Gah - a solution with more questions. – EntropicLqd

UE3:UTUITabPage_MidGameSettings (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT3 Object >> UIRoot >> UIScreenObject >> UIObject >> UIContainer >> UITabPage >> UTTabPage >> UTTabPage_MidGame >> UTUITabPage_MidGameSettings
Package: 
UTGame
Implemented interfaces
UIDataStoreSubscriber
This class in other games:
UDK

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

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]

ActivatePage[edit]

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[edit]

event PostInitialize ()

Overrides: UIScreenObject.PostInitialize

Called after this screen object's children have been initialized

Other instance functions[edit]

AdjustSkin[edit]

function AdjustSkin (bool bHudSkin)


AdvancedClosed[edit]

function AdvancedClosed (UIScene DeactivatedScene)


AdvancedOptions[edit]

function AdvancedOptions ()


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.

MB_Selection[edit]

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


OnButtonBar_Advanced[edit]

function bool OnButtonBar_Advanced (UIScreenObject InButton, int InPlayerIndex)


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.