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/** * Base class for all classes that handle interacting with the user. * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UIRoot extends Object native(UserInterface) HideCategories(Object,UIRoot) abstract; const TEMP_SPLITSCREEN_INDEX=0; /** * Controls what types of interactions are allowed for a widget. Ideally this would be an enum, but the values are used as a bitmask * (for UIObject.PrivateFlags) and unrealscript enums cannot be assigned values. */ const PRIVATE_NotEditorSelectable = 0x001; /** Not selectable in the scene editor. */ const PRIVATE_TreeHidden = 0x002; /** Not viewable in the scene tree or layer tree, but children are. */ const PRIVATE_NotFocusable = 0x004; /** Not eligible to receive focus; affects both editor and game */ const PRIVATE_NotDockable = 0x008; /** Not able to be docked to another widget. */ const PRIVATE_NotRotatable = 0x010; /** Not able to be rotated. @todo - not yet implemented. */ const PRIVATE_ManagedStyle = 0x020; /** Indicates that this widget's styles are managed by its owner widgets - any style references set for this widget will not be saved. */ const PRIVATE_TreeHiddenRecursive = 0x042; /** Not visible in the scene tree or layer tree, including children */ const PRIVATE_EditorNoDelete = 0x080; /** This widget is not deletable in the editor */ const PRIVATE_EditorNoRename = 0x100; /** This widget is not renamable in the editor */ const PRIVATE_EditorNoReparent = 0x200; /** This widget can not be reparented in the editor */ const PRIVATE_PropagateState = 0x400; /** This widget will propagate certain states to its children, such as enabled and disabled */ const PRIVATE_KeepFocusedState = 0x800; /** only relevant if NotFocusable is set as well - don't remove the focused state from this widget's list of available states */ /** Combination flags */ const PRIVATE_Protected = 0x380; /** Combination of EditorNoDelete + EditorNoRename + EditorNoReparent */ /** Aspect ratios */ const ASPECTRATIO_Normal = 1.333333f; const ASPECTRATIO_Monitor = 1.25f; const ASPECTRATIO_Widescreen = 1.777778f; /** The type of adjustment to apply to a material. */ enum EMaterialAdjustmentType { /** no modification to material - if material is larger than target dimension, material is clipped */ ADJUST_None<DisplayName=Clipped>, /** material will be scaled to fit the target dimension */ ADJUST_Normal<DisplayName=Scaled>, /** material will be scaled to fit the target dimension, maintaining aspect ratio */ ADJUST_Justified<DisplayName=Uniformly Scaled>, /** target's dimensions will be adjusted to match material dimension */ ADJUST_Bound<DisplayName=Bound>, /** material will be stretched to fit target dimension */ ADJUST_Stretch<DisplayName=Stretched>, }; /** method to use for resolving a UIScreenValue */ enum EPositionEvalType { /** no conversion */ EVALPOS_None, /** the value should be evaluated as an actual pixel value */ EVALPOS_PixelViewport, /** the value should be evaluated as a pixel offset from the owning widget's scene's position */ EVALPOS_PixelScene, /** the value should be evaluated as a pixel offset from the owning widget's position */ EVALPOS_PixelOwner, /** the value should be evaluated as a percentage of the viewport */ EVALPOS_PercentageViewport, /** the value should be evaluated as a percentage of the owning widget's position */ EVALPOS_PercentageOwner, /** the value should be evaluated as a percentage of the owning widget's scene */ EVALPOS_PercentageScene, }; /** method to use for resolving a UIAutoSizeRegion's values */ enum EUIExtentEvalType { /** the value should be interpreted as an actual pixel value */ UIEXTENTEVAL_Pixels<DisplayName=Pixels>, /** the value should be interpreted as a percentage of the owner's size */ UIEXTENTEVAL_PercentSelf<DisplayName=Percentage of owning widget size>, /** the value should be interpreted as a percentage of the size of the owning widget's parent */ UIEXTENTEVAL_PercentOwner<DisplayName=Percentage of widget parent size>, /** the value should be interpreted as a percentage of the scene's size */ UIEXTENTEVAL_PercentScene<DisplayName=Percentage of scene>, /** the value should be interpreted as a percentage of the viewport's size */ UIEXTENTEVAL_PercentViewport<DisplayName=Percentage of viewport>, }; /** method to use for resolving dock padding values */ enum EUIDockPaddingEvalType { /** the value should be interpreted as an actual pixel value */ UIPADDINGEVAL_Pixels<DisplayName=Pixels>, /** the value should be interpreted as a percentage of the dock target's size */ UIPADDINGEVAL_PercentTarget<DisplayName=Percentage of dock target size>, /** the value should be interpreted as a percentage of the owner's size */ UIPADDINGEVAL_PercentOwner<DisplayName=Percentage of owning widget size>, /** the value should be interpreted as a percentage of the scene's size */ UIPADDINGEVAL_PercentScene<DisplayName=Percentage of scene>, /** the value should be interpreted as a percentage of the viewport's size */ UIPADDINGEVAL_PercentViewport<DisplayName=Percentage of viewport>, }; /** the different types of auto-size extent values */ enum EUIAutoSizeConstraintType { /** the minimum size that the region can be auto-sized to */ UIAUTOSIZEREGION_Minimum<DisplayName=Minimum>, /** the maximum size that the region can be auto-sized to */ UIAUTOSIZEREGION_Maximum<DisplayName=Maximum>, }; /** Determines how text should be handled when the text overflows its bounds */ enum ETextClipMode { /** all text is drawn, even if it is outside the bounding region */ CLIP_None<DisplayName=Overdraw>, /** text outside the region should be clipped */ CLIP_Normal<DisplayName=Clipped>, /** replace the last few visible characters with ellipsis to indicate that more text follows */ CLIP_Ellipsis<DisplayName=Ellipsis>, /** wrap the text to the next line */ CLIP_Wrap<DisplayName=Wrapped>, }; /** Different types of autoscaling supported */ enum ETextAutoScaleMode { /** No autoscaling */ UIAUTOSCALE_None<DisplayName=Disabled>, /** scale the text to fit into the bounding region */ UIAUTOSCALE_Normal<DisplayName=Standard>, /** same as UIAUTOSCALE_Normal, but maintains the same aspect ratio */ UIAUTOSCALE_Justified<DisplayName=Justified (maintain aspect ratio)>, /** scaled based on the ratio between the resolution the content was authored at and the current resolution */ UIAUTOSCALE_ResolutionBased<DisplayName=Resolution Scaled>, }; /** used for specifying alignment for UIObjects and operations */ enum EUIAlignment { /** left or top alignment */ UIALIGN_Left<DisplayName=Left/Top>, /** center alignment */ UIALIGN_Center<DisplayName=Center>, /** right or bottom alignment */ UIALIGN_Right<DisplayName=Right/Bottom>, /** default alignment value */ UIALIGN_Default<DisplayName=Inherit/Other>, }; /** Represents the state of an item in a UIList. */ enum EUIListElementState { /** normal element in the list */ ELEMENT_Normal<DisplayName=Normal>, /** element corresponds to the list's index */ ELEMENT_Active<DisplayName=Active>, /** element is current selected */ ELEMENT_Selected<DisplayName=Selected>, /** the cursor is currently over the element */ ELEMENT_UnderCursor<DisplayName=Under Cursor>, }; /** The different states for a list column header */ enum EColumnHeaderState { /** this column is not being used to sort list elements */ COLUMNHEADER_Normal<DisplayName=Normal>, /** this column is used as the primary sort key for the list elements */ COLUMNHEADER_PrimarySort<DislayName=Primary Sort>, /** this column is used as the secondary sort key for the list elements */ COLUMNHEADER_SecondarySort<DipslayName=Secondary Sort>, }; /** general orientation for UIObjects */ enum EUIOrientation { UIORIENT_Horizontal<DisplayName=Horizontal>, UIORIENT_Vertical<DisplayName=Vertical>, }; /** The faces a widget may contain. */ enum EUIWidgetFace { UIFACE_Left<DisplayName=Left>, UIFACE_Top<DisplayName=Top>, UIFACE_Right<DisplayName=Right>, UIFACE_Bottom<DisplayName=Bottom>, }; /** The types of aspect ratio constraint adjustments supported */ enum EUIAspectRatioConstraint { /** Indicates that no aspect ratio constraint adjustment is active */ UIASPECTRATIO_AdjustNone<DisplayName=None>, /** Indicates that the width will be adjusted to be a product of the height (most common) */ UIASPECTRATIO_AdjustWidth<DisplayName=Adjust Width>, /** Indicates that the height should be adjusted as a product of the width (rarely used) */ //@todo ronp - not yet implemented UIASPECTRATIO_AdjustHeight<DisplayName=Adjust Height>, }; /** The types of default textures the UI can use */ enum EUIDefaultPenColor { UIPEN_White, UIPEN_Black, UIPEN_Grey, }; /** Types of navigation targets */ enum ENavigationLinkType { /** navigation link that was set programmatically by RebuildNavigationLinks */ NAVLINK_Automatic, /** navigation link that was set by the designer in the UI Editor */ NAVLINK_Manual, }; /** * The types of split-screen input modes that are supported for UI scenes. These control what a UIScene does when it * receives input from multiple gamepads at once. * * @note: the order of the values in this enum should not be changed. */ enum EScreenInputMode { /** * This scene doesn't process input at all. Useful for optimizing input processing for scenes which don't process any input, * such as HUD scenes. */ INPUTMODE_None, /** * Simultaneous inputs are not supported in this scene. Only input from the gamepad that is associated with * this scene will be processed. Input from other gamepads will be ignored and swallowed. * This is the most common input mode. */ INPUTMODE_Locked, // MIM_Bound /** * Similar to INPUTMODE_Locked, except that input from gamepads not associated with this scene is passed to the * next scene in the stack. * Used for e.g. profile selection scenes where each player can open their own profile selection menu. */ INPUTMODE_MatchingOnly, // MIM_NonBlocking /** * Similar to INPUTMODE_Free, except that input is only accepted from active gamepads which are associated with a * player. * All input and focus is treated as though it came from the same gamepad, regardless of where it came from. * Allows any active player to interact with this screen. */ INPUTMODE_ActiveOnly, // MIM_Cooperative /** * Any active gamepad can interact with this menu, even if it isn't associated with a player. * Used for menus which allow additional players to become active, such as the character selection menu. */ INPUTMODE_Free, // MIM_Unbound /** * Input from any active gamepad will be processed by this scene. The scene contains a unique set of controls * for each active gamepad, and those controls only respond to input from the gamepad they're associated with. * Used for scenes where all players should be able to interact with the same controls in the scene (such as a * character selection menu in most fighting games) */ INPUTMODE_Simultaneous, // MIM_Simultaneous }; /** * Types of split-screen rendering layouts that scenes can use. */ enum ESplitscreenRenderMode { /** * The scene is always rendered using the full screen; it will span across the viewport regions for the splitscreen players. */ SPLITRENDER_Fullscreen<DisplayName=Fullscreen>, /** * The scene is rendered according to the player associated with the scene. If no player is associated with the scene, the scene * will be rendered fullscreen. If a player is associated with the scene (by specifying a PlayerOwner when opening the scene), * the scene will be rendered within that player's viewport region. */ SPLITRENDER_PlayerOwner<DisplayName=Player Viewport>, }; /** * Data field categorizations. */ enum EUIDataProviderFieldType { /** * this tag represents a bindable data field that corresponds to a simple data type */ DATATYPE_Property<DisplayName=Property>, /** * this tag represents an internal data provider; cannot be bound to a widget */ DATATYPE_Provider<DisplayName=Internal Provider>, /** * this tag represents a field that can only be represented by widgets that can display range values, such as * sliders, progress bars, and spinners. */ DATATYPE_RangeProperty<DisplayName=Range Property>, /** * this tag represents a bindable array data field; can be bound to lists or individual elements can be bound to widgets */ DATATYPE_Collection<DisplayName=Array>, /** * this tag represents an array of internal data providers. Can be bound to lists or the properties for individual elements * can be bound to widgets */ DATATYPE_ProviderCollection<DisplayName=Array Of Providers>, }; /** Different presets to use for the rotation anchor's position */ enum ERotationAnchor { /** Use the anchor's configured location */ RA_Absolute, /** Position the anchor at the center of the widget's bounds */ RA_Center, /** * Position the anchor equidistant from the left, top, and bottom edges. Useful for widgets which will be rotated * by right angles because it keeps those faces in the same relative screen positions */ RA_PivotLeft, /** * Position the anchor equidistant from the right, top, and bottom edges. Useful for widgets which will be rotated * by right angles because it keeps those faces in the same relative screen positions */ RA_PivotRight, /** * Position the anchor equidistant from the left, top, and right edges. Useful for widgets which will be rotated * by right angles because it keeps those faces in the same relative screen positions */ RA_PivotTop, /** * Position the anchor equidistant from the left, bottom, and right edges. Useful for widgets which will be rotated * by right angles because it keeps those faces in the same relative screen positions */ RA_PivotBottom, /** Position the anchor at the upper left corner of the widget's bounds */ RA_UpperLeft, /** Position the anchor at the upper right corner of the widget's bounds */ RA_UpperRight, /** Position the anchor at the lower left corner of the widget's bounds */ RA_LowerLeft, /** Position the anchor at the lower right corner of the widget's bounds */ RA_LowerRight, }; /** * A unique identifier assigned to a widget. */ struct native WIDGET_ID extends GUID { structcpptext { FWIDGET_ID() : FGuid() { } FWIDGET_ID(EEventParm) : FGuid(0,0,0,0) {} FWIDGET_ID( const FGuid& Other ) : FGuid(Other) { } } }; /** * A unique ID number for a resource located in a UI skin package. Used to lookup materials in skin files. */ struct native STYLE_ID extends GUID { structcpptext { FSTYLE_ID() : FGuid() { } FSTYLE_ID(EEventParm) : FGuid(0,0,0,0) {} FSTYLE_ID( const FGuid& Other ) : FGuid(Other) { } } }; /** * Contains information about a data value that must be within a specific range. */ struct native UIRangeData { /** the current value of this UIRange */ var(Range) public{private} float CurrentValue; /** * The minimum value for this UIRange. The value of this UIRange must be greater than or equal to this value. */ var(Range) float MinValue; /** * The maximum value for this UIRange. The value of this UIRange must be less than or equal to this value. */ var(Range) float MaxValue; /** * Controls the amount to increment or decrement this UIRange's value when used by widgets that support "nudging". * If NudgeValue is zero, reported NudgeValue will be 1% of MaxValue - MinValue. */ var(Range) public{private} float NudgeValue; /** * Indicates whether the values in this UIRange should be treated as ints. */ var(Range) bool bIntRange; structcpptext { /** Constructors */ FUIRangeData() {} FUIRangeData(EEventParm) : CurrentValue(0.f), MinValue(0.f), MaxValue(0.f), NudgeValue(0.f), bIntRange(FALSE) {} FUIRangeData( const FUIRangeData& Other ) : CurrentValue(Other.CurrentValue) , MinValue(Other.MinValue), MaxValue(Other.MaxValue) , NudgeValue(Other.NudgeValue), bIntRange(Other.bIntRange) {} /** * Returns true if any values in this struct are non-zero. */ UBOOL HasValue() const; /** * Returns the amount that this range should be incremented/decremented when nudging. */ FLOAT GetNudgeValue() const; /** * Sets the NudgeValue for this UIRangeData to the value specified. */ void SetNudgeValue( FLOAT NewNudgeValue ) { NudgeValue = NewNudgeValue; } /** * Returns the current value of this UIRange. */ FLOAT GetCurrentValue() const; /** * Sets the value of this UIRange. * * @param NewValue the new value to assign to this UIRange. * @param bClampInvalidValues specify TRUE to automatically clamp NewValue to a valid value for this UIRange. * * @return TRUE if the value was successfully assigned. FALSE if NewValue was outside the valid range and * bClampInvalidValues was FALSE or MinValue <= MaxValue. */ UBOOL SetCurrentValue( FLOAT NewValue, UBOOL bClampInvalidValues=TRUE ); } }; /** * Contains the value for a property, as either text or an image. Used for allowing script-only data provider classes to * resolve data fields parsed from UIStrings. */ struct native UIProviderScriptFieldValue { /** the name of this resource; set natively after the list of available tags are retrieved from script */ var const name PropertyTag; /** the type of field this tag corresponds to */ var EUIDataProviderFieldType PropertyType; /** If PropertyTag corresponds to data that should be represented as text, contains the value for this resource */ var string StringValue; /** If PropertyTag correspondsd to data that should be represented as an image, contains the value for this resource */ var Surface ImageValue; /** If PropertyTag corresponds to data that should be represented as a list of untyped data, contains the value of the selected elements */ var array<int> ArrayValue; /** If PropertyTag corresponds to data that should be represented as value within a specific range, contains the value for this resource */ var UIRangeData RangeValue; structcpptext { /** Constructors */ FUIProviderScriptFieldValue() {} FUIProviderScriptFieldValue(EEventParm) { appMemzero(this, sizeof(FUIProviderScriptFieldValue)); } /** Copy constructor */ FUIProviderScriptFieldValue( const FUIProviderScriptFieldValue& Other ) : PropertyTag(Other.PropertyTag) , PropertyType(Other.PropertyType) , StringValue(Other.StringValue) , ImageValue(Other.ImageValue) , ArrayValue(Other.ArrayValue) , RangeValue(Other.RangeValue) {} /** * Returns true if this field value has been assigned. */ UBOOL HasValue() const; } }; /** * This extension of UIProviderScriptFieldValue is used when resolving values for markup text found in UIStrings. This struct * allows data stores to provide the UIStringNode that should be used when rendering the value for the data field represented * this struct. */ struct native UIProviderFieldValue extends UIProviderScriptFieldValue { /** * Only used by native code; allows the data store to create and initialize string nodes manually, rather than allowing * the calling code to create a UIStringNode based on the value of StringValue or ImageValue */ var const native transient pointer CustomStringNode{struct FUIStringNode}; structcpptext { /** Constructor */ FUIProviderFieldValue() : FUIProviderScriptFieldValue(), CustomStringNode(NULL) { } FUIProviderFieldValue(EEventParm) : FUIProviderScriptFieldValue(EC_EventParm), CustomStringNode(NULL) { } /** Copy constructor */ FUIProviderFieldValue( const FUIProviderFieldValue& Other ) : FUIProviderScriptFieldValue( (const FUIProviderScriptFieldValue&)Other ), CustomStringNode(Other.CustomStringNode) { } FUIProviderFieldValue( const FUIProviderScriptFieldValue& Other ) : FUIProviderScriptFieldValue(Other), CustomStringNode(NULL) { } } }; /** * Encapsulates a reference to a UIStyle. UIStyleReference supports the following features: * * - when a UIStyleReference does not have a valid STYLE_ID, the default style for this style reference (as determined by * DefaultStyleTag + RequiredStyleClass) is assigned as the value for ResolvedStyle, but the value of AssignedStyleID * is not modified. * - when a UIStyleReference has a valid STYLE_ID for the value of AssignedStyleID, but there is no style with that STYLE_ID * in the current skin, ResolvedStyle falls back to using the default style for this style reference, but the value of * AssignedStyleID is not modified. * - once a UIStyleReference has successfully resolved a style and assigned it to ResolvedStyle, it will not re-resolve the * style