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#linenumber 1 /** * Displays a list of options for the user to choose from. Invoked when the user right-clicks on a widget which supports * context menus, and the list of available options are context sensitive. Items can be either static (using static data * providers) or modified at runtime. * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved */ class UIContextMenu extends UIList native(inherit) HideCategories(List) notplaceable; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /* TODO - radio group support? - kismet events - notification that the console has been opened (close this context menu) */ /** Different types of context menu items */ enum EContextMenuItemType { /** A normal menu item */ CMIT_Normal, //@fixme - not implemented /** A context menu item that has a submenu which is shown when the mouse is held over this menu item for a few seconds */ CMIT_Submenu, /** Separates a group of context menu items */ CMIT_Separator, /** Context menu item that supports a two states - on and off. State is represented by a check next to the item */ CMIT_Check, /** * Similar to CMIT_Check, except that only one menu item in a particular group can be selected at one time * @todo ronp - determine how groups will be defined */ CMIT_Radio, }; /** * Represents a single item in a context menu * * @note - temporary; not sure if this struct will actually be used */ struct native transient ContextMenuItem { var transient const UIContextMenu OwnerMenu; var native transient const pointer ParentItem{struct FContextMenuItem}; var EContextMenuItemType ItemType; var string ItemText; var int ItemId; // is separator? // checkable items? // submenu? structdefaultproperties { ItemId=-1 ItemType=CMIT_Normal } }; /** the widget that invoked this context menu */ var transient const UIObject InvokingWidget; var transient const array<ContextMenuItem> MenuItems; /** indicates that this context menu's position needs to be re-resolved during the next scene update */ var transient const bool bResolvePosition; /* == Delegates == */ /* == Natives == */ /** * Returns TRUE if this context menu is the scene's currently active context menu. */ native final function bool IsActiveContextMenu() const; /** * Opens this context menu. Called by the owning scene when a new context menu is activated. * * @param PlayerIndex the index of the player that triggered the context menu to be opened. * * @return TRUE if the context menu was successfully opened. */ native final function bool Open( int PlayerIndex=GetBestPlayerIndex() ); /** * Closes this context menu. * * @return TRUE if the context menu closed successfully; FALSE if it didn't close (as a result of OnClose returning * FALSE, for example) */ native final function bool Close( int PlayerIndex=GetBestPlayerIndex() ); /* == Events == */ /** * Sets the text that will be displayed in the context menu items. * * @param Widget the widget that invoked this context menu * @param NewMenuItems the menu items to use in the context menu * @param bClearExisting specify TRUE to clear any existing menu items; otherwise, the new items will be appended to the old * @param InsertIndex the location [in the list's items array] to insert the new menu items at; only relevant if bClearExisting is FALSE * * @return TRUE if the operation was successful. */ event bool SetMenuItems( UIObject Widget, array<string> NewMenuItems, optional bool bClearExisting=true, optional int InsertIndex=INDEX_NONE ) { local bool bResult; local UIScene SceneOwner; local SceneDataStore SceneDS; local name WidgetDSTag; // widgets inside UIPrefabs have a blank WidgetID; even though we should never be calling this function on a UIPrefab // widget, doesn't hurt to double-check if ( Widget != None && Widget.WidgetID.A != 0 ) { SceneOwner = GetScene(); if ( SceneOwner != None ) { SceneDS = SceneOwner.GetSceneDataStore(); if ( SceneDS != None ) { WidgetDSTag = name(ConvertWidgetIDToString(Widget)); if ( SceneDS.SetCollectionValueArray(WidgetDSTag, NewMenuItems, bClearExisting, InsertIndex) ) { RefreshSubscriberValue(); bResult = true; } } } } return bResult; } /** * Sets the text for a single context menu item. * * @param Widget the widget that invoked this context menu * @param Item the text to add/insert to the context menu * @param InsertIndex the location [in the list's items array] to insert the new menu item; if not specified, will * be appended to the end of the array. * @param bAllowDuplicates specify TRUE to allow multiple menu items with the same value; otherwise, the new value will * not be added if an existing item has the same value. * * @return TRUE if the operation was successful. */ event bool InsertMenuItem( UIObject