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/** * Controls the UI system. * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UIInteraction extends Interaction within GameViewportClient native(UserInterface) config(UI) transient inherits(FExec,FGlobalDataStoreClientManager); /** the default UISkin - used whenever the skin specified by UISkinName couldn't be loaded */ const DEFAULT_UISKIN = "DefaultUISkin.DefaultSkin"; /** the class to use for the scene client */ var class<GameUISceneClient> SceneClientClass; /** * Acts as the interface between the UIInteraction and the active scenes. */ var const transient GameUISceneClient SceneClient; /** * The path name for the UISkin that should be used */ var config string UISkinName; /** * The names of all UISoundCues that can be used in the game. */ var config array<name> UISoundCueNames; /** list of keys that can trigger double-click events */ var transient array<name> SupportedDoubleClickKeys; /** * Manages all persistent global data stores. Created when UIInteraction is initialized using the value of * GEngine.DataStoreClientClass. */ var const transient DataStoreClient DataStoreManager; /** * Singleton object which stores ui key mapping configuration data. */ var const transient public{private} UIInputConfiguration UIInputConfig; /** * Runtime generated lookup table that maps a widget class to its list of input key aliases */ var const native transient Map{UClass*,struct FUIInputAliasClassMap*} WidgetInputAliasLookupTable; /** * Indicates whether there are any active scenes capable of processing input. Set in UpdateInputProcessingStatus, based * on whether there are any active scenes which are capable of processing input. */ var const transient bool bProcessInput; /** * Globally enables/ disables widget tooltips. */ var const config bool bDisableToolTips; /** * Controls whether widgets automatically receive focus when they become active. Set TRUE to enable this behavior. */ var const config bool bFocusOnActive; /** * Controls whether the UI system should prevent the game from recieving input whenever it's active. For games with * interactive menus that remain on-screen during gameplay, you'll want to change this value to FALSE. */ var const config bool bCaptureUnprocessedInput; /** * The amount of movement required before the UI will process a joystick's axis input. */ var const config float UIJoystickDeadZone; /** * Mouse & joystick axis input will be multiplied by this amount in the UI system. Higher values make the cursor move faster. */ var const config float UIAxisMultiplier; /** * The amount of time (in seconds) to wait between generating simulated button presses from axis input. */ var const config float AxisRepeatDelay; /** * The amount of time (in seconds) to wait between generating repeat events for mouse buttons (which are not handled by windows). */ var const config float MouseButtonRepeatDelay; /** * The maximum amount of time (in seconds) that can pass between a key press and key release in order to trigger a double-click event */ var const config float DoubleClickTriggerSeconds; /** * The maximum number of pixels to allow between the current mouse position and the last click's mouse position for a double-click * event to be triggered */ var const config int DoubleClickPixelTolerance; /** determines how many seconds must pass after a tooltip has been activated before it is made visible */ var const config float ToolTipInitialDelaySeconds; /** determines the number of seconds to display a tooltip before it will automatically be hidden */ var const config float ToolTipExpirationSeconds; /** if this is TRUE, then focused widgets will not appear to become "active" when moused over - their appearance will remain "focused" */ var const config bool bFocusedStateRules; /** * Tracks information relevant to simulating IE_Repeat input events. */ struct native transient UIKeyRepeatData { /** * The name of the axis input key that is currently being held. Used to determine which type of input event * to simulate (i.e. IE_Pressed, IE_Released, IE_Repeat) */ var name CurrentRepeatKey; /** * The time (in seconds since the process started) when the next simulated input event will be generated. */ var double NextRepeatTime; structcpptext { /** Constructors */ FUIKeyRepeatData() : CurrentRepeatKey(NAME_None) , NextRepeatTime(0.f) {} } }; /** * Contains parameters for emulating button presses using axis input. */ struct native transient UIAxisEmulationData extends UIKeyRepeatData { /** * Determines whether to emulate button presses. */ var bool bEnabled; structcpptext { /** Constructors */ FUIAxisEmulationData() : FUIKeyRepeatData(), bEnabled(TRUE) {} /** * Toggles whether this axis emulation is enabled. */ void EnableAxisEmulation( UBOOL bShouldEnable ) { if ( bEnabled != bShouldEnable ) { bEnabled = bShouldEnable; CurrentRepeatKey = NAME_None; NextRepeatTime = 0.f; } } } }; /** * Tracks the mouse button that is currently being held down for simulating repeat input events. */ var const transient UIKeyRepeatData MouseButtonRepeatInfo; /** * Runtime mapping of the axis button-press emulation configurations. Built in UIInteraction::InitializeAxisInputEmulations() based * on the values retrieved from UIInputConfiguration. */ var const native transient Map{FName,struct FUIAxisEmulationDefinition} AxisEmulationDefinitions; /** * Tracks the axis key-press emulation data for all players in the game. */ var transient UIAxisEmulationData AxisInputEmulation[MAX_SUPPORTED_GAMEPADS]; /** canvas scene for rendering 3d primtives/lights. Created during Init */ var const native transient pointer CanvasScene{class FCanvasScene}; /** TRUE if the scene for rendering 3d prims on this UI has been initialized */ var const transient bool bIsUIPrimitiveSceneInitialized; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (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 number of players currently active. */ static native noexport final function int GetPlayerCount() const; /** * Retrieves the index (into the Engine.GamePlayers array) for the player which has the ControllerId specified * * @param ControllerId the gamepad index of the player to search for * * @return the index [into the Engine.GamePlayers array] for the player that has the ControllerId specified, or INDEX_NONE * if no players have that ControllerId */ static native noexport final function int GetPlayerIndex( int ControllerId ); /** * Retrieves the ControllerId for the player specified. * * @param PlayerIndex the index [into the Engine.GamePlayers array] for the player to retrieve the ControllerId for * * @return the ControllerId for the player at the specified index in the GamePlayers array, or INDEX_NONE if the index is invalid */ static native noexport final function int GetPlayerControllerId( int PlayerIndex ); /** * Returns a reference to the global data store client, if it exists. * * @return the global data store client for the game. */ static native noexport final function DataStoreClient GetDataStoreClient(); /** * Determines whether a map is the default local map. * * @param MapName if specified, checks whether MapName is the default local map; otherwise, checks the currently loaded map. * * @return TRUE if the map is the default local (or front-end) map. */ static native noexport final function bool IsMenuLevel( optional string MapName ); /** * Plays the sound cue associated with the specified name * * @param SoundCueName the name of the UISoundCue to play; should corresond to one of the values of the UISoundCueNames array. * @param PlayerIndex allows the caller to indicate which player controller should be used to play the sound cue. For the most * part, all sounds can be played by the first player, regardless of who generated the play sound event. * * @return TRUE if the sound cue specified was found in the currently active skin, even if there was no actual USoundCue associated * with that UISoundCue. */ native final function bool PlayUISound( name SoundCueName, optional int PlayerIndex=0 ); /** * Called when a new player has been added to the list of active players (i.e. split-screen join) * * @param PlayerIndex the index [into the GamePlayers array] where the player was inserted * @param AddedPlayer the player that was added */ function NotifyPlayerAdded( int PlayerIndex, LocalPlayer AddedPlayer ) { local UIAxisEmulationData Empty; // make sure the axis emulation data for this player has been reset if ( PlayerIndex >=0 && PlayerIndex < MAX_SUPPORTED_GAMEPADS ) { Empty.CurrentRepeatKey = 'None'; AxisInputEmulation[PlayerIndex] = Empty; } if ( SceneClient != None ) { SceneClient.NotifyPlayerAdded(PlayerIndex, AddedPlayer); } } /** * Called when a player has been removed from the list of active players (i.e. split-screen players) * * @param PlayerIndex the index [into the GamePlayers array] where the player was located * @param RemovedPlayer the player that was removed */ function NotifyPlayerRemoved( int PlayerIndex, LocalPlayer RemovedPlayer ) { local int PlayerCount, NextPlayerIndex, i; local UIAxisEmulationData Empty; // clear the axis emulation data for this player if ( PlayerIndex >=0 && PlayerIndex < MAX_SUPPORTED_GAMEPADS ) { // if we removed a player from the middle of the list, we need