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UE3:UTUIScene instance functions (UT3)

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UT3 Object >> UIRoot >> UIScreenObject >> UIScene >> UTUIScene (instance functions)

;Other member categories for this class::constants

Instance functions

AnimEnd

function AnimEnd (UIObject AnimTarget, int AnimIndex, UIAnimationSeq AnimSeq)

Overrides: UIScene.AnimEnd

Called when an animation on this scene has finished.

BeginHideAnimation

function bool BeginHideAnimation (bool bClosingScene)

Starts the exit animation for the scene.

Returns:

TRUE if there's animation for this scene, FALSE otherwise.

BeginShowAnimation

function bool BeginShowAnimation (bool bInitialActivation, bool bBypassAnimation)

Starts the show animation for the scene.

Parameters:

  • bInitialActivation - TRUE if the scene is being opened; FALSE if the another scene was closed causing this one to become the topmost scene.
  • bBypassAnimation - TRUE to force all animations to their last frame, effectively bypassing animations. This can be necessary for e.g. scenes which start out off-screen or something.

Returns:

TRUE if there's animation for this scene, FALSE otherwise.

CheckCommunicationPrivilegeAndError

function bool CheckCommunicationPrivilegeAndError (int ControllerId, optional string AlternateTitle, optional string AlternateMessage)

Returns:

Checks to see if the specified player can play online games, if not an error message is shown and FALSE is returned.

CheckContentPrivilegeAndError

function bool CheckContentPrivilegeAndError (int ControllerId, optional string AlternateTitle, optional string AlternateMessage)

Returns:

Checks to see if the specified player can play online games, if not an error message is shown and FALSE is returned.

CheckLinkConnectionAndError

function bool CheckLinkConnectionAndError (optional string AlternateTitle, optional string AlternateMessage)

Returns:

Checks to see if the platform is currently connected to a network.

CheckLoginAndError

function bool CheckLoginAndError (int ControllerId, optional bool bMustBeLoggedInOnline, optional string AlternateTitle, optional string AlternateMessage)

Returns:

Checks to see if the specified player is logged in, if not an error message is shown and FALSE is returned.

CheckNatTypeAndDisplayError

function bool CheckNatTypeAndDisplayError (int ControllerId, optional string AlternateTitle, optional string AlternateMessage)

Verifies that the player's NAT configuration allows them to host matches, and displays an error message if not.

CheckOnlinePrivilegeAndError

function bool CheckOnlinePrivilegeAndError (int ControllerId, optional string AlternateTitle, optional string AlternateMessage)

Returns:

Checks to see if the specified player can play online games, if not an error message is shown and FALSE is returned.

CloseScene

function bool CloseScene (UIScene SceneToClose, bool bSkipKismetNotify, bool bSkipAnimation)

Overrides: UIScene.CloseScene

Closes a UI Scene given a reference to an previously open scene.

Parameters:

  • SceneToClose - Scene that we want to close.
  • bSkipKismetNotify - Whether or not to close the kismet notify for the scene.
  • bSkipAnimation - Whether or not to skip the close animation for this scene.

ConditionallyCheckNumControllers

function bool ConditionallyCheckNumControllers ()

Returns:

Checks for 2 controllers plugged in and displays a message if the user cannot play splitscreen, returns TRUE if the game can begin, returns FALSE otherwise.

ConditionallyStartSplitscreen

function ConditionallyStartSplitscreen ()

Checks to see if we should be playing splitscreen or not, if so, creates a 2nd local player.

ConsoleCommand

final function ConsoleCommand (string Cmd, optional bool bWriteToLog)

Executes a console command.

Parameters:

  • string - Cmd Command to execute.

DisplayMessageBox

function UTUIScene_MessageBox DisplayMessageBox (string Message, optional string Title)

Displays a very simple OK message box with the specified message and title.

Parameters:

  • Message - Message markup for the messagebox
  • Title - Title markup for the messagebox

Returns:

Returns a reference to the message box scene that was displayed.

FinishCloseScene

function FinishCloseScene (UIScene SceneToClose, bool bSkipAnimations, bool bSkipKismetNotify)

Closes a UI Scene given a reference to an previously open scene.

Parameters:

  • SceneToClose - Scene that we want to close.

FinishOpenScene

function UIScene FinishOpenScene (UIScene SceneToOpen, bool bSkipAnimation, bool bSkipKismetNotify)

Finishes opening a scene, usually called when a hide animation has ended.

Parameters:

  • SceneToOpen - the scene to open
  • bSkipAnimation - specify TRUE to bypass the scene's opening animation
  • bSkipKismetNotify - specify TRUE to prevent the 'OpeningMenu' level event from being activated.

Returns:

reference to the UIScene instance that was opened.

GenerateDemoFileName

function string GenerateDemoFileName ()

Returns:

Returns Returns a unique demo filename.