until the style reference has been invalidated (by calling Invalidate); attempting to change the ResolvedStyle * of this style reference to a style not contained in the currently active skin invalidates the ResolvedStyle. */ struct native UIStyleReference { /** * Specifies the name of the style to use if this style reference doesn't have a valid STYLE_ID (which indicates that the designer * hasn't specified a style for this style reference */ var name DefaultStyleTag; /** if non-null, limits the type of style that can be assigned to this style reference */ var const class<UIStyle_Data> RequiredStyleClass; /** * The STYLE_ID for the style assigned to this style reference in the game's default skin. This value is assigned when the designer * changes the style for a style reference in the UI editor. This value can be overridden by UICustomSkins. */ var const STYLE_ID AssignedStyleID; /** the style data object that was associated with AssignedStyleID in the currently active skin */ var const transient public{private} UIStyle ResolvedStyle; structcpptext { /** Default constructor; don't initialize any members or we'll overwrite values serialized from disk. */ FUIStyleReference(); /** Initialization constructor - zero initialize all members */ FUIStyleReference(EEventParm); /** * Clears the value for the resolved style. Called whenever the resolved style is no longer valid, such as when the * active skin has been changed. */ void InvalidateResolvedStyle(); /** * Returns the value of ResolvedStyle, optionally resolving the style reference from the currently active skin. * * @param CurrentlyActiveSkin if specified, will call ResolveStyleReference if the current value for ResolvedStyle is not valid * for the active skin (i.e. if ResolvedStyle is NULL or isn't contained by the active skin) * @param ResolvedStyleChanged if specified, will be set to TRUE if the value for ResolvedStyle was changed during this call * to GetResolvedStyle() * * @return a pointer to the UIStyle object that has been resolved from the style id and/or default style type for this * style reference. */ class UUIStyle* GetResolvedStyle( class UUISkin* CurrentlyActiveSkin=NULL, UBOOL* bResolvedStyleChanged=NULL ); /** * Resolves the style id or default style tag for this style reference into a UIStyle from the currently active skin, and assigns the result * to ResolvedStyle * * @param CurrentlyActiveSkin the skin to use for resolving this style reference * * @return TRUE if the style reference was successfully resolved */ UBOOL ResolveStyleReference( class UUISkin* CurrentlyActiveSkin ); /** * Resolves the style id or default style tag for this UIStyleReference and returns the result. * * @param CurrentlyActiveSkin the skin to use for resolving this style reference * * @return a pointer to the UIStyle object resolved from the specified skin */ class UUIStyle* ResolveStyleFromSkin( class UUISkin* CurrentlyActiveSkin ) const; /** * Determines whether the specified style is a valid style for this style reference, taking into account the RequiredStyleClass. * * @param StyleToCheck a pointer to a UIStyle with a valid StyleID. * @param bAllowNULLStyle indicates whether a NULL value for StyleToCheck should be considered valid. * * @return TRUE if the specified style is the right type for this style reference, or if StyleToCheck is NULL (it is always * valid to assign NULL styles to a style reference) and bAllowNULLStyle is TRUE. */ UBOOL IsValidStyle( class UUIStyle* StyleToCheck, UBOOL bAllowNULLStyle=TRUE ) const; /** * Determines whether the specified style corresonds to the default style for this style reference. * * @param StyleToCheck a pointer to a UIStyle * * @return TRUE if StyleToCheck is the same style that would be resolved by this style reference if it didn't have * a valid AssignedStyleId */ UBOOL IsDefaultStyle( class UUIStyle* StyleToCheck ) const; /** * Returns the tag for the default style associated with this UIStyleReference. * * @param CurrentlyActiveSkin the skin to search for this style references' style tag in * @param bSkinContainsStyleTag if specified, set to TRUE if CurrentlyActiveSkin contains this style reference's * DefaultStyleTag; useful for determining whether a result of e.g. "DefaultTextStyle" is * because the active skin didn't contain the style corresponding to this reference's DefaultStyleTag, * or whether this style reference's DefaultStyleTag is actually "DefaultTextStyle" * * @return if DefaultStyleTag is set and a style with that tag exists in CurrentlyActiveSkin, returns that * style's tag; otherwise returns the tag for the default style corresponding to RequiredStyleClass. */ FName GetDefaultStyleTag( class UUISkin* CurrentlyActiveSkin, UBOOL* bSkinContainsStyleTag=NULL ) const; /** * Returns the style data for the menu state specified. */ class UUIStyle_Data* GetStyleData( class UUIState* MenuState ) const; /** * Returns the style data for the menu state specified. */ class UUIStyle_Data* GetStyleDataByClass( class UClass* MenuState ) const; /** * Changes the style associated with this style refrerence. * * @param NewStyle the new style to assign to this style reference * * @return TRUE if the style was successfully assigned to this reference. FALSE if the specified style was invalid * or the currently assigned style matched the new style. */ UBOOL SetStyle( class UUIStyle* NewStyle ); /** * Changes the AssignedStyleID for this style reference * * @param NewStyleID the STYLE_ID for the UIStyle to link this style reference to * * @return TRUE if the AssignedStyleId was changed. FALSE if NewStyleID matched the value of AssignedStyleID. */ UBOOL SetStyleID( const struct FSTYLE_ID& NewStyleID ); } }; const DEFAULT_SIZE_X = 1024; const DEFAULT_SIZE_Y = 768; const SCENE_DATASTORE_TAG='SceneData'; const MAX_SUPPORTED_GAMEPADS=4; /** * Represents a screen position, either as number of pixels or percentage. * Used for single dimension (point) values. */ struct native UIScreenValue { /** the value, in either pixels or percentage */ var() float Value; /** how this UIScreenValue should be evaluated */ var() EPositionEvalType ScaleType; /** the orientation associated with this UIScreenValue. Used for evaluating relative or percentage scaling types */ var() EUIOrientation Orientation; structcpptext { /** * Calculates the origin and extent for the position value of a single widget face * * @param OwnerWidget the widget that owns this position * @param Face the face to evaluate * @param Type indicates how the base values will be used, how they should be formatted * @param BaseValue [out] absolute pixel values for the base of this position for the specified face. For example, * if the Face is UIFACE_Left, BaseValue will represent the X position of the OwnerWidget's container, * in absolute pixel values * @param bInternalPosition specify TRUE to indicate that BaseValue should come from OwnerWidget; FALSE to indicate that BaseValue should come from * OwnerWidget's parent widget. * @param bIgnoreDockPadding used to prevent recursion when evaluting docking links */ static void CalculateBaseValue( const class UUIScreenObject* OwnerWidget, EUIWidgetFace Face, EPositionEvalType Type, FLOAT& BaseValue, FLOAT& BaseExtent, UBOOL bInternalPosition=FALSE, UBOOL bIgnoreDockPadding=FALSE ); /** * Evaluates the value stored in this UIScreenValue * * @param OwnerWidget the widget that contains this screen value * @param OutputType determines the format of the result. * EVALPOS_None: * return value is formatted using this screen position's ScaleType for the specified face * EVALPOS_PercentageOwner: * EVALPOS_PercentageScene: * EVALPOS_PercentageViewport: * return a value between 0.0 and 1.0, which represents the percentage of the corresponding * base's actual size. If OwnerWidget isn't specified, the size of the * entire viewport is used. * EVALPOS_PixelOwner * EVALPOS_PixelScene * EVALPOS_PixelViewport * return the actual pixel values represented by this UIScreenValue, relative to the corresponding base. * @param bInternalPosition * specify TRUE if this UIScreenValue represents a point or distance inside of OwnerWidget, in which case any * relative scale types will use OwnerWidget as the base. Specify FALSE if it represents a point/distance outside * OwnerWidget, in which case OwnerWidget's parent will be used as a base. * * @return the actual value for this UIScreenValue, in pixels or percentage, for the face specified. */ FLOAT GetValue( const class UUIScreenObject* OwnerWidget, EPositionEvalType OutputType=EVALPOS_None, UBOOL bInternalPosition=TRUE ) const; /** * Convert the input value into the appropriate type for this UIScreenValue, and assign that Value * * @param OwnerWidget the widget that contains this screen value * @param NewValue the new value (in pixels or percentage) to use * @param InputType indicates the format of the input value * EVALPOS_None: * NewValue is assumed to be formatted with what this screen position's ScaleType is for the specified face * EVALPOS_PercentageOwner: * EVALPOS_PercentageScene: * EVALPOS_PercentageViewport: * Indicates that NewValue is a value between 0.0 and 1.0, which represents the percentage of the corresponding * base's actual size. * EVALPOS_PixelOwner * EVALPOS_PixelScene * EVALPOS_PixelViewport * Indicates that NewValue is an actual pixel value, relative to the corresponding base. */ void SetValue( class UUIScreenObject* OwnerWidget, FLOAT NewValue, EPositionEvalType InputType=EVALPOS_PixelViewport ); /** * Changes the scale type for the specified face to the value specified, and converts the Value for that face into the new type. * * @param OwnerWidget the widget that contains this screen value * @param NewEvalType the evaluation type to set for the specified face * @param bAutoConvertValue if TRUE, the current value of the position will be converted into the equivalent value for the new type */ void ChangeScaleType( class UUIScreenObject* OwnerWidget, EPositionEvalType NewEvalType, UBOOL bAutoConvertValue=TRUE ); /** * Constructors */ FUIScreenValue() { } FUIScreenValue(EEventParm) { Value = 0.f; ScaleType = EVALPOS_PixelViewport; } FUIScreenValue( FLOAT inValue, EUIOrientation inOrientation ) : Value(inValue), ScaleType(EVALPOS_None), Orientation(inOrientation) { } FUIScreenValue( FLOAT inValue, EPositionEvalType inScaleType, EUIOrientation inOrientation ) : Value(inValue), ScaleType(inScaleType), Orientation(inOrientation) { } } structdefaultproperties { ScaleType=EVALPOS_PixelViewport Orientation=UIORIENT_Horizontal } }; /** * Very similar to UIScreenValue (which represents a point within a widget), this data structure is used for representing * a sub-region of the screen, in a single dimension */ struct native UIScreenValue_Extent { /** the value, in either pixels or percentage */ var() float Value; /** how this extent value should be evaluated */ var() EUIExtentEvalType ScaleType; /** the orientation associated with this extent. Used for evaluating percentage scaling types */ var() EUIOrientation Orientation; structcpptext { /** * Calculates the extent to use as the base for evaluating percentage values. * * @param OwnerWidget the widget that contains this extent value * @param EvaluationType indicates which base to use for calculating the base extent * @param BaseExtent [out] set to the size of the region that will be used for evaluating this extent as a percentage; actual pixels */ void CalculateBaseExtent( const class UUIScreenObject* OwnerWidget, EUIExtentEvalType EvalType, FLOAT& BaseExtent ) const; /** * Resolves the value stored in this extent according to the specified output type. * * @param OwnerWidget the widget that contains this extent value * @param OutputType indicates the desired format for the result * UIEXTENTEVAL_Pixels: * Result should be the actual number of pixels * UIEXTENTEVAL_PercentOwner: * result should be formatted as a percentage of the widget's parent * UIEXTENTEVAL_PercentScene: * result should be formatted as a percentage of the scene * UIEXTENTEVAL_PercentViewport: * result should be formatted as a percentage of the viewport * * @return the value of the auto-size region's min or max value */ FLOAT GetValue( const class UUIScreenObject* OwnerWidget, EUIExtentEvalType OutputType=UIEXTENTEVAL_Pixels ) const; /** * Convert the input value into the appropriate type for this UIScreenValue, and assign that Value * * @param OwnerWidget the widget that contains this extent value * @param NewValue the new value (in pixels or percentage) to use * @param OutputType specifies how NewValue should be interpreted format for the result * UIEXTENTEVAL_Pixels: * NewValue is in absolute pixels * UIEXTENTEVAL_PercentOwner: * NewValue is a percentage of the OwnerWidget * UIEXTENTEVAL_PercentScene: * NewValue is a percentage of the scene * UIEXTENTEVAL_PercentViewport: * NewValue is a percentage of the viewport */ void SetValue( class UUIScreenObject* OwnerWidget, FLOAT NewValue, EUIExtentEvalType InputType=UIEXTENTEVAL_Pixels ); /** * Changes the scale type for this extent to the type specified, optionally converting the current Value into the new type. * * @param OwnerWidget the widget that contains this screen value * @param NewEvalType the new evaluation type to ise * @param bAutoConvertValue if TRUE, the current value of the position will be converted into the equivalent value for the new type */ void ChangeScaleType( class UUIScreenObject* OwnerWidget, EUIExtentEvalType NewEvalType, UBOOL bAutoConvertValue=TRUE ); /** * Constructors */ FUIScreenValue_Extent() { } FUIScreenValue_Extent(EEventParm) { Value = 0.f; ScaleType = UIEXTENTEVAL_Pixels; Orientation = UIORIENT_Horizontal; } FUIScreenValue_Extent( FLOAT inValue, EUIOrientation inOrientation ) : Value(inValue), ScaleType(UIEXTENTEVAL_Pixels), Orientation(inOrientation) { } FUIScreenValue_Extent( FLOAT inValue, EUIExtentEvalType inScaleType, EUIOrientation inOrientation ) : Value(inValue), ScaleType(inScaleType), Orientation(inOrientation) { } /** @name Comparison operators */ //@{ UBOOL operator==( const FUIScreenValue_Extent& Other ) const { return Value == Other.Value && ScaleType == Other.ScaleType && Orientation == Other.Orientation; } UBOOL operator!=( const FUIScreenValue_Extent& Other ) const { return Value != Other.Value || ScaleType != Other.ScaleType || Orientation != Other.Orientation; } //@} } structdefaultproperties { Value=0.f ScaleType=UIEXTENTEVAL_Pixels Orientation=UIORIENT_Horizontal } }; /** * Represents a screen position, either as number of pixels or percentage. * Used for double dimension (orientation) values. */ struct native UIScreenValue_Position { var() float Value[EUIOrientation.UIORIENT_MAX]; var() EPositionEvalType ScaleType[EUIOrientation.UIORIENT_MAX]; structcpptext { /** * Evaluates the value stored in this UIScreenValue. It assumes that a Dimension of UIORIENT_Horizontal will correspond to the Left face and * that a Dinemsion of UIORIENT_Vertical will correspond to the Right face. * * @param Dimension indicates which element of the Value array to evaluate * @param InputType indicates the format of the input value * EVALPOS_None: * NewValue is assumed to be formatted with what this screen position's ScaleType is for the specified face * EVALPOS_PercentageOwner: * EVALPOS_PercentageScene: * EVALPOS_PercentageViewport: * Indicates that NewValue is a value between 0.0 and 1.0, which represents the percentage of the corresponding * base's actual size. * EVALPOS_PixelOwner: * EVALPOS_PixelScene: * EVALPOS_PixelViewport * Indicates that NewValue is an actual pixel value, relative to the corresponding base. * @param OwnerWidget the widget that contains this screen value * * @return the actual value for this UIScreenValue, in pixels or percentage, for the dimension specified. */ FLOAT GetValue( EUIOrientation Dimension, EPositionEvalType OutputType, const class UUIScreenObject* OwnerWidget ) const; /** * Evaluates the value stored in this UIScreenValue * * @param Dimension indicates which element of the Value array to evaluate * @param Face indicates which face on the owner widget the element from the Value array will be relative to (if InputType is * applicable ). * @param InputType indicates the format of the input value * EVALPOS_None: * NewValue is assumed to be formatted with what this screen position's ScaleType is for the specified face * EVALPOS_PercentageOwner: * EVALPOS_PercentageScene: * EVALPOS_PercentageViewport: * Indicates that NewValue is a value between 0.0 and 1.0, which represents the percentage of the corresponding * base's actual size. * EVALPOS_PixelOwner: * EVALPOS_PixelScene: * EVALPOS_PixelViewport * Indicates that NewValue is an actual pixel value, relative to the corresponding base. * @param OwnerWidget the widget that contains this screen value * * @return the actual value for this UIScreenValue, in pixels or percentage, for the dimension specified. */ FLOAT GetValue( EUIOrientation Dimension, EUIWidgetFace Face, EPositionEvalType OutputType, const class UUIScreenObject* OwnerWidget ) const; /** * Convert the input value into the appropriate type for this UIScreenValue, and assign that Value * * @param OwnerWidget the widget that contains this screen value * @param Dimension indicates which element of the Value array to evaluate * @param NewValue the new value (in pixels or percentage) to use * @param InputType indicates the format of the input value * EVALPOS_None: * NewValue is assumed to be formatted with what this screen position's ScaleType is for the specified face * EVALPOS_PercentageOwner: * EVALPOS_PercentageScene: * EVALPOS_PercentageViewport: * Indicates that NewValue is a value between 0.0 and 1.0, which represents the percentage of the corresponding * base's actual size. * EVALPOS_PixelOwner * EVALPOS_PixelScene * EVALPOS_PixelViewport * Indicates that NewValue is an actual pixel value, relative to the corresponding base. */ void SetValue( const class UUIScreenObject* OwnerWidget, EUIOrientation Dimension, FLOAT NewValue, EPositionEvalType InputType=EVALPOS_PixelViewport ); /** Constructors */ FUIScreenValue_Position() { // do not initialize any members in the default constructor } FUIScreenValue_Position(EEventParm) { Value[UIORIENT_Horizontal] = 0.f; Value[UIORIENT_Vertical] = 0.f; ScaleType[UIORIENT_Horizontal] = EVALPOS_PixelOwner; ScaleType[UIORIENT_Vertical] = EVALPOS_PixelOwner; } FUIScreenValue_Position( FLOAT XValue, FLOAT YValue ) { Value[UIORIENT_Horizontal] = XValue; Value[UIORIENT_Vertical] = YValue; for ( INT i = 0; i < UIORIENT_MAX; i++ ) { ScaleType[i] = EVALPOS_None; } } FUIScreenValue_Position( FLOAT XValue, FLOAT YValue, EPositionEvalType XScaleType, EPositionEvalType YScaleType ) { Value[UIORIENT_Horizontal] = XValue; Value[UIORIENT_Vertical] = YValue; ScaleType[UIORIENT_Horizontal] = XScaleType; ScaleType[UIORIENT_Vertical] = YScaleType; } /** Comparison operators */ FORCEINLINE UBOOL operator==( const FUIScreenValue_Position& Other ) const { return Other.Value[UIORIENT_Horizontal] == Value[UIORIENT_Horizontal] && Other.Value[UIORIENT_Vertical] == Value[UIORIENT_Vertical] && Other.ScaleType[UIORIENT_Horizontal] == ScaleType[UIORIENT_Horizontal] && Other.ScaleType[UIORIENT_Vertical] == ScaleType[UIORIENT_Vertical]; } FORCEINLINE UBOOL operator!