to migrate all of the axis emulation data from // that player's previous slot into the new slot PlayerCount = GetPlayerCount(); // PlayerCount has to be less that MAX_SUPPORTED_GAMEPADS if we just removed a player; if it does not, it means // that someone changed the order in which NotifyPlayerRemoved is called so that the player is actually removed from // the array after calling NotifyPlayerRemoved. If that happens, this assertion is here to ensure that this code is // updated as well. Assert(PlayerCount < MAX_SUPPORTED_GAMEPADS); // we removed a player that was in a middle slot - migrate the data for all subsequence players into the correct position for ( i = PlayerIndex; i < PlayerCount; i++ ) { NextPlayerIndex = i + 1; AxisInputEmulation[i].NextRepeatTime = AxisInputEmulation[NextPlayerIndex].NextRepeatTime; AxisInputEmulation[i].CurrentRepeatKey = AxisInputEmulation[NextPlayerIndex].CurrentRepeatKey; AxisInputEmulation[i].bEnabled = AxisInputEmulation[NextPlayerIndex].bEnabled; } Empty.CurrentRepeatKey = 'None'; AxisInputEmulation[PlayerCount] = Empty; } if ( SceneClient != None ) { SceneClient.NotifyPlayerRemoved(PlayerIndex, RemovedPlayer); } } /** * Create a temporary widget for presenting data from unrealscript * * @param WidgetClass the widget class to create * @param WidgetTag the tag to assign to the widget. * @param Owner the UIObject that should contain the widget * * @return a pointer to a fully initialized widget of the class specified, contained within the transient scene */ native final function coerce UIObject CreateTransientWidget(class<UIObject> WidgetClass, Name WidgetTag, optional UIObject Owner); /** * Set the mouse position to the coordinates specified * * @param NewX the X position to move the mouse cursor to (in pixels) * @param NewY the Y position to move the mouse cursor to (in pixels) */ final function SetMousePosition( int NewMouseX, int NewMouseY ) { SceneClient.SetMousePosition(NewMouseX, NewMouseY); } // Scene stuff /** * Get a reference to the transient scene, which is used to contain transient widgets that are created by unrealscript * * @return pointer to the UIScene that owns transient widgets */ final function UIScene GetTransientScene() { return SceneClient.GetTransientScene(); } /** * Creates an instance of the scene class specified. Used to create scenes from unrealscript. Does not initialize * the scene - you must call OpenScene, passing in the result of this function as the scene to be opened. * * @param SceneClass the scene class to open * @param SceneTag if specified, the scene will be given this tag when created * @param SceneTemplate if specified, will be used as the template for the newly created scene if it is a subclass of SceneClass * * @return a UIScene instance of the class specified */ native final function coerce UIScene CreateScene( class<UIScene> SceneClass, optional name SceneTag, optional UIScene SceneTemplate ); /** * Adds the specified scene to the list of active scenes, loading the scene and performing initialization as necessary. * * @param Scene the scene to open; if the scene specified is contained in a content package, a copy of the scene will be created * and the copy will be opened instead. * @param SceneOwner the player that should be associated with the new scene. Will be assigned to the scene's * PlayerOwner property. * @param OpenedScene the scene that was actually opened. If Scene is located in a content package, OpenedScene will be * the copy of the scene that was created. Otherwise, OpenedScene will be the same as the scene passed in. * * @return TRUE if the scene was successfully opened */ final function bool OpenScene( UIScene Scene, optional LocalPlayer SceneOwner, optional out UIScene OpenedScene ) { return SceneClient.OpenScene(Scene,SceneOwner,OpenedScene); } /** * Merge 2 existing scenes together in to one * *@param SourceScene The Scene to merge *@param SceneTarget This optional param is the scene to merge in to. If it's none, the currently active scene will * be used. * * RON: Fix me and remove the child version in UTGameInteraction */ function bool MergeScene(UIScene SourceScene, optional UIScene SceneTarget); /** * Removes the specified scene from the ActiveScenes array. * * @param Scene the scene to deactivate * * @return true if the scene was successfully removed from the ActiveScenes array */ final final function bool CloseScene( UIScene Scene ) { return SceneClient.CloseScene(Scene); } /** * Searches through the ActiveScenes array for a UIScene with the tag specified * * @param SceneTag the name of the scene to locate * @param SceneOwner the player that should be