Widget, string Item, optional int InsertIndex=INDEX_NONE, optional bool bAllowDuplicates ) { local bool bResult; local UIScene SceneOwner; local SceneDataStore SceneDS; local name WidgetDSTag; // widgets inside UIPrefabs have a blank WidgetID; even though we should never be calling this function on a UIPrefab // widget, doesn't hurt to double-check if ( Widget != None && Widget.WidgetID.A != 0 ) { SceneOwner = GetScene(); if ( SceneOwner != None ) { SceneDS = SceneOwner.GetSceneDataStore(); if ( SceneDS != None ) { WidgetDSTag = name(ConvertWidgetIDToString(Widget)); if ( SceneDS.InsertCollectionValue(WidgetDSTag, Item, InsertIndex, , bAllowDuplicates) ) { RefreshSubscriberValue(); bResult = true; } } } } return bResult; } /** * Removes all context menu items from this context menu. * * @param Widget the widget that invoked this context menu * * @return TRUE if the operation was successful. */ event bool ClearMenuItems( UIObject Widget ) { local bool bResult; local UIScene SceneOwner; local SceneDataStore SceneDS; local name WidgetDSTag; // widgets inside UIPrefabs have a blank WidgetID; even though we should never be calling this function on a UIPrefab // widget, doesn't hurt to double-check if ( Widget != None && Widget.WidgetID.A != 0 ) { SceneOwner = GetScene(); if ( SceneOwner != None ) { SceneDS = SceneOwner.GetSceneDataStore(); if ( SceneDS != None ) { WidgetDSTag = name(ConvertWidgetIDToString(Widget)); if ( SceneDS.ClearCollectionValueArray(WidgetDSTag) ) { RefreshSubscriberValue(); bResult = true; } } } } return bResult; } /** * Removes a single menu item from the context menu. * * @param Widget the widget that invoked this context menu * @param ItemToRemove the string that should be removed from the context menu * * @return TRUE if the value was successfully removed or didn't exist in the first place. */ event bool RemoveMenuItem( UIObject Widget, string ItemToRemove ) { local bool bResult; local UIScene SceneOwner; local SceneDataStore SceneDS; local name WidgetDSTag; // widgets inside UIPrefabs have a blank WidgetID; even though we should never be calling this function on a UIPrefab // widget, doesn't hurt to double-check if ( Widget != None && Widget.WidgetID.A != 0 ) { SceneOwner = GetScene(); if ( SceneOwner != None ) { SceneDS = SceneOwner.GetSceneDataStore(); if ( SceneDS != None ) { WidgetDSTag = name(ConvertWidgetIDToString(Widget)); if ( SceneDS.RemoveCollectionValue(WidgetDSTag, ItemToRemove) ) { RefreshSubscriberValue(); bResult = true; } } } } return bResult; } /** * Removes the context menu item located at a specified position in the array. * * @param Widget the widget that invoked this context menu * @param IndexToRemove the index of the item that should be removed. * * @return TRUE if the value was successfully removed; FALSE if IndexToRemove wasn't valid or the value couldn't be removed. */ event bool RemoveMenuItemAtIndex( UIObject Widget, int IndexToRemove ) { local bool bResult; local UIScene SceneOwner; local SceneDataStore SceneDS; local name WidgetDSTag; // widgets inside UIPrefabs have a blank WidgetID; even though we should never be calling this function on a UIPrefab // widget, doesn't hurt to double-check if ( Widget != None && Widget.WidgetID.A != 0 ) { SceneOwner = GetScene(); if ( SceneOwner != None ) { SceneDS = SceneOwner.GetSceneDataStore(); if ( SceneDS != None ) { WidgetDSTag = name(ConvertWidgetIDToString(Widget)); if ( SceneDS.RemoveCollectionValueByIndex(WidgetDSTag, IndexToRemove) ) { RefreshSubscriberValue(); bResult = true; } } } } return bResult; } //@todo ronp - do we need a replace method? /** * Gets a list of the current context menu items strings. * * @param Widget the widget that invoked this context menu * @param out_MenuItems receives the context menu item strings * * @return TRUE if the operation was successful. */ event bool GetAllMenuItems( UIObject Widget, out array<string> out_MenuItems ) { local bool bResult; local UIScene SceneOwner; local SceneDataStore SceneDS; local name WidgetDSTag; // widgets inside UIPrefabs have a blank WidgetID; even though we should never be calling this function on a UIPrefab // widget, doesn't hurt to double-check if ( Widget != None && Widget.WidgetID.A != 0 ) { SceneOwner = GetScene(); if ( SceneOwner != None ) { SceneDS = SceneOwner.GetSceneDataStore(); if ( SceneDS != None ) { WidgetDSTag = name(ConvertWidgetIDToString(Widget)); bResult = SceneDS.GetCollectionValueArray(WidgetDSTag, out_MenuItems); } } } return bResult; } /** * Gets the value of the context menu item located at a specified position in the array. * * @param Widget the widget that invoked this context menu * @param IndexToGet the index of the context menu item to get * @param out_MenuItem