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/** * Base class for all UI entities which can appear onscreen * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UIScreenObject extends UIRoot native(UIPrivate) HideCategories(Object) abstract placeable; #linenumber 12 /** The location of this screen object */ var(Presentation) UIScreenValue_Bounds Position; /** * Controls how the widget is sorted by the rendering code; higher values push the widget "away" from the screen, * while lower values bring the widget "closer" to the screen */ var(Presentation) float ZDepth; /** Controls whether the screen object is visible */ var(Presentation) private{private} bool bHidden; /** * Indicates whether this widget has been initialized. Set from UUIScene/UUIObject::Initialize, immediately after the * base version of Initialized has been called, but before Initialize() has been called on the children of the widget. */ var transient bool bInitialized; /** list of UIObjects which are owned by this UIObject */ var protected noimport array<UIObject> Children; /** * The states that should exist in this widget's InactiveStates array by default. When the widget is initialized, the * InactiveStates array is iterated through, and if there are no states in the InactiveStates array that have a class * matching a DefaultState, a new UIState object of that class is instanced and placed into the InactiveStates array. */ var const array<class<UIState> > DefaultStates; /** * Specifies the UIState that this widget will automatically enter when it is initialized. */ var class<UIState> InitialState; /** list of states that this screen object can enter */ var(States) const instanced array<UIState> InactiveStates; /** stack of states this widget is currently using */ var transient const array<UIState> StateStack; /** * The children of this widget that are in special states (i.e. focused control, last focused control, etc.) * Each element of this array corresponds to the player at the same array index in the Engine.GamePlayers array. */ var transient const array<PlayerInteractionData> FocusControls; /** * Determines which children of this widget should receive focus when this widget receives focus. * Each element of this array corresponds to the player at the same array index in the Engine.GamePlayers array. */ var(Focus) transient array<UIFocusPropagationData> FocusPropagation; /** * Indicates that this widget should never become the focused control; does not prevent children of this widget from receiving focus (that must be done * by calling SetPrivateBehavior(PRIVATE_NotFocusable,true)) */ var(Focus) bool bNeverFocus; /** * A bitmask representing the player indexes that this control will process input for, where the value is generated by * left bitshifting by the index of the player. * A value of 255 indicates that this control will process input from all players. * A value of 1 << 1 indicate that only input from player at index 1 will be acccepted, etc. So value of 3 means that this control * processes input from players at indexes 0 and 1. Input from player indexes that do not match the mask will be ignored. */ var(Splitscreen) byte PlayerInputMask; /** the opacity of the object */ var(Presentation) float Opacity; /** * Indicates whether this widget uses 3D primitives. */ var const bool bSupports3DPrimitives; // =============================================== // Components // =============================================== var UIComp_Event EventProvider; // =============================================== // Sounds // =============================================== /** this sound is played when this widget becomes the focused control */ var(Sound) name FocusedCue; /** this sound is played when this widget becomes the active control */ var(Sound) name MouseEnterCue; /** this sound is played when this widget has a navigate up event */ var(Sound) name NavigateUpCue; /** this sound is played when this widget has a navigate down event */ var(Sound) name NavigateDownCue; /** this sound is played when this widget has a navigate left event */ var(Sound) name NavigateLeftCue; /** this sound is played when this widget has a navigate right event */ var(Sound) name NavigateRightCue; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // 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(cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /* == Delegates == */ /** * Called when the currently active skin has been changed. Reapplies this widget's style and propagates * the notification to all children. * * @note: this delegate is only called if it is actually assigned to a member function. */ delegate NotifyActiveSkinChanged(); /** * Provides a hook for unrealscript to respond to input using actual input key names (i.e. Left, Tab, etc.) * * Called when an input key event is received which this widget responds to and is in the correct state to process. The * keys and states widgets receive input for is managed through the UI editor's key binding dialog (F8). * * This delegate is called BEFORE kismet is given a chance to process the input. * * @param EventParms information about the input event. * * @return TRUE to indicate that this input key was processed; no further processing will occur on this input key event. */ delegate bool OnRawInputKey( const out InputEventParameters EventParms ); /** * Provides a hook for unrealscript to respond to input using UI input aliases (i.e. Left, Tab, etc.) * * Called when an input axis event is received which this widget responds to and is in the correct state to process. The * axis and states widgets receive input for is managed through the UI editor's key binding dialog (F8). * * This delegate is called BEFORE kismet is given a chance to process the input. * * @param EventParms information about the input event. * * @return TRUE to indicate that