=( const FUIScreenValue_Position& Other ) const { return Other.Value[UIORIENT_Horizontal] != Value[UIORIENT_Horizontal] || Other.Value[UIORIENT_Vertical] != Value[UIORIENT_Vertical] || Other.ScaleType[UIORIENT_Horizontal] != ScaleType[UIORIENT_Horizontal] || Other.ScaleType[UIORIENT_Vertical] != ScaleType[UIORIENT_Vertical]; } } structdefaultproperties { ScaleType[UIORIENT_Horizontal] = EVALPOS_PixelOwner; ScaleType[UIORIENT_Vertical] = EVALPOS_PixelOwner; } }; /** * Represents a widget's position onscreen, either as number of pixels or percentage. * Used for four dimension (bounds) values. */ struct native UIScreenValue_Bounds { /** * The value for each face. Can be a pixel or percentage value. */ var() editconst public{private} float Value[EUIWidgetFace.UIFACE_MAX]; /** * Specifies how the value for each face should be intepreted. */ var() editconst public{private} EPositionEvalType ScaleType[EUIWidgetFace.UIFACE_MAX]; /** * Indicates whether the position for each face has been modified since it was last resolved into screen pixels * and applied to the owning widget's RenderBounds. If this value is FALSE, it indicates that the RenderBounds for * the corresponding face in the owning widget matches the position Value. A value of TRUE indicates that the * position Value for that face has been changed since it was last converted into RenderBounds. */ var transient public{private} byte bInvalidated[EUIWidgetFace.UIFACE_MAX]; /** * Specifies whether this position's values should be adjusted to constrain to the current aspect ratio. * * @fixme ronp - can't make editconst until we've exposed this to the position panel, context menu, and/or widget drag tools */ var() /*editconst*/ public{private} EUIAspectRatioConstraint AspectRatioMode; structcpptext { /** * Evaluates the value stored in this UIScreenValue * * @param OwnerWidget the widget that contains this screen value * @param Face indicates which element of the Value array to evaluate * @param OutputType determines the format of the result. * EVALPOS_None: * return value is formatted using this screen position's ScaleType for the specified face * EVALPOS_PercentageOwner: * EVALPOS_PercentageScene: * EVALPOS_PercentageViewport: * return a value between 0.0 and 1.0, which represents the percentage of the corresponding * base's actual size. If OwnerWidget isn't specified, the size of the * entire viewport is used. * EVALPOS_PixelOwner * EVALPOS_PixelScene * EVALPOS_PixelViewport * return the actual pixel values represented by this UIScreenValue, relative to the corresponding base. * @param bIgnoreDockPadding * used to prevent recursion when evaluting docking links * * @return the actual value for this UIScreenValue, in pixels or percentage, for the face specified. */ FLOAT GetPositionValue( const class UUIScreenObject* OwnerWidget, EUIWidgetFace Face, EPositionEvalType OutputType=EVALPOS_None, UBOOL bIgnoreDockPadding=FALSE ) const; /** * Convert the value specified into the appropriate type for this screen value, and set that as the value for the face specified. * * @param OwnerWidget the widget that contains this screen value * @param NewValue the new value (in pixels or percentage) to use * @param Face indicates which element of the Value array to modify * @param InputType indicates the format of the input value * EVALPOS_None: * NewValue is assumed to be formatted with what this screen position's ScaleType is for the specified face * EVALPOS_PercentageOwner: * EVALPOS_PercentageScene: * EVALPOS_PercentageViewport: * Indicates that NewValue is a value between 0.0 and 1.0, which represents the percentage of the corresponding * base's actual size. * EVALPOS_PixelOwner * EVALPOS_PixelScene * EVALPOS_PixelViewport * Indicates that NewValue is an actual pixel value, relative to the corresponding base. * @param bResolveChange indicates whether a scene update should be requested if NewValue does not match the current value. */ void SetPositionValue( class UUIScreenObject* OwnerWidget, FLOAT NewValue, EUIWidgetFace Face, EPositionEvalType InputType=EVALPOS_PixelOwner, UBOOL bResolveChange=TRUE ); /** * Retrieves the value of the width or height of this widget's bounds. * * @param OwnerWidget the widget that contains this screen value * @param Dimension determines whether width or height is desired. Specify UIORIENT_Horizontal to get the width, or UIORIENT_Vertical to get the height. * @param OutputType determines the format of the result. * EVALPOS_None: * return value is formatted using this screen position's ScaleType for the specified face * EVALPOS_PercentageOwner: * EVALPOS_PercentageScene: * EVALPOS_PercentageViewport: * return a value between 0.0 and 1.0, which represents the percentage of the corresponding * base's actual size. If OwnerWidget isn't specified, the size of the * entire viewport is used. * EVALPOS_PixelOwner * EVALPOS_PixelScene * EVALPOS_PixelViewport * return the actual pixel values represented by this UIScreenValue, relative to the corresponding base. * @param bIgnoreDockPadding * used to prevent recursion when evaluting docking links * * @return the value of the width/height of this UIScreenValue, in pixels or percentage. */ FLOAT GetBoundsExtent( const class UUIScreenObject* OwnerWidget, EUIOrientation Dimension, EPositionEvalType OutputType=EVALPOS_PixelOwner, UBOOL bIgnoreDockPadding=FALSE ) const; /** * Changes the scale type for the specified face to the value specified, and converts the Value for that face into the new type. * * @param Face indicates which element of the Value array to modify * @param OwnerWidget the widget that contains this screen value * @param NewEvalType the evaluation type to set for the specified face * @param bAutoConvertValue if TRUE, the current value of the position will be converted into the equivalent value for the new type */ void ChangeScaleType( class UUIScreenObject* OwnerWidget, EUIWidgetFace Face, EPositionEvalType NewEvalType, UBOOL bAutoConvertValue=TRUE ); /** * Returns the ScaleType for the specified face. * * @param Face indicates which element of the ScaleType array to return. * * @return the current value of ScaleType for the specified face. */ FORCEINLINE EPositionEvalType GetScaleType( EUIWidgetFace Face ) const { checkSlow(Face<UIFACE_MAX); return (EPositionEvalType)ScaleType[Face]; } /** * Changes the value for the specified face without performing any conversion. * * @param Face indicates which element of the Value array to modify; value must be one of the EUIWidgetFace values. * @param NewValue the new value (in pixels or percentage) to use * @param NewScaleType if specified, modified the ScaleType for this face as well. */ void SetRawPositionValue( BYTE Face, FLOAT NewValue, EPositionEvalType NewScaleType=EVALPOS_None ); /** * Changes the ScaleType for the specified face without performing any conversion. * * @param Face indicates which element of the Value array to modify; value must be one of the EUIWidgetFace values. * @param NewScaleType the new scale type to use. */ void SetRawScaleType( BYTE Face, EPositionEvalType NewScaleType ); /** * Changes the AspectRatioMode for this screen value. * * @param NewAspectRatioMode the new aspect ratio mode; must be one of the EUIAspectRatioConstraint values. */ void SetAspectRatioMode( BYTE NewAspectRatioMode ); /** * Gets the current AspectRatioMode for this screen value. */ EUIAspectRatioConstraint GetAspectRatioMode() const { return (EUIAspectRatioConstraint)AspectRatioMode; } /** * Toggles the bInvalidated flag for the specified face. * * @param Face the face to modify; value must be one of the EUIWidgetFace values. */ FORCEINLINE void ValidatePosition( BYTE Face ) { checkSlow(Face<UIFACE_MAX); bInvalidated[Face] = FALSE; } FORCEINLINE void InvalidatePosition( BYTE Face ) { checkSlow(Face<UIFACE_MAX); bInvalidated[Face] = TRUE; } FORCEINLINE void InvalidateAllFaces() { bInvalidated[UIFACE_Left] = TRUE; bInvalidated[UIFACE_Top] = TRUE; bInvalidated[UIFACE_Right] = TRUE; bInvalidated[UIFACE_Bottom] = TRUE; } /** * Returns whether the Value for the specified face has been modified since that face was last resolved. * * @param OwnerWidget the widget that contains this screen value * @param Face the face to modify; value must be one of the EUIWidgetFace values. */ UBOOL IsPositionCurrent( const class UUIObject* OwnerWidget, EUIWidgetFace Face ) const; /** @name Constructors */ //@{ FUIScreenValue_Bounds() { // do not initialize any members in the default constructor } FUIScreenValue_Bounds( EEventParm ) { // zero-initialization ctor appMemzero(this, sizeof(FUIScreenValue_Bounds)); } FUIScreenValue_Bounds( FLOAT LeftValue, FLOAT TopValue, FLOAT RightValue, FLOAT BottomValue ) { Value[UIFACE_Left] = LeftValue; Value[UIFACE_Top] = RightValue; Value[UIFACE_Right] = LeftValue; Value[UIFACE_Bottom] = RightValue; for ( INT i = 0; i < UIFACE_MAX; i++ ) { ScaleType[i] = EVALPOS_None; bInvalidated[i] = TRUE; } AspectRatioMode = UIASPECTRATIO_AdjustNone; } FUIScreenValue_Bounds ( FLOAT LeftValue, FLOAT TopValue, FLOAT RightValue, FLOAT BottomValue, EPositionEvalType LeftScaleType, EPositionEvalType TopScaleType, EPositionEvalType RightScaleType, EPositionEvalType BottomScaleType ) { Value[UIFACE_Left] = LeftValue; Value[UIFACE_Top] = RightValue; Value[UIFACE_Right] = LeftValue; Value[UIFACE_Bottom] = RightValue; ScaleType[UIFACE_Left] = LeftScaleType; ScaleType[UIFACE_Top] = TopScaleType; ScaleType[UIFACE_Right] = RightScaleType; ScaleType[UIFACE_Bottom] = BottomScaleType; for ( INT i = 0; i < UIFACE_MAX; i++ ) { bInvalidated[i] = TRUE; } AspectRatioMode = UIASPECTRATIO_AdjustNone; } //@} /** @name Comparison operators */ //@{ UBOOL operator==( const FUIScreenValue_Bounds& Other ) const { return AspectRatioMode == Other.AspectRatioMode && appMemcmp(Value, Other.Value, sizeof(Value)) == 0 && appMemcmp(ScaleType, Other.ScaleType, sizeof(ScaleType)) == 0 && appMemcmp(bInvalidated, Other.bInvalidated, sizeof(bInvalidated)) == 0; } UBOOL operator!=( const FUIScreenValue_Bounds& Other ) const { return !(FUIScreenValue_Bounds::operator==(Other)); } //@} } structdefaultproperties { Value[UIFACE_Left] = 0.0; Value[UIFACE_Top] = 0.0; Value[UIFACE_Right] = 1.0; Value[UIFACE_Bottom] = 1.0; ScaleType[UIFACE_Left] = EVALPOS_PercentageOwner; ScaleType[UIFACE_Top] = EVALPOS_PercentageOwner; ScaleType[UIFACE_Right] = EVALPOS_PercentageOwner; ScaleType[UIFACE_Bottom]= EVALPOS_PercentageOwner; bInvalidated[UIFACE_Left] = 1; bInvalidated[UIFACE_Top] = 1; bInvalidated[UIFACE_Right] = 1; bInvalidated[UIFACE_Bottom] = 1; AspectRatioMode=UIASPECTRATIO_AdjustNone; } }; /** * Used by UIScene's for setting the boundaries which the mouse pointer can move within */ struct native UIMouseBounds { /** * If true, the mouse bounds are only applied when in fullscreen mode (default) */ var() bool bFullscreenOnly; /** * The value for each boundary face (setup much like UIScreenValue_Bounds, above) */ var() const float Value[EUIWidgetFace.UIFACE_MAX]; /** * Determines how 'Value' is interpreted; when false, Value is interpreted as a percentage */ var() const byte bPixelValue[EUIWidgetFace.UIFACE_MAX]; /** * If set, the specified objects position and extent are used to automatically determine the scene boundaries (overrides Value and bPixelValue) * Set this using the UIEditor context menu */ var() const UIObject BoundaryObject[EUIWidgetFace.UIFACE_MAX]; structcpptext { /** @name Constructors */ //@{ FUIMouseBounds() {} FUIMouseBounds(EEventParm) { appMemzero(this, sizeof(FUIMouseBounds)); } //@} /** * Determines the position of the mouse boundary for a particular face */ FLOAT GetBoundsPosition(const class UUIScreenObject* BoundsScene, EUIWidgetFace Face) const; /** * Returns true if the boundary values are non-default */ UBOOL IsSet() const { return (BoundaryObject[UIFACE_Left] != NULL || BoundaryObject[UIFACE_Top] != NULL || BoundaryObject[UIFACE_Right] != NULL || BoundaryObject[UIFACE_Bottom] != NULL || bPixelValue[UIFACE_Left] != 0 || bPixelValue[UIFACE_Top] != 0 || bPixelValue[UIFACE_Right] != 0 || bPixelValue[UIFACE_Bottom] != 0 || Value[UIFACE_Left] != 0.0 || Value[UIFACE_Top] != 0.0 || Value[UIFACE_Right] != 1.0 || Value[UIFACE_Bottom] != 1.0); } } structdefaultproperties { bFullscreenOnly = True; Value[UIFACE_Left] = 0.0; Value[UIFACE_Top] = 0.0; Value[UIFACE_Right] = 1.0; Value[UIFACE_Bottom] = 1.0; } }; /** * Data structure for describing the location of a widget's rotation pivot. Defines a 2D point within a widget's bounds, * either in pixels or percentage, along with a z-depth value (in pixels) */ struct native UIAnchorPosition extends UIScreenValue_Position { var() /*editconst public{private}*/ float ZDepth; structcpptext { /** Constructors */ FUIAnchorPosition() { // do not initialize any members in the default constructor } FUIAnchorPosition(EEventParm) : FUIScreenValue_Position(EC_EventParm), ZDepth(0.f) { } FUIAnchorPosition(FLOAT XValue, FLOAT YValue) : FUIScreenValue_Position(XValue, YValue), ZDepth(0.f) { } FUIAnchorPosition(FLOAT XValue, FLOAT YValue, FLOAT InZDepth) : FUIScreenValue_Position(XValue, YValue), ZDepth(InZDepth) { } FUIAnchorPosition( FLOAT XValue, FLOAT YValue, EPositionEvalType XScaleType, EPositionEvalType YScaleType ) : FUIScreenValue_Position(XValue, YValue, XScaleType, YScaleType), ZDepth(0.f) { } FUIAnchorPosition( FLOAT XValue, FLOAT YValue, EPositionEvalType XScaleType, EPositionEvalType YScaleType, FLOAT InZDepth ) : FUIScreenValue_Position(XValue, YValue, XScaleType, YScaleType), ZDepth(InZDepth) { } /** Comparison operators */ FORCEINLINE UBOOL operator==( const FUIAnchorPosition& Other ) const { return (Abs(ZDepth - Other.ZDepth) <= SMALL_NUMBER) && FUIScreenValue_Position::operator==((const FUIScreenValue_Position&)Other); } FORCEINLINE UBOOL operator!=( const FUIAnchorPosition& Other ) const { return (Abs(ZDepth - Other.ZDepth) > SMALL_NUMBER) || FUIScreenValue_Position::operator!=((const FUIScreenValue_Position&)Other); } } }; /** * Data structure for mapping a region on the screen. * Rather than representing an X,Y coordinate, this struct represents the beginning and end of a dimension (X1, X2) */ struct native ScreenPositionRange extends UIScreenValue_Position { structcpptext { /** * Retrieves the value of the distance between the endpoints of this region * * @param Dimension indicates which element of the Value array to evaluate * @param OutputType determines the format of the result. * EVALPOS_None: * return value is formatted using this screen position's ScaleType for the specified face * EVALPOS_PercentageOwner: (only valid when OwnerWidget is specified) * EVALPOS_PercentageScene: (only valid when OwnerWidget is specified) * EVALPOS_PercentageViewport: * return a value between 0.0 and 1.0, which represents the percentage of the corresponding * base's actual size. If OwnerWidget isn't specified, the size of the * entire viewport is used. * EVALPOS_PixelOwner: (only valid when OwnerWidget is specified) * EVALPOS_PixelScene: (only valid when OwnerWidget is specified) * EVALPOS_PixelViewport * return the actual pixel values represented by this UIScreenValue, relative to the corresponding base. * @param OwnerWidget the widget that contains this screen value * * @return the value of the width of this UIScreenValue, in pixels or percentage. */ FLOAT GetRegionValue( EUIOrientation Dimension, EPositionEvalType OutputType, class UUIScreenObject* OwnerWidget ) const; /** Comparison */ UBOOL operator ==( const FScreenPositionRange& Other ) const; UBOOL operator !=( const FScreenPositionRange& Other ) const; } }; struct native UIScreenValue_DockPadding { /** * The value for each face. Can be in pixels or a percentage of the owning widget's bounding region, depending on the * ScaleType for each face. */ var() editconst public{private} float PaddingValue[EUIWidgetFace.UIFACE_MAX]; /** * Specifies how the Value for each face should be intepreted. */ var() editconst public{private} EUIDockPaddingEvalType PaddingScaleType[EUIWidgetFace.UIFACE_MAX]; structcpptext { /** * Calculates the size of the base region used for formatting the padding value of a single widget face * * @param OwnerWidget the widget that owns this padding * @param EvalFace the face to evaluate * @param EvalType indicates which type of base value is desired * @param BaseExtent [out] the base extent for the specified face, in absolute pixel values. BaseExtent is defined as the size of the widget associated with * the specified dock padding type and face's orientation. */ static void CalculateBaseExtent( const class UUIObject* OwnerWidget, EUIWidgetFace EvalFace, EUIDockPaddingEvalType EvalType, FLOAT& BaseExtent ); /** * Evaluates the value stored in this UIScreenValue_DockPadding * * @param OwnerWidget the widget that contains this screen value * @param Face indicates which element of the Value array to evaluate * @param OutputType indicates the desired format for the result * UIPADDINGEVAL_Pixels: * Result should be the actual number of pixels * UIPADDINGEVAL_PercentTarget: * result should be formatted as a percentage of the dock target * UIPADDINGEVAL_PercentOwner: * result should be formatted as a percentage of the widget's parent * UIPADDINGEVAL_PercentScene: * result should be formatted as a percentage of the scene * UIPADDINGEVAL_PercentViewport: * result should be formatted as a percentage of the viewport * * @return the actual value for this UIScreenValue, in pixels or percentage, for the face specified. */ FLOAT GetPaddingValue( const class UUIObject* OwnerWidget, EUIWidgetFace Face, EUIDockPaddingEvalType OutputType=UIPADDINGEVAL_Pixels ) const; /** * Convert the value specified into the appropriate format and assign the converted value to the Value element for the face specified. * * @param OwnerWidget the widget that contains this screen value * @param NewValue the new value (in pixels or percentage) to use * @param Face indicates which element of the Value array to modify * @param InputType indicates the desired format for the result * UIPADDINGEVAL_Pixels: * NewValue is in pixels * UIPADDINGEVAL_PercentTarget: * NewValue is a percentage of the dock target extent in the corresponding orientation * UIPADDINGEVAL_PercentOwner: * NewValue is a percentage of OwnerWidget parent's extent in the corresponding orientation * UIPADDINGEVAL_PercentScene: * NewValue is a percentage of the scene * UIPADDINGEVAL_PercentViewport: * NewValue is a percentage of the viewport. * @param bResolveChange indicates whether a scene update should be requested if NewValue does not match the current value. */ void SetPaddingValue( class UUIObject* OwnerWidget, FLOAT NewValue, EUIWidgetFace Face, EUIDockPaddingEvalType InputType=UIPADDINGEVAL_Pixels, UBOOL bResolveChange=TRUE ); /** * Changes the scale type for the specified face to the value specified, optionally converting the Value for that face into the new type. * * @param OwnerWidget the widget that contains this screen value * @param Face indicates which element of the Value array to modify * @param NewEvalType the evaluation type to set for the specified face * @param bAutoConvertValue if TRUE, the current value of the position will be converted into the equivalent value for the new type */ void ChangePaddingScaleType( class UUIObject* OwnerWidget, EUIWidgetFace Face, EUIDockPaddingEvalType NewEvalType, UBOOL bAutoConvertValue=TRUE ); /** * Returns the PaddingScaleType for the specified face. * * @param Face indicates which element of the ScaleType array to return. * * @return the current value of ScaleType for the specified face. */ FORCEINLINE EUIDockPaddingEvalType GetPaddingScaleType( EUIWidgetFace Face ) const { checkSlow(Face<UIFACE_MAX); return static_cast<EUIDockPaddingEvalType>(PaddingScaleType[Face]); } /** @name Constructors */ //@{ FUIScreenValue_DockPadding() { // do not initialize any members in the default constructor } FUIScreenValue_DockPadding( EEventParm ) { // zero-initialization ctor appMemzero(this, sizeof(FUIScreenValue_DockPadding)); } /** Stack constructor */ FUIScreenValue_DockPadding ( FLOAT LeftValue, FLOAT TopValue, FLOAT RightValue, FLOAT BottomValue, EUIDockPaddingEvalType LeftScaleType=UIPADDINGEVAL_Pixels, EUIDockPaddingEvalType TopScaleType=UIPADDINGEVAL_Pixels, EUIDockPaddingEvalType RightScaleType=UIPADDINGEVAL_Pixels, EUIDockPaddingEvalType BottomScaleType=UIPADDINGEVAL_Pixels ) { PaddingValue[UIFACE_Left] = LeftValue; PaddingValue[UIFACE_Top] = RightValue; PaddingValue[UIFACE_Right] = LeftValue; PaddingValue[UIFACE_Bottom] = RightValue; PaddingScaleType[UIFACE_Left] = LeftScaleType; PaddingScaleType[UIFACE_Top] = TopScaleType; PaddingScaleType[UIFACE_Right] = RightScaleType; PaddingScaleType[UIFACE_Bottom] = BottomScaleType; } //@} /** @name Comparison operators */ //@{ UBOOL operator==( const FUIScreenValue_DockPadding& Other ) const { return appMemcmp(PaddingValue, Other.PaddingValue, sizeof(PaddingValue)) == 0 && appMemcmp(PaddingScaleType, Other.PaddingScaleType, sizeof(PaddingScaleType)) == 0; } UBOOL operator!