associated with the new scene. Will be assigned to the scene's * PlayerOwner property. * * @return pointer to the UIScene that has a SceneName matching SceneTag, or NULL if no scenes in the ActiveScenes * stack have that name */ final final function UIScene FindSceneByTag( name SceneTag, optional LocalPlayer SceneOwner ) { return SceneClient.FindSceneByTag(SceneTag,SceneOwner); } /** @return Returns the current login status for the specified controller id. */ static final event ELoginStatus GetLoginStatus( int ControllerId ) { local ELoginStatus Result; local OnlineSubsystem OnlineSub; local OnlinePlayerInterface PlayerInterface; Result = LS_NotLoggedIn; if ( ControllerId != INDEX_NONE ) { // Figure out if we have an online subsystem registered OnlineSub = class'GameEngine'.static.GetOnlineSubsystem(); if (OnlineSub != None) { // Grab the player interface to verify the subsystem supports it PlayerInterface = OnlineSub.PlayerInterface; if (PlayerInterface != None) { // Get status Result = PlayerInterface.GetLoginStatus(ControllerId); } } } return Result; } /** @return Returns the current status of the platform's network connection. */ static final event bool HasLinkConnection() { local bool bResult; local OnlineSubsystem OnlineSub; local OnlineSystemInterface SystemInterface; // Figure out if we have an online subsystem registered OnlineSub = class'GameEngine'.static.GetOnlineSubsystem(); if (OnlineSub != None) { SystemInterface = OnlineSub.SystemInterface; if (SystemInterface != None) { bResult = SystemInterface.HasLinkConnection(); } } return bResult; } /** @return Returns whether or not the specified player is logged in at all. */ static final event bool IsLoggedIn( int ControllerId, optional bool bRequireOnlineLogin ) { local bool bResult; local ELoginStatus LoginStatus; LoginStatus = GetLoginStatus(ControllerId); bResult = (LoginStatus == LS_LoggedIn) || (LoginStatus == LS_UsingLocalProfile && !bRequireOnlineLogin); return bResult; } /** @return Returns whether or not the specified player can play online. */ static final event bool CanPlayOnline( int ControllerId ) { local EFeaturePrivilegeLevel Result; local OnlineSubsystem OnlineSub; local OnlinePlayerInterface PlayerInterface; Result = FPL_Disabled; // Figure out if we have an online subsystem registered OnlineSub = class'GameEngine'.static.GetOnlineSubsystem(); if (OnlineSub != None) { // Grab the player interface to verify the subsystem supports it PlayerInterface = OnlineSub.PlayerInterface; if (PlayerInterface != None) { Result = PlayerInterface.CanPlayOnline(ControllerId); } } return Result!=FPL_Disabled; } /** * Wrapper for getting the NAT type */ static final event ENATType GetNATType() { local OnlineSubsystem OnlineSub; local OnlineSystemInterface SystemInterface; local ENATType Result; // Figure out if we have an online subsystem registered OnlineSub = class'GameEngine'.static.GetOnlineSubsystem(); if (OnlineSub != None) { SystemInterface = OnlineSub.SystemInterface; if (SystemInterface != None) { Result = SystemInterface.GetNATType(); } } return Result; } /* === Interaction interface === */ /** * Called when the current map is being unloaded. Cleans up any references which would prevent garbage collection. */ function NotifyGameSessionEnded() { if ( DataStoreManager != None ) { DataStoreManager.NotifyGameSessionEnded(); } if ( SceneClient != None ) { SceneClient.NotifyGameSessionEnded(); } } defaultproperties { SceneClientClass=Class'Engine.GameUISceneClient' UISkinName="UI_InGameHud.UTHUDSkin" UISoundCueNames(0)="GenericError" UISoundCueNames(1)="MouseEnter" UISoundCueNames(2)="MouseExit" UISoundCueNames(3)="Clicked" UISoundCueNames(4)="Focused" UISoundCueNames(5)="SceneOpened" UISoundCueNames(6)="SceneClosed" UISoundCueNames(7)="ListSubmit" UISoundCueNames(8)="ListUp" UISoundCueNames(9)="ListDown" UISoundCueNames(10)="SliderIncrement" UISoundCueNames(11)="SliderDecrement" UISoundCueNames(12)="NavigateUp" UISoundCueNames(13)="NavigateDown" UISoundCueNames(14)="NavigateLeft" UISoundCueNames(15)="NavigateRight" UISoundCueNames(16)="CheckboxChecked" UISoundCueNames(17)="CheckboxUnchecked" UISoundCueNames(18)="StartGame" UISoundCueNames(19)="RefreshServers" bCaptureUnprocessedInput=True UIJoystickDeadZone=0.900000 UIAxisMultiplier=1.000000 AxisRepeatDelay=0.200000 MouseButtonRepeatDelay=0.150000 DoubleClickTriggerSeconds=0.500000 DoubleClickPixelTolerance=1 ToolTipInitialDelaySeconds=0.250000 ToolTipExpirationSeconds=5.000000 bFocusedStateRules=True Name="Default__UIInteraction" ObjectArchetype=Interaction'Engine.Default__Interaction' } |
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