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UE3:UTUITabPage_Scoreboard (UT3)

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Revision as of 07:39, 16 August 2009 by Wormbo (Talk | contribs) (added missing members)

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

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Properties[edit]

AdminContextIdx[edit]

Type: int


Default value: -1

bContextMenuActive[edit]

Type: bool


ButtonBarRef[edit]

Type: UTUIButtonBar


InfoPanel[edit]

Type: UTScoreInfoPanel

Modifiers: transient


KickButtonIdx[edit]

Type: int


KickContextIdx[edit]

Type: int


Default value: -1

Scoreboards[edit]

Type: array<UTScoreboardPanel>

Modifiers: transient


SelectedSB[edit]

Type: int


Subobjects[edit]

WidgetEventComponent[edit]

Class: Engine.UIComp_Event

Inherits from: UTTabPage_MidGame.WidgetEventComponent

No new values.

Functions[edit]

Events[edit]

GetSupportedUIActionKeyNames[edit]

event GetSupportedUIActionKeyNames (out array<nameout_KeyNames)

Overrides: UIScreenObject.GetSupportedUIActionKeyNames

Setup Input subscriptions

PostInitialize[edit]

event PostInitialize ()

Overrides: UIScreenObject.PostInitialize

Called after this screen object's children have been initialized

Other instance functions[edit]

DetailsIsDone[edit]

function DetailsIsDone (UIScene DeactivatedScene)


FindScoreboards[edit]

function FindScoreboards (name PanelTagName)


GetSelectedPRI[edit]

function UTPlayerReplicationInfo GetSelectedPRI ()


GetVoteRI[edit]

final function UTVoteReplicationInfo GetVoteRI ()


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.

InitScoreboardContextMenu[edit]

function bool InitScoreboardContextMenu (UIObject Sender, int PlayerIndex, out UIContextMenu CustomContextMenu)


KickSelectedPlayer[edit]

function KickSelectedPlayer ()


NotifyKickVoteConfirmed[edit]

function NotifyKickVoteConfirmed ()


OnChangeTeam[edit]

function bool OnChangeTeam (UIScreenObject InButton, int InPlayerIndex)


OnDoubleClick[edit]

function OnDoubleClick (UIScreenObject EventObject, int PlayerIndex)

Overrides: UIObject.OnDoubleClick

(Description copied from UIObject.OnDoubleClick)
Called when the widget has received a double-click input event. Not implemented by all widget types.

Parameters:

  • EventObject - Object that issued the event.
  • PlayerIndex - Player that performed the action that issued the event.

OnKickVote[edit]

function bool OnKickVote (UIScreenObject InButton, int InPlayerIndex)


OnNotifyActiveStateChanged[edit]

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

Callback for when the object's active state changes.

OnPlayerDetails[edit]

function bool OnPlayerDetails (UIScreenObject InButton, int InPlayerIndex)


RenderCallBack[edit]

function RenderCallBack ()


ScoreboardContextMenuClose[edit]

function bool ScoreboardContextMenuClose (UIContextMenu ContextMenu, int PlayerIndex)


ScoreboardContextMenuSelect[edit]

function ScoreboardContextMenuSelect (UIContextMenu ContextMenu, int PlayerIndex, int ItemIndex)


SetupButtonBar[edit]

function SetupButtonBar (UTUIButtonBar ButtonBar)

Overrides: UTTabPage.SetupButtonBar

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