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UE3:UTUIScene_CNewOrContinue (UT3)

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

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

Properties[edit]

bIsNewMission[edit]

Type: bool

Modifiers: transient


bSelectingChapter[edit]

Type: bool

Modifiers: transient


ChapterList[edit]

Type: UTSimpleList


ChapterLocked[edit]

Type: int

Array size: 5

Modifiers: transient


ChapterPanel[edit]

Type: UIPanel


ChapterToLoad[edit]

Type: int

Modifiers: transient


DescriptionLabel[edit]

Type: UILabel

Modifiers: transient

Reference to the description label for the menu.

Menu[edit]

Type: UTSimpleMenu

Modifiers: transient


OptionDescriptions[edit]

Type: array<string>


Default value, index 0: "<Strings:UTGameUI.Campaign.CampaignStartNew_Desc>"

Default value, index 1: "<Strings:UTGameUI.Campaign.CampaignContinue_Desc>"

Default value, index 2: "<Strings:UTGameUI.Campaign.CampaignOnline_Desc>"

Default value, index 3: "<Strings:UTGameUI.Campaign.CampaignChapter_Desc>"

Default value, index 4: "<Strings:UTGameUI.Campaign.CampaignOnlineLan_Desc>"

OptionsSceneTemplate[edit]

Type: string


Default value: "UI_Scenes_Campaign.Scenes.CampOptions"

Subobjects[edit]

SceneEventComponent[edit]

Class: Engine.UIComp_Event

Inherits from: UTUIFrontEnd.SceneEventComponent

No new values.

Functions[edit]

Events[edit]

PostInitialize[edit]

event PostInitialize ()

Overrides: UTUIFrontEnd.PostInitialize

Post initialize callback.

Other instance functions[edit]

GotoOptions[edit]

function GotoOptions (bool bNewMission)


HandleInputKey[edit]

function bool HandleInputKey (const out UIRoot.InputEventParameters EventParms)

Overrides: UTUIFrontEnd.HandleInputKey

(Description copied from 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.

ItemChosen[edit]

function ItemChosen (UTSimpleList SourceList, int SelectedIndex, int PlayerIndex)


JoinOpen[edit]

function JoinOpen (UIScene OpenedScene, bool bInitialActivation)


MB_Selection[edit]

function MB_Selection (UTUIScene_MessageBox MessageBox, int SelectedOption, int PlayerIndex)


OnButtonBar_Accept[edit]

function bool OnButtonBar_Accept (UIScreenObject InButton, int InPlayerIndex)


OnButtonBar_Back[edit]

function bool OnButtonBar_Back (UIScreenObject InButton, int InPlayerIndex)

Button bar callbacks - Back Button

OnMenuOptionChanged[edit]

function OnMenuOptionChanged (UTSimpleList SourceList, int NewSelectedIndex)

Callback for when the menu option changes.

OptionsOpen[edit]

function OptionsOpen (UIScene OpenedScene, bool bInitialActivation)


Scene_Back[edit]

function bool Scene_Back ()

Call when it's time to go back to the previous scene

Setup[edit]

function Setup ()


SetupButtonBar[edit]

function SetupButtonBar ()

Overrides: UTUIFrontEnd.SetupButtonBar

Sets up the button bar for the scene.