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/** * A button that has two (and possibly three, in the future) state - checked and unchecked. * * @todo - implement support for 3 check states (checked, unchecked, partially checked) * @todo - implement data store binding * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UICheckbox extends UIButton native(inherit) implements(UIDataStorePublisher); /** this sound is played when this widget is checked */ var(Sound) name CheckedCue; /** this sound is played when this widget is unchecked */ var(Sound) name UncheckedCue; /** the data store that this checkbox retrieves its value from */ var(Data) private UIDataStoreBinding ValueDataSource; /** Component for rendering the button background image */ var(Image) editinline const noclear UIComp_DrawImage CheckedImageComponent; /** * Controls whether this button is considered checked. When bIsChecked is TRUE, CheckedImage will be rendered over * the button background image, using the current style. */ var(Value) private bool bIsChecked; // (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) /* === Unrealscript === */ /** * Changes the checked image for this checkbox, creating the wrapper UITexture if necessary. * * @param NewImage the new surface to use for this UIImage */ final function SetCheckImage( Surface NewImage ) { if ( CheckedImageComponent != None ) { CheckedImageComponent.SetImage(NewImage); } } /** * Returns TRUE if this button is in the checked state, FALSE if in the */ final function bool IsChecked() { return bIsChecked; } /** UIDataSourceSubscriber interface */ /** * Sets the data store binding for this object to the text specified. * * @param MarkupText a markup string which resolves to data exposed by a data store. The expected format is: * <DataStoreTag:DataFieldTag> * @param BindingIndex optional parameter for indicating which data store binding is being requested for those * objects which have multiple data store bindings. How this parameter is used is up to the * class which implements this interface, but typically the "primary" data store will be index 0. */ native final virtual function SetDataStoreBinding( string MarkupText, optional int BindingIndex=INDEX_NONE ); /** * Retrieves the markup string corresponding to the data store that this object is bound to. * * @param BindingIndex optional parameter for indicating which data store binding is being requested for those * objects which have multiple data store bindings. How this parameter is used is up to the * class which implements this interface, but typically the "primary" data store will be index 0. * * @return a datastore markup string which resolves to the datastore field that this object is bound to, in the format: * <DataStoreTag:DataFieldTag> */ native final virtual function string GetDataStoreBinding( optional int BindingIndex=INDEX_NONE ) const; /** * Resolves this subscriber's data store binding and updates the subscriber with the current value from the data store. * * @return TRUE if this subscriber successfully resolved and applied the updated value. */ native final virtual function bool RefreshSubscriberValue( optional int BindingIndex=INDEX_NONE ); /** * Handler for the UIDataStore.OnDataStoreValueUpdated delegate. Used by data stores to indicate that some data provided by the data * has changed. Subscribers should use this function to refresh any data store values being displayed with the updated value. * notify subscribers when they should refresh their values from this data store. * * @param SourceDataStore the data store that generated the refresh notification; useful for subscribers with multiple data store * bindings, to tell which data store sent the notification. * @param PropertyTag the tag associated with the data field that was updated; Subscribers can use this tag to determine whether * there is any need to refresh their data values. * @param SourceProvider for data stores which contain nested providers, the provider that contains the data which changed. * @param ArrayIndex for collection fields, indicates which element was changed. value of INDEX_NONE indicates not an array * or that the entire array was updated. */ native final virtual function NotifyDataStoreValueUpdated( UIDataStore SourceDataStore, bool bValuesInvalidated, name PropertyTag, UIDataProvider SourceProvider, int ArrayIndex ); /** * Retrieves the list of data stores bound by this subscriber. * * @param out_BoundDataStores receives the array of data stores that subscriber is bound to. */ native final virtual function GetBoundDataStores( out array<UIDataStore> out_BoundDataStores ); /** * Notifies this subscriber to unbind itself from all bound data stores */ native final function ClearBoundDataStores(); /** * Resolves this subscriber's data store binding and publishes this subscriber's value to the appropriate data store. * * @param out_BoundDataStores contains the array of data stores that widgets have saved values to. Each widget that * implements this method should add its resolved data store to this array after data values have been * published. Once SaveSubscriberValue has been called on all widgets in a scene, OnCommit will be called * on all data stores in this array. * @param BindingIndex optional parameter for indicating which data store binding is being requested for those * objects which have multiple data store bindings. How this parameter is used is up to the * class which implements this interface, but typically the "primary" data store will be index 0. * * @return TRUE if the value was successfully published to the data store. */ native virtual function bool SaveSubscriberValue( out array<UIDataStore> out_BoundDataStores, optional int BindingIndex=INDEX_NONE ); /** * Changed the checked state of this checkbox and activates a checked event. * * @param bShouldBeChecked TRUE to turn the checkbox on, FALSE to turn it off * @param PlayerIndex the index of the player that generated the call to SetValue; used as the PlayerIndex when activating * UIEvents; if not specified, the value of GetBestPlayerIndex() is used instead. */ native function SetValue( bool bShouldBeChecked, optional int PlayerIndex=INDEX_NONE ); /* === Kismet action handlers === */ final function OnSetBoolValue( UIAction_SetBoolValue Action ) { SetValue(Action.bNewValue); } defaultproperties { CheckedCue="CheckboxChecked" UncheckedCue="CheckboxUnchecked" ValueDataSource= Begin Object Class=UIComp_DrawImage Name=CheckedImageTemplate ObjName=CheckedImageTemplate Archetype=UIComp_DrawImage'Engine.Default__UIComp_DrawImage' StyleResolverTag="Check Style" ImageStyle=(DefaultStyleTag="DefaultCheckbox") Name="CheckedImageTemplate" ObjectArchetype=UIComp_DrawImage'Engine.Default__UIComp_DrawImage' End Object CheckedImageComponent=CheckedImageTemplate Begin Object Class=UIComp_DrawImage Name=BackgroundImageTemplate ObjName=BackgroundImageTemplate Archetype=UIComp_DrawImage'Engine.Default__UIButton:BackgroundImageTemplate' ObjectArchetype=UIComp_DrawImage'Engine.Default__UIButton:BackgroundImageTemplate' End Object BackgroundImageComponent=BackgroundImageTemplate ClickedCue= Begin Object Class=UIComp_Event Name=WidgetEventComponent ObjName=WidgetEventComponent Archetype=UIComp_Event'Engine.Default__UIButton:WidgetEventComponent' ObjectArchetype=UIComp_Event'Engine.Default__UIButton:WidgetEventComponent' End Object EventProvider=WidgetEventComponent Name="Default__UICheckbox" ObjectArchetype=UIButton'Engine.Default__UIButton' } |
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