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UE3:UTUITabPage_MidGameSettings (UDK)

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Revision as of 07:50, 17 January 2010 by Wormbo (Talk | contribs) (class was removed)

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UDK Object >> UIRoot >> UIScreenObject >> UIObject >> UIContainer >> UITabPage >> UTTabPage >> UTTabPage_MidGame >> UTUITabPage_MidGameSettings
Package: 
UTGame
Implemented interfaces
UIDataStoreSubscriber
This class in other games:
UT3

Properties[edit]

AmbianceVolumeCue[edit]

Type: SoundCue

Modifiers: transient

Sound cue to play when the user changes the Ambiance volume slider.

AnnouncerVolumeCue[edit]

Type: SoundCue

Modifiers: transient

Sound cue to play when the user changes the Announcer volume slider.

DescriptionLabel[edit]

Type: UILabel


SettingsList[edit]

Type: UTUIOptionList


SFXVolumeCue[edit]

Type: SoundCue

Modifiers: transient

Sound cue to play when the user changes the SFX volume slider.

VoiceVolumeCue[edit]

Type: SoundCue

Modifiers: transient

Sound cue to play when the user changes the Voice volume slider.

Subobjects[edit]

WidgetEventComponent[edit]

Class: Engine.UIComp_Event

Inherits from: UTTabPage_MidGame.WidgetEventComponent

No new values.

Functions[edit]

Events[edit]

PostInitialize[edit]

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[edit]

HandleInputKey[edit]

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.

MarkProfileDirty[edit]

function MarkProfileDirty (optional bool bIsDirty)

Sets a flag in the parent scene which indicates that the profile should be saved before the scene can be closed.

MB_Selection[edit]

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


OnButtonBar_Defaults[edit]

function bool OnButtonBar_Defaults (UIScreenObject InButton, int InPlayerIndex)


OnOptionChanged[edit]

function OnOptionChanged (UIScreenObject InObject, name OptionName, int PlayerIndex)

Delegate for when the user changes one of the options an option list.

OnOptionFocused[edit]

function OnOptionFocused (UIScreenObject InObject, UIDataProvider OptionProvider)


SetupButtonBar[edit]

function SetupButtonBar (UTUIButtonBar ButtonBar)

Overrides: UTTabPage.SetupButtonBar

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