UE3:UIScreenObject (UT3)
- Package:
- Engine
- Known classes within UIScreenObject:
- UIComponent, UIComp_Event, UIPreviewString, UIString
- Direct subclasses:
- UIObject, UIScene
- This class in other games:
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Base class for all UI entities which can appear onscreen
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties
Property group 'Focus'
bNeverFocus
Type: bool
Indicates that this widget should never become the focused control; does not prevent children of this widget from receiving focus (that must be done by calling SetPrivateBehavior(PRIVATE_NotFocusable,true))
FocusPropagation
Type: array<UIRoot.UIFocusPropagationData>
Modifiers: transient
Determines which children of this widget should receive focus when this widget receives focus. Each element of this array corresponds to the player at the same array index in the Engine.GamePlayers array.
Property group 'Presentation'
bHidden
Type: bool
Modifiers: private
Controls whether the screen object is visible
Opacity
Type: float
the opacity of the object
Default value: 1.0
Position
Type: UIRoot.UIScreenValue_Bounds
The location of this screen object
Default value:
Member | Value |
---|---|
ScaleType[0] | EVALPOS_PercentageOwner |
ScaleType[1] | EVALPOS_PercentageOwner |
ScaleType[2] | EVALPOS_PercentageOwner |
ScaleType[3] | EVALPOS_PercentageOwner |
Value[2] | 1.0 |
Value[3] | 1.0 |
ZDepth
Type: float
Controls how the widget is sorted by the rendering code; higher values push the widget "away" from the screen, while lower values bring the widget "closer" to the screen
Property group 'Sound'
FocusedCue
Type: name
this sound is played when this widget becomes the focused control
Default value: 'Focused'
MouseEnterCue
Type: name
this sound is played when this widget becomes the active control
Type: name
this sound is played when this widget has a navigate down event
Default value: 'NavigateDown'
Type: name
this sound is played when this widget has a navigate left event
Default value: 'NavigateLeft'
Type: name
this sound is played when this widget has a navigate right event
Default value: 'NavigateRight'
Type: name
this sound is played when this widget has a navigate up event
Default value: 'NavigateUp'
Property group 'Splitscreen'
PlayerInputMask
Type: byte
A bitmask representing the player indexes that this control will process input for, where the value is generated by left bitshifting by the index of the player. A value of 255 indicates that this control will process input from all players. A value of 1 << 1 indicate that only input from player at index 1 will be acccepted, etc. So value of 3 means that this control processes input from players at indexes 0 and 1. Input from player indexes that do not match the mask will be ignored.
Default value: 255
Property group 'States'
InactiveStates
Modifiers: const, instanced
list of states that this screen object can enter
Internal variables
bInitialized
Type: bool
Modifiers: transient
Indicates whether this widget has been initialized. Set from UUIScene/UUIObject::Initialize, immediately after the base version of Initialized has been called, but before Initialize() has been called on the children of the widget.
bSupports3DPrimitives
Type: bool
Modifiers: const
Indicates whether this widget uses 3D primitives.
Children
Modifiers: protected, noimport
list of UIObjects which are owned by this UIObject
DefaultStates
Modifiers: const
The states that should exist in this widget's InactiveStates array by default. When the widget is initialized, the InactiveStates array is iterated through, and if there are no states in the InactiveStates array that have a class matching a DefaultState, a new UIState object of that class is instanced and placed into the InactiveStates array.
Default value, index 0: Class'Engine.UIState_Enabled'
Default value, index 1: Class'Engine.UIState_Disabled'
EventProvider
Type: UIComp_Event
FocusControls
Type: array<UIRoot.PlayerInteractionData>
Modifiers: transient, const
The children of this widget that are in special states (i.e. focused control, last focused control, etc.) Each element of this array corresponds to the player at the same array index in the Engine.GamePlayers array.
InitialState
Specifies the UIState that this widget will automatically enter when it is initialized.
