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UE3:UTUIScene_CNewOrContinue (UT3)

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

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

Properties

bIsNewMission

Type: bool

Modifiers: transient


bSelectingChapter

Type: bool

Modifiers: transient


ChapterList

Type: UTSimpleList


ChapterLocked

Type: int

Array size: 5

Modifiers: transient


ChapterPanel

Type: UIPanel


ChapterToLoad

Type: int

Modifiers: transient


DescriptionLabel

Type: UILabel

Modifiers: transient

Reference to the description label for the menu.

Menu

Type: UTSimpleMenu

Modifiers: transient


OptionDescriptions

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>"

OptionsSceneTemplate

Type: string


Default value: "UI_Scenes_Campaign.Scenes.CampOptions"

Subobjects

SceneEventComponent

Class: Engine.UIComp_Event

Inherits from: UTUIFrontEnd.SceneEventComponent

No new values.

Functions

Events

PostInitialize

event PostInitialize ()

Overrides: UTUIFrontEnd.PostInitialize

Post initialize callback.

Other instance functions

GotoOptions

function GotoOptions (bool bNewMission)


HandleInputKey

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

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


JoinOpen

function JoinOpen (UIScene OpenedScene, bool bInitialActivation)


MB_Selection

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


OnButtonBar_Accept

function bool OnButtonBar_Accept (UIScreenObject InButton, int InPlayerIndex)


OnButtonBar_Back

function bool OnButtonBar_Back (UIScreenObject InButton, int InPlayerIndex)

Button bar callbacks - Back Button

OnMenuOptionChanged

function OnMenuOptionChanged (UTSimpleList SourceList, int NewSelectedIndex)

Callback for when the menu option changes.

OptionsOpen

function OptionsOpen (UIScene OpenedScene, bool bInitialActivation)


Scene_Back

function bool Scene_Back ()

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

Setup

function Setup ()


SetupButtonBar

function SetupButtonBar ()

Overrides: UTUIFrontEnd.SetupButtonBar

Sets up the button bar for the scene.