this input key was processed; no further processing will occur on this input key event. */ delegate bool OnRawInputAxis( const out InputEventParameters EventParms ); /** * Provides a hook for unrealscript to respond to input using UI input aliases (i.e. Clicked, NextControl, etc.) * * Called when an input key event is received which this widget responds to and is in the correct state to process. The * keys and states widgets receive input for is managed through the UI editor's key binding dialog (F8). * * This delegate is called AFTER kismet is given a chance to process the input, but BEFORE any native code processes the input. * * @param EventParms information about the input event, including the name of the input alias associated with the * current key name (Tab, Space, etc.), event type (Pressed, Released, etc.) and modifier keys (Ctrl, Alt) * * @return TRUE to indicate that this input key was processed; no further processing will occur on this input key event. */ delegate bool OnProcessInputKey( const out SubscribedInputEventParameters EventParms ); /** * Provides a hook for unrealscript to respond to input using UI input aliases (i.e. Clicked, NextControl, etc.) * * Called when an input axis event is received which this widget responds to and is in the correct state to process. The * axis and states widgets receive input for is managed through the UI editor's key binding dialog (F8). * * This delegate is called AFTER kismet is given a chance to process the input, but BEFORE any native code processes the input. * * @param EventParms information about the input event, including the name of the input alias associated with the * current key name (Tab, Space, etc.), event type (Pressed, Released, etc.) and modifier keys (Ctrl, Alt) * * @return TRUE to indicate that this input key was processed; no further processing will occur on this input key event. */ delegate bool OnProcessInputAxis( const out SubscribedInputEventParameters EventParms ); /** * Called whenever this object changes its position */ delegate NotifyPositionChanged( UIScreenObject Sender ); /** * Called when the viewport rendering this widget's scene is resized. * * @param OldViewportSize the previous size of the viewport * @param NewViewportSize the new size of the viewport */ delegate NotifyResolutionChanged( const out Vector2D OldViewportsize, const out Vector2D NewViewportSize ); /** * Called when a new UIState becomes the widget's currently active state, after all activation logic has occurred. * * @param Sender the widget that changed states. * @param PlayerIndex the index [into the GamePlayers array] for the player that activated this state. * @param NewlyActiveState the state that is now active * @param PreviouslyActiveState the state that used the be the widget's currently active state. */ delegate transient NotifyActiveStateChanged( UIScreenObject Sender, int PlayerIndex, UIState NewlyActiveState, optional UIState PreviouslyActiveState ); /** * Allows others to receive a notification when this widget's visibility status changes. * * @param SourceWidget the widget that changed visibility status * @param bIsVisible whether this widget is now visible. */ delegate NotifyVisibilityChanged( UIScreenObject SourceWidget, bool bIsVisible ); /** If set, this delegate will be called as directly before rendering */ delegate OnPreRenderCallBack(); /* == Natives == */ /** * Returns whether this screen object has been initialized. */ native final noexport function bool IsInitialized(); /** * Called when a new player has been added to the list of active players (i.e. split-screen join) after the scene * has been activated. * * @param PlayerIndex the index [into the GamePlayers array] where the player was inserted * @param AddedPlayer the player that was added */ native final virtual function CreatePlayerData( int PlayerIndex, LocalPlayer AddedPlayer ); /** * Called when a player has been removed from the list of active players (i.e. split-screen players) * * @param PlayerIndex the index [into the GamePlayers array] where the player was located * @param RemovedPlayer the player that was removed */ native final virtual function RemovePlayerData( int PlayerIndex, LocalPlayer RemovedPlayer ); /** * Sets up the focus, input, and any other arrays which contain data that tracked uniquely for each active player. * Ensures that the arrays responsible for managing focus chains are synched up with the Engine.GamePlayers array. */ native final virtual function InitializePlayerTracking(); /** * Retrieves a reference to a LocalPlayer. * * @param PlayerIndex if specified, returns the player at this index in the GamePlayers array. Otherwise, returns * the player associated with the owner scene. * * @return the player that owns this scene or is located in the specified index of the GamePlayers array. */ native final function LocalPlayer GetPlayerOwner( optional int PlayerIndex=INDEX_NONE ); /** * Plays the sound cue associated with the specified name; simple wrapper for UIInteraction.PlayUISound * * @param SoundCueName the name of the UISoundCue to play; should corresond to one of the values of the UISoundCueNames array. * @param PlayerIndex allows the caller to indicate which player controller should be used to play the sound cue. For the most * part, all sounds can be played by the first player, regardless of who generated the play sound event. * * @return TRUE if the sound cue specified was found in the currently active skin, even if there was no actual USoundCue associated * with that UISoundCue. * * @note: noexport because the native version is a static method of UUIScreenObject */ native static final noexport function bool PlayUISound( name SoundCueName, optional int PlayerIndex=0 ); /** * Utility function for encapsulating constructing a widget * * @param Owner the container for the widget. Cannot