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UE3:UTUIScene_MidGameMenu (UDK)

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Revision as of 11:47, 6 November 2009 by (Talk)

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UDK Object >> UIRoot >> UIScreenObject >> UIScene >> UTUIScene >> UTUIScene_Hud >> UTUIScene_MidGameMenu
Package: 
UTGame
This class in other games:
UT3


Properties

bInitial

Type: bool

Modifiers: transient


bLoading

Type: bool

Modifiers: transient


bNeedsProfileSave

Type: bool

Modifiers: transient


bOkToAutoClose

Type: bool

Modifiers: transient


bReturningToMainMenu

Type: bool

Modifiers: transient


ButtonBar

Type: UTUIButtonBar

Modifiers: transient


bWaitingForReady

Type: bool

Modifiers: transient


LoadingPanel

Type: UIPanel

Modifiers: transient


LoadingRotator

Type: UIImage

Modifiers: transient


MBScene

Type: UTUIScene_MessageBox

Modifiers: transient


TabControl

Type: UTUITabControl

Modifiers: transient


Default values

Property Value
OnInterceptRawInputKey HandleInputKey
bAlwaysRenderScene True
bDisableWorldRendering True
bDisplayCursor True
bRenderParentScenes False
bSaveSceneValuesOnClose False
SceneRenderMode SPLITRENDER_Fullscreen

Subobjects

SceneEventComponent

Class: Engine.UIComp_Event

Inherits from: UTUIScene_Hud.SceneEventComponent

No new values.

Functions

Events

BeginLoading

event BeginLoading ()


EndLoading

event EndLoading ()


PostInitialize

event PostInitialize ()

Overrides: UIScreenObject.PostInitialize

Setup the delegates for the scene and cache all of the various UI Widgets

SceneActivated

event SceneActivated (bool bInitialActivation)

Overrides: UIScene.SceneActivated

(Description copied from UIScene.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.

SceneDeactivated

event SceneDeactivated ()

Overrides: UIScene.SceneDeactivated

Called just after this scene is removed from the active scenes array

Other instance functions

ActivateTab

function ActivateTab (name TabTag)


Back

function Back ()


ButtonBarBack

function bool ButtonBarBack (UIScreenObject InButton, int InPlayerIndex)

Back was selected, exit the menu

Parameters:

  • InButton - The button that selected
  • InPlayerIndex - Index of the local player that made the selection

ButtonBarDisconnect

function bool ButtonBarDisconnect (UIScreenObject InButton, int InPlayerIndex)


ButtonBarExitGame

function bool ButtonBarExitGame (UIScreenObject InButton, int InPlayerIndex)


Disconnect

function Disconnect ()


ForceTabPageReady

function ForceTabPageReady (name TabTag)


HandleInputKey

function bool HandleInputKey (const out UIRoot.InputEventParameters EventParms)


MB_ExitSelection

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


MB_Selection

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


OnPageActivated

function OnPageActivated (UITabControl Sender, UITabPage NewlyActivePage, int PlayerIndex)

Called when a new page is activated.

Parameters:

  • Sender - the tab control that activated the page
  • NewlyActivePage - the page that was just activated
  • PlayerIndex - the index [into the Engine.GamePlayers array] for the player that generated this event.

OnSaveProfileComplete

function OnSaveProfileComplete (byte LocalUserNum, bool bWasSuccessful)

Called when the save has completed the async operation

Parameters:

  • bWasSuccessful - whether the save worked ok or not

ParseScrollback

function string ParseScrollback (const out array<stringScrollback)

Parse the scrollback and create a string out of it

PreRenderCallBack

function PreRenderCallBack ()


Reset

function Reset ()

Reset will set the bWaitingForReady flag and reset the button bar

SaveProfile

function SaveProfile ()

Opens the 'save profile' scene, which takes care of saving the player's profile.

SetupButtonBar

function SetupButtonBar ()

Overrides: UTUIScene.SetupButtonBar

Function that sets up a buttonbar for this scene, automatically routes the call to the currently selected tab of the scene as well.