=( const FUIScreenValue_DockPadding& Other ) const { return !(FUIScreenValue_DockPadding::operator==(Other)); } //@} } structdefaultproperties { PaddingValue[UIFACE_Left] = 0.0; PaddingValue[UIFACE_Top] = 0.0; PaddingValue[UIFACE_Right] = 0.0; PaddingValue[UIFACE_Bottom] = 0.0; PaddingScaleType[UIFACE_Left] = UIPADDINGEVAL_Pixels; PaddingScaleType[UIFACE_Top] = UIPADDINGEVAL_Pixels; PaddingScaleType[UIFACE_Right] = UIPADDINGEVAL_Pixels; PaddingScaleType[UIFACE_Bottom] = UIPADDINGEVAL_Pixels; } }; /** * Represents the constraint region for auto-sizing text. */ struct native UIScreenValue_AutoSizeRegion { var() float Value[EUIAutoSizeConstraintType.UIAUTOSIZEREGION_MAX]; var() EUIExtentEvalType EvalType[EUIAutoSizeConstraintType.UIAUTOSIZEREGION_MAX]; structcpptext { /** Constructors */ FUIScreenValue_AutoSizeRegion() {} FUIScreenValue_AutoSizeRegion(EEventParm) { Value[UIAUTOSIZEREGION_Minimum] = 0.f; Value[UIAUTOSIZEREGION_Maximum] = 0.f; EvalType[UIAUTOSIZEREGION_Minimum] = UIEXTENTEVAL_Pixels; EvalType[UIAUTOSIZEREGION_Maximum] = UIEXTENTEVAL_Pixels; } /** Comparison operator */ UBOOL operator==( const FUIScreenValue_AutoSizeRegion& Other ) const { return Value[UIAUTOSIZEREGION_Minimum] == Other.Value[UIAUTOSIZEREGION_Minimum] && Value[UIAUTOSIZEREGION_Maximum] == Other.Value[UIAUTOSIZEREGION_Maximum] && EvalType[UIAUTOSIZEREGION_Minimum] == Other.EvalType[UIAUTOSIZEREGION_Minimum] && EvalType[UIAUTOSIZEREGION_Maximum] == Other.EvalType[UIAUTOSIZEREGION_Maximum]; } /** * Calculates the extent to use as the base for evaluating percentage values. * * @param Orientation indicates which orientation to use for evaluating the actual extent of the widget's parent * @param EvaluationType indicates which base to use for calculating the base extent * @param OwnerWidget the widget that this auto-size region is for * @param BaseExtent [out] set to the size of the region that will be used for evaluating this auto-size region as a percentage; actual pixels */ static void CalculateBaseValue( EUIOrientation Orientation, EUIExtentEvalType EvaluationType, class UUIScreenObject* OwnerWidget, FLOAT& BaseExtent ); /** * Resolves the value stored in this AutoSizeRegion according to the specified output type. * * @param ValueType indicates whether to return the min or max value. * @param Orientation indicates which orientation to use for e.g. evaluting values as percentage of the owning widget's parent * @param OutputType indicates the desired format for the result * UIEXTENTEVAL_Pixels: * Result should be the actual number of pixels * UIEXTENTEVAL_PercentOwner: * result should be formatted as a percentage of the widget's parent * UIEXTENTEVAL_PercentScene: * result should be formatted as a percentage of the scene * UIEXTENTEVAL_PercentViewport: * result should be formatted as a percentage of the viewport * @param OwnerWidget the widget that this auto-size region is for * * @return the value of the auto-size region's min or max value */ FLOAT GetValue( EUIAutoSizeConstraintType ValueType, EUIOrientation Orientation, EUIExtentEvalType OutputType, class UUIScreenObject* OwnerWidget ) const; /** * Convert the input value into the appropriate type for this UIScreenValue, and assign that Value * * @param ValueType indicates whether to set the min or max value. * @param Orientation indicates which orientation to use for e.g. evaluting values as percentage of the owning widget's parent * @param OwnerWidget the widget that contains this extent value * @param NewValue the new value (in pixels or percentage) to use * @param OutputType specifies how NewValue should be interpreted format for the result * UIEXTENTEVAL_Pixels: * NewValue is in absolute pixels * UIEXTENTEVAL_PercentOwner: * NewValue is a percentage of the OwnerWidget * UIEXTENTEVAL_PercentScene: * NewValue is a percentage of the scene * UIEXTENTEVAL_PercentViewport: * NewValue is a percentage of the viewport */ void SetValue( EUIAutoSizeConstraintType ValueType, EUIOrientation Orientation, class UUIScreenObject* OwnerWidget, FLOAT NewValue, EUIExtentEvalType InputType=UIEXTENTEVAL_Pixels ); /** * Changes the scale type for this extent to the type specified, optionally converting the current Value into the new type. * * @param ValueType indicates whether to set the min or max value. * @param Orientation indicates which orientation to use for e.g. evaluting values as percentage of the owning widget's parent * @param OwnerWidget the widget that contains this screen value * @param NewEvalType the new evaluation type to ise * @param bAutoConvertValue if TRUE, the current value of the position will be converted into the equivalent value for the new type */ void ChangeScaleType( EUIAutoSizeConstraintType ValueType, EUIOrientation Orientation, class UUIScreenObject* OwnerWidget, EUIExtentEvalType NewEvalType, UBOOL bAutoConvertValue=TRUE ); } structdefaultproperties { EvalType(UIAUTOSIZEREGION_Minimum)=UIEXTENTEVAL_Pixels EvalType(UIAUTOSIZEREGION_Maximum)=UIEXTENTEVAL_Pixels } }; /** * Data structure for representing the padding to apply to an auto-size region */ struct native AutoSizePadding extends UIScreenValue_AutoSizeRegion { }; /** * Defines parameters for auto-sizing a widget */ struct native AutoSizeData { /** specifies the minimum and maximum values that the region can be auto-sized to */ var() UIScreenValue_AutoSizeRegion Extent; /** the internal padding to apply to the region */ var() AutoSizePadding Padding; /** whether auto-sizing is enabled for this dimension */ var() bool bAutoSizeEnabled; structcpptext { /** * Evaluates and returns the padding value stored in this AutoSizeData * * @param ValueType indicates which element of the Value array to evaluate * @param Orientation indicates which orientation to use for e.g. evaluting values as percentage of the owning widget's parent * @param OutputType specifies how the result should be formatted * UIEXTENTEVAL_Pixels: * NewValue is in absolute pixels * UIEXTENTEVAL_PercentOwner: * NewValue is a percentage of the OwnerWidget * UIEXTENTEVAL_PercentScene: * NewValue is a percentage of the scene * UIEXTENTEVAL_PercentViewport: * NewValue is a percentage of the viewport * @param OwnerWidget the widget that contains this screen value * * @return the actual padding value for this AutoSizeData, in pixels or percentage, for the dimension specified. */ FLOAT GetPaddingValue( EUIAutoSizeConstraintType ValueType, EUIOrientation Orientation, EUIExtentEvalType OutputType, class UUIScreenObject* OwnerWidget ) const; /** * Returns the minimum allowed size for this auto-size region. * * @param OutputType indicates how the result should be formatted. * @param Orientation indicates which axis this auto-size region is associated with on the owner widget. * @param OwnerWidget the widget that this auto-size region is used by. * * @return the minimum size allowed for this auto-size region, or 0 if this auto-size region is disabled. */ FLOAT GetMinValue( EUIExtentEvalType OutputType, EUIOrientation Orientation, class UUIScreenObject* OwnerWidget ) const; /** * Returns the maximum allowed size for this auto-size region. * * @param OutputType indicates how the result should be formatted. * @param Orientation indicates which axis this auto-size region is associated with on the owner widget. * @param OwnerWidget the widget that this auto-size region is used by. * * @return the maximum size allowed for this auto-size region, or 0 if there is no max size configured or this auto-size region * is not enabled. */ FLOAT GetMaxValue( EUIExtentEvalType OutputType, EUIOrientation Orientation, class UUIScreenObject* OwnerWidget ) const; } }; /** * Represents a sub-region within another render bounding region. */ struct native UIRenderingSubregion { /** the size of the subregion; will be clamped to the size of the bounding region */ var() UIScreenValue_Extent ClampRegionSize<DisplayName=Subregion Size>; /** * Only relevant if ClampRegionAlignment is "Inherit/Other". The offset for the sub-region, relative to the * beginning of the bounding region. */ var() UIScreenValue_Extent ClampRegionOffset<DisplayName=Subregion Position>; /** * the alignment for the sub-region; to enable "Subregion Position", this must be set to "Inherit/Other" */ var() EUIAlignment ClampRegionAlignment<DisplayName=Subregion Alignment>; /** Must be true to specify a subregion */ var() bool bSubregionEnabled; structdefaultproperties { ClampRegionSize=(Value=1.f,ScaleType=UIEXTENTEVAL_PercentSelf) ClampRegionOffset=(ScaleType=UIEXTENTEVAL_PercentSelf) ClampRegionAlignment=UIALIGN_Default } }; /** * Represents a mapping of input key to widgets which contain EventComponents that respond to the associated input key. */ struct native transient InputEventSubscription { /** The name of the key represented by this InputEventSubscription (i.e. KEY_XboxTypeS_LeftTrigger, etc.) */ var name KeyName; /** a list of widgets which are eligible to process this input key event */ var array<UIScreenObject> Subscribers; structcpptext { /** Constructors */ FInputEventSubscription() {} FInputEventSubscription( FName InKeyName ) : KeyName(InKeyName) {} } }; /** * Represents a UIEvent that should be automatically added to all instances of a particular widget. */ struct native DefaultEventSpecification { /** the UIEvent template to use when adding the event instance to a widget's EventProvider */ var UIEvent EventTemplate; /** * Optionally specify the state in which this event should be active. The event will be added to * the corresponding UIState instance's list of events, rather than the widget's list of events */ var class<UIState> EventState; }; /** * Associates a UIAction with input key name. */ struct native InputKeyAction { /** the input key name that will activate the action */ var() name InputKeyName; /** the state (pressed, released, etc.) that will activate the action */ var() EInputEvent InputKeyState; /** The actions to execute */ var() array<SequenceAction> ActionsToExecute; structcpptext { /** Default constructor; don't initialize any members or we'll overwrite values serialized from disk. */ FInputKeyAction() {} /** Initialization constructor - zero initialize all members */ FInputKeyAction(EEventParm) { appMemzero(this, sizeof(FInputKeyAction)); InputKeyName = NAME_None; InputKeyState = IE_Released; } /** Copy constructor */ FInputKeyAction( const FInputKeyAction& Other ) : InputKeyName(Other.InputKeyName), InputKeyState(Other.InputKeyState), ActionsToExecute(Other.ActionsToExecute) {} /** Standard ctor */ FInputKeyAction( FName InKeyName, EInputEvent InKeyState ) { appMemzero(this, sizeof(FInputKeyAction)); InputKeyName = InKeyName; InputKeyState = InKeyState; } /** Comparison operator */ UBOOL operator==( const FInputKeyAction& Other ) const; /** Serialization operator */ friend FArchive& operator<<(FArchive& Ar,FInputKeyAction& MyInputKeyAction); } structdefaultproperties { InputKeyState=IE_Released } }; /** * Specialized version of InputKeyAction used for constraining the input action to a particular UIState. */ struct native StateInputKeyAction extends InputKeyAction { /** * Allows an input action to be tied to a specific UIState. If NULL, the action will be active * in all states that support UIEvent_ProcessInput. If non-NULL, the input key will only be accepted * when the widget is in the specified state. */ var() class<UIState> Scope; structcpptext { /** Default constructor; don't initialize any members or we'll overwrite values serialized from disk. */ FStateInputKeyAction() {} /** Initialization constructor - zero initialize all members */ FStateInputKeyAction(EEventParm) : FInputKeyAction(EC_EventParm), Scope(NULL) {} /** Copy constructor */ FStateInputKeyAction( const FStateInputKeyAction& Other ) : FInputKeyAction(Other), Scope(Other.Scope) { } /** Standard ctor */ FStateInputKeyAction( FName InKeyName, EInputEvent InKeyState, UClass* InScope ) : FInputKeyAction(InKeyName,InKeyState), Scope(InScope) {} /** Copy ctor from FInputKeyAction */ FStateInputKeyAction( const FInputKeyAction& Other, class UClass* OwnerStateClass ) : FInputKeyAction(Other), Scope(OwnerStateClass) {} /** Comparison operator */ UBOOL operator==( const FStateInputKeyAction& Other ) const { return ((FInputKeyAction&)*this) == Other && Scope == Other.Scope; } } structdefaultproperties { Scope=class'UIState_Enabled' } }; /** * Tracks widgets which are currently in special states. */ struct native transient PlayerInteractionData { /** The widget/scene that currently has focus */ var transient UIObject FocusedControl; /** The widget/scene that last had focus */ var transient UIObject LastFocusedControl; structcpptext { /** * Changes the FocusedControl to the widget specified * * @param NewFocusedControl the widget that should become the focused control */ void SetFocusedControl( class UUIObject* NewFocusedControl ); /** * Gets the currently focused control. */ class UUIObject* GetFocusedControl() const; /** * Changes the FocusedControl to the widget specified * * @param Widget the widget that should become the LastFocusedControl control */ void SetLastFocusedControl( class UUIObject* Widget ); /** * Gets the previously focused control. */ class UUIObject* GetLastFocusedControl() const; } }; /** * Contains information about how to propagate focus between parent and child widgets. */ struct native UIFocusPropagationData { /** * Specifies the child widget that should automatically receive focus when this widget receives focus. * Set automatically when RebuildNavigationLinks() is called on the owning widget. */ var() const editconst transient UIObject FirstFocusTarget; /** * Specifies the child widget which will automatically receive focus when this widget receives focus and the user * is navigating backwards through the scene (i.e. Shift+Tab). * Set automatically when RebuildNavigationLinks() is called on the owning widget. */ var() const editconst transient UIObject LastFocusTarget; /** * Specifies the sibling widget that is next in the tab navigation system for this widget's parent. * Set automatically when RebuildNavigationLinks() is called on the owning widget. */ var() const editconst transient UIObject NextFocusTarget; /** * Specifies the sibling widget that is previous in the tab navigation system for this widget's parent. * Set automatically when RebuildNavigationLinks() is called on the owning widget. */ var() const editconst transient UIObject PrevFocusTarget; /** * Indicates that this widget is currently becoming the focused control. Used for preventing KillFocus from clobbering this * pending focus change if one of this widget's children is the currently focused control (since killing focus on a child of this * widget would normally cause this widget to lose focus as well */ var transient bool bPendingReceiveFocus; structcpptext { /** * Returns the child widget that is configured as the first focus target for this widget. */ class UUIObject* GetFirstFocusTarget() const; /** * Returns the child widget that is configured as the last focus target for this widget. */ class UUIObject* GetLastFocusTarget() const; /** * Returns the sibling widget that is configured as the next focus target for tab navigation. */ class UUIObject* GetNextFocusTarget() const; /** * Returns the sibling widget that is configured as the previous focus target for tab navigation. */ class UUIObject* GetPrevFocusTarget() const; /** * Sets the default first focus target for this widget. * * @param FocusTarget the child of this widget that should become the first focus target for this widget * * @return TRUE if the navigation link for the specified face changed. FALSE if the new value wasn't applied or if the * the new value was the same as the current value. */ UBOOL SetFirstFocusTarget( class UUIObject* FocusTarget ); /** * Sets the default last focus target for this widget. * * @param FocusTarget the child of this widget that should become the last focus target for this widget. * * @return TRUE if the focus target changed. FALSE if the new value wasn't applied or if the * the new value was the same as the current value. */ UBOOL SetLastFocusTarget( class UUIObject* FocusTarget ); /** * Sets the next tab-nav focus target for this widget. * * @param FocusTarget a sibling of this widget that should become the next tab-nav target for this widget. * * @return TRUE if the focus target changed. FALSE if the new value wasn't applied or if the * the new value was the same as the current value. */ UBOOL SetNextFocusTarget( class UUIObject* FocusTarget ); /** * Sets the previous tab-nav focus target for this widget. * * @param FocusTarget a sibling of this widget that should become the previous tab-nav target for this widget. * * @return TRUE if the focus target changed. FALSE if the new value wasn't applied or if the * the new value was the same as the current value. */ UBOOL SetPrevFocusTarget( class UUIObject* FocusTarget ); } }; /** * Defines the navigation links for a widget. */ struct native UINavigationData { /** * The widgets that will receive focus when the user presses the corresonding direction. For keyboard navigation, pressing * "tab" will set focus to the widget in the UIFACE_Right slot, pressing "shift+tab" will set focus to the widget in the * UIFACE_Left slot. * * Filled in at runtime when RebuildNavigationLinks is called. */ var() editconst transient UIObject NavigationTarget[EUIWidgetFace.UIFACE_MAX]; /** * Allows the designer to override the auto-generated focus target for each face. If a value is set for NavigationTarget, * that widget will always be set as the value for CurrentNavTarget for that face. */ var() editconst UIObject ForcedNavigationTarget[EUIWidgetFace.UIFACE_MAX]; /** * By default, a NULL value for the forced nav taget indicates that the nav target for that face should be automatically * calculated. bNullOverride indicates that a value of NULL *is* the designer specified nav target. */ var() byte bNullOverride[EUIWidgetFace.UIFACE_MAX]; structcpptext { private: friend class UUIObject; /** * Sets the actual navigation target for the specified face. * * @param Face the face to set the navigation link for * @param NewNavTarget the widget to set as the link for the specified face * * @return TRUE if the navigation link for the specified face changed. FALSE if the new value wasn't applied or if the * the new value was the same as the current value. */ UBOOL SetNavigationTarget( EUIWidgetFace Face, class UUIObject* NewNavTarget ); UBOOL SetNavigationTarget( class UUIObject* LeftTarget, class UUIObject* TopTarget, class UUIObject* RightTarget, class UUIObject* BottomTarget ); /** * Sets the designer-specified navigation target for the specified face. When navigation links for the scene are rebuilt, * the designer-specified navigation target will always override any auto-calculated targets. * * @param Face the face to set the navigation link for * @param NavTarget the widget to set as the link for the specified face * @param bIsNullOverride if NavTarget is NULL, specify TRUE to indicate that this face's nav target should not * be automatically calculated. * * @return TRUE if the navigation link for the specified face changed. FALSE if the new value wasn't applied or if the * the new value was the same as the current value. */ UBOOL SetForcedNavigationTarget( EUIWidgetFace Face, class UUIObject* NavTarget, UBOOL bIsNullOverride=FALSE ); UBOOL SetForcedNavigationTarget( class UUIObject* LeftTarget, class UUIObject* TopTarget, class UUIObject* RightTarget, class UUIObject* BottomTarget ); public: /** * Gets the navigation target for the specified face. If a designer-specified nav target is set for the specified face, * that object is returned. * * @param Face the face to get the nav target for * @param LinkType specifies which navigation link type to return. * NAVLINK_MAX: return the designer specified navigation target, if set; otherwise returns the auto-generated navigation target * NAVLINK_Automatic: return the auto-generated navigation target, even if the designer specified nav target is set * NAVLINK_Manual: return the