Legacy:GUIController: Difference between revisions
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Replaced content with '<uscript> event TempFunction(string GameRes) { GameResolution = GameRes; return true; } </uscript>' |
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< | {{classbox| [[Legacy:UT2003|UT2003]] :: [[Legacy:Object|Object]] >> [[Legacy:Interactions|Interactions]] >> [[Legacy:Interaction|Interaction]] >> [[Legacy:BaseGUIController|BaseGUIController]] >> GUIController (Package: XInterface)}} | ||
event | |||
The GUIController contains a simple first-in, last-out menu stack. You have three things you can do: | |||
* '''Open a menu''' – adds the menu to the top of the stack. | |||
* '''Replace a menu''' – replaces the current menu with the new menu. | |||
* '''Close a menu''' – returns you to the last menu on the stack. | |||
< | |||
The GUIController is the [[Legacy:GUI|GUI]] system's only interface to the world of [[Legacy:Actor|Actor]]s. | |||
A similar [[Legacy:UT|UT]] class would probably be the [[Legacy:WindowConsole|WindowConsole]], although the UWindow system in UT is more like a console extension while UT2003's GUIController and [[Legacy:Console|Console]] are both [[Legacy:Interaction|Interaction]]s without being a subclass of eachother. | |||
==Properties== | |||
; [[Legacy:GUIComponent|GUIComponent]] ActiveControl : Which control is currently active. | |||
; [[Legacy:GUIPage|GUIPage]] ActivePage : Points to the currently active page. | |||
; bool AltPressed : Alt key is being held. | |||
; array<string> AutoLoad (config) : Any menu classes in here will be automatically loaded. | |||
; bool bCurMenuInitialized : Has the current Menu Finished initialization. | |||
; bool bDesignMode : Are we in design mode. | |||
; bool bForceMouseCheck : | |||
; bool bHighlightCurrent : Highlight the current control being edited. | |||
; bool bIgnoreNextRelease : Used to make sure discard errant releases. | |||
; bool bIgnoreUntilPress : | |||
; bool bModAuthor (config) : Enables interactive GUI design mode. See above for details. | |||
; float ButtonRepeatDelay : The amount of delay for faking button repeats. | |||
; sound ClickSound : | |||
; bool CtrlPressed : Ctrl key is being held. | |||
; float CursorFade : How visible is the cursor. | |||
; int CursorStep : Are we fading in or out. | |||
; float DblClickWindow : How long do you have for a double click. | |||
; sound DownSound : | |||
; sound EditSound : | |||
; float FastCursorFade : How visible is the cursor. | |||
; int FastCursorStep : Are we fading in or out. | |||
; [[Legacy:GUIComponent|GUIComponent]] FocusedControl : Top most Focused control. | |||
; array<[[Legacy:GUIFont|GUIFont]]> FontStack (editinline) : Holds all the possible fonts. | |||
; string GameResolution : | |||
; float LastClickTime : When did the last click occur. | |||
; int LastClickX<br />int LastClickY : Who was the active component | |||
; float LastMouseX : | |||
; float LastMouseY : | |||
; bool MainNotWanted : Set to true if you don't want main to appear. | |||
; float MenuMouseSens (config) : | |||
; array<[[Legacy:GUIPage|GUIPage]]> MenuStack (editinline, export) : Holds the stack of menus. | |||
; Array<vector> MouseCursorOffset (editinline) : Only X,Y used, between 0 and 1. 'Hot Spot' of cursor material. | |||
; Array<[[Legacy:Material|Material]]> MouseCursors (editinline) : Holds a list of all possible mouse coursers. | |||
; sound MouseOverSound : | |||
; float MouseX<br />float MouseY : Where is the mouse currently located. | |||
; [[Legacy:GUIComponent|GUIComponent]] MoveControl : Used for visual design. | |||
; array<[[Legacy:GUIPage|GUIPage]]> PersistentStack : Holds the set of pages which are persistent across close/open. | |||
; float RepeatDelta : Data var | |||
; byte RepeatKey : Used to determine what should repeat. | |||
; float RepeatTime : How long until the next repeat. | |||
; bool ShiftPressed : Shift key is being held. | |||
; [[Legacy:GUIComponent|GUIComponent]] SkipControl : This control should be skipped over and drawn at the end. | |||
; array<string> StyleNames : Holds the name of all styles to use. | |||
