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/** * Abstract base class for UI events. * A UIEvent is some event that a widget can respond to. It could be an input event such as a button press, or a system * event such as receiving data from a remote system. UIEvents are generally not bound to a particular type of widget; * programmers choose which events are available to widgets, and artists decide which events to implement. * * Features: * Able to execute multiple actions when the event is called. * Able to operate on multiple widgets simultaneously. * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UIEvent extends SequenceEvent native(UISequence) abstract placeable; /** the widget that contains this event */ var noimport UIScreenObject EventOwner; /** the object that initiated this event; specific to each event */ var Object EventActivator; /** the name that is displayed for this event in the list of widget events in the editor */ // superseced by SequenceObject.ObjName //var localized string DisplayName; /** * a short description of what this event does - displayed as a tooltip in the editor when the user hovers over this * event in the editor */ var localized string Description; /** * Indicates whether this event should be added to widget sequences. Used for special-case handling of certain types * of events. */ var bool bShouldRegisterEvent; /** * Indicates whether this activation of this event type should be propagated up the parent chain. */ var bool bPropagateEvent; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /* == Delegates == */ /** * Allows script-only child classes or other objects to include additional logic for determining whether this event is eligible for activation. * * @param ControllerIndex the index of the player that activated this event * @param InEventOwner the widget that owns this UIEvent * @param InEventActivator an optional object that can be used for various purposes in UIEvents; typically the widget * that triggered the event activation. * @param bActivateImmediately TRUE if the caller wishes to perform immediate activation. * @param IndicesToActivate indexes of the elements [into the Output array] that are going to be activated. If empty, * all output links will be activated * * @return TRUE if this event can be activated */ delegate bool AllowEventActivation( int ControllerIndex, UIScreenObject InEventOwner, Object InEventActivator, bool bActivateImmediately, out const array<int> IndicesToActivate ); /* == Natives == */ /** * Returns the widget that contains this UIEvent. */ native final function UIScreenObject GetOwner() const; /** * Returns the scene that contains this UIEvent. */ native final function UIScene GetOwnerScene() const; /** * Determines whether this UIAction can be activated. * * @param ControllerIndex the index of the player that activated this event * @param InEventOwner the widget that contains this UIEvent * @param InEventActivator an optional object that can be used for various purposes in UIEvents * @param bActivateImmediately specify true to indicate that we'd like to know whether this event can be activated immediately * @param IndicesToActivate Indexes into this UIEvent's Output array to activate. If not specified, all output links * will be activated * * @return TRUE if this event can be activated * * @note: noexport so that the native function header can take a TArray<INT> pointer as the last parameter */ native final noexport function bool CanBeActivated( int ControllerIndex, UIScreenObject InEventOwner, optional Object InEventActivator, optional bool bActivateImmediately, optional out const array<int> IndicesToActivate ); /** * Activates this event if CanBeActivated returns TRUE. * * @param ControllerIndex the index of the player that activated this event * @param InEventOwner the widget that contains this UIEvent * @param InEventActivator an optional object that can be used for various purposes in UIEvents * @param bActivateImmediately if TRUE, the event will be activated immediately, rather than deferring activation until the next tick * @param IndicesToActivate Indexes into this UIEvent's Output array to activate. If not specified, all output links * will be activated * * @return TRUE if this event was successfully activated * * @note: noexport so that the native function header can take a TArray<INT> pointer as the last parameter */ native final noexport function bool ConditionalActivateUIEvent( int ControllerIndex, UIScreenObject InEventOwner, optional Object InEventActivator, optional bool bActivateImmediately, optional out const array<int> IndicesToActivate ); /** * Activates this UIEvent, adding it the list of active sequence operations in the owning widget's EventProvider * * @param ControllerIndex the index of the player that activated this event * @param InEventOwner the widget that contains this UIEvent * @param InEventActivator an optional object that can be used for various purposes in UIEvents * @param bActivateImmediately if TRUE, the event will be activated immediately, rather than deferring activation until the next tick * @param IndicesToActivate Indexes into this UIEvent's Output array to activate. If not specified, all output links * will be activated * * @return TRUE if this event was successfully activated * * @note: noexport so that the native function header can take a TArray<INT> pointer as the last parameter */ native final noexport function bool ActivateUIEvent( int ControllerIndex, UIScreenObject InEventOwner, optional Object InEventActivator, optional bool bActivateImmediately, optional out const array<int> IndicesToActivate ); /* == Events == */ /** * 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; } /** * Allows events to override the default behavior of not instancing event templates during the game (@see UIComp_Event::InstanceEventTemplates); by default, events templates * declared in widget defaultproperties are only instanced if the template definition contains linked ops. If your event class performs some other actions which affect the game * when it's activated, you can use this function to force the UI to instance this event for widgets created at runtime in the game. * * @return return TRUE to force the UI to always instance event templates of this event type, even if there are no linked ops. */ event bool ShouldAlwaysInstance() { return false; } /* == UnrealScript == */ defaultproperties { bShouldRegisterEvent=True bPropagateEvent=True MaxTriggerCount=0 bClientSideOnly=True VariableLinks(0)=(LinkDesc="Activator") 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",bWriteable=True,bHidden=True,MinVars=1,MaxVars=255) ObjClassVersion=2 ObjCategory="UI" Name="Default__UIEvent" ObjectArchetype=SequenceEvent'Engine.Default__SequenceEvent' } |
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