designer specified nav target, even if it isn't set * * @return a pointer to a widget that will be the navigation target for the specified direction, or NULL if there is * no nav target for that face. */ class UUIObject* GetNavigationTarget( EUIWidgetFace Face, ENavigationLinkType LinkType=NAVLINK_MAX ) const; /** * Determines whether the designer has overriden all navigation targets. * * @return FALSE if an override target has been specified for all faces. */ UBOOL NeedsLinkGeneration() const; } }; /** * Defines the desired docking behavior for all faces of a single widget */ struct native UIDockingSet { /** * The widget that is associated with this docking set. Set by InitializeDockingSet(). */ var const UIObject OwnerWidget; /** * The widget that will be docked against. * If this value is NULL, it means that docking isn't enabled for this face * If this value points to OwnerWidget, it means that the face is docked to the owner scene. */ var() editconst private{private} UIObject TargetWidget[EUIWidgetFace.UIFACE_MAX]; /** * The amount of padding to use for docking each face. Positive values are considered "inside" padding, * while negative values are considered "outside" padding. */ var() editconst private{private} UIScreenValue_DockPadding DockPadding; /** * Controls whether the width of this widget should remain constant when adjusting the position of the left or right * face as a result of docking. Only relevant when either the left or right faces are docked. */ var() public{private} bool bLockWidthWhenDocked; /** * Controls whether the height of this widget should remain constant when adjusting the position of the top or bottom * face as a result of docking. Only relevant when either the top or bottom faces are docked. */ var() public{private} bool bLockHeightWhenDocked; /** The face on the TargetWidget that this docking set applies to. */ var() editconst private{private} EUIWidgetFace TargetFace[EUIWidgetFace.UIFACE_MAX]; /** tracks whether each face has been resolved (via UpdateDockingSet). Reset whenever ResolveScenePositions is called */ var transient byte bResolved[EUIWidgetFace.UIFACE_MAX]; /** * set to 1 when this node is in the process of being added to the scene's docking stack; used to easily * track down circular relationships between docking sets */ var transient byte bLinking[EUIWidgetFace.UIFACE_MAX]; structcpptext { /** * Evaluate the widget's Position into an absolute pixel value, and store that value in the corresponding * member of the widget's RenderBounds array. * This function assumes that UpdateDockingSet has already been called for the TargetFace of the TargetWidget. * This function should only be called from ResolveScenePositions. * * @param Face the face that needs to be resolved */ void UpdateDockingSet( EUIWidgetFace Face ); /** * Used to determine whether the specified face is docked. * * @return TRUE if SourceFace is docked, FALSE if it isn't. */ UBOOL IsDocked( EUIWidgetFace SourceFace, UBOOL bRequireValidTargetFace=TRUE, UBOOL bIgnoreSceneTargets=FALSE ) const { checkSlow(SourceFace<UIFACE_MAX); return (TargetWidget[SourceFace] != NULL || !bIgnoreSceneTargets) && (!bRequireValidTargetFace || TargetFace[SourceFace] < UIFACE_MAX); } /** * Retrieves the target widget for the specified face in this docking set. * * @param SourceFace the face to retrieve the dock target for * * @return a pointer to the widget that the specified face is docked to. NULL if the face is not docked or is docked to the scene. * If return value is NULL, IsDocked() can be used to determine whether the face is docked to the scene or not. */ class UUIObject* GetDockTarget( EUIWidgetFace SourceFace ) const; /** * Retrieves the target face for the specified source face in this docking set. * * @param SourceFace the face to retrieve the dock target face for * * @return the face of the dock target that SourceFace is docked to, or UIFACE_MAX if SourceFace is not docked. */ EUIWidgetFace GetDockFace( EUIWidgetFace SourceFace ) const; /** * Returns the ammount of padding for the specified face. */ FLOAT GetDockPadding( EUIWidgetFace SourceFace, EUIDockPaddingEvalType OutputType=UIPADDINGEVAL_Pixels ) const; /** * Returns the dock padding eval type for the specified face. */ EUIDockPaddingEvalType GetDockPaddingType( EUIWidgetFace SourceFace ) const; /** * Changes the configured dock target and face for the specified face. * * @param SourceFace the face to set the value for * @param DockTarget the widget that SourceFace should be docked to, or NULL to indicate that this face should no longer be docked. * @param DockFace the face on the dock target that SourceFace should be docked to. * * @return TRUE indicates that the dock target values for the specified face were successfully changed. */ UBOOL SetDockTarget( EUIWidgetFace SourceFace, class UUIScreenObject* DockTarget, EUIWidgetFace DockFace ); /** * Changes the dock padding value for the specified face. * * @param DockFace the face to change padding for * @param NewValue the new value to use for padding * @param InputType the format to use for interpreting NewValue. * @param bChangeScaleType specify TRUE to permanently change the scale type for the specified face to InputType. * * @return TRUE indicates that the dock padding values for the specified face were successfully changed. */ UBOOL SetDockPadding( EUIWidgetFace DockFace, float NewValue, EUIDockPaddingEvalType InputType=UIPADDINGEVAL_Pixels, UBOOL bChangeScaleType=FALSE ); /** * Initializes the value of this docking set's OwnerWidget and convert UIDockingSets over to the new behavior * (where TargetFace == OwnerWidget if docked to the scene) * * @param inOwnerWidget the widget that contains this docking set. */ void InitializeDockingSet( UUIObject* inOwnerWidget ); /** * Returns whether this widget's width should remain constant when adjusting its position due to docking relationships. */ UBOOL IsWidthLocked() const { return bLockWidthWhenDocked; } /** * Returns whether this widget's height should remain constant when adjusting its position due to docking relationships. */ UBOOL IsHeightLocked() const { return bLockHeightWhenDocked; } /** * Changes whether this widget's width should remain constant when adjusting its position due to docking relationships * according to the value specified. */ void LockWidth( UBOOL bShouldLockWidth=TRUE ) { bLockWidthWhenDocked = bShouldLockWidth; } /** * Changes whether this widget's width should remain constant when adjusting its position due to docking relationships * according to the value specified. */ void LockHeight( UBOOL bShouldLockHeight=TRUE ) { bLockHeightWhenDocked = bShouldLockHeight; } } structdefaultproperties { TargetFace(UIFACE_Left)=UIFACE_MAX TargetFace(UIFACE_Top)=UIFACE_MAX TargetFace(UIFACE_Right)=UIFACE_MAX TargetFace(UIFACE_Bottom)=UIFACE_MAX } }; /** * A widget/face pair. Used by the docking system to track the order in which widget face positions should be evaluated */ struct native UIDockingNode { /** the widget that this docking node is associated with */ var() UIObject Widget; /** the face on the Widget that should be updated when this docking node is processed */ var() EUIWidgetFace Face; structcpptext { /** * Comparison operator */ UBOOL operator==( const FUIDockingNode& Other ) const { return Widget == Other.Widget && Face == Other.Face; } /** * Constructors */ FUIDockingNode( UUIObject* inWidget=NULL, EUIWidgetFace inFace=UIFACE_MAX ) : Widget(inWidget), Face(inFace) { } FUIDockingNode( const FUIDockingNode& Other ) : Widget(Other.Widget), Face(Other.Face) { } } }; /** * Data structure for representation the rotation of a UI Widget. */ struct native UIRotation { /** the UE representation of the rotation of the widget */ var() rotator Rotation; /** * Transform matrix to use for rendering the widget. */ var transient matrix TransformMatrix; /** point used for the origin in rotation animations */ var() UIAnchorPosition AnchorPosition; /** defines whether the AnchorPosition is used or one of the presets */ var() ERotationAnchor AnchorType; structcpptext { /** * Sets the location of the anchor of rotation for this widget. * * @param AnchorPos New location for the anchor of rotation. * @param InputType indicates which format the AnchorPos value is in */ void SetAnchorLocation(const class UUIScreenObject* OwnerWidget, const FVector& AnchorPos, EPositionEvalType InputType=EVALPOS_PixelViewport); } structdefaultproperties { TransformMatrix=(XPlane=(X=1,Y=0,Z=0,W=0),YPlane=(X=0,Y=1,Z=0,W=0),ZPlane=(X=0,Y=0,Z=1,W=0),WPlane=(X=0,Y=0,Z=0,W=1)) AnchorType=RA_Center // this should already be the default scaletype, but no harm in making sure AnchorPosition=(ScaleType[UIORIENT_Horizontal]=EVALPOS_PixelOwner,ScaleType[UIORIENT_Vertical]=EVALPOS_PixelOwner) } }; /** * Contains information about a UI data store binding, including the markup text used to reference the data store and * the resolved value of the markup text. * * @NOTE: if you move this struct declaration to another class, make sure to update UUIObject::GetDataBindingProperties() */ struct native UIDataStoreBinding { /** * The UIDataStoreSubscriber that contains this UIDataStoreBinding */ var const transient UIDataStoreSubscriber Subscriber; /** * Indicates which type of data fields can be used in this data store binding */ var() const editconst EUIDataProviderFieldType RequiredFieldType; /** * A datastore markup string which resolves to a property/data type exposed by a UI data store. * * @note: cannot be editconst until we have full editor support for manipulating markup strings (e.g. inserting embedded * markup, etc.) */ var() const /*editconst*/ string MarkupString; /** * Used to differentiate multiple data store properties in a single class. */ var const transient int BindingIndex; /** the name of the data store resolved from MarkupString */ var const transient name DataStoreName; /** the name of the field resolved from MarkupString; must be a field supported by ResolvedDataStore */ var const transient name DataStoreField; /** a pointer to the data store resolved from MarkupString */ var const transient UIDataStore ResolvedDataStore; structcpptext { /** * Registers the current subscriber with ResolvedDataStore's list of RefreshSubscriberNotifies */ void RegisterSubscriberCallback(); /** * Removes the current subscriber from ResolvedDataStore's list of RefreshSubscriberNotifies. */ void UnregisterSubscriberCallback(); /** * Determines whether the specified data field can be assigned to this data store binding. * * @param DataField the data field to verify. * * @return TRUE if DataField's FieldType is compatible with the RequiredFieldType for this data binding. */ UBOOL IsValidDataField( const struct FUIDataProviderField& DataField ) const; /** * Determines whether the specified field type is valid for this data store binding. * * @param FieldType the data field type to check * * @return TRUE if FieldType is compatible with the RequiredFieldType for this data binding. */ UBOOL IsValidDataField( EUIDataProviderFieldType FieldType ) const; /** * Resolves the value of MarkupString into a data store reference, and fills in the values for all members of this struct * * @param InSubscriber the subscriber that contains this data store binding * * @return TRUE if the markup was successfully resolved. */ UBOOL ResolveMarkup( TScriptInterface<class IUIDataStoreSubscriber> InSubscriber ); /** * Retrieves the value for this data store binding from the ResolvedDataStore. * * @param out_ResolvedValue will contain the value of the data store binding. * * @return TRUE if the value for this data store binding was successfully retrieved from the data store. */ UBOOL GetBindingValue( struct FUIProviderFieldValue& out_ResolvedValue ) const; /** * Publishes the value for this data store binding to the ResolvedDataStore. * * @param NewValue contains the value that should be published to the data store * * @return TRUE if the value was successfully published to the data store. */ UBOOL SetBindingValue( const struct FUIProviderScriptFieldValue& NewValue ) const; /** * Unregisters any bound data stores and clears all references. */ UBOOL ClearDataBinding(); /** Constructors */ FUIDataStoreBinding() {} FUIDataStoreBinding(EEventParm) { appMemzero(this, sizeof(FUIDataStoreBinding)); } /** * Member access operator. Provides transparent access to the ResolvedDataStore pointer contained by this UIDataStoreBinding */ FORCEINLINE class UUIDataStore* operator->() { return ResolvedDataStore; } /** * Dereference operator. Provides transparent access to the ResolvedDataStore pointer contained by this UIDataStoreBinding * * @return ResolvedDataStore */ FORCEINLINE class UUIDataStore*& operator*() { return ResolvedDataStore; } /** * Boolean operator. Provides transparent access to the ResolvedDataStore pointer contained by this UIDataStoreBinding * * @return TRUE if ResolvedDataStore is non-NULL. */ FORCEINLINE operator UBOOL() const { return ResolvedDataStore != NULL; } /** Comparison operators */ FORCEINLINE UBOOL operator==( const FUIDataStoreBinding& Other ) const { return Subscriber == Other.Subscriber && RequiredFieldType == Other.RequiredFieldType && MarkupString == Other.MarkupString && DataStoreName == Other.DataStoreName && DataStoreField == Other.DataStoreField && ResolvedDataStore == Other.ResolvedDataStore; } FORCEINLINE UBOOL operator!=( const FUIDataStoreBinding& Other ) const { return !(FUIDataStoreBinding::operator==(Other)); } /* Editor serialization operator */ friend FArchive& operator<<( FArchive& Ar, FUIDataStoreBinding& Binding ) { return Ar << (UObject*&)Binding.ResolvedDataStore << Binding.Subscriber; } friend FArchive& operator<<( FArchive& Ar, FUIDataStoreBinding* Binding ) { if ( Binding != NULL ) { Ar << (UObject*&)Binding->ResolvedDataStore << Binding->Subscriber; } return Ar; } } structdefaultproperties { BindingIndex=INDEX_NONE RequiredFieldType=DATATYPE_MAX } }; /** * Pairs a unique name with a UIStyleResolver reference. * * not currently used. */ struct transient native UIStyleSubscriberReference { /** * A unique name for identifying this StyleResolver - usually the name of the property referencing this style resolver * Used for differentiating styles from multiple UIStyleResolvers of the same class. */ var name SubscriberId; /** the reference to the UIStyleResolver object */ var UIStyleResolver Subscriber; structcpptext { /** Constructors */ FUIStyleSubscriberReference() : SubscriberId(NAME_None) { } FUIStyleSubscriberReference(EEventParm) : SubscriberId(NAME_None) { } FUIStyleSubscriberReference( FName InSubscriberId, const class TScriptInterface<class IUIStyleResolver>& InSubscriber ); /** Comparison operators */ FORCEINLINE UBOOL operator==( const FUIStyleSubscriberReference& Other ) const { return SubscriberId == Other.SubscriberId && Subscriber == Other.Subscriber; } FORCEINLINE UBOOL operator!=( const FUIStyleSubscriberReference& Other ) const { return SubscriberId != Other.SubscriberId || Subscriber != Other.Subscriber; } } }; /** * Container used for identifying UIStyleReference properties from multiple UIStyleResolvers of the same class */ struct transient native StyleReferenceId { /** The tag to use for this UIStyleResolver's properties */ var name StyleReferenceTag; /** the actual UIStyleReference property */ var Property StyleProperty; structcpptext { /** Constructors */ FStyleReferenceId() : StyleReferenceTag(NAME_None), StyleProperty(NULL) {} FStyleReferenceId( UProperty* InStyleProperty ) : StyleReferenceTag(NAME_None), StyleProperty(InStyleProperty) {} FStyleReferenceId( const FName& InReferenceTag, class UProperty* InStyleProperty ) : StyleReferenceTag(InReferenceTag), StyleProperty(InStyleProperty) {} /** Comparison operators */ FORCEINLINE UBOOL operator==( const FStyleReferenceId& Other ) const { return GetStyleReferenceTag() == Other.GetStyleReferenceTag() && StyleProperty == Other.StyleProperty; } FORCEINLINE UBOOL operator!=( const FStyleReferenceId& Other ) const { return GetStyleReferenceTag() != Other.GetStyleReferenceTag() || StyleProperty != Other.StyleProperty; } friend FORCEINLINE DWORD GetTypeHash( const FStyleReferenceId& RefId ) { return PointerHash(RefId.StyleProperty); } /** * Returns the display name for this style reference */ FString GetStyleReferenceName( UBOOL bAllowDisplayName=!GIsGame ) const; /** * Faster version of GetStyleReferenceName which never allows meta data localized text to be used. */ FName GetStyleReferenceTag() const; } }; /** Defines a group of attributes that can be applied to text, such as bold, italic, underline, shadow, etc. */ struct native UITextAttributes { var() bool Bold<ToolTip=Not yet implemented>; var() bool Italic<ToolTip=Not yet implemented>; var() bool Underline<ToolTip=Not yet implemented>; var() bool Shadow<ToolTip=Not yet implemented>; var() bool Strikethrough<ToolTip=Not yet implemented>; structcpptext { /** Comparison operator */ UBOOL operator==( const FUITextAttributes& Other ) const { return appMemcmp(this, &Other, sizeof(FUITextAttributes)) == 0; } UBOOL operator!=( const FUITextAttributes& Other ) const { return !((*this)==Other); } /** * Resets the values for all attributes to false. */ void Reset(); } }; /** Describes the parameters for adjusting a material to match the dimensions of a target region. */ struct native UIImageAdjustmentData { /** size of buffer zone for constraining the image adjustment */ var() ScreenPositionRange ProtectedRegion<DisplayName=Gutter|ToolTip=Controls the size of the region that should be ignored by any scaling>; /** the type of adjustment to perform to the image for each orientation */ var() EMaterialAdjustmentType AdjustmentType<DisplayName=Scale Type|ToolTip=Controls how the image should be fitted to the bounding region>; /** alignment within the region */ var() EUIAlignment Alignment<DisplayName=Image Alignment|ToolTip=Controls how the image will be aligned within the bounding region>; structcpptext { /** Comparison */ UBOOL operator ==( const FUIImageAdjustmentData& Other ) const; UBOOL operator !=( const FUIImageAdjustmentData& Other ) const; } structdefaultproperties { AdjustmentType=ADJUST_Normal } }; /** Coordinates for mapping a piece of a texture atlas */ struct native TextureCoordinates { var() float U, V, UL, VL; structcpptext { /** Constructors */ FTextureCoordinates() { } FTextureCoordinates(EEventParm) : U(0), V(0), UL(0), VL(0) {} FTextureCoordinates( FLOAT inU, FLOAT inV, FLOAT inUL, FLOAT inVL ) : U(inU), V(inV), UL(inUL), VL(inVL) { } /** * Returns whether the values in this coordinate are zero, accounting for floating point * precision errors. */ inline UBOOL IsZero() const { return Abs(U) < KINDA_SMALL_NUMBER && Abs(V) < KINDA_SMALL_NUMBER && Abs(UL) < KINDA_SMALL_NUMBER && Abs(VL) < KINDA_SMALL_NUMBER; } /** Comparison operators */ inline UBOOL operator==( const FTextureCoordinates& Other ) const { return this->U == Other.U && this->V == Other.V && this->UL == Other.UL && this->VL == Other.VL; } inline UBOOL operator!