; array<[[Legacy:GUIStyles|GUIStyles]]> StyleStack : Holds all of the possible styles. | |||
; sound UpSound : | |||
; [[Legacy:Material|Material]] WhiteBorder : | |||
==Methods== | |||
===Inherited from [[Legacy:Interaction|Interaction]]=== | |||
; NotifyLevelChange ( ) [event] : | |||
===Inherited from [[Legacy:BaseGUIController|BaseGUIController]]=== | |||
; AutoLoadMenus ( ) [event] : | |||
; bool OpenMenu (string NewMenuName, optional string Param1, optional string Param2) [event] : Opens a new menu and places it on top of the stack. | |||
; bool ReplaceMenu (string NewMenuName, optional string Param1, optional string Param2) [event] : Replaces a menu in the stack. Returns true if success. | |||
; CloseAll (bool bCancel) [event] : | |||
; bool CloseMenu (optional bool bCanceled) [event] : Close the top menu. returns true if success. | |||
; InitializeController ( ) [event] : | |||
; SetControllerStatus (bool On) : | |||
; SetRequiredGameResolution (string GameRes) [event] : | |||
; bool NeedsMenuResolution() [event] : | |||
===Newly Declared Methods=== | |||
; ChangeFocus ([[Legacy:GUIComponent|GUIComponent]] Who) [event] : | |||
; ClearControls ([[Legacy:GUIMultiComponent|GUIMultiComponent]] Comp) : | |||
; [[Legacy:GUIPage|GUIPage]] CreateMenu (string NewMenuName) [event] : Attempts to create a menu. Returns none if it can't. | |||
; string GetCurrentRes ( ) [native] : Returns the current res as a string. | |||
; string GetMainMenuClass ( ) [native] : Returns GameEngine.MainMenuClass. | |||
; GetMapList (string Prefix , [[Legacy:GUIList|GUIList]] list) [native] : | |||
; [[Legacy:GUIFont|GUIFont]] GetMenuFont (string FontName) [native event] : Finds a given font in the FontStack. | |||
; GetOGGList (out array<string> OGGFiles) [native] : | |||
; GetProfileList (string Prefix, out array<string> ProfileList) [native] : | |||
; [[Legacy:GUIStyles|GUIStyles]] GetStyle (string StyleName) [native event] : Find a style on the stack. | |||
; GetTeamSymbolList (array<string> SymbolNames, optional bool bNoSinglePlayer) [native] : | |||
; GetWeaponList (out array<class<[[Legacy:Weapon|Weapon]]>> WeaponClass , out array<string> WeaponDesc) [native] : | |||
; bool HasMouseMoved ( ) : | |||
; string LoadDecoText (string PackageName , string DecoTextName) [native] : | |||
; MoveFocused ([[Legacy:GUIComponent|GUIComponent]] Ctrl , int bmLeft, int bmTop, int bmWidth, int bmHeight, float ClipX , float ClipY) [event] : | |||
; bool RegisterStyle (class<[[Legacy:GUIStyles|GUIStyles]]> StyleClass) : | |||
; ResetFocus() : | |||
; ResetKeyboard ( ) [native] : | |||
; [[Legacy:GUIPage|GUIPage]] TopPage ( ) : | |||
===Delegates=== | |||
; bool OnNeedRawKeyPress (byte NewKey) : | |||
==Known Subclasses== | |||
* [[Legacy:ProGUIController|ProGUIController]] – used by the UT2003 Pro GUI | |||
* [[Legacy:UT2K4GUIController|UT2K4GUIController]] | |||
==Related Topics== | |||
* [[Legacy:GUI|GUI]] | |||
* [[Legacy:GUI Class Hierarchy|GUI Class Hierarchy]] | |||
* [[Legacy:Interactive GUI|Interactive GUI Design Mode]] | |||
[[Category:Legacy Class (UT2003)|{{PAGENAME}}]] |
Latest revision as of 01:19, 3 June 2010
UT2003 :: Object >> Interactions >> Interaction >> BaseGUIController >> GUIController (Package: XInterface)
The GUIController contains a simple first-in, last-out menu stack. You have three things you can do:
- Open a menu – adds the menu to the top of the stack.
- Replace a menu – replaces the current menu with the new menu.
- Close a menu – returns you to the last menu on the stack.
The GUIController is the GUI system's only interface to the world of Actors.
A similar UT class would probably be the WindowConsole, although the UWindow system in UT is more like a console extension while UT2003's GUIController and Console are both Interactions without being a subclass of eachother.
Properties
- GUIComponent ActiveControl
- Which control is currently active.
- GUIPage ActivePage
- Points to the currently active page.
- bool AltPressed
- Alt key is being held.
- array<string> AutoLoad (config)
- Any menu classes in here will be automatically loaded.
- bool bCurMenuInitialized
- Has the current Menu Finished initialization.
