I'm a doctor, not a mechanic

UE3:UTUITabPage_Mutators (UT3)

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

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

Tab page to let user's select which mutators to use.

Constants[edit]

MANUAL_LIST_REFRESH_DATABINDING_INDEX[edit]

Value: 50


Properties[edit]

AvailableList[edit]

Type: UIList

Modifiers: transient

List of available mutators.

DescriptionLabel[edit]

Type: UILabel

Modifiers: transient

Label describing the currently selected mutator.

EnabledList[edit]

Type: UIList

Modifiers: transient

List of enabled mutators.

LastFocusedList[edit]

Type: UIList

Modifiers: transient

The last list that was focused.

ListBackground_Available[edit]

Type: UIImage

Modifiers: transient


ListBackground_Enabled[edit]

Type: UIImage

Modifiers: transient


MenuDataStore[edit]

Type: UTUIDataStore_MenuItems

Modifiers: transient

Reference to the menu datastore

ShiftLeftImage[edit]

Type: UIImage

Modifiers: transient


ShiftRightImage[edit]

Type: UIImage

Modifiers: transient

Arrow images.

Subobjects[edit]

WidgetEventComponent[edit]

Class: Engine.UIComp_Event

Inherits from: UTTabPage.WidgetEventComponent

No new values.

Delegates[edit]

OnAcceptMutators[edit]

delegate OnAcceptMutators (string InEnabledMutators)

Callback for when the user decides to accept the current set of mutators.

Functions[edit]

Events[edit]

ActivatePage[edit]

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

Overrides: 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

Post initialization event - Setup widget delegates.

Other instance functions[edit]

AddMutatorAndFilterList[edit]

function AddMutatorAndFilterList (int NewMutator)

Attempts to filter the mutator list to ensure that there are no duplicate groups or mutators enabled that can not be enabled.

ApplyGameModeFilter[edit]

function ApplyGameModeFilter ()

Applies the game mode filter to the enabled and available mutator lists.

GetClassNameFromIndex[edit]

function name GetClassNameFromIndex (int MutatorIndex)


GetEnabledMutators[edit]

function string GetEnabledMutators ()

Returns:

Returns the current list of enabled mutators, separated by commas.

HandleInputKey[edit]

function bool HandleInputKey (const out UIRoot.InputEventParameters EventParms)

Overrides: 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.

HandleRefreshSubscriberValue[edit]

function bool HandleRefreshSubscriberValue (UIObject Sender, int BindingIndex)

Called when this widget receives a call to RefreshSubscriberValue.

Parameters:

  • BindingIndex - optional parameter for indicating which data store binding is being refreshed, for those objects which have multiple data store bindings. How this parameter is used is up to the class which implements this interface, but typically the "primary" data store will be index 0, while values greater than FIRST_DEFAULT_DATABINDING_INDEX correspond to tooltips and context menus.

Returns:

TRUE to indicate that this widget is going to refresh its value manually.

IsCurrentMutatorConfigurable[edit]

function bool IsCurrentMutatorConfigurable ()

Returns:

Returns whether or not the current mutator is configurable.

OnAvailableList_SubmitSelection[edit]

function OnAvailableList_SubmitSelection (UIList Sender, optional int PlayerIndex)

Callback for when the user submits the selection on the available list.

OnAvailableList_ValueChanged[edit]

function OnAvailableList_ValueChanged (UIObject Sender, int PlayerIndex)

Callback for when the user selects a new item in the available list.

OnButtonBar_AddMutator[edit]

function bool OnButtonBar_AddMutator (UIScreenObject InButton, int PlayerIndex)


OnButtonBar_ClearMutators[edit]

function bool OnButtonBar_ClearMutators (UIScreenObject InButton, int PlayerIndex)


OnButtonBar_ConfigureMutator[edit]

function bool OnButtonBar_ConfigureMutator (UIScreenObject InButton, int PlayerIndex)

Buttonbar Callbacks.

OnButtonBar_Next[edit]

function bool OnButtonBar_Next (UIScreenObject InButton, int PlayerIndex)


OnButtonBar_RemoveMutator[edit]

function bool OnButtonBar_RemoveMutator (UIScreenObject InButton, int PlayerIndex)


OnClearMutators[edit]

function OnClearMutators ()

Clears the enabled mutator list.

OnConfigureMutator[edit]

function OnConfigureMutator ()

Loads the configuration scene for the currently selected mutator.

OnEnabledList_SubmitSelection[edit]

function OnEnabledList_SubmitSelection (UIList Sender, optional int PlayerIndex)

Callback for when the user submits the selection on the enabled list.

OnEnabledList_ValueChanged[edit]

function OnEnabledList_ValueChanged (UIObject Sender, int PlayerIndex)

Callback for when the user selects a new item in the enabled list.

OnList_NotifyActiveStateChanged[edit]

function OnList_NotifyActiveStateChanged (UIScreenObject Sender, int PlayerIndex, UIState NewlyActiveState, optional UIState PreviouslyActiveState)

Callback for when the object's active state changes.

OnMoveMutator[edit]

function OnMoveMutator (bool bAddMutator)

Callback for when the user tries to move a mutator from one list to another.

OnMutatorList_RawInputKey[edit]

function bool OnMutatorList_RawInputKey (const out UIRoot.InputEventParameters EventParms)

Callback for the mutator lists, captures the accept button before the mutators get to it.

OnMutatorListChanged[edit]

function OnMutatorListChanged ()

Repopulate the lists; called whenever items are added or removed to one of the lists.

OnNext[edit]

function OnNext ()

The user has finished setting up their mutators and wants to continue on.

OnSelectedMutatorChanged[edit]

function OnSelectedMutatorChanged ()

Updates widgets when the currently selected mutator changes.

SetMutatorEnabled[edit]

function SetMutatorEnabled (int MutatorId, bool bEnabled)

Modifies the enabled mutator array to enable/disable a mutator.

SetupButtonBar[edit]

function SetupButtonBar (UTUIButtonBar ButtonBar)

Overrides: UTTabPage.SetupButtonBar

Sets up the button bar for the parent scene.

UpdateDescriptionLabel[edit]

function UpdateDescriptionLabel ()

Updates the description label.