=( const FTextureCoordinates& Other ) const { return this->U != Other.U || this->V != Other.V || this->UL != Other.UL || this->VL != Other.VL; } /** Error tolerant comparison operator */ inline UBOOL Equals( const FTextureCoordinates& Other, FLOAT Tolerance=KINDA_SMALL_NUMBER ) const { return Abs(this->U - Other.U) < Tolerance && Abs(this->V - Other.V) < Tolerance && Abs(this->UL - Other.UL) < Tolerance && Abs(this->VL - Other.VL) < Tolerance; } } }; struct native UIStringCaretParameters { /** Controls whether a caret is displayed at all */ var() bool bDisplayCaret; /** * Determines which color pen (from GameUISceneClient's DefaultUITextures) is used to render the caret */ var() EUIDefaultPenColor CaretType; /** Specifies the width of the caret, in pixels */ var() float CaretWidth; /** the tag of the style to use for displaying this caret */ var() name CaretStyle; /** * The current position of the caret in the string */ var transient int CaretPosition; /** * For carets that use parametized materials, the MaterialInterface that was created for this caret */ var transient MaterialInterface CaretMaterial; structdefaultproperties { CaretType=UIPEN_White CaretWidth=1.0f CaretStyle=DefaultCaretStyle } }; /** * General purpose data structure for grouping all parameters needed when rendering or sizing a string/image */ struct native transient RenderParameters { /** a pixel value representing the horizontal screen location to begin rendering the string */ var float DrawX; /** a pixel value representing the vertical screen location to begin rendering the string */ var float DrawY; /** a pixel value representing the width of the area available for rendering the string */ var float DrawXL; /** a pixel value representing the height of the area available for rendering the string */ var float DrawYL; /** * A value between 0.0 and 1.0, which represents how much the width/height should be scaled, * where 1.0 represents 100% scaling. */ var Vector2D Scaling; /** the font to use for rendering/sizing the string */ var Font DrawFont; /** The alignment for the string we are drawing. */ var EUIAlignment TextAlignment[EUIOrientation.UIORIENT_MAX]; /** * Only used when rendering string nodes that contain images. * Represents the size to use for rendering the image */ var Vector2D ImageExtent; /** the coordinates to use to render images */ var TextureCoordinates DrawCoords; /** Horizontal spacing adjustment between characters and vertical spacing adjustment between wrapped lines */ var Vector2D SpacingAdjust; /** the current height of the viewport; needed to support multifont */ var float ViewportHeight; structcpptext { /** Constructors */ FRenderParameters( FLOAT InViewportHeight=0.f ) : DrawX(0.f), DrawY(0.f), DrawXL(0.f), DrawYL(0.f) , Scaling(1.f,1.f), DrawFont(NULL), ImageExtent(0.f,0.f) , DrawCoords(0,0,0,0), SpacingAdjust(0.0f,0.0f), ViewportHeight(InViewportHeight) { TextAlignment[UIORIENT_Horizontal] = UIALIGN_Default; TextAlignment[UIORIENT_Vertical] = UIALIGN_Default; } FRenderParameters( FLOAT inDrawX, FLOAT inDrawY, FLOAT inDrawXL, FLOAT inDrawYL, UFont* inFont=NULL, FLOAT InViewportHeight=0.f ) : DrawX(inDrawX), DrawY(inDrawY), DrawXL(inDrawXL), DrawYL(inDrawYL) , Scaling(1.f,1.f), DrawFont(inFont), ImageExtent(0.f,0.f) , DrawCoords(0,0,0,0), SpacingAdjust( 0.0f, 0.0f ), ViewportHeight(InViewportHeight) { TextAlignment[UIORIENT_Horizontal] = UIALIGN_Default; TextAlignment[UIORIENT_Vertical] = UIALIGN_Default; } FRenderParameters( UFont* inFont, FLOAT ScaleX, FLOAT ScaleY, FLOAT InViewportHeight=0.f ) : DrawX(0.f), DrawY(0.f), DrawXL(0.f), DrawYL(0.f) , Scaling(ScaleX,ScaleY), DrawFont(inFont), ImageExtent(0.f,0.f) , DrawCoords(0,0,0,0), SpacingAdjust( 0.0f, 0.0f ), ViewportHeight(InViewportHeight) { TextAlignment[UIORIENT_Horizontal] = UIALIGN_Default; TextAlignment[UIORIENT_Vertical] = UIALIGN_Default; } } }; /** * Container for text autoscaling values. */ struct native TextAutoScaleValue { /** * the minimum and maximum amount of scaling that can be applied to the text; these values must be set in order for * auto-scaling to be used in conjunction with any type of string formatting (i.e. wrapping, clipping, etc.). Negative * values will be ignored and a value of 0 indicates that MinScale is not enabled. */ var() float MinScale<DisplayName=Min Scale Value>; /** Allows text to be scaled to fit within the bounding region */ var() ETextAutoScaleMode AutoScaleMode<DisplayName=Auto Scaling|ToolTip=Scales the text so that it fits into the bounding region>; structdefaultproperties { AutoScaleMode=UIAUTOSCALE_None MinScale=0.6 } structcpptext { /** Constructors */ FTextAutoScaleValue() {} FTextAutoScaleValue(EEventParm) : MinScale(0.f), AutoScaleMode(UIAUTOSCALE_None) {} /** Comparison operators */ FORCEINLINE UBOOL operator==( const FTextAutoScaleValue& Other ) const { return MinScale == Other.MinScale && AutoScaleMode == Other.AutoScaleMode; } FORCEINLINE UBOOL operator!=( const FTextAutoScaleValue& Other ) const { return MinScale != Other.MinScale || AutoScaleMode != Other.AutoScaleMode; } } }; /** * This struct contains properties which override values in a style. */ struct native UIStyleOverride { /** * Color to use for rendering the string or image. Values for each color range from 0.0 to 1.0, where * 0.0 means "none of this color" and 1.0 means "full-color". Use values higher than 1.0 to create a * "bloom" effect behind the text. Give DrawColor.A a value higher than 1.0 in order to bloom all colors * uniformly. (requires UI post processing to be enabled - UISceneClient.bEnablePostProcess and the owning * scene's bEnableScenePostProcessing properties must both be set to TRUE). * */ var() LinearColor DrawColor<DisplayName=Draw Color|EditCondition=bOverrideDrawColor>; /** * Provides a simple way for overriding the opacity of the text regardless of the DrawColor's Alpha value * A value of 0.0 means "completely transparent"; a value of 1.0 means "completely opaque". Use values greater * than 1.0 to bloom the DrawColor uniformly. (requires UI post processing to be enabled - * UISceneClient.bEnablePostProcess and the owning scene's bEnableScenePostProcessing properties must both be * set to TRUE). */ var() float Opacity<DisplayName=Opacity|EditCondition=bOverrideOpacity>; /** * The amount of padding to apply for each orientation, in pixels. Padding will be scaled against the value of the * DEFAULT_SIZE_Y const (currently 1024). */ var() float Padding[EUIOrientation.UIORIENT_MAX]<DisplayName=Padding|EditCondition=bOverridePadding>; /** indicates whether the draw color has been customized */ var public{private} bool bOverrideDrawColor; /** Allow us to override the final alpha */ var public{private} bool bOverrideOpacity; /** Indicates whether the padding has been customized */ var public{private} bool bOverridePadding; structdefaultproperties { DrawColor=(R=1.f,B=1.f,G=1.f,A=1.f) Opacity=1.f } structcpptext { /** * Enables/disables customization of style data without changing the existing value. * * @return TRUE if the value was changed. */ UBOOL EnableCustomDrawColor( UBOOL bEnabled=TRUE ) { UBOOL bResult = (bOverrideDrawColor != bEnabled); bOverrideDrawColor=bEnabled; return bResult; } UBOOL EnableCustomOpacity( UBOOL bEnabled=TRUE ) { UBOOL bResult = (bOverrideOpacity != bEnabled); bOverrideOpacity=bEnabled; return bResult; } UBOOL EnableCustomPadding( UBOOL bEnabled=TRUE ) { UBOOL bResult = (bOverridePadding != bEnabled); bOverridePadding=bEnabled; return bResult; } UBOOL IsCustomDrawColorEnabled() const { return bOverrideDrawColor; } UBOOL IsCustomOpacityEnabled() const { return bOverrideOpacity; } UBOOL IsCustomPaddingEnabled() const { return bOverridePadding; } /** * Changes the draw color to the color specified and enables draw color override. * * @return TRUE if the value was changed; FALSE if the current value matched the new value or the new value * otherwise couldn't be applied. */ UBOOL SetCustomDrawColor( const struct FLinearColor& NewDrawColor ); /** * Changes the opacity * * @return TRUE if the value was changed; FALSE if the current value matched the new value or the new value * otherwise couldn't be applied. */ UBOOL SetCustomOpacity( float NewOpacity ); /** * Changes the padding for the specified orientation. * * @return TRUE if the value was changed; FALSE if the current value matched the new value or the new value * otherwise couldn't be applied. */ UBOOL SetCustomPadding( EUIOrientation Orientation, FLOAT NewPadding ); /** * Copies the value of DrawColor onto the specified value if draw color customization is enabled. * * @return TRUE if the input value was modified. */ UBOOL CustomizeDrawColor( struct FLinearColor& OriginalColor ) const; /** * Applies the value of Opacity onto the specified value if draw color customization is enabled. * * @return TRUE if the input value was modified. */ UBOOL CustomizeOpacity( struct FLinearColor& OriginalColor ) const; /** * Applies the value of StylePadding onto the specified value if padding customization is enabled. * * @return TRUE if the input value was modified. */ UBOOL CustomizePadding( EUIOrientation Orientation, FLOAT& OriginalPadding ) const; } }; /** * This struct is used to override values from a text style. */ struct native UITextStyleOverride extends UIStyleOverride { /** The font to use for rendering text */ var() Font DrawFont<DisplayName=Draw Font|EditCondition=bOverrideDrawFont>; /** Attributes to apply to the text, such as bold, italic, etc. */ var() UITextAttributes TextAttributes<DisplayName=Attributes|EditCondition=bOverrideAttributes>; /** Text alignment within the bounding region */ var() EUIAlignment TextAlignment[EUIOrientation.UIORIENT_MAX]<DisplayName=Text Alignment|EditCondition=bOverrideAlignment>; /** * Determines what happens when the text doesn't fit into the bounding region. */ var() ETextClipMode ClipMode<DisplayName=Clip Mode|ToolTip=Controls how the string is formatted when it doesn't fit into the bounding region|EditCondition=bOverrideClipMode>; /** Determines how the nodes of this string are ordered when the string is being clipped */ var() EUIAlignment ClipAlignment<DisplayName=Clip Alignment|ToolTip=Determines which part of the string should be clipped when it doesn't fit into the bounding region only relevant is wrap mode is Clipped or wrapped)|EditCondition=bOverrideClipAlignment>; /** Allows text to be scaled to fit within the bounding region */ var() TextAutoScaleValue AutoScaling<DisplayName=Auto Scaling|ToolTip=Scales the text so that it fits into the bounding region|EditCondition=bOverrideAutoScale>; /** Scale for rendering text */ var() float DrawScale[EUIOrientation.UIORIENT_MAX]<DisplayName=Text Scale|EditCondition=bOverrideScale>; /** Sets the horizontal spacing adjustment between characters (in pixels), as well as the vertical spacing adjustment between lines of wrapped text (in pixels). */ var() float SpacingAdjust[EUIOrientation.UIORIENT_MAX]<DisplayName=Spacing Adjust|EditCondition=bOverrideSpacingAdjust>; /** indicates whether the draw font has been customized */ var public{private} bool bOverrideDrawFont; /** indicates whether the coordinates have been customized */ var public{private} bool bOverrideAttributes; /** indicates whether the formatting has been customized */ var public{private} bool bOverrideAlignment; /** indicates whether the clipping mode has been customized */ var public{private} bool bOverrideClipMode; /** indicates whether the clip alignment has been customized */ var public{private} bool bOverrideClipAlignment; /** indicates whether the autoscale mode has been customized */ var public{private} bool bOverrideAutoScale; /** indicates whether the scale factor has been customized */ var public{private} bool bOverrideScale; /** indicates whether the spacing adjust has been customized */ var public{private} bool bOverrideSpacingAdjust; structdefaultproperties { DrawScale(UIORIENT_Horizontal)=1.f DrawScale(UIORIENT_Vertical)=1.f } structcpptext { UBOOL EnableCustomDrawFont( UBOOL bEnabled=TRUE ) { UBOOL bResult = (bOverrideDrawFont != bEnabled); bOverrideDrawFont=bEnabled; return bResult; } UBOOL EnableCustomAttributes( UBOOL bEnabled=TRUE ) { UBOOL bResult = (bOverrideAttributes != bEnabled); bOverrideAttributes=bEnabled; return bResult; } UBOOL EnableCustomClipMode( UBOOL bEnabled=TRUE ) { UBOOL bResult = (bOverrideClipMode != bEnabled); bOverrideClipMode=bEnabled; return bResult; } UBOOL EnableCustomClipAlignment( UBOOL bEnabled=TRUE ) { UBOOL bResult = (bOverrideClipAlignment != bEnabled); bOverrideClipAlignment=bEnabled; return bResult; } UBOOL EnableCustomAlignment( UBOOL bEnabled=TRUE ) { UBOOL bResult = (bOverrideAlignment != bEnabled); bOverrideAlignment=bEnabled; return bResult; } UBOOL EnableCustomAutoScaleMode( UBOOL bEnabled=TRUE ) { UBOOL bResult = (bOverrideAutoScale != bEnabled); bOverrideAutoScale=bEnabled; return bResult; } UBOOL EnableCustomScale( UBOOL bEnabled=TRUE ) { UBOOL bResult = (bOverrideScale != bEnabled); bOverrideScale=bEnabled; return bResult; } UBOOL EnableCustomSpacingAdjust( UBOOL bEnabled=TRUE ) { UBOOL bResult = (bOverrideSpacingAdjust != bEnabled); bOverrideSpacingAdjust=bEnabled; return bResult; } UBOOL IsCustomDrawFontEnabled() const { return bOverrideDrawFont; } UBOOL IsCustomAttributesEnabled() const { return bOverrideAttributes; } UBOOL IsCustomClipModeEnabled() const { return bOverrideClipMode; } UBOOL IsCustomAlignmentEnabled() const { return bOverrideAlignment; } UBOOL IsCustomClipAlignmentEnabled()const { return bOverrideClipAlignment; } UBOOL IsCustomAutoScaleEnabled() const { return bOverrideAutoScale; } UBOOL IsCustomScaleEnabled() const { return bOverrideScale; } UBOOL IsCustomSpacingAdjustEnabled() const { return bOverrideSpacingAdjust; } /** * Changes the draw font to the font specified and enables font override. * * @return TRUE if the value was changed; FALSE if the current value matched the new value or the new value * otherwise couldn't be applied. */ UBOOL SetCustomDrawFont( class UFont* NewFont ); /** * Changes the custom attributes to the value specified and enables text attribute customization. * * @return TRUE if the value was changed; FALSE if the current value matched the new value or the new value * otherwise couldn't be applied. */ UBOOL SetCustomAttributes( const struct FUITextAttributes& NewAttributes ); /** * Changes the custom text clipping mode to the value specified and enables clipmode customization. * * @return TRUE if the value was changed; FALSE if the current value matched the new value or the new value * otherwise couldn't be applied. */ UBOOL SetCustomClipMode( enum ETextClipMode CustomClipMode ); /** * Changes the custom text clip alignment to the value specified and enables clip alignment customization. * * @return TRUE if the value was changed; FALSE if the current value matched the new value or the new value * otherwise couldn't be applied. */ UBOOL SetCustomClipAlignment( enum EUIAlignment NewClipAlignment ); /** * Changes the custom text alignment to the value specified and enables alignment customization. * * @return TRUE if the value was changed; FALSE if the current value matched the new value or the new value * otherwise couldn't be applied. */ UBOOL SetCustomAlignment( enum EUIOrientation Orientation, enum EUIAlignment NewAlignment ); /** * Changes the custom text auto scale mode to the value specified and enables auto scale mode customization. * * @return TRUE if the value was changed; FALSE if the current value matched the new value or the new value * otherwise couldn't be applied. */ UBOOL SetCustomAutoScaling( enum ETextAutoScaleMode NewAutoScaleMode, FLOAT NewMinScale ); /** * Changes the custom text auto scale mode to the value specified and enables auto scale mode customization. * * @return TRUE if the value was changed; FALSE if the current value matched the new value or the new value * otherwise couldn't be applied. */ UBOOL SetCustomAutoScaling( const struct FTextAutoScaleValue& NewAutoScaleValue ); /** * Changes the custom text scale to the value specified and enables scale customization. * * @return TRUE if the value was changed; FALSE if the current value matched the new value or the new value * otherwise couldn't be applied. */ UBOOL SetCustomScale( enum EUIOrientation Orientation, FLOAT NewScale ); /** * Changes the custom horizontal spacing adjustment between characters and vertical spacing between wrapped lines * * @return TRUE if the value was changed; FALSE if the current value matched the new value or the new value * otherwise couldn't be applied. */ UBOOL SetCustomSpacingAdjust( enum EUIOrientation Orientation, FLOAT NewSpacingAdjust ); /** * Copies the value of DrawFont onto the specified value if font customization is enabled. * * @return TRUE if the input value was modified. */ UBOOL CustomizeDrawFont( class UFont*& OriginalFont ) const; /** * Copies the value of TextAttributes into the specified value if attribute customization is enabled. * * @return TRUE if the input value was modified. */ UBOOL CustomizeAttributes( struct FUITextAttributes& OriginalAttributes ) const; /** * Copies the value of ClipMode into the specified value if clipmode customization is enabled. * * @return TRUE if the input value was modified. */ UBOOL CustomizeClipMode( enum ETextClipMode& OriginalClipMode ) const; /** * Copies the value of TextAlignment for the specified orientation into the specified value if alignment customization is enabled. * * @return TRUE if the input value was modified. */ UBOOL CustomizeAlignment( enum EUIOrientation Orientation, enum EUIAlignment& OriginalAlignment ) const; /** * Copies the value of ClipAlignment into the specified value if alignment customization is enabled. * * @return TRUE if the input value was modified. */ UBOOL CustomizeClipAlignment( enum EUIAlignment& OriginalAlignment ) const; /** * Copies the value of AutoScaleMode into the specified value if attribute customization is enabled. * * @return TRUE if the input value was modified. */ UBOOL CustomizeAutoScaling( struct FTextAutoScaleValue& OriginalAutoScaling ) const; /** * Copies the value of Scale into the specified value if attribute customization is enabled. * * @return TRUE if the input value was modified. */ UBOOL CustomizeScale( enum EUIOrientation Orientation, FLOAT& OriginalScale ) const; /** * Copies the value of SpacingAdjust into the specified value if attribute customization is enabled. * * @return TRUE if the input value was modified. */ UBOOL CustomizeSpacingAdjust( enum EUIOrientation Orientation, FLOAT& OriginalSpacingAdjust ) const; } }; /** * Contains data for overriding the corresponding data in an image style. */ struct native UIImageStyleOverride extends UIStyleOverride { /** if DefaultImage points to a texture atlas, represents the coordinates to use for rendering this image */ var() TextureCoordinates Coordinates<DisplayName=UV Coordinates|EditCondition=bOverrideCoordinates>; /** Information about how to modify the way the image is rendered. */ var() UIImageAdjustmentData Formatting[EUIOrientation.UIORIENT_MAX]<EditCondition=bOverrideFormatting>; /** indicates whether the coordinates have been customized */ var public{private} bool bOverrideCoordinates; /** indicates whether the formatting has been customized */ var public{private} bool bOverrideFormatting; structcpptext { UBOOL EnableCustomCoordinates( UBOOL bEnabled=TRUE ) { UBOOL bResult = (bOverrideCoordinates != bEnabled); bOverrideCoordinates=bEnabled; return bResult; } UBOOL EnableCustomFormatting( UBOOL bEnabled=TRUE ) { UBOOL bResult = (bOverrideFormatting != bEnabled); bOverrideFormatting=bEnabled; return bResult; } UBOOL IsCustomCoordinatesEnabled() const { return bOverrideCoordinates; } UBOOL IsCustomFormattingEnabled() const { return bOverrideFormatting; } /** * Changes the draw coordinates to the coordinates specified and enables coordinate override. * * @return TRUE if the value was changed; FALSE if the current value matched the new value or the new value * otherwise couldn't be applied. */ UBOOL SetCustomCoordinates( const struct FTextureCoordinates& NewCoordinates ); /** * Changes the image adjustment data to the values specified and enables image adjustment data override. * * @return TRUE if the value was changed; FALSE if the current value matched the new value or the new value * otherwise couldn't be applied. */ UBOOL SetCustomFormatting( enum EUIOrientation Orientation, const struct FUIImageAdjustmentData& NewAdjustmentData ); /** * Copies the value of Coordinates onto the specified value if coordinates customization is enabled. * * @return TRUE if the input value was modified. */ UBOOL CustomizeCoordinates( struct FTextureCoordinates& OriginalCoordinates ) const; /** * Copies the value of Formatting for the specified orientation onto the specified value if formatting customization is enabled. * * @return TRUE if the input value was modified. */ UBOOL CustomizeFormatting( enum EUIOrientation Orientation, struct FUIImageAdjustmentData& OriginalFormatting ) const; } }; /** * Container for all data contained by UI styles. Used for applying inline modifications to UIString nodes, * such as changing the font, draw color, or attributes * * @todo - support for embedded markup, such as <font>blah blah<font>blah blah</font></font> */ struct native transient UICombinedStyleData { /** color to use for rendering text */ var LinearColor TextColor; /** color to use for rendering images */ var LinearColor ImageColor; /** padding to use for rendering text */ var float TextPadding[EUIOrientation.UIORIENT_MAX]; /** padding to use for rendering images */ var float ImagePadding[EUIOrientation.UIORIENT_MAX]; /** the font to use when rendering text */ var Font DrawFont; /** the material to use when rendering images if the image material cannot be loaded or isn't set */ var Surface FallbackImage; /** the coordinates to use if FallbackImage is a texture atlas */ var TextureCoordinates AtlasCoords; /** attributes to apply to this style's font */ var UITextAttributes TextAttributes; /** text alignment within the bounding region */ var EUIAlignment TextAlignment[EUIOrientation.UIORIENT_MAX]; /** determines how strings that overrun the bounding region are handled */ var ETextClipMode TextClipMode; /** Determines how the nodes of this string are ordered when the string is being clipped */ var EUIAlignment TextClipAlignment; /** Information about how to modify the way the image is rendered. */ var UIImageAdjustmentData AdjustmentType[EUIOrientation.UIORIENT_MAX]; /** Allows text to be scaled to fit within the bounding region */ var TextAutoScaleValue TextAutoScaling; /** text scale to use when rendering text */ var Vector2D TextScale; /** Horizontal spacing adjustment between characters and vertical spacing between wrapped lines of text */ var Vector2D TextSpacingAdjust; /** indicates whether this style data container has been initialized */ var const private{private} bool bInitialized; structdefaultproperties { TextScale=(X=1.f,Y=1.f) TextClipMode=CLIP_MAX } structcpptext { /** Serializer for GC */ friend FArchive& operator<<( FArchive& Ar, struct FUICombinedStyleData& Container) { Ar << (UObject*&)Container.DrawFont << (UObject*&)Container.FallbackImage; return Ar; } /** Default Constructor */ FUICombinedStyleData(); /** Copy constructor */ FUICombinedStyleData( const struct FUICombinedStyleData& Other ); /** * Standard constructor * * @param SourceStyle the style to use for initializing this StyleDataContainer. */ FUICombinedStyleData( class UUIStyle_Data* SourceStyle ); /** Comparison operators */ UBOOL operator==( const struct FUICombinedStyleData& Other ) const; UBOOL operator!