I don't need to test my programs. I have an error-correcting modem.

UE3:UTUITabPage_Scoreboard (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 05:24, 17 January 2010 by (Talk)

Jump to: navigation, search
UDK Object >> UIRoot >> UIScreenObject >> UIObject >> UIContainer >> UITabPage >> UTTabPage >> UTUITabPage_Scoreboard
Package: 
UTGame
Implemented interfaces
UIDataStoreSubscriber
This class in other games:
UT3


Properties

InfoPanel

Type: UTScoreInfoPanel

Modifiers: transient


Scoreboards

Type: array<UTScoreboardPanel>

Modifiers: transient


SelectedPI

Type: int


Default value: -1

Subobjects

WidgetEventComponent

Class: Engine.UIComp_Event

Inherits from: UTTabPage.WidgetEventComponent

No new values.

Functions

Events

GetSupportedUIActionKeyNames

event GetSupportedUIActionKeyNames (out array<nameout_KeyNames)

Overrides: UIScreenObject.GetSupportedUIActionKeyNames

Setup Input subscriptions

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

FindScoreboards

function FindScoreboards (name PanelTagName)


GetSelectedPRI

function UTPlayerReplicationInfo GetSelectedPRI ()


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.

NotifyGameSessionEnded

function NotifyGameSessionEnded ()


OnChangeTeam

function bool OnChangeTeam (UIScreenObject InButton, int InPlayerIndex)


OnScoreboardSelectionChange

function OnScoreboardSelectionChange (UTScoreboardPanel TargetScoreboard, UTPlayerReplicationInfo PRI)


RenderCallBack

function RenderCallBack ()


SetupButtonBar

function SetupButtonBar (UTUIButtonBar ButtonBar)

Overrides: UTTabPage.SetupButtonBar

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