UE3:UILabel (UT3): Difference between revisions
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{{code|function '''OnSetLabelText''' ({{cl|UIAction_SetLabelText}} '''Action''')}} | {{code|function '''OnSetLabelText''' ({{cl|UIAction_SetLabelText}} '''Action''')}} | ||
Handler for SetLabelText action. | |||
====SetArrayValue==== | ====SetArrayValue==== | ||
{{code|final function '''SetArrayValue''' ([[array]]<[[string]]> '''ValueArray''')}} | {{code|final function '''SetArrayValue''' ([[array]]<[[string]]> '''ValueArray''')}} | ||
=== | ==Unrealscript Example== | ||
<uscript> | |||
event PostInitialize() | |||
{ | |||
super.PostInitialize(); | |||
//finds widgets in scene and links them to a variable | |||
AmmoCount = UILabel(FindChild('lblAmmo', true)); | |||
//Outputs to log widget name that was loaded to Ammocount Variable | |||
`log("Widget AmmoCount " $ AmmoCount); | |||
if (AmmoCount !=none) | |||
{ | |||
//calls function with string value to be displayed in UIlabel | |||
DisplayAmmo("999/99"); | |||
} | |||
} | |||
function DisplayAmmo(string NewText) | |||
{ | |||
local string CurrentValue; | |||
`log("SETTING DISPLAY AMMO"); | |||
//sets string value passed by function | |||
AmmoCount.SetValue(NewText); | |||
//Verifies correct string was sent to UILabel | |||
CurrentValue = AmmoCount.GetValue(); | |||
`log("lblAmmo Current Value " $ CurrentValue); | |||
//WIP: The UIlabel doesn't yet update onscreen but the text value has been set as verified by the GetValue(); function which retrieves the UILabel's current value. | |||
} | |||
</uscript> |
Latest revision as of 05:51, 25 February 2009
Object >> UIRoot >> UIScreenObject >> UIObject >> UILabel |
- Package:
- Engine
- Implemented interfaces:
- UIDataStoreSubscriber, UIStringRenderer
- Direct subclass:
- UIToolTip
- This class in other games:
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
A simple widget for displaying text in the UI.
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved
Properties
Property group 'Data'
DataSource
Type: UIRoot.UIDataStoreBinding
Modifiers: private
the text that will be rendered by this label
Default value:
Member | Value |
---|---|
MarkupString | "Initial Label Text" |
StringRenderComponent
Type: UIComp_DrawString
Modifiers: editinline, const, noclear
Renders the text displayed by this label
Default value: UIComp_DrawString'LabelStringRenderer'
Property group 'Image'
LabelBackground
Type: UIComp_DrawImage
Modifiers: editinline, const
Optional component for rendering a background image for this UILabel
Default values
Property | Value | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
bSupportsPrimaryStyle | False | ||||||||||
Position |
| ||||||||||
PrimaryStyle |
|
Subobjects
LabelStringRenderer
Class: Engine.UIComp_DrawString
No new values.
WidgetEventComponent
Class: Engine.UIComp_Event
Inherits from: UIObject.WidgetEventComponent
No new values.
Functions
Native functions
ClearBoundDataStores
Specified by: UIDataStoreSubscriber.ClearBoundDataStores
Notifies this subscriber to unbind itself from all bound data stores
GetBoundDataStores
Specified by: UIDataStoreSubscriber.GetBoundDataStores
Retrieves the list of data stores bound by this subscriber.
Parameters:
- out_BoundDataStores - receives the array of data stores that subscriber is bound to.
GetDataStoreBinding
Specified by: UIDataStoreSubscriber.GetDataStoreBinding
Retrieves the markup string corresponding to the data store that this object is bound to.
Parameters:
- BindingIndex - optional parameter for indicating which data store binding is being requested 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.
Returns:
- a datastore markup string which resolves to the datastore field that this object is bound to, in the format: <DataStoreTag:DataFieldTag>
NotifyDataStoreValueUpdated
Specified by: UIDataStoreSubscriber.NotifyDataStoreValueUpdated
Handler for the UIDataStore.OnDataStoreValueUpdated delegate. Used by data stores to indicate that some data provided by the data has changed. Subscribers should use this function to refresh any data store values being displayed with the updated value. notify subscribers when they should refresh their values from this data store.
Parameters:
- SourceDataStore - the data store that generated the refresh notification; useful for subscribers with multiple data store bindings, to tell which data store sent the notification.
- PropertyTag - the tag associated with the data field that was updated; Subscribers can use this tag to determine whether there is any need to refresh their data values.
- SourceProvider - for data stores which contain nested providers, the provider that contains the data which changed.
- ArrayIndex - for collection fields, indicates which element was changed. value of INDEX_NONE indicates not an array or that the entire array was updated.
RefreshSubscriberValue
Specified by: UIDataStoreSubscriber.RefreshSubscriberValue
Resolves this subscriber's data store binding and updates the subscriber with the current value from the data store.
Returns:
- TRUE if this subscriber successfully resolved and applied the updated value.
SetDataStoreBinding
Specified by: UIDataStoreSubscriber.SetDataStoreBinding
Sets the data store binding for this object to the text specified.
Parameters:
- MarkupText - a markup string which resolves to data exposed by a data store. The expected format is: <DataStoreTag:DataFieldTag>
- BindingIndex - optional parameter for indicating which data store binding is being requested 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.
SetTextAlignment
Specified by: UIStringRenderer.SetTextAlignment
Sets the text alignment for the string that the widget is rendering.
Parameters:
- Horizontal - Horizontal alignment to use for text, UIALIGN_MAX means no change.
- Vertical - Vertical alignment to use for text, UIALIGN_MAX means no change.
SetValue
Change the value of this label at runtime.
Parameters:
- NewText - the new text that should be displayed in the label
Other instance functions
GetValue
Retrieve the value of this label
IgnoreMarkup
Changes whether this label's string should process markup
Parameters:
- bShouldIgnoreMarkup - if TRUE, markup will not be processed by this label's string
Note: does not update any existing text contained by the label.
OnGetTextValue
Handler for GetTextValue action.
OnSetLabelText
Handler for SetLabelText action.
SetArrayValue
Unrealscript Example
<uscript> event PostInitialize() {
super.PostInitialize();
//finds widgets in scene and links them to a variable
AmmoCount = UILabel(FindChild('lblAmmo', true));
//Outputs to log widget name that was loaded to Ammocount Variable
`log("Widget AmmoCount " $ AmmoCount);
if (AmmoCount !=none) { //calls function with string value to be displayed in UIlabel DisplayAmmo("999/99"); } }
function DisplayAmmo(string NewText) { local string CurrentValue;
`log("SETTING DISPLAY AMMO"); //sets string value passed by function AmmoCount.SetValue(NewText); //Verifies correct string was sent to UILabel CurrentValue = AmmoCount.GetValue(); `log("lblAmmo Current Value " $ CurrentValue);
//WIP: The UIlabel doesn't yet update onscreen but the text value has been set as verified by the GetValue(); function which retrieves the UILabel's current value.
} </uscript>