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/** * Abstract base class for UI actions. * Actions perform tasks for widgets, in response to some external event. Actions are created by programmers and are * bound to widget events by designers using the UI editor. * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UIAction extends SequenceAction native(UISequence) abstract placeable; /** * The ControllerId of the LocalPlayer corresponding to the 'PlayerIndex' element of the Engine.GamePlayers array. */ var transient noimport int GamepadID; /** * Controls whether this action is automatically executed on the owning widget. If true, this action will add the owning * widget to the Targets array when it's activated, provided the Targets array is empty. */ var() bool bAutoTargetOwner; // (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) /** * Returns the widget that contains this UIAction. */ native final function UIScreenObject GetOwner() const; /** * Returns the scene that contains this UIAction. */ native final function UIScene GetOwnerScene() const; /** * Determines whether this class should be displayed in the list of available ops in the level kismet editor. * * @return TRUE if this sequence object should be available for use in the level kismet editor */ event bool IsValidLevelSequenceObject() { return false; } /** * Determines whether this class should be displayed in the list of available ops in the UI's kismet editor. * * @param TargetObject the widget that this SequenceObject would be attached to. * * @return TRUE if this sequence object should be available for use in the UI kismet editor */ event bool IsValidUISequenceObject( optional UIScreenObject TargetObject ) { return true; } defaultproperties { VariableLinks(1)=(ExpectedType=Class'Engine.SeqVar_Int',LinkDesc="Player Index",bWriteable=True,bHidden=True,MinVars=1,MaxVars=255) VariableLinks(2)=(ExpectedType=Class'Engine.SeqVar_Int',LinkDesc="Gamepad Id",PropertyName="GamepadID",bWriteable=True,bHidden=True,MinVars=1,MaxVars=255) ObjClassVersion=4 ObjCategory="UI" Name="Default__UIAction" ObjectArchetype=SequenceAction'Engine.Default__SequenceAction' } |
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