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#linenumber 1 /** * A complex widget which contains a list, a button for toggling the visibility of the list, and an editbox for displaying * the currently selected item when the list is not visible. Also supports rendering a caption to left, right, above, or below * the editbox. * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved */ //`define requires_unique_list_datasource 1 class UIComboBox extends UIObject native(UIPrivate) placeable implements(UIDataStorePublisher); #linenumber 18 /* Kismet events needed: - [N/A] selected item changed (wouldn't be necessary if sequence events were propagated up the parent chain) - [N/A] user typed into the editbox (handled by editbox?) (wouldn't be necessary if sequence events were propagated up the parent chain) - event propagation is now enabled....make compatible. General todo: - implement the CaptionRenderComponent. - Also, if we have a CaptionRenderComponent, need to adjust the region available for rendering the editbox/button so that we have room to render the caption. - refactor UIComp_DrawString to not assume that the entire bounds of the owning widget should be considered the "adjustable region" when the component is configured to autosize itself. - should we add a data store binding property for the combo's background image component? - [N/A (as long as we don't support instant update of the editbox text)] if the list loses focus, restore the editbox's text to the previous item */ // (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) // (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) // (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) /** * The class to use for creating the combo box's editbox. If more control of the creation is necessary, or to use an existing * editbox, subscribe to the CreateCustomComboEditbox delegate instead. */ var const class<UIEditBox> ComboEditboxClass; /** * The class to use for creating the combo box's button. If more control of the creation is necessary, or to use an existing * button, subscribe to the CreateCustomComboButton delegate instead. */ var const class<UIToggleButton> ComboButtonClass; /** * The class to use for creating the combo box's list. If more control of the creation is necessary, or to use an existing * list, subscribe to the CreateCustomComboList delegate instead. */ var const class<UIList> ComboListClass; /** * Used to display the currently selected value * @todo - need script accessors for safely replacing the editbox with a new type, since the var is const */ var() editinline const noclear UIEditBox ComboEditbox; /** * Used to toggle the visibility of the list * @todo - need script accessors for safely replacing the button with a new type, since the var is const */ var() editinline const noclear UIToggleButton ComboButton; /** * Contains the collection of available choices for this combo box * @todo - need script accessors for safely replacing the list with a new type, since the var is const */ var() editinline const noclear UIList ComboList; //@todo - specify where the caption should render; left/right/top/bottom /** * Optional component for rendering a caption next to the editbox. No value given by default. */ var(Presentation) editinline const UIComp_DrawCaption CaptionRenderComponent; /** * Optional component for rendering a background image for this combo box. No value given by default. */ var(Presentation) editinline const UIComp_DrawImage BackgroundRenderComponent; /** * The data source this this combo box's caption will link to, if applicable. */ var(Data) editconst const private UIDataStoreBinding CaptionDataSource; /* = Sounds = */ /** * This sound is played when the list is made visible. It will be played at the same time as the combobox button's clicked sound, so it's recommended to * clear any sound cues assign to the combo box button's ClickedCue. */ var(Sound) name OpenList; /** * This sound is played when the combo's list is hidden It will be played at the same time as the combobox button's clicked sound, so it's recommended to * clear any sound cues assign to the combo box button's ClickedCue. */ var(Sound) name DecrementCue; /* = Constraints & Parameters = */ /** * Indicates whether the list's selected item can be modified. The editbox has its own property for controlling whether the user is allowed to type into the editbox. */ var() bool bLockSelectedItem; /** * Controls whether the list is docked to the combobox itself or the inside face of the button. */ var(Presentation) private bool bDockListToButton<Tooltip=If enabled, the list will be the same width as the editbox. If disabled, the list will be the same width as the entire combobox (default behavior).