UE3:UTUIPanel_MapCycle (UT3)
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
UI scene that allows the user to setup a map cycle.
Constants
MANUAL_LIST_REFRESH_DATABINDING_INDEX
Value: 50
Properties
AvailableList
Type: UIList
Modifiers: transient
List of available maps.
DescriptionLabel
Type: UILabel
Modifiers: transient
Label describing the currently selected map.
EnabledList
Type: UIList
Modifiers: transient
List of enabled maps.
LastFocused
Type: UIList
Modifiers: transient
The last focused UI List.
ListBackground_Available
Type: UIImage
Modifiers: transient
ListBackground_Enabled
Type: UIImage
Modifiers: transient
MenuDataStore
Type: UTUIDataStore_MenuItems
Modifiers: transient
Reference to the menu datastore
NumPlayersLabel
Type: UILabel
Modifiers: transient
Label for the number of players the maps supports.
ShiftDownButton
Type: UIButton
Modifiers: transient
ShiftDownLabel
Type: UILabel
Modifiers: transient
ShiftLeftImage
Type: UIImage
Modifiers: transient
ShiftRightImage
Type: UIImage
Modifiers: transient
Arrow images.
ShiftUpButton
Type: UIButton
Modifiers: transient
Reference to the shift up and down buttons.
ShiftUpLabel
Type: UILabel
Modifiers: transient
Shift up/down label callouts.
Subobjects
WidgetEventComponent
Class: Engine.UIComp_Event
Inherits from: UTTabPage.WidgetEventComponent
No new values.
Delegates
OnMapSelected
Delegate for when the user selects a map on this page.
Functions
Events
PostInitialize
Overrides: UIScreenObject.PostInitialize
Post initialization event - Setup widget delegates.
Other instance functions
GenerateMapCycleList
Converts the current map cycle to a string map names and stores them in the config saved array.
GetCurrentGameMode
GetSelectedMap
Returns:
- Returns the first currently selected map.
HandleInputKey
Overrides: UTTabPage.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.
HandleRefreshSubscriberValue
Called when this widget receives a call to RefreshSubscriberValue.
Parameters:
- BindingIndex - optional parameter for indicating which data store binding is being refreshed, for those objects which have multiple data store bindings. How this parameter is used is up to the class which implements this interface, but typically the "primary" data store will be index 0, while values greater than FIRST_DEFAULT_DATABINDING_INDEX correspond to tooltips and context menus.
Returns:
- TRUE to indicate that this widget is going to refresh its value manually.
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_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.
OnButtonBar_Accept
Buttonbar Callbacks.
OnButtonBar_ClearMaps
OnButtonBar_MoveMap
OnButtonBar_ShiftDown
OnButtonBar_ShiftUp
OnClearMaps
Clears the enabled map list.
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.
OnList_NotifyActiveStateChanged
Callback for when the object's active state changes.
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.
SelectBestList
Selects the best list depending on which list has currently available maps.
SetupButtonBar
Overrides: UTTabPage.SetupButtonBar
Sets up the button bar for the parent scene.
UpdateDescriptionLabel
Updates the description label.