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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class Interaction extends UIRoot native(UserInterface) transient; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** * Provides script-only child classes the opportunity to handle input key events received from the viewport. * This delegate is ONLY called when input is being routed natively from the GameViewportClient * (i.e. NOT when unrealscript calls the InputKey native unrealscript function on this Interaction). * * @param ControllerId the controller that generated this input key event * @param Key the name of the key which an event occured for (KEY_Up, KEY_Down, etc.) * @param EventType the type of event which occured (pressed, released, etc.) * @param AmountDepressed for analog keys, the depression percent. * @param bGamepad input came from gamepad (ie xbox controller) * * @return return TRUE to indicate that the input event was handled. if the return value is TRUE, the input event will not * be processed by this Interaction's native code. */ delegate bool OnReceivedNativeInputKey( int ControllerId, name Key, EInputEvent EventType, optional float AmountDepressed=1.f, optional bool bGamepad ); /** * Provides script-only child classes the opportunity to handle input axis events received from the viewport. * This delegate is ONLY called when input is being routed natively from the GameViewportClient * (i.e. NOT when unrealscript calls the InputKey native unrealscript function on this Interaction). * * @param ControllerId the controller that generated this input axis event * @param Key the name of the axis that moved (KEY_MouseX, KEY_XboxTypeS_LeftX, etc.) * @param Delta the movement delta for the axis * @param DeltaTime the time (in seconds) since the last axis update. * @param bGamepad input came from gamepad (ie xbox controller) * * @return return TRUE to indicate that the input event was handled. if the return value is TRUE, the input event will not * be processed by this Interaction's native code. */ delegate bool OnReceivedNativeInputAxis( int ControllerId, name Key, float Delta, float DeltaTime, optional bool bGamepad ); /** * Provides script-only child classes the opportunity to handle character input (typing) events received from the viewport. * This delegate is ONLY called when input is being routed natively from the GameViewportClient * (i.e. NOT when unrealscript calls the InputKey native unrealscript function on this Interaction). * * @param ControllerId the controller that generated this character input event * @param Unicode the character that was typed * * @return return TRUE to indicate that the input event was handled. if the return value is TRUE, the input event will not * be processed by this Interaction's native code. */ delegate bool OnReceivedNativeInputChar( int ControllerId, string Unicode ); /** * Called once a frame to update the interaction's state. * @param DeltaTime - The time since the last frame. */ event Tick(float DeltaTime); /** * Called once a frame to allow the interaction to draw to the canvas * @param Canvas Canvas object to draw to */ event PostRender(Canvas Canvas); /** * Called when the interaction is added to the GlobalInteractions array. */ native final noexport function Init(); /** * Called from native Init() after native initialization has been performed. */ delegate OnInitialize(); /** * default handler for OnInitialize delegate. Here so that child classes can override the default behavior easily */ function Initialized(); /** * Called when the current map is being unloaded. Cleans up any references which would prevent garbage collection. */ function NotifyGameSessionEnded(); /** * Called when a new player has been added to the list of active players (i.e. split-screen join) * * @param PlayerIndex the index [into the GamePlayers array] where the player was inserted * @param AddedPlayer the player that was added */ function NotifyPlayerAdded( int PlayerIndex, LocalPlayer AddedPlayer ); /** * Called when a player has been removed from the list of active players (i.e. split-screen players) * * @param PlayerIndex the index [into the GamePlayers array] where the player was located * @param RemovedPlayer the player that was removed */ function NotifyPlayerRemoved( int PlayerIndex, LocalPlayer RemovedPlayer ); defaultproperties { __OnInitialize__Delegate=Default__Interaction.Initialized Name="Default__Interaction" ObjectArchetype=UIRoot'Engine.Default__UIRoot' } |
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