- bool bDesignMode
- Are we in design mode.
- bool bForceMouseCheck
- bool bHighlightCurrent
- Highlight the current control being edited.
- bool bIgnoreNextRelease
- Used to make sure discard errant releases.
- bool bIgnoreUntilPress
- bool bModAuthor (config)
- Enables interactive GUI design mode. See above for details.
- float ButtonRepeatDelay
- The amount of delay for faking button repeats.
- sound ClickSound
- bool CtrlPressed
- Ctrl key is being held.
- float CursorFade
- How visible is the cursor.
- int CursorStep
- Are we fading in or out.
- float DblClickWindow
- How long do you have for a double click.
- sound DownSound
- sound EditSound
- float FastCursorFade
- How visible is the cursor.
- int FastCursorStep
- Are we fading in or out.
- GUIComponent FocusedControl
- Top most Focused control.
- array<GUIFont> FontStack (editinline)
- Holds all the possible fonts.
- string GameResolution
- float LastClickTime
- When did the last click occur.
- int LastClickX
int LastClickY - Who was the active component
- float LastMouseX
- float LastMouseY
- bool MainNotWanted
- Set to true if you don't want main to appear.
- float MenuMouseSens (config)
- array<GUIPage> MenuStack (editinline, export)
- Holds the stack of menus.
- Array<vector> MouseCursorOffset (editinline)
- Only X,Y used, between 0 and 1. 'Hot Spot' of cursor material.
- Array<Material> MouseCursors (editinline)
- Holds a list of all possible mouse coursers.
- sound MouseOverSound
- float MouseX
float MouseY - Where is the mouse currently located.
- GUIComponent MoveControl
- Used for visual design.
- array<GUIPage> PersistentStack
- Holds the set of pages which are persistent across close/open.
- float RepeatDelta
- Data var
- byte RepeatKey
- Used to determine what should repeat.
- float RepeatTime
- How long until the next repeat.
- bool ShiftPressed
- Shift key is being held.
- GUIComponent SkipControl
- This control should be skipped over and drawn at the end.
- array<string> StyleNames
- Holds the name of all styles to use.
- array<GUIStyles> StyleStack
- Holds all of the possible styles.
- sound UpSound
- Material WhiteBorder
Methods
Inherited from Interaction
- NotifyLevelChange ( ) [event]
Inherited from BaseGUIController
- AutoLoadMenus ( ) [event]
- bool OpenMenu (string NewMenuName, optional string Param1, optional string Param2) [event]
- Opens a new menu and places it on top of the stack.
- bool ReplaceMenu (string NewMenuName, optional string Param1, optional string Param2) [event]
- Replaces a menu in the stack. Returns true if success.
- CloseAll (bool bCancel) [event]
- bool CloseMenu (optional bool bCanceled) [event]
- Close the top menu. returns true if success.
- InitializeController ( ) [event]
- SetControllerStatus (bool On)
- SetRequiredGameResolution (string GameRes) [event]
- bool NeedsMenuResolution() [event]
Newly Declared Methods
- ChangeFocus (GUIComponent Who) [event]
- ClearControls (GUIMultiComponent Comp)
- GUIPage CreateMenu (string NewMenuName) [event]
- Attempts to create a menu. Returns none if it can't.
- string GetCurrentRes ( ) [native]
- Returns the current res as a string.
- string GetMainMenuClass ( ) [native]
- Returns GameEngine.MainMenuClass.
- GetMapList (string Prefix , GUIList list) [native]
- GUIFont GetMenuFont (string FontName) [native event]
- Finds a given font in the FontStack.
- GetOGGList (out array<string> OGGFiles) [native]
- GetProfileList (string Prefix, out array<string> ProfileList) [native]
- GUIStyles GetStyle (string StyleName) [native event]
- Find a style on the stack.
- GetTeamSymbolList (array<string> SymbolNames, optional bool bNoSinglePlayer) [native]
- GetWeaponList (out array<class<Weapon>> WeaponClass , out array<string> WeaponDesc) [native]
- bool HasMouseMoved ( )
- string LoadDecoText (string PackageName , string DecoTextName) [native]
- MoveFocused (GUIComponent Ctrl , int bmLeft, int bmTop, int bmWidth, int bmHeight, float ClipX , float ClipY) [event]
- bool RegisterStyle (class<GUIStyles> StyleClass)
- ResetFocus()
- ResetKeyboard ( ) [native]
- GUIPage TopPage ( )
Delegates
- bool OnNeedRawKeyPress (byte NewKey)
Known Subclasses
- ProGUIController – used by the UT2003 Pro GUI
- UT2K4GUIController