GetBotTeamNameFromIndex

function name GetBotTeamNameFromIndex (EUTBotTeam TeamIndex)

Returns:

string Returns a bot faction name given its enum.

GetCommonOptionsURL

function string GetCommonOptionsURL ()

Returns:

Generates a set of URL options common to both instant action and host game.

GetInputBoxScene

function UTUIScene_InputBox GetInputBoxScene ()

Returns:

Opens the input box scene and returns a reference to it.

GetMessageBoxScene

function UTUIScene_MessageBox GetMessageBoxScene (optional UIScene SceneReference)

Returns:

Opens the message box scene and returns a reference to it.

GetPlayerControllerId

function int GetPlayerControllerId (int PlayerIndex)

Returns:

Returns the controller id of a player given its player index.

GetPlayerIndex

function int GetPlayerIndex ()

Returns:

Returns the player index of the player owner for this scene.

GetPlayerName

function string GetPlayerName (int PlayerIndex)

Returns:

Returns the name of the specified player if they have an alias or are logged in, or "DefaultPlayer" otherwise.

GetPlayerProfile

function UTProfileSettings GetPlayerProfile (optional int PlayerIndex)

Returns the Player Profile for a given player index.

Parameters:

  • PlayerIndex - The player who's profile you require

Returns:

the profile precast to UTProfileSettings

GetPlayerProfileFromPC

function UTProfileSettings GetPlayerProfileFromPC (PlayerController PC)

Returns the Player Profile for a given player index.

Parameters:

  • PC - The PlayerContorller of the profile you require.

Returns:

the profile precast to UTProfileSettings

GetUTInteraction

function UTGameInteraction GetUTInteraction ()

Returns:

Return a reference to the UT specific version of the UI interaction.

NotifyChildGameSessionEnded

function NotifyChildGameSessionEnded (UIObject Child)


NotifyGameSessionEnded

function NotifyGameSessionEnded ()

Overrides: UIScene.NotifyGameSessionEnded

Called when the current map is being unloaded. Cleans up any references which would prevent garbage collection.

OnCurrentScene_HideAnimationEnded

function OnCurrentScene_HideAnimationEnded ()

Callback for when the current scene's hide animation has completed.

OnLoginError_Confirm

function OnLoginError_Confirm (UTUIScene_MessageBox MessageBox, int SelectedItem, int PlayerIndex)

Callback for when the login required box has finished displaying.

OnLoginUI_LoginChange

function OnLoginUI_LoginChange ()

Callback for when the login changes after showing the login UI.

OnLoginUI_LoginFailed

function OnLoginUI_LoginFailed (byte LocalUserNum, OnlineSubsystem.EOnlineServerConnectionStatus ErrorCode)

Delegate used in notifying the UI/game that the manual login failed after showing the login UI.

Parameters:

  • LocalUserNum - the controller number of the associated user
  • ErrorCode - the async error code that occurred

OnPendingCloseScene_HideAnimationEnded

function OnPendingCloseScene_HideAnimationEnded ()

Callback for when the scene we are closing's hide animation has completed.

OpenScene

function UIScene OpenScene (UIScene SceneToOpen, optional bool bSkipAnimation, optional delegate<UIScene.OnSceneActivatedSceneDelegate)

Overrides: UIScene.OpenScene

Opens a UI Scene given a reference to a scene to open.

Parameters:

  • SceneToOpen - Scene that we want to open.
  • bSkipAnimation - specify TRUE to indicate that opening animations should be bypassed.
  • SceneDelegate - if specified, will be called when the scene has finished opening.

OpenSceneByName

function UIScene OpenSceneByName (string SceneToOpen, bool bSkipAnimation, optional delegate<UIScene.OnSceneActivatedSceneDelegate)

Opens a UI Scene given a reference to a scene to open.

Parameters:

  • SceneToOpen - Scene that we want to open.

PlaySound

function PlaySound (SoundCue InSoundCue)

Allows easy access to playing a sound

Parameters:

  • InSoundCue - The Cue to play
  • SoundLocation - Where in the world to play it. Defaults at the Player's position

SavePlayerProfile

function SavePlayerProfile (optional int PlayerIndex)

Saves the profile for the specified player index.

Parameters:

  • PlayerIndex - The player index of the player to save the profile for.

SetupButtonBar

function SetupButtonBar ()

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

ShowLoginUI

function ShowLoginUI (optional bool bOnlineOnly)

Displays the login interface using the online subsystem.

ShowPlayerCard

function UTUIScene_PlayerCard ShowPlayerCard (OnlineSubsystem.UniqueNetId InPlayerId, optional string InPlayerName, optional string InAccountName, optional bool bIncludeKickOption, optional bool bIncludeBanOption)

Shows the player card for the player with the net ID specified.