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/** * Serves as the interface between a UIScene and scene owners. Provides scenes with all * data necessary for operation and routes rendering to the scenes. * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UISceneClient extends UIRoot native(UserInterface) abstract inherits(FExec,FCallbackEventDevice) transient; /** the viewport to use for rendering scenes */ var const transient native pointer RenderViewport{FViewport}; /** * The active UISkin. Only one UISkin can be active at a time. * The special data store name 'Styles' always corresponds to the ActiveSkin. */ var transient UISkin ActiveSkin; /** * the location of the mouse * * @fixme splitscreen */ var const transient IntPoint MousePosition; /** * Represents the widget/scene that is currently under the mouse cursor. * * @fixme splitscreen */ var const transient UIObject ActiveControl; /** * Manager all persistent global data stores. Set by the object that creates the scene client. */ var const transient DataStoreClient DataStoreManager; /** Material instance parameter for UI widget opacity. */ var transient MaterialInstanceConstant OpacityParameter; /** Name of the opacity parameter. */ var const transient name OpacityParameterName; /** * Stores the 3D projection matrix being used to render the UI. */ var const transient matrix CanvasToScreen; var const transient matrix InvCanvasToScreen; /** Post process chain to be applied when rendering UI Scenes */ var transient PostProcessChain UIScenePostProcess; /** if TRUE then post processing is enabled using the UIScenePostProcess */ var transient bool bEnablePostProcess; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** * Changes the active skin to the skin specified, initializes the skin and performs all necessary cleanup and callbacks. * This method should only be called from script. * * @param NewActiveScene The skin to activate * * @return TRUE if the skin was successfully changed. */ native final noexport function bool ChangeActiveSkin( UISkin NewActiveSkin ); /* /** * Used to limit which scenes should be considered when determining whether the UI should be considered "active" */ enum ESceneFilterTypes { SCENEFILTER_None =0x00000000, /** Include the transient scene */ SCENEFILTER_IncludeTransient =0x00000001, /** Consider only scenes which can process input */ SCENEFILTER_InputProcessorOnly =0x00000002, /** Consider only scenes which require the game to be paused */ SCENEFILTER_PausersOnly =0x00000004, /** Consider only scenes which support 3D primitives rendering */ SCENEFILTER_PrimitiveUsersOnly =0x00000008, /** Only consider scenes which render full-screen */ SCENEFILTER_UsesPostProcessing =0x00000010, /** Include ANY scene, regardless of feature set */ SCENEFILTER_Any = 0x00000020 }; */ /** * Returns true if there is an unhidden fullscreen UI active * * @param Flags a bitmask of values which alter the result of this method; the bits are derived from the ESceneFilterTypes * enum (which is native-only); script callers must pass these values literally * * @return TRUE if the UI is currently active */ native final noexport function bool IsUIActive( optional int Flags=0 ) const; /** * Returns whether the specified scene has been fully initialized. Different from UUIScene::IsInitialized() in that this * method returns true only once all objects related to this scene have been created and initialized (e.g. in the UI editor * only returns TRUE once the editor window for this scene has finished creation). * * @param Scene the scene to check. * * @note: noexport because the C++ version is a pure virtual */ native final noexport function bool IsSceneInitialized( UIScene Scene ) const; /** * Initializes the specified scene without opening it. * * @param Scene the scene to initialize; if the scene specified is contained in a content package, a copy of the scene * will be created, and that scene will be initialized instead. * @param SceneOwner the player that should be associated with the new scene. Will be assigned to the scene's * PlayerOwner property. * @param InitializedScene the scene that was actually initialized. If Scene is located in a content package, InitializedScene will be * the copy of the scene that was created. Otherwise, InitializedScene will be the same as the scene passed in. * * @return TRUE if the scene was successfully initialized * * @note - noexport to handle the optional out parameter correctly */ native final noexport function bool InitializeScene( UIScene Scene, optional LocalPlayer SceneOwner, optional out UIScene InitializedScene ); /** * Initializes and activates the specified scene. * * @param Scene the scene to open; if the scene specified is contained in a content package, a copy of the scene will be created * and the copy will be opened instead. * @param SceneOwner the player that should be associated with the new scene. Will be assigned to the scene's * PlayerOwner property. * @param OpenedScene the scene that was actually opened. If Scene is located in a content package, OpenedScene will be * the copy of the scene that was created. Otherwise, OpenedScene will be the same as the scene passed in. * * @return TRUE if the scene was successfully opened * * @note - noexport to handle the optional out parameter correctly */ native final noexport function bool OpenScene( UIScene Scene, optional LocalPlayer SceneOwner, optional out UIScene OpenedScene ); /** * Deactivates the specified scene, as well as all scenes which occur after the specified scene in the list of active scenes. * * @param Scene the scene to deactivate * * @return true if the scene was successfully deactivated */ native function bool CloseScene( UIScene Scene ); /** * Loads the skin package containing the skin with the specified tag, and sets that skin as the currently active skin. * @todo */ //native final function SetActiveSkin( Name SkinTag ); /** * Set the mouse position to the coordinates specified * * @param NewX the X position to move the mouse cursor to (in pixels) * @param NewY the Y position to move the mouse cursor to (in pixels) */ native final virtual function SetMousePosition( int NewMouseX, int NewMouseY ); /** * Changes the resource that is currently being used as the mouse cursor. Called by widgets as they changes states, or when * some action occurs which affects the mouse cursor. * * @param CursorName the name of the mouse cursor resource to use. Should correspond to a name from the active UISkin's * MouseCursorMap * * @return TRUE if the cursor was successfully changed. */ native final virtual function bool ChangeMouseCursor( name CursorName ); /** * Changes the matrix for projecting local (pixel) coordinates into world screen (normalized device) * coordinates. This method should be called anytime the viewport size or origin changes. */ native final function noexport UpdateCanvasToScreen(); /** * Returns the current canvas to screen projection matrix. * * @param Widget if specified, the returned matrix will include the widget's tranformation matrix as well. * * @return a matrix which can be used to project 2D pixel coordines into 3D screen coordinates. ?? */ native final function matrix GetCanvasToScreen( optional const UIObject Widget ) const; /** * Returns the inverse of the local to world screen projection matrix. * * @param Widget if specified, the returned matrix will include the widget's tranformation matrix as well. * * @return a matrix which can be used to transform normalized device coordinates (i.e. origin at center of screen) into * into 0,0 based pixel coordinates. ?? */ native final function matrix GetInverseCanvasToScreen( optional const UIObject Widget ) const; /** * Returns the currently active scene */ function UIScene GetActiveScene() { return none; } defaultproperties { Name="Default__UISceneClient" ObjectArchetype=UIRoot'Engine.Default__UIRoot' } |
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