receives the value of the context menu item text. * * @return TRUE if the value was successfully retrieved and copied to out_MenuItem. */ event bool GetMenuItem( UIObject Widget, int IndexToGet, out string out_MenuItem ) { local bool bResult; local UIScene SceneOwner; local SceneDataStore SceneDS; local name WidgetDSTag; // widgets inside UIPrefabs have a blank WidgetID; even though we should never be calling this function on a UIPrefab // widget, doesn't hurt to double-check if ( Widget != None && Widget.WidgetID.A != 0 ) { SceneOwner = GetScene(); if ( SceneOwner != None ) { SceneDS = SceneOwner.GetSceneDataStore(); if ( SceneDS != None ) { WidgetDSTag = name(ConvertWidgetIDToString(Widget)); bResult = SceneDS.GetCollectionValue(WidgetDSTag, IndexToGet, out_MenuItem); } } } return bResult; } /** * Finds the location of a string in the context menu's array of items. * * @param Widget the widget that invoked this context menu * @param ItemToFind the string to find * * @return the index for the specified value, or INDEX_NONE if it couldn't be found. */ event int FindMenuItemIndex( UIObject Widget, string ItemToFind ) { local int Result; local UIScene SceneOwner; local SceneDataStore SceneDS; local name WidgetDSTag; Result = INDEX_NONE; // widgets inside UIPrefabs have a blank WidgetID; even though we should never be calling this function on a UIPrefab // widget, doesn't hurt to double-check if ( Widget != None && Widget.WidgetID.A != 0 ) { SceneOwner = GetScene(); if ( SceneOwner != None ) { SceneDS = SceneOwner.GetSceneDataStore(); if ( SceneDS != None ) { WidgetDSTag = name(ConvertWidgetIDToString(Widget)); Result = SceneDS.FindCollectionValueIndex(WidgetDSTag, ItemToFind); } } } return Result; } /* == UnrealScript == */ /* == SequenceAction handlers == */ defaultproperties { ColumnAutoSizeMode=CELLAUTOSIZE_AdjustList RowAutoSizeMode=CELLAUTOSIZE_AdjustList WrapType=LISTWRAP_Jump bEnableVerticalScrollbar=False bSingleClickSubmission=True bUpdateItemUnderCursor=True Begin Object Class=UIComp_ContextMenuListPresenter Name=ContextMenuDataComponent ObjName=ContextMenuDataComponent Archetype=UIComp_ContextMenuListPresenter'Engine.Default__UIComp_ContextMenuListPresenter' Begin Object Class=UITexture Name=NormalOverlayTemplate ObjName=NormalOverlayTemplate Archetype=UITexture'Engine.Default__UIComp_ContextMenuListPresenter:NormalOverlayTemplate' ObjectArchetype=UITexture'Engine.Default__UIComp_ContextMenuListPresenter:NormalOverlayTemplate' End Object Begin Object Class=UITexture Name=ActiveOverlayTemplate ObjName=ActiveOverlayTemplate Archetype=UITexture'Engine.Default__UIComp_ContextMenuListPresenter:ActiveOverlayTemplate' ObjectArchetype=UITexture'Engine.Default__UIComp_ContextMenuListPresenter:ActiveOverlayTemplate' End Object Begin Object Class=UITexture Name=SelectionOverlayTemplate ObjName=SelectionOverlayTemplate Archetype=UITexture'Engine.Default__UIComp_ContextMenuListPresenter:SelectionOverlayTemplate' ObjectArchetype=UITexture'Engine.Default__UIComp_ContextMenuListPresenter:SelectionOverlayTemplate' End Object Begin Object Class=UITexture Name=HoverOverlayTemplate ObjName=HoverOverlayTemplate Archetype=UITexture'Engine.Default__UIComp_ContextMenuListPresenter:HoverOverlayTemplate' ObjectArchetype=UITexture'Engine.Default__UIComp_ContextMenuListPresenter:HoverOverlayTemplate' End Object ListItemOverlay(0)=UITexture'Engine.Default__UIContextMenu:ContextMenuDataComponent.NormalOverlayTemplate' ListItemOverlay(1)=UITexture'Engine.Default__UIContextMenu:ContextMenuDataComponent.ActiveOverlayTemplate' ListItemOverlay(2)=UITexture'Engine.Default__UIContextMenu:ContextMenuDataComponent.SelectionOverlayTemplate' ListItemOverlay(3)=UITexture'Engine.Default__UIContextMenu:ContextMenuDataComponent.HoverOverlayTemplate' Name="ContextMenuDataComponent" ObjectArchetype=UIComp_ContextMenuListPresenter'Engine.Default__UIComp_ContextMenuListPresenter' End Object CellDataComponent=ContextMenuDataComponent PrimaryStyle=(DefaultStyleTag="DefaultContextMenuStyle",RequiredStyleClass=Class'Engine.UIStyle_Image') bEnableActiveCursorUpdates=True bSupportsPrimaryStyle=True Position=(Value[2]=16.000000,Value[3]=100.000000,ScaleType[0]=EVALPOS_PixelViewport,ScaleType[1]=EVALPOS_PixelViewport,ScaleType[2]=EVALPOS_PixelOwner,ScaleType[3]=EVALPOS_PixelOwner) bHidden=True Begin Object Class=UIComp_Event Name=WidgetEventComponent ObjName=WidgetEventComponent Archetype=UIComp_Event'Engine.Default__UIList:WidgetEventComponent' ObjectArchetype=UIComp_Event'Engine.Default__UIList:WidgetEventComponent' End Object EventProvider=WidgetEventComponent Name="Default__UIContextMenu" ObjectArchetype=UIList'Engine.Default__UIList' } |
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