Default value: Class'Engine.UIState_Enabled'
StateStack
Modifiers: transient, const
stack of states this widget is currently using
Delegates
NotifyActiveSkinChanged
Called when the currently active skin has been changed. Reapplies this widget's style and propagates the notification to all children.
Note: this delegate is only called if it is actually assigned to a member function.
NotifyActiveStateChanged
Called when a new UIState becomes the widget's currently active state, after all activation logic has occurred.
Parameters:
- Sender - the widget that changed states.
- PlayerIndex - the index [into the GamePlayers array] for the player that activated this state.
- NewlyActiveState - the state that is now active
- PreviouslyActiveState - the state that used the be the widget's currently active state.
NotifyPositionChanged
Called whenever this object changes its position
NotifyResolutionChanged
Called when the viewport rendering this widget's scene is resized.
Parameters:
- OldViewportSize - the previous size of the viewport
- NewViewportSize - the new size of the viewport
NotifyVisibilityChanged
Allows others to receive a notification when this widget's visibility status changes.
Parameters:
- SourceWidget - the widget that changed visibility status
- bIsVisible - whether this widget is now visible.
OnPreRenderCallBack
If set, this delegate will be called as directly before rendering
OnProcessInputAxis
Provides a hook for unrealscript to respond to input using UI input aliases (i.e. Clicked, NextControl, etc.)
Called when an input axis event is received which this widget responds to and is in the correct state to process. The axis and states widgets receive input for is managed through the UI editor's key binding dialog (F8).
This delegate is called AFTER kismet is given a chance to process the input, but BEFORE any native code processes the input.
Parameters:
- EventParms - information about the input event, including the name of the input alias associated with the current key name (Tab, Space, etc.), event type (Pressed, Released, etc.) and modifier keys (Ctrl, Alt)
Returns:
- TRUE to indicate that this input key was processed; no further processing will occur on this input key event.
OnProcessInputKey
Provides a hook for unrealscript to respond to input using UI input aliases (i.e. Clicked, NextControl, 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 AFTER kismet is given a chance to process the input, but BEFORE any native code processes the input.
Parameters:
- EventParms - information about the input event, including the name of the input alias associated with the current key name (Tab, Space, etc.), event type (Pressed, Released, etc.) and modifier keys (Ctrl, Alt)
Returns:
- TRUE to indicate that this input key was processed; no further processing will occur on this input key event.
OnRawInputAxis
Provides a hook for unrealscript to respond to input using UI input aliases (i.e. Left, Tab, etc.)
Called when an input axis event is received which this widget responds to and is in the correct state to process. The axis 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.
OnRawInputKey
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.
Functions
Static native functions
GetActivePlayerCount
Returns the number of active split-screen players.
PlayUISound
Plays the sound cue associated with the specified name; simple wrapper for UIInteraction.PlayUISound
Parameters:
- SoundCueName - the name of the UISoundCue to play; should corresond to one of the values of the UISoundCueNames array.
- PlayerIndex - allows the caller to indicate which player controller should be used to play the sound cue. For the most part, all sounds can be played by the first player, regardless of who generated the play sound event.
Returns:
- TRUE if the sound cue specified was found in the currently active skin, even if there was no actual USoundCue associated with that UISoundCue.
Note: noexport because the native version is a static method of UUIScreenObject
Native functions
See UIScreenObject native functions.
Events
AddedChild
Called immediately after a child has been added to this screen object.
Parameters:
- WidgetOwner - the screen object that the NewChild was added as a child for
- NewChild - the widget that was added
DisablePlayerInput
Disables input processing in this widget for the player located at the specified index of the Engine.GamePlayers array. If this control is no longer masking any players (i.e. the new PlayerInputMask would be 0), the input mask will be reset to allow input from any player.
Parameters:
- GamepadIndex - the gamepad that this control should no longer respond to input for.
- bRecurse - propagate the new input mask to all children of this control.