=(const struct FUICombinedStyleData& Other ) const; /** * Initializes the values of this UICombinedStyleData based on the values of the UIStyle_Data specified. * * @param SourceStyle the style to copy values from * @param bClearUnusedData controls whether style data that isn't found in SourceStyle should be zero'd; for example * if SourceStyle is a text style, the image style data in this struct will be cleared if * bClearUnusedData is TRUE, or left alone if FALSE */ void InitializeStyleDataContainer( class UUIStyle_Data* SourceStyle, UBOOL bClearUnusedData=TRUE ); /** * Determines if this style data container has been initialized. * * @return TRUE if either DrawFont or FallbackImage is set. */ UBOOL IsInitialized() const { return bInitialized; } } }; /** * This struct contains data about the current modifications that are being applied to a string as it is being parsed, such as any inline styles, fonts, or attributes. */ struct native transient UIStringNodeModifier { /** * The current style data to apply to each new string node that is created * * @note: when data stores need to access additional fields of this member, add accessors to this struct rather than removing the private access specifier */ var const transient public{private} UICombinedStyleData CustomStyleData; /** * Optional style data that this UIStringNodeModifier was initialized from. If BaseStyleData is not valid, there must be at least one * UIStyle in the ModifierStack. */ var const transient public{private} UICombinedStyleData BaseStyleData; /** * Contains data about a custom inline style, along with the inline fonts that have been activated while this style was * the current style. Handles proper interaction between nested font and style inline markup. */ struct native transient ModifierData { /** * the style for this data block. Refers to either the UIString's DefaultStringStyle, or a style resolved from * an inline style markup reference (i.e. Styles:SomeStyle) */ var const transient UIStyle_Data Style; /** * The fonts that have been resolved from inline font markup while this style was the current style. */ var const transient array<Font> InlineFontStack; }; var const transient private{private} array<ModifierData> ModifierStack; /** * The current menu state of the widget that owns the source UIString. */ var const transient private{private} UIState CurrentMenuState; //@todo - Attribute stack, etc. structcpptext { /** * Constructor * * @param SourceStyle the style to use for initializing the CustomStyleData member; normally the UIString's DefaultStringStyle * @param MenuState the current menu state of the widget that owns the UIString. */ FUIStringNodeModifier( class UUIStyle_Data* SourceStyle, class UUIState* MenuState ); FUIStringNodeModifier( const struct FUICombinedStyleData& SourceStyleData, class UUIState* MenuState ); /** Copy constructor */ FUIStringNodeModifier( const struct FUIStringNodeModifier& Other ); /** * Adds the specified font to the InlineFontStack of the current ModifierData, then updates the DrawFont of CustomStyleData to point to the new font * * @param NewFont the font to use when creating new string nodes * * @return TRUE if the specified font was successfully added to the list. */ UBOOL AddFont( class UFont* NewFont ); /** * Removes a font from the InlineFontStack of the current ModifierData. If the font that was removed was the style data container's * current DrawFont, updates CustomStyleData's font as well. * * @param FontToRemove if specified, the font to remove. If NULL, removes the font at the top of the stack. * * @return TRUE if the font was successfully removed from the InlineFontStack. FALSE if the font wasn't part of the InlineFontStack */ UBOOL RemoveFont( class UFont* FontToRemove=NULL ); /** * Adds a new element to the ModifierStack using the specified style, then reinitializes the CustomStyleData with the values from this style. * * @param NewStyle the style to add to the stack * * @return TRUE if the specified style was successfully added to the list. */ UBOOL AddStyle( class UUIStyle_Data* NewStyle ); /** * Removes the element containing StyleToRemove from ModifierStack. If the style that was removed was style at the top of the StyleStack, * reinitializes CustomStyleData with the style data from the previous style in the stack. * * @param StyleToRemove if specified, the style to remove. If NULL, removes the style at the top of the stack. * * @return TRUE if the style was successfully removed from the ModifierStack. FALSE if the style wasn't part of the ModifierStack or it * was the last node in the ModifierStack (which cannot be removed). */ UBOOL RemoveStyle( class UUIStyle_Data* StyleToRemove=NULL ); /** * Returns the location of the ModifierData that contains the specified style. * * @param SearchStyle the style to search for * * @return an index into the ModifierStack array for the ModifierData that contains the specified style, or INDEX_NONE * if there are no elements referencing that style. */ INT FindModifierIndex( class UUIStyle_Data* SearchStyle ); /** * Returns the style data contained by this string customizer */ const struct FUICombinedStyleData& GetCustomStyleData() const; /** * Returns the configured menu state. */ class UUIState* GetMenuState() { return CurrentMenuState; } /** * Sets the Custom Text Color to use * * @param CustomTextColor The linear color to use */ void SetCustomTextColor(FLinearColor CustomTextColor); /** * returns the current text color */ FLinearColor GetCustomTextColor(); } }; /** * Represents a single text block (or inline image), where all of the text is the same style/font,etc. * Able to calculate its extend at any time */ struct native transient UIStringNode { /** * The vtable for this struct. */ var native const transient noexport pointer VfTable; /** * The data store that was resolved from this string nodes markup. NULL if this string node doesn't * contain data store markup text. */ var const transient UIDataStore NodeDataStore; /** * For slave nodes (such as nodes that were created as a result of wrapping or nested markup resolution), the original * node which contains the markup source text for this entire group of nodes. */ var native const transient pointer ParentNode{FUIStringNode}; /** * The original text that is represented by this string node. For example, for a UITextNode that represents * some bold text, the original text would look like: * <b>some text</b> * For an image node, the original text might look like: * <img={SOME_ID}> * * @fixme - hmmm, should this be changed to be a UIDataStoreBinding instead? */ var() string SourceText; /** * Represents the width and height of this string node in pixels. Can be calculated dynamically based on * the content of the node, or set by the parent UIString to some preconfigured value. */ var() vector2D Extent; /** * A value between 0.0 and 1.0, which represents the amount of scaling the apply to the node's Extent, * where 1.0 represents 100% scaling. Typically only specified per-node for image nodes. */ var() vector2D Scaling; /** * if TRUE, this node should be the last node on the current line */ var bool bForceWrap; structcpptext { /** Constructor */ FUIStringNode( const TCHAR* inSourceText ) : NodeDataStore(NULL), ParentNode(NULL) , SourceText(inSourceText), Extent(0.f,0.f) , Scaling(1.f,1.f), bForceWrap(FALSE) {} /** Destructor */ virtual ~FUIStringNode() {} /** * Initializes this node's style */ virtual void InitializeStyle( class UUIStyle_Data* CurrentStyle )=0; /** * Initializes this node's style. */ virtual void InitializeStyle( const struct FUICombinedStyleData& StyleData )=0; /** * Calculates the precise extent of this text node, and assigns the result to UIStringNode::Extent * * @param DefaultLineHeight the default height of a single line in the string...used by UIStringNode_Image to * scale the image correctly. * @param ViewportHeight the height of the viewport that this string node will render to; used by the string * rendering functions to support multifonts */ virtual void CalculateExtent( FLOAT DefaultLineHeight, FLOAT ViewportHeight )=0; /** * Returns the value of this UIStringNode * * @param bProcessedValue indicates whether the raw or processed version of the value is desired * The raw value will contain any markup; the processed string will be text only. * Any image tokens are converted to their text counterpart. * * @return the value of this UIStringNode, or NULL if this node has no value */ virtual const TCHAR* GetValue( UBOOL bProcessedValue ) const; /** * Renders this UIStringNode using the parameters specified. * * @param Canvas the canvas to use for rendering this node * @param Parameters the bounds for the region that this node should render to * the Scaling value of Parameters will be applied against the Scaling * value for this node. The DrawXL/YL of the Parameters are used to * determine whether this node has enough room to render itself completely. */ virtual void Render_Node( FCanvas* Canvas, const struct FRenderParameters& Parameters) {}; // UObject interface. /** * Callback used to allow object register its direct object references that are not already covered by * the token stream. * * @param Owner the UIString that owns this node. used to provide access to UObject::AddReferencedObject * @param ObjectArray array to add referenced objects to via AddReferencedObject */ virtual void AddReferencedObjects( class UUIString* Owner, TArray<UObject*>& Objects ) {}; /** Serializers */ friend FArchive& operator<<( FArchive& Ar, FUIStringNode& StringNode); virtual void Serialize( FArchive& Ar ) {}; /** * Poor man's RTTI */ virtual UBOOL IsTextNode() const=0; virtual UBOOL IsImageNode() const=0; virtual UBOOL IsNestParent() const { return FALSE; } virtual UBOOL IsFormattingParent() const { return FALSE; } /** * Determines whether this node was created to contain additional text as a result of wrapping, clipping, or nested markup resolution. * * @param SearchParent if specified, will iterate up the ParentNode chain to determine whether this string node is a direct or indirect * slave of the specified parent node. */ UBOOL IsSlaveNode( struct FUIStringNode* SearchParent=NULL ) const; } structdefaultproperties { Scaling=(X=1.f,Y=1.f) } }; /** * Specialized text node for rendering text in a UIString. */ struct native transient UIStringNode_Text extends UIStringNode { /** * This is the string that will actually be drawn. It doesn't contain any markup (that's stored in OriginalText), * and is the string that is used to determine the extent of this string. */ var() string RenderedText; /** * The style property values to use for rendering this node. Initialized based on the default text style of the parent * UIString, then customized by any attribute markup in the source text for this node. */ var public{protected} UICombinedStyleData NodeStyleParameters; structcpptext { FUIStringNode_Text( const TCHAR* inSourceText ) : FUIStringNode(inSourceText) {} /** Conversion constructor - copies the data from a formatting parent to a text node */ FUIStringNode_Text( const struct FUIStringNode_FormattedNodeParent& SourceNode ); /** * Initializes this node's style data */ virtual void InitializeStyle( class UUIStyle_Data* CurrentStyle ); /** * Initializes this node's style. */ virtual void InitializeStyle( const struct FUICombinedStyleData& StyleData ); /** * Return the style data for this node. */ struct FUICombinedStyleData& GetNodeStyleData(); /** * Calculates the precise extent of this text node, and assigns the result to UIStringNode::Extent * * @param DefaultLineHeight the default height of a single line in the string...used by UIStringNode_Image to * scale the image correctly. * @param ViewportHeight the height of the viewport that this string node will render to; used by the string * rendering functions to support multifonts */ virtual void CalculateExtent( FLOAT DefaultLineHeight, FLOAT ViewportHeight ); /** * Assigns the RenderedText to the value specified, and recalculates the extent for this node. */ void SetRenderText( const TCHAR* NewRenderText ); /** * Returns the value of this UIStringNode * * @param bProcessedValue indicates whether the raw or processed version of the value is desired * The raw value will contain any markup; the processed string will be text only. * Any image tokens are converted to their text counterpart. * * @return the value of this UIStringNode, or NULL if this node has no value */ virtual const TCHAR* GetValue( UBOOL bProcessedValue ) const; /** * Renders this UIStringNode using the parameters specified. * * @param Canvas the canvas to use for rendering this node * @param Parameters the bounds for the region that this node should render to * the Scaling value of Parameters will be applied against the Scaling * value for this node. The DrawXL/YL of the Parameters are used to * determine whether this node has enough room to render itself completely. */ virtual void Render_Node( FCanvas* Canvas, const struct FRenderParameters& Parameters); /** * Determines whether this node contains only modification markup. */ UBOOL IsModifierNode() const; // UObject interface /** * Callback used to allow object register its direct object references that are not already covered by * the token stream. * * @param Owner the UIString that owns this node. used to provide access to UObject::AddReferencedObject * @param ObjectArray array to add referenced objects to via AddReferencedObject */ virtual void AddReferencedObjects( class UUIString* Owner, TArray<UObject*>& Objects ); /** * Serializer */ virtual void Serialize( FArchive& Ar ) { Ar << RenderedText << NodeStyleParameters; } /** * Poor man's RTTI */ virtual UBOOL IsTextNode() const { return TRUE; } virtual UBOOL IsImageNode() const { return FALSE; } } }; /** * Specialized text node for rendering images in a UIString. */ struct native transient UIStringNode_Image extends UIStringNode { /** * The extent to use for this image node. If this value is zero, the image node uses the size of the image * to calculate its extent */ var() Vector2D ForcedExtent; /** Texture coordinates to use when rendering the image node's texture. If the TextureCoordinates struct is all zero, the entire texture will be drawn. */ var() TextureCoordinates TexCoords; /** * A pointer to the image being displayed by this text node. The RenderedImage's ImageStyle will be * initialized from the parent UIString's default image style, then customized by any attribute markup * found in the source text for this node. */ var() UITexture RenderedImage; structcpptext { FUIStringNode_Image( const TCHAR* inSourceText ) : FUIStringNode(inSourceText), ForcedExtent(0.f,0.f), TexCoords(EC_EventParm), RenderedImage(NULL) {} /** * Initializes this node's style */ virtual void InitializeStyle( class UUIStyle_Data* CurrentStyle ); /** * Initializes this node's style. */ virtual void InitializeStyle( const struct FUICombinedStyleData& StyleData ); /** * Calculates the precise extent of this text node, and assigns the result to UIStringNode::Extent * * @param DefaultLineHeight the default height of a single line in the string...used by UIStringNode_Image to * scale the image correctly. * @param ViewportHeight the height of the viewport that this string node will render to; used by the string * rendering functions to support multifonts */ virtual void CalculateExtent( FLOAT DefaultLineHeight, FLOAT ViewportHeight ); /** * Renders this UIStringNode using the parameters specified. * * @param Canvas the canvas to use for rendering this node * @param Parameters the bounds for the region that this node should render to * the Scaling value of Parameters will be applied against the Scaling * value for this node. The DrawXL/YL of the Parameters are used to * determine whether this node has enough room to render itself completely. */ virtual void Render_Node( FCanvas* Canvas, const struct FRenderParameters& Parameters); // UObject interface /** * Callback used to allow object register its direct object references that are not already covered by * the token stream. * * @param Owner the UIString that owns this node. used to provide access to UObject::AddReferencedObject * @param ObjectArray array to add referenced objects to via AddReferencedObject */ virtual void AddReferencedObjects( class UUIString* Owner, TArray<UObject*>& Objects ); /** * Serializer */ virtual void Serialize( FArchive& Ar ) { Ar << (UObject*&)RenderedImage; } /** * Poor man's RTTI */ virtual UBOOL IsTextNode() const { return FALSE; } virtual UBOOL IsImageNode() const { return TRUE; } } }; /** * This node type is created when a string node's resolved value contains embedded markup text. This node stores the original markup * text and the data store that was resolved from the original markup. */ struct native transient UIStringNode_NestedMarkupParent extends UIStringNode { structcpptext { /* === UIStringNode_NestedMarkupParent interface === */ FUIStringNode_NestedMarkupParent( const TCHAR* inSourceText ) : FUIStringNode(inSourceText) {} /** === UIStringNode interface === */ /** * Initializes this node's style */ virtual void InitializeStyle( class UUIStyle_Data* CurrentStyle ) {}; /** * Initializes this node's style. */ virtual void InitializeStyle( const struct FUICombinedStyleData& StyleData ) {}; /** * Calculates the precise extent of this text node, and assigns the result to UIStringNode::Extent * * @param DefaultLineHeight the default height of a single line in the string...used by UIStringNode_Image to * scale the image correctly. * @param ViewportHeight the height of the viewport that this string node will render to; used by the string * rendering functions to support multifonts */ virtual void CalculateExtent( FLOAT DefaultLineHeight, FLOAT ViewportHeight ); virtual UBOOL IsTextNode() const { return FALSE; } virtual UBOOL IsImageNode() const { return FALSE; } virtual UBOOL IsNestParent() const { return TRUE; } } }; /** * This node is created when when a string node's resolved value is wrapped into multiple lines (or otherwise formatted). * This node stores the source and render text from the pre-formatted node, but is never rendered. */ struct native transient UIStringNode_FormattedNodeParent extends UIStringNode_Text { structcpptext { /** constructor */ FUIStringNode_FormattedNodeParent( struct FUIStringNode_Text& SourceNode ); /** * UIString_WrappedNodeParent is never rendered, so the extent for this node type is always 0. */ virtual void CalculateExtent( FLOAT Unused, FLOAT Unused2 ) { Extent.X = Extent.Y = 0.f; } /** * UIString_WrappedNodeParent is never rendered. */ virtual void Render_Node( FCanvas* Canvas, const struct FRenderParameters& Parameters) {} virtual UBOOL IsFormattingParent() const { return TRUE; } } }; /** * Used by UUIString::WrapString to track information about each line that is generated as the result of wrapping. */ struct native transient WrappedStringElement { /** the string associated with this line */ var string Value; /** the size (in pixels) that it will take to render this string */ var Vector2D LineExtent; structcpptext { /** Constructor */ FWrappedStringElement( const TCHAR* InValue, FLOAT Width, FLOAT Height ) : Value(InValue), LineExtent(Width,Height) {} } }; /** * Contains information about a mouse cursor resource that can be used ingame. */ struct native export UIMouseCursor { /** the tag of the style to use for displaying this cursor */ var() name CursorStyle; /** The actual cursor resource */ var() UITexture Cursor; }; /** * This struct contains all data used by the various UI input processing methods. */ struct native transient InputEventParameters { /** * Index [into the Engine.GamePlayers array] for the player that generated this input event. If PlayerIndex is not * a valid index for the GamePlayers array, it indicates that this input event was generated by a gamepad that is not * currently associated with an active player */ var const transient int PlayerIndex; /** * The ControllerId that generated this event. Not guaranteed to be a ControllerId associated with a valid player. */ var const transient int ControllerId; /** * Name of the input key that was generated, such as KEY_Left, KEY_Enter, etc. */ var const transient name InputKeyName; /** * The type of input event generated (i.e. IE_Released, IE_Pressed, IE_Axis, etc.) */ var const transient EInputEvent EventType; /** * For input key events generated by analog buttons, represents the amount the button was depressed. * For input axis events (i.e. joystick, mouse), represents the distance the axis has traveled since the last update. */ var const transient float InputDelta; /** * For input axis events, represents the amount of time that has passed since the last update. */ var const transient float DeltaTime; /** * For PC input events, tracks whether the corresponding modifier keys are pressed. */ var const transient bool bAltPressed, bCtrlPressed, bShiftPressed; structcpptext { /** Default constructor */ FInputEventParameters(); /** Input Key Event constructor */ FInputEventParameters( INT InPlayerIndex, INT InControllerId, FName KeyName, EInputEvent Event, UBOOL bAlt, UBOOL bCtrl, UBOOL bShift, FLOAT AmountDepressed=1.f ); /** Input Axis Event constructor */ FInputEventParameters( INT InPlayerIndex, INT InControllerId, FName KeyName, FLOAT AxisAmount, FLOAT InDeltaTime, UBOOL bAlt, UBOOL bCtrl, UBOOL bShift ); } }; /** * Contains additional data for an input event which a widget has registered for (via UUIComp_Event::RegisterInputEvents).is * in the correct state capable of processing is registered to handle.the data for a Stores the UIInputAlias name translated from a combination of input key, input event type, and modifier keys. */ struct native transient SubscribedInputEventParameters extends InputEventParameters { /** * Name of the UI input alias determined from the current input key, event type, and active modifiers. */ var const transient name InputAliasName; structcpptext { /** Default constructor */ FSubscribedInputEventParameters(); /** Input Key Event constructor */ FSubscribedInputEventParameters( INT InPlayerIndex, INT InControllerId, FName KeyName, EInputEvent Event, FName InInputAliasName, UBOOL bAlt, UBOOL bCtrl, UBOOL bShift, FLOAT AmountDepressed=1.f ); /** Input Axis Event constructor */ FSubscribedInputEventParameters( INT InPlayerIndex, INT InControllerId, FName KeyName, FName InInputAliasName, FLOAT AxisAmount, FLOAT InDeltaTime, UBOOL bAlt, UBOOL bCtrl, UBOOL bShift ); /** Copy constructor */ FSubscribedInputEventParameters( const FSubscribedInputEventParameters& Other ); FSubscribedInputEventParameters( const FInputEventParameters& Other, FName InInputAliasName ); } }; /** * Contains information for simulating a button press input event in response to axis input. */ struct native UIAxisEmulationDefinition { /** * The axis input key name that this definition represents. */ var name AxisInputKey; /** * The axis input key name that represents the other axis of the joystick associated with this axis input. * e.g. if AxisInputKey is MouseX, AdjacentAxisInputKey would be MouseY. */ var name AdjacentAxisInputKey; /** * Indicates whether button press/release events should be generated for this axis key */ var bool bEmulateButtonPress; /** * The button input key that this axis input should emulate. The first element corresponds to the input key * that should be emulated when the axis value is positive; the second element corresponds to the input key * that should be emulated when the axis value is negative. */ var name InputKeyToEmulate[2]; }; struct native export RawInputKeyEventData { /** the name of the key (i.e. 'Left' [KEY_Left], 'LeftMouseButton' [KEY_LeftMouseButton], etc.) */ var name InputKeyName; /** * a bitmask of values indicating which modifier keys are associated with this input key event, or which modifier * keys are excluded. Bit values are: * 0: Alt active (or required) * 1: Ctrl active (or required) * 2: Shift active (or required) * 3: Alt excluded * 4: Ctrl excluded * 5: Shift excluded * * (key states) * 6: Pressed * 7: Released */ var byte ModifierKeyFlags; structdefaultproperties { ModifierKeyFlags=56 // 1<<3 + 1<<4 + 1<<5 (alt, ctrl, shift excluded) } structcpptext { /** Constructors */ FRawInputKeyEventData() {} FRawInputKeyEventData(EEventParm) { appMemzero(this, sizeof(FRawInputKeyEventData)); } explicit FRawInputKeyEventData( FName InKeyName, BYTE InModifierFlags=(KEYMODIFIER_AltExcluded|KEYMODIFIER_CtrlExcluded|KEYMODIFIER_ShiftExcluded) ) : InputKeyName(InKeyName), ModifierKeyFlags(InModifierFlags) {} FRawInputKeyEventData( const FRawInputKeyEventData& Other ) : InputKeyName(Other.InputKeyName), ModifierKeyFlags(Other.ModifierKeyFlags) {} /** Comparison operators */ FORCEINLINE UBOOL operator==( const FRawInputKeyEventData& Other ) const { return InputKeyName == Other.InputKeyName && ModifierKeyFlags == Other.ModifierKeyFlags; } FORCEINLINE UBOOL operator!=( const FRawInputKeyEventData& Other ) const { return InputKeyName != Other.InputKeyName || ModifierKeyFlags != Other.ModifierKeyFlags; } /** Required in order for FRawInputKeyEventData to be used as the key in a map */ friend inline DWORD GetTypeHash( const FRawInputKeyEventData& KeyEvt ) { return GetTypeHash(KeyEvt.InputKeyName); } /** * Applies the specified modifier key bitmask to ModifierKeyFlags */ FORCEINLINE void SetModifierKeyFlags( BYTE ModifierFlags ) { ModifierKeyFlags |= ModifierFlags; } /** Clears the specified modifier key bitmask from ModifierKeyFlags */ FORCEINLINE void ClearModifierKeyFlags( BYTE ModifierFlags ) { ModifierKeyFlags &= ~ModifierFlags; } /** * Returns TRUE if ModifierKeyFlags contains any of the bits in FlagsToCheck. */ FORCEINLINE UBOOL HasAnyModifierKeyFlags( BYTE FlagsToCheck ) const { return (ModifierKeyFlags&FlagsToCheck) != 0 || FlagsToCheck == KEYMODIFIER_All; } /** * Returns TRUE if ModifierKeyFlags contains all of the bits in FlagsToCheck */ FORCEINLINE UBOOL HasAllModifierFlags( BYTE FlagsToCheck ) const { return (ModifierKeyFlags&FlagsToCheck) == FlagsToCheck; } } }; /** * Stores a list of input key names that should be linked to an input action alias key (i.e. NAV_Left, NAV_Right) * Used by the UI system to handle input events in a platform & game agnostic way. */ struct native export UIInputActionAlias { /** the name of an input action alias that the UI responds to */ var name InputAliasName; /** * the input key names (e.g. KEY_Left, KEY_Right) and modifier which will trigger this input alias */ var array<RawInputKeyEventData> LinkedInputKeys; }; /** * Combines an input alias name with the modifier flag bitmask required to activate it. */ struct native transient export UIInputAliasValue { /** * a bitmask representing the modifier key state required to activate this input alias */ var byte ModifierFlagMask; /** the name of the input alias */ var name InputAliasName; structcpptext { FUIInputAliasValue() : ModifierFlagMask(0), InputAliasName(NAME_None) {} FUIInputAliasValue( BYTE InModifierFlagMask, const FName& inAliasName ) : ModifierFlagMask(InModifierFlagMask), InputAliasName(inAliasName) {} FUIInputAliasValue(EEventParm) { appMemzero(this, sizeof(FUIInputAliasValue)); } /** * Returns FALSE if this input alias value's ModifierFlagMask disallows the provided modifier key states. */ UBOOL MatchesModifierState( UBOOL bAltPressed, UBOOL bCtrlPressed, UBOOL bShiftPressed ) const; /** Comparison operators */ FORCEINLINE UBOOL operator==( const FUIInputAliasValue& Other ) const { return InputAliasName == Other.InputAliasName && ModifierFlagMask == Other.ModifierFlagMask; } FORCEINLINE UBOOL operator!=( const FUIInputAliasValue& Other ) const { return InputAliasName != Other.InputAliasName || ModifierFlagMask != Other.ModifierFlagMask; } } }; /** * A TMultiMap wrapper which maps input key names (i.e. KEY_Left) to a list of input action alias data. */ struct native export UIInputAliasMap { /** * A mapping from input key data (name + modifier key) <==> input alias triggered by that input key event * Used to retrieve the input action alias for a given input key when input events are received. */ var const native transient MultiMap_Mirror InputAliasLookupTable{TMultiMap< FName, FUIInputAliasValue >}; structcpptext { /** Constructors */ FUIInputAliasMap() {} FUIInputAliasMap(EEventParm) { appMemzero(this, sizeof(FUIInputAliasMap)); } } }; /** * Defines the list of key mappings supported in a paticular widget state. */ struct native export UIInputAliasStateMap { /** the path name for the state class to load */ var string StateClassName; /** The widget state that this map contains input aliases for. */ var class<UIState> State; /** the input action aliases that this widget state supports */ var array<UIInputActionAlias> StateInputAliases; }; /** * Defines the UIInputActionAliases that are supported by a particular widget class for each state. * * @todo ronp - add support for specifying "input alias => raw input key" mappings for widget archetypes */ struct native UIInputAliasClassMap { /** the name of the widget class to load */ var string WidgetClassName; /** the widget class that this UIInputAliasMap contains input aliases for */ var class<UIScreenObject> WidgetClass; /** the states that this widget class supports */ var array<UIInputAliasStateMap> WidgetStates; /** * Runtime lookup map to find a input alias map. Maps a UIState class <=> (map of input key name (KEY_Left) + modifier keys <=> input key alias (UIKEY_Clicked)). * Used for quickly unregistering input keys when a state goes out of scope. */ var const native transient Map{UClass*, FUIInputAliasMap} StateLookupTable; /** * Runtime lookup map to find a state input struct. Maps a UIState class => (map of input key alias (UIKEY_Clicked) => input key name (KEY_Left)) * Used for quickly registering input keys when a state enters scope - since multiple input keys can be mapped to a single input key alias, and * each input key alias name must be checked against the list of disabled input aliases, storing this reverse lookup table allows us to check only * once for each input alias. */ var const native transient Map{UClass*, TArray<const FUIInputAliasStateMap*>} StateReverseLookupTable; structcpptext { /** Constructors */ FUIInputAliasClassMap() {} FUIInputAliasClassMap(EEventParm) { appMemzero(this, sizeof(FUIInputAliasClassMap)); } /** * Initializes the runtime lookup table with the aliases stored in WidgetInputAliases * * @param InputAliasList the list of input alias mappings for all registered UI classes. */ void InitializeLookupTable( const TMap<UClass*,FUIInputAliasClassMap*>& InputAliasList ); } }; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** * @return Returns the current platform the game is running on. */ static final function bool IsConsole( optional EConsoleType ConsoleType=CONSOLE_Any ) { return class'WorldInfo'.static.IsConsoleBuild(ConsoleType); } /** * Returns the UIInteraction instance currently controlling the UI system, which is valid in game. * * @return a pointer to the UIInteraction object currently controlling the UI system. */ native static final noexport function UIInteraction GetCurrentUIController(); /** * Returns the game's scene client. * * @return a pointer to the UGameUISceneClient instance currently managing the scenes for the UI System. */ native static final noexport function GameUISceneClient GetSceneClient(); /** * Wrapper for returns the orientation associated with the specified face. * * @note: noexport because the C++ version is static too. */ native static final noexport function EUIOrientation GetFaceOrientation( EUIWidgetFace Face ); /** * Returns the current position of the mouse or joystick cursor. * * @param CursorX receives the X position of the cursor * @param CursorY receives the Y position of the cursor * @param Scene if specified, provides access to an FViewport through the scene's SceneClient that can be used * for retrieving the mouse position when not in the game. * * @return TRUE if the cursor position was retrieved correctly. */ native static final noexport function bool GetCursorPosition( out int CursorX, out int CursorY, const optional UIScene Scene ); /** * Returns the current position of the mouse or joystick cursor. * * @param CursorXL receives the width of the cursor * @param CursorYL receives the height of the cursor * * @return TRUE if the cursor size was retrieved correctly. */ native static final noexport function bool GetCursorSize( out float CursorXL, out float CursorYL ); /** * Changes the value of GameViewportClient.bUIMouseCaptureOverride to the specified value. Used by widgets that process * dragging to ensure that the widget receives the mouse button release event. * * @param bCaptureMouse whether to capture all mouse input. */ native static final noexport function SetMouseCaptureOverride( bool bCaptureMouse ); /** * Returns a matrix which includes the translation, rotation and scale necessary to transform a point from origin to the * the specified widget's position onscreen. This matrix can then be passed to ConditionalUpdateTransform() for primitives * in use by the UI. * * @param Widget the widget to generate the matrix for * @param bIncludeAnchorPosition specify TRUE to include translation to the widget's anchor; if FALSE, the translation will move * the point to the widget's upper left corner (in local space) * @param bIncludeRotation specify FALSE to remove the widget's rotation from the resulting matrix * @param bIncludeScale specify FALSE to remove the viewport's scale from the resulting matrix * * @return a matrix which can be used to translate from origin (0,0) to the widget's position, including rotation and viewport scale. * * @note: noexport because we want this method to be static in C++ as well. */ native static final noexport function Matrix GetPrimitiveTransform( UIObject Widget, optional bool bIncludeAnchorPosition, optional bool bIncudeRotation=true, optional bool bIncludeScale=true ) const; /** * Sets the string value of the datastore entry specified. * * @param InDataStoreMarkup Markup to find the field we want to set the value of. * @param InFieldValue Value to set the datafield's value to. * @param OwnerScene Owner scene for the datastore, used when dealing with scene specific datastores. * @param OwnerPlayer Owner player for the datastore, used when dealing with player datastores. * * @return TRUE if the value was set, FALSE otherwise. */ native static final function bool SetDataStoreFieldValue(string InDataStoreMarkup, const out UIProviderFieldValue InFieldValue, optional UIScene OwnerScene, optional LocalPlayer OwnerPlayer); /** * Sets the string value of the datastore entry specified. * * @param InDataStoreMarkup Markup to find the field we want to set the value of. * @param InStringValue Value to set the datafield's string value to. * @param OwnerScene Owner scene for the datastore, used when dealing with scene specific datastores. * @param OwnerPlayer Owner player for the datastore, used when dealing with player datastores. * * @return TRUE if the value was set, FALSE otherwise. */ static function bool SetDataStoreStringValue(string InDataStoreMarkup, string InStringValue, optional UIScene OwnerScene, optional LocalPlayer OwnerPlayer) { local UIProviderFieldValue FieldValue; FieldValue.StringValue = InStringValue; FieldValue.PropertyType = DATATYPE_Property; return SetDataStoreFieldValue(InDataStoreMarkup, FieldValue, OwnerScene, OwnerPlayer); } /** * Gets the field value struct of the datastore entry specified. * * @param InDataStoreMarkup Markup to find the field we want to retrieve the value of. * @param OutFieldValue Variable to store the result field value in. * @param OwnerScene Owner scene for the datastore, used when dealing with scene specific datastores. * @param OwnerPlayer Owner player for the datastore, used when dealing with player datastores. * * @return TRUE if the value was retrieved, FALSE otherwise. */ native static final function bool GetDataStoreFieldValue(string InDataStoreMarkup, out UIProviderFieldValue OutFieldValue, optional UIScene OwnerScene, optional LocalPlayer OwnerPlayer); /** * Gets the string value of the datastore entry specified. * * @param InDataStoreMarkup Markup to find the field we want to retrieve the value of. * @param OutStringValue Variable to store the result string in. * @param OwnerScene Owner scene for the datastore, used when dealing with scene specific datastores. * @param OwnerPlayer Owner player for the datastore, used when dealing with player datastores. * * @return TRUE if the value was retrieved, FALSE otherwise. */ static function bool GetDataStoreStringValue(string InDataStoreMarkup, out string OutStringValue, optional UIScene OwnerScene=none, optional LocalPlayer OwnerPlayer=none) { local UIProviderFieldValue FieldValue; local bool Result; if(GetDataStoreFieldValue(InDataStoreMarkup, FieldValue, OwnerScene, OwnerPlayer)) { OutStringValue = FieldValue.StringValue; Result = TRUE; } return Result; } /** * Generates a unique tag that can be used in the scene's data store as the data field name for a widget's * context menu items. * * @param SourceWidget the widget to generate the unique tag for * * @return a string guaranteed to be unique which represents the source widget. */ static final function string ConvertWidgetIDToString( UIObject SourceWidget ) { local string Result; if ( SourceWidget != None ) { // the widget's ID is guaranteed to be unique Result = ToHex(SourceWidget.WidgetId.A) $ ToHex(SourceWidget.WidgetId.B) $ ToHex(SourceWidget.WidgetId.C) $ ToHex(SourceWidget.WidgetId.D); } return Result; } defaultproperties { Name="Default__UIRoot" ObjectArchetype=Object'Core.Default__Object' } |
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