>; const TEXT_CHANGED_NOTIFY_MASK=0x1; const INDEX_CHANGED_NOTIFY_MASK=0x2; /* == Delegates == */ /** * Provides a convenient way to override the creation of the combo's components. Called when this UIComboBox is first initialized. * * @return if a custom component is desired, a pointer to a fully configured instance of the desired component class. You must use * UIScreenObject.CreateWidget to create the widget instances. The returned instance will be inserted into the combo box's * Children array and initialized. */ delegate UIEditBox CreateCustomComboEditbox( UIComboBox EditboxOwner ); delegate UIToggleButton CreateCustomComboButton( UIComboBox ButtonOwner ); delegate UIList CreateCustomComboList( UIComboBox ListOwner ); //@todo - add OnVisibilityChanged delegate to UIScreenObject, to allow hooking into the showing/hiding of the list /* == Events == */ /* == Natives == */ /** * 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 indicates which data store binding should be modified. Valid values and their meanings are: * 0: list data source * 1: caption data source */ 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 indicates which data store binding should be modified. Valid values and their meanings are: * 0: list data source * 1: caption data source * * @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. * * @param BindingIndex indicates which data store binding should be modified. Valid values and their meanings are: * -1: all data sources * 0: list data source * 1: caption data source * * @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 function GetBoundDataStores( out array<UIDataStore> out_BoundDataStores ); /** * Notifies this subscriber to unbind itself from all bound data stores */ native 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 indicates which data store binding should be modified. Valid values and their meanings are: * -1: all data sources * 0: list data source * 1: caption data source * * @return TRUE if the value was successfully published to the data store. */ native function bool SaveSubscriberValue( out array<UIDataStore> out_BoundDataStores, optional int BindingIndex=INDEX_NONE ); /* == Unrealscript == */ /** * Propagate the enabled state of this widget. */ event PostInitialize() { Super.PostInitialize(); if ( ComboButton != None ) { ComboButton.OnPressed = ButtonPressed; ComboButton.OnClicked = None; } if ( ComboList != None ) { // Assign this delegate to have the editbox's text update instantly when the user mouses over an item in the list ComboList.OnValueChanged = SelectedItemChanged; ComboList.OnSubmitSelection = ListItemSelected; } if ( ComboEditbox != None ) { ComboEditbox.OnValueChanged = EditboxTextChanged; ComboEditbox.OnPressed = EditboxPressed; if ( ComboEditbox.IsReadOnly() ) { ComboEditbox.OnClicked = None; } } // when this widget is enabled/disabled, its children should be as well. ConditionalPropagateEnabledState(GetBestPlayerIndex()); } /** * Changes whether this widget is visible or not. Should be overridden in child classes to perform additional logic or * abort the visibility change. * * @param bIsVisible TRUE if the widget should be visible; false if not. */ event SetVisibility( bool bIsVisible ) { Super.SetVisibility(bIsVisible); HideList(); } event ShowList( optional int PlayerIndex=GetBestPlayerIndex() ) { // `log(">>>>>" @ `location); if ( ComboList != None ) { // toggle the list's visibility ComboList.SetVisibility(true); // change the graphic of the toggle button to the list open graphic ComboButton.SetValue(true, PlayerIndex); // give the list focus if it's visible ComboList.SetFocus(None, PlayerIndex); ComboList.SetTopIndex(ComboList.Index); } // `log("<<<<<" @ `location); } event HideList( optional int PlayerIndex=GetBestPlayerIndex() ) { // `log(">>>>>" @ `location); if ( ComboList != None ) { // change the graphic of the toggle button to the normal graphic ComboButton.SetValue(false, PlayerIndex); // hide the list ComboList.SetVisibility(false); // reset the list's index to the item corresponding to the value in the editbox. //ComboList.SilentSetIndex( ComboList.FindIndex(TextStr) ); } // `log("<<<<<" @ `location); } /** * Changes the editbox's text to the string specified. * * @param NewText the text to apply to the editbox * @param PlayerIndex Player that performed the action that issued the event. * @param bListItemsOnly if TRUE, will only apply the specified text if matches an existing element in the list * @param bSkipNotification specify TRUE to prevent the OnValueChanged delegate from being called. */ function SetEditboxText( string NewText, int PlayerIndex, optional bool bListItemsOnly, optional bool bSkipNotification ) { // `log(">>>" @ `location@`showvar(NewText)); if ( ComboEditbox != None ) { if ( (bListItemsOnly || ComboEditbox.IsReadOnly()) && ComboList != None ) { // if the string isn't one the list's elements, bail /* if ( !ComboList.ContainsItem(NewText) ) { return; } */ } ComboEditbox.SetValue(NewText, PlayerIndex, bSkipNotification); } // `log("<<<" @ `location@`showvar(NewText)); } /** * Retrieves the value of bDockListToButton. */ final function bool IsListDockedToButton() { return bDockListToButton; } /** * Changes the value of bDockListToButton to the specified value. */ function SetListDocking( bool bDockToButton ) { if ( bDockListToButton != bDockToButton ) { bDockListToButton = bDockToButton; if ( ComboList != None ) { if ( bDockListToButton && ComboButton != None ) { ComboList.SetDockTarget(UIFACE_Right, ComboButton, UIFACE_Left); } else { ComboList.SetDockTarget(UIFACE_Right, Self, UIFACE_Right); } ComboList.RequestFormattingUpdate(); } } } /* == Delegate Handlers == */ /** * Handler for the editbox's OnPress delegate. * * @param EventObject Object that issued the event. * @param PlayerIndex Player that performed the action that issued the event. */ function EditboxPressed( UIScreenObject