EnablePlayerInput
Enables input processing in this widget for the player located at the specified index of the Engine.GamePlayers array. If this control is not currently masking input (i.e. its PlayerInputMask is 255), the input mask will be set to only allow input from the player index specified.
Parameters:
- PlayerIndex - the index of the player that this control should now respond to input for.
- bRecurse - propagate the new input mask to all children of this control.
GetSupportedUIActionKeyNames
Allow Script to add UI Actions
Initialized
Called once this screen object has been completely initialized, before it has called Initialize on its children.
IsLoggedIn
Returns:
- Returns whether or not the player with the specified controller id is logged in
PostInitialize
Called after this screen object's children have been initialized
RemovedChild
Called immediately after a child has been removed from this screen object.
Parameters:
- WidgetOwner - the screen object that the widget was removed from.
- OldChild - the widget that was removed
- ExclusionSet - used to indicate that multiple widgets are being removed in one batch; useful for preventing references between the widgets being removed from being severed. NOTE: If a value is specified, OldChild will ALWAYS be part of the ExclusionSet, since it is being removed.
RemovedFromParent
Notification that this widget's parent is about to remove this widget from its children array. Allows the widget to clean up any references to the old parent.
Parameters:
- WidgetOwner - the screen object that this widget was removed from.
SetInputMask
Changes the player input mask for this control, which controls which players this control will accept input from.
Parameters:
- NewInputMask - the new mask that should be assigned to this control
- bRecurse - if TRUE, calls SetInputMask on all child controls as well.
SetVisibility
Changes whether this widget is visible or not. Should be overridden in child classes to perform additional logic or abort the visibility change.
Parameters:
- bIsVisible - TRUE if the widget should be visible; false if not.
Other instance functions
CanPlayOnline
Returns:
- Returns whether or not the specified player can play online.
DisableWidget
EnableWidget
wrapper for enabling/disabling widgets
GetBestControllerId
Returns:
- the ControllerId for this widget's owner scene's PlayerOwner, or the player that the owning scene last received input from. If the owning scene is NULL, the PlayerOwner is NULL, and no input has been received, returns INDEX_NONE.
GetLoginStatus
Returns:
- Returns the current login status for the specified controller id.
GetNATType
Wrapper for getting the NAT type
GetParent
Returns the scene or widget that contains this widget in its Children array.
HasLinkConnection
Returns:
- Returns the current status of the platform's network connection.
IsHidden
Accessor for private variable
Returns:
- true if this object is hidden
IsVisible
Accessor for private variable
Returns:
- true if this object is visible
LogCurrentState
OnChangeVisibility
Kismet Action Handlers
OnConsoleCommand
OnSetControllerId
Handler function for the SetControllerId action.
OnShowAchievementsUI
Displays the achievements UI
Parameters:
- Action - used to determine which player is requesting the action
OnShowContentMarketplaceUI
Displays the marketplace UI
Parameters:
- Action - used to determine which player is requesting the action
OnShowFeedbackUI
Displays the feedback UI
Parameters:
- Action - used to determine which player is requesting the action
OnShowFriendInviteUI
Displays the friends invite UI
Parameters:
- Action - ignored
OnShowFriendsUI
Displays the friends UI
Parameters:
- Action - used to determine which player is requesting the action
OnShowGamerCardUI
Displays the gamercard UI
Parameters:
- Action - used to determine which player is requesting the action
OnShowMembershipMarketplaceUI
Displays the marketplace UI
Parameters:
- Action - used to determine which player is requesting the action
OnShowMessagesUI
Displays the messages UI
Parameters:
- Action - used to determine which player is requesting the action
OnShowPlayersUI
Displays the players UI
Parameters:
- Action - used to determine which player is requesting the action
PrivateSetVisibility
Changes this widget's visibility. Do not change this method to be public - if you need to bypass overrides of SetVisibility, use the Super/Super(UIScreenObject) syntax.
Parameters:
- bVisible - specify FALSE to hide the widget.