PlayerIndex - Player that performed the action that issued the event.
FinishBinding[edit]
Finishes the binding process by clearing variables and closing the bind key dialog.
FinishKeyDialog[edit]
Closes the key dialog
GetFirstUnboundCrucialBind[edit]
Returns the index in the CrucialBindValues array of the first crucial bind not bound. Returns -1 if all is good.
HandleInputKey[edit]
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.
IsAlreadyBound[edit]
Whether or not a key is already bound to a command.
OnBindDialogSceneDeactivated[edit]
Called when the bind dialog is closed.
OnBindKey_InputKey[edit]
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.
OnBindStompWarning_Closed[edit]
Callback for when the warning for stomping binds dialog has finished closing.
OnButton_InputKey[edit]
Callback for the mutator lists, captures the accept button before the mutators get to it.
OnClicked[edit]
Overrides: UIObject.OnClicked
Callback for all of the options we generated.
OnMenu_BindOverwrite_Confirm[edit]
Confirmation for rebinding of an already bound key message bos.
OnStompBindDialogSceneDeactivated[edit]
Called when the bind dialog is closed.
ReloadDefaults[edit]
Reloads default values from the default INI (PC Only).
ScrollVertical[edit]
Overrides: UTUIOptionList.ScrollVertical
Handler for vertical scrolling activity PositionChange should be a number of nudge values by which the slider was moved
Parameters:
- Sender - the scrollbar that generated the event.
- PositionChange - indicates how many items to scroll the list by
- bPositionMaxed - indicates that the scrollbar's marker has reached its farthest available position, unused in this function
SelectNextItem[edit]
Overrides: UTUIOptionList.SelectNextItem
Selects the next item in the list.
SelectPreviousItem[edit]
Overrides: UTUIOptionList.SelectPreviousItem
Selects the previous item in the list.
SpawnBindStompWarningMessage[edit]
Spawns the message dialog so we can warn the player about stomping a key bind.
UnbindKey[edit]
Unbinds the specified key.