EventObject, int PlayerIndex ) { // `log(`location@`showobj(EventObject)); if ( ComboList != None && ComboList.IsHidden() && ComboEditbox.IsReadOnly() ) { ComboEditbox.OnClicked = ShowListClickHandler; } } /** * Handler for the button's OnPressed delegate * * @param EventObject Object that issued the event. * @param PlayerIndex Player that performed the action that issued the event. */ function ButtonPressed( UIScreenObject EventObject, int PlayerIndex ) { // `log(" >>>>" @ `location@`showobj(EventObject)@`showvar(ComboList.IsVisible(),ComboListVisible)); if ( ComboList != None && ComboList.IsHidden() ) { // we can't call ShowList() from here because immediate after the OnPressed delegate call returns, the button will // take focus which would cause the list to be hidden. Instead, we set the OnClicked delegate so that when the user releases // the mouse button, the list will be shown and take focus. ComboButton.OnClicked = ShowListClickHandler; } // `log(" <<<<" @ `location@`showobj(EventObject)@`showvar(ComboList.IsVisible(),ComboListVisible)); } /** * Handler for the button and editbox's OnClicked delegate; Used to show the combobox list. * * @param EventObject Object that issued the event. * @param PlayerIndex Player that performed the action that issued the event. * * @return return TRUE to prevent the kismet OnClick event from firing. */ function bool ShowListClickHandler( UIScreenObject EventObject, int PlayerIndex ) { local bool bResult; // `log(" >>>>" @ `location@`showobj(EventObject)@`showvar(ComboList.IsVisible(),ComboListVisible)); if ( ComboList != None ) { ShowList(PlayerIndex); // now clear the OnClicked delegate because if the user clicks the button or editbox again to close the list, the act of clicking // the button will automatically hide the list as a result of the list losing focus. UIObject(EventObject).OnClicked = None; // don't fire the kismet on click event. bResult = true; } // `log(" <<<<" @ `location@`showobj(EventObject)@`showvar(ComboList.IsVisible(),ComboListVisible)); return bResult; } /** * Handler for the editbox's OnValueChanged delegate. Called when the user types text into the editbox. * * @param Sender the UIObject whose value changed * @param PlayerIndex the index of the player that generated the call to this method; used as the PlayerIndex when activating * UIEvents; if not specified, the value of GetBestPlayerIndex() is used instead. */ function EditboxTextChanged( UIObject Sender, int PlayerIndex ) { //@todo - verify that the editbox isn't set to be read-only? NotifyValueChanged(PlayerIndex, TEXT_CHANGED_NOTIFY_MASK); } /** * Handler for the list's OnValueChanged delegate. Called when the list's index changes. * * @param Sender the UIObject whose value changed * @param PlayerIndex the index of the player that generated the call to this method; used as the PlayerIndex when activating * UIEvents; if not specified, the value of GetBestPlayerIndex() is used instead. */ function SelectedItemChanged( UIObject Sender, int PlayerIndex ) { local string SelectedItemText; // `log(`location@`showobj(Sender)); if ( ComboEditbox != None && Sender == ComboList && ComboList != None && ComboList.IsHidden() ) { // retrieve the text for the selected element SelectedItemText = ComboList.GetElementValue(ComboList.Index); // now change the editbox's text to this value SetEditboxText(SelectedItemText, PlayerIndex, true, true); NotifyValueChanged(PlayerIndex, INDEX_CHANGED_NOTIFY_MASK); } } /** * Called when the user presses Enter (or any other action bound to UIKey_SubmitListSelection) while this list has focus. * * @param Sender the list that is submitting the selection */ function ListItemSelected( UIList Sender, optional int PlayerIndex=GetBestPlayerIndex() ) { // `log(`location@`showobj(Sender)); if ( ComboEditbox != None ) { // update the editbox's text; prevent the list from firing the OnValueChanged notification since we'll do that after // we update everything. SetEditboxText( Sender.GetElementValue(Sender.Index), PlayerIndex, true, true ); HideList(); ComboEditbox.SetFocus(None, PlayerIndex); NotifyValueChanged(PlayerIndex, INDEX_CHANGED_NOTIFY_MASK); } } /** * Handler for GetTextValue action. */ function OnGetTextValue( UIAction_GetTextValue Action ) { if ( ComboEditbox != None ) { ComboEditbox.OnGetTextValue(Action); } } // @todo ronp - all accessors for settings and retrieving the value of this combobox, by value or by index defaultproperties { ComboEditboxClass=Class'Engine.UIEditBox' ComboButtonClass=Class'Engine.UIToggleButton' ComboListClass=Class'Engine.UIList' CaptionDataSource= PrivateFlags=1024 bSupportsPrimaryStyle=False Position=(Value[2]=256.000000,Value[3]=32.000000,ScaleType[2]=EVALPOS_PixelOwner,ScaleType[3]=EVALPOS_PixelOwner) DefaultStates(2)=Class'Engine.UIState_Active' DefaultStates(3)=Class'Engine.UIState_Focused' DefaultStates(4)=Class'Engine.UIState_Pressed' Begin Object Class=UIComp_Event Name=WidgetEventComponent ObjName=WidgetEventComponent Archetype=UIComp_Event'Engine.Default__UIObject:WidgetEventComponent' ObjectArchetype=UIComp_Event'Engine.Default__UIObject:WidgetEventComponent' End Object EventProvider=WidgetEventComponent Name="Default__UIComboBox" ObjectArchetype=UIObject'Engine.Default__UIObject' } |
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