Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 00104 00105 00106 00107 00108 00109 00110 00111 00112 00113 00114 00115 00116 00117 00118 00119 00120 00121 00122 00123 00124 00125 00126 00127 00128 00129 00130 00131 00132 00133 00134 00135 00136 00137 00138 00139 00140 00141 00142 00143 00144 00145 00146 00147 00148 00149 00150 00151 00152 00153 00154 00155 00156 00157 00158 00159 00160 00161 00162 00163 00164 00165 00166 00167 00168 00169 00170 00171 00172 00173 00174 00175 00176 00177 00178 00179 00180 00181 00182 00183 00184 00185 00186 00187 00188 00189 00190 00191 00192 00193 00194 00195 00196 00197 00198 00199 00200 00201 00202 00203 00204 00205 00206 00207 00208 00209 00210 00211 00212 00213 00214 00215 00216 00217 00218 00219 00220 00221 00222 00223 00224 00225 00226 00227 00228 00229 00230 00231 00232 00233 00234 00235 00236 00237 00238 00239 00240 00241 00242 00243 00244 00245 00246 00247 00248 00249 00250 00251 00252 00253 00254 00255 00256 00257 00258 00259 00260 00261 00262 00263 00264 00265 00266 00267 00268 00269 00270 00271 00272 00273 00274 00275 00276 00277 00278 00279 00280 00281 00282 00283 00284 00285 00286 00287 00288 00289 00290 00291 00292 00293 00294 00295 00296 00297 00298 00299 00300 00301 00302 00303 00304 00305 00306 00307 00308 00309 00310 00311 00312 |
/** * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UIProgressBar extends UIObject native(UIPrivate) implements(UIDataStorePublisher); /** Component for rendering the background image */ var(Image) editinline const noclear UIComp_DrawImage BackgroundImageComponent; /** Component for rendering the fill image */ var(Image) editinline const noclear UIComp_DrawImage FillImageComponent; /** Component for rendering the overlay image */ var(Image) editinline const noclear UIComp_DrawImage OverlayImageComponent; /** * specifies whether to draw the overlay texture or not */ var(Image) bool bDrawOverlay; /** * The data source that this progressbar's value will be linked to. */ var(Data) editconst private UIDataStoreBinding DataSource; /** * The value and range parameters for this progressbar. */ var(ProgressBar) UIRangeData ProgressBarValue; /** * Controls whether this progressbar is vertical or horizontal */ var(ProgressBar) EUIOrientation ProgressBarOrientation; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /* === Natives === */ /* == Kismet action handlers == */ protected final function OnSetProgressBarValue( UIAction_SetProgressBarValue Action ) { if ( Action != None ) { SetValue(Action.NewValue, Action.bPercentageValue); } } protected final function OnGetProgressBarValue( UIAction_GetProgressBarValue Action ) { if ( Action != None ) { Action.Value = GetValue(Action.bPercentageValue); } } /** 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 final virtual function bool SaveSubscriberValue( out array<UIDataStore> out_BoundDataStores, optional int BindingIndex=INDEX_NONE ); /** * Change the value of this progressbar at runtime. * * @param NewValue the new value for the progressbar. * @param bPercentageValue TRUE indicates that the new value is formatted as a percentage of the total range of this progressbar. * * @return TRUE if the progressbar's value was changed */ native final function bool SetValue( coerce float NewValue, optional bool bPercentageValue ); /** * Gets the current value of this progressbar * * @param bPercentageValue TRUE to format the result as a percentage of the total range of this progressbar. */ native final function float GetValue( optional bool bPercentageValue ) const; /* === Unrealscript === */ /** * Changes the background image for this progressbar, creating the wrapper UITexture if necessary. * * @param NewBarImage the new surface to use for the progressbar's background image */ final function SetBackgroundImage( Surface NewImage ) { if ( BackgroundImageComponent != None ) { BackgroundImageComponent.SetImage(NewImage); } } /** * Changes the fill image for this progressbar, creating the wrapper UITexture if necessary. * * @param NewImage the new surface to use for progressbar's marker */ final function SetFillImage( Surface NewImage ) { if ( FillImageComponent != None ) { FillImageComponent.SetImage(NewImage); } } /** * Changes the overlay image for this progressbar, creating the wrapper UITexture if necessary. * * @param NewOverlayImage the new surface to use for the progressbar's overlay image */ final function SetOverlayImage( Surface NewImage ) { if ( OverlayImageComponent != None ) { OverlayImageComponent.SetImage(NewImage); } } defaultproperties { Begin Object Class=UIComp_DrawImage Name=ProgressBarBackgroundImageTemplate ObjName=ProgressBarBackgroundImageTemplate Archetype=UIComp_DrawImage'Engine.Default__UIComp_DrawImage' StyleResolverTag="Background Image Style" ImageStyle=(DefaultStyleTag="DefaultSliderStyle") Name="ProgressBarBackgroundImageTemplate" ObjectArchetype=UIComp_DrawImage'Engine.Default__UIComp_DrawImage' End Object BackgroundImageComponent=ProgressBarBackgroundImageTemplate Begin Object Class=UIComp_DrawImage Name=ProgressBarFillImageTemplate ObjName=ProgressBarFillImageTemplate Archetype=UIComp_DrawImage'Engine.Default__UIComp_DrawImage' StyleResolverTag="Fill Image Style" ImageStyle=(DefaultStyleTag="DefaultSliderBarStyle") Name="ProgressBarFillImageTemplate" ObjectArchetype=UIComp_DrawImage'Engine.Default__UIComp_DrawImage' End Object FillImageComponent=ProgressBarFillImageTemplate Begin Object Class=UIComp_DrawImage Name=ProgressBarOverlayImageTemplate ObjName=ProgressBarOverlayImageTemplate Archetype=UIComp_DrawImage'Engine.Default__UIComp_DrawImage' StyleResolverTag="Overlay Image Style" Name="ProgressBarOverlayImageTemplate" ObjectArchetype=UIComp_DrawImage'Engine.Default__UIComp_DrawImage' End Object OverlayImageComponent=ProgressBarOverlayImageTemplate DataSource=(RequiredFieldType=DATATYPE_RangeProperty) ProgressBarValue=(CurrentValue=33.000000,MaxValue=100.000000,NudgeValue=1.000000) PrimaryStyle=(DefaultStyleTag="DefaultSliderStyle",RequiredStyleClass=Class'Engine.UIStyle_Image') bSupportsPrimaryStyle=False Position=(Value[3]=32.000000,ScaleType[3]=EVALPOS_PixelOwner) DefaultStates(2)=Class'Engine.UIState_Focused' DefaultStates(3)=Class'Engine.UIState_Active' 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__UIProgressBar" ObjectArchetype=UIObject'Engine.Default__UIObject' } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |