Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Engine.Interaction


00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
00089
00090
00091
00092
00093
00094
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105
00106
00107
00108
00109
00110
00111
00112
00113
00114
00115
00116
00117
00118
00119
00120
00121
00122
00123
00124
00125
00126
00127
00128
00129
00130
00131
00132
00133
00134
00135
00136
00137
00138
00139
00140
00141
00142
00143
00144
00145
00146
00147
00148
00149
00150
00151
00152
00153
00154
00155
00156
00157
00158
00159
00160
00161
00162
00163
00164
00165
00166
00167
00168
00169
00170
00171
00172
00173
00174
00175
00176
00177
00178
/**
 * 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'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: tr 31-1-2018 17:18:10.000 - Creation time: sk 18-3-2018 10:01:08.641 - Created with UnCodeX