UE3:UTUITabPage_InGame (UDK)

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UDK Object >> UIRoot >> UIScreenObject >> UIObject >> UIContainer >> UITabPage >> UTTabPage >> UTUITabPage_InGame
Package:
UTGame
Implemented interfaces:
UIDataStoreSubscriber
This class in other games:


Properties

bCensor

Type: bool


bEndOfMatch

Type: bool

Modifiers: transient


bShowingRules

Type: bool

Modifiers: transient


bTeamGame

Type: bool

Modifiers: transient


ConsoleTextCnt

Type: int

Modifiers: transient


ConText

Type: UILabel

Modifiers: transient


LocalMapList

Type: array<UTUIDataProvider_MapInfo>

list of local maps - used to get more friendly names when possible

MOTD

Type: UILabel

Modifiers: transient


MOTDText

Type: string

Modifiers: transient


MyButtonBar

Type: UTUIButtonBar

Modifiers: transient


PlayerPanel

Type: UIPanel

Modifiers: transient


RulesButtonIndex

Type: int

Modifiers: transient


Servername

Type: UILabel

Modifiers: transient


TeamScore

Type: UILabel

Array size: 2

Modifiers: transient


Default values

Property Value
OnTick TabTick
bRequiresTick True

Subobjects

WidgetEventComponent

Class: Engine.UIComp_Event

Inherits from: UTTabPage.WidgetEventComponent

No new values.

Functions

Events

ActivatePage

event bool ActivatePage (int PlayerIndex, bool bActivate, optional bool bTakeFocus)

Overrides: UITabPage.ActivatePage

(Description copied from UITabPage.ActivatePage)
Causes this page to become (or no longer be) the tab control's currently active page.

Parameters:

  • PlayerIndex - the index [into the Engine.GamePlayers array] for the player that wishes to activate this page.
  • bActivate - TRUE if this page should become the tab control's active page; FALSE if it is losing the active status.
  • bTakeFocus - specify TRUE to give this panel focus once it's active (only relevant if bActivate = true)

Returns:

TRUE if this page successfully changed its active state; FALSE otherwise.

PostInitialize

event PostInitialize ()

Overrides: UIScreenObject.PostInitialize

Called after this screen object's children have been initialized. While the Initialized event is only called when a widget is initialized for the first time, PostInitialize() will be called every time this widget receives a call to Initialize(), even if the widget was already initialized. Examples would be reparenting a widget.

Other instance functions

CheckGameStatus

function CheckGameStatus ()


GetMapFriendlyName

function string GetMapFriendlyName (string Map)


HandleInputKey

function bool HandleInputKey (const out UIRoot.InputEventParameters EventParms)

Overrides: UTTabPage.HandleInputKey

(Description copied from 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.

OnChangeTeam

function bool OnChangeTeam (UIScreenObject InButton, int InPlayerIndex)


OnMenuItemChosen

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


ParseMutatorList

function string ParseMutatorList (string t)


Reset

function Reset (WorldInfo WI)


RulesButtonClicked

function bool RulesButtonClicked (UIScreenObject EventObject, int PlayerIndex)


SetMessageOfTheDay

function SetMessageOfTheDay ()

Looks up the Message of the Day and sets it

SetupButtonBar

function SetupButtonBar (UTUIButtonBar ButtonBar)

Overrides: UTTabPage.SetupButtonBar

Callback allowing the tabpage to setup the button bar for the current scene.

TabTick

function TabTick (float DeltaTime)

This tab is being ticked