be none * @param WidgetClass the class of the widget to create. Cannot be none. * @param WidgetArchetype the template to use for creating the widget * @param WidgetName the name to use for the new widget */ native final function UIObject CreateWidget( UIScreenObject Owner, class<UIObject> WidgetClass, optional Object WidgetArchetype, optional name WidgetName ); /** * Perform all initialization for this widget. Called on all widgets when a scene is opened, * once the scene has been completely initialized. * For widgets added at runtime, called after the widget has been inserted into its parent's * list of children. * * @param inOwnerScene the scene to add this widget to. * @param inOwner the container widget that will contain this widget. Will be NULL if the widget * is being added to the scene's list of children. */ native final function virtual Initialize( UIScene inOwnerScene, optional UIObject inOwner ); /** * Insert a widget at the specified location * * @param NewChild the widget to insert * @param InsertIndex the position to insert the widget. If not specified, the widget is insert at the end of * the list * @param bRenameExisting controls what happens if there is another widget in this widget's Children list with the same tag as NewChild. * if TRUE, renames the existing widget giving a unique transient name. * if FALSE, does not add NewChild to the list and returns FALSE. * * @return the position that that the child was inserted in, or INDEX_NONE if the widget was not inserted */ native function int InsertChild( UIObject NewChild, optional int InsertIndex = INDEX_NONE, optional bool bRenameExisting=true ); /** * Remove an existing child widget from this widget's children * * @param ExistingChild the widget to remove * @param ExclusionSet used to indicate that multiple widgets are being removed in one batch; useful for preventing references * between the widgets being removed from being severed. * * @return TRUE if the child was successfully removed from the list, or if the child was not contained by this widget * FALSE if the child could not be removed from this widget's child list. * * @note: noexport because non-const optional arrays aren't exported correctly by the script compiler. */ native final noexport function bool RemoveChild( UIObject ExistingChild, optional array<UIObject> ExclusionSet ); /** * Removes a group of children from this widget's Children array. All removal notifications are delayed until all children * have been removed; useful for removing a group of child widgets without destroying the references between them. * * @param ChildrenToRemove the list of child widgets to remove * * @return a list of children that could not be removed; if the return array is emtpy, all children were successfully removed. */ native final function array<UIObject> RemoveChildren( array<UIObject> ChildrenToRemove ); /** * Replace an existing child widget with the specified widget. * * @param ExistingChild the widget to remove * @param NewChild the widget to replace ExistingChild with * * @return TRUE if the ExistingChild was successfully replaced with the specified NewChild; FALSE otherwise. */ native final function bool ReplaceChild( UIObject ExistingChild, UIObject NewChild ); /** * Find a child widget with the specified name * * @param WidgetName the name of the child to find * @param bRecurse if TRUE, searches all children of this object recursively * * @return a pointer to a widget contained by this object that has the specified name, or * NULL if no widgets with that name were found */ native final function UIObject FindChild( name WidgetName, optional bool bRecurse ) const; /** * Find a child widget with the specified GUID * * @param WidgetID the ID(GUID) of the child to find * @param bRecurse if TRUE, searches all children of this object recursively * * @return a pointer to a widget contained by this object that has the specified GUID, or * NULL if no widgets with that name were found */ native final function UIObject FindChildUsingID( WIDGET_ID WidgetID, optional bool bRecurse ) const; /** * Find the index for the child widget with the specified name * * @param WidgetName the name of the child to find * * @return the index into the array of children for the widget that has the specified name, or * -1 if there aren't any widgets with that name. */ native final function int FindChildIndex( name WidgetName ) const; /** * Returns whether this screen object contains the specified child in its list of children. * * @param Child the child to look for * @param bRecurse whether to search child widgets for the specified child. if this value is FALSE, * only the Children array of this screen object will be searched for Child. * * @return TRUE if Child is contained by this screen object */ native final function bool ContainsChild( UIObject Child, optional bool bRecurse=true ) const; /** * Returns whether this screen object contains a child of the specified class. * * @param SearchClass the class to search for. * @param bRecurse indicates whether to search child widgets. if this value is FALSE, * only the Children array of this screen object will be searched for instances of SearchClass. * * @return TRUE if Child is contained by this screen object */ native final function bool ContainsChildOfClass( class<UIObject> SearchClass, optional bool bRecurse=true ) const; /** * Gets a list of all children contained in this screen object. * * @param bRecurse if FALSE, result will only contain widgets from this screen object's Children array * if TRUE, result will contain all children of this screen object, including their children. * @param ExclusionSet if specified, any widgets contained in this array will not be added to the output array. * * @return an array of widgets contained by this screen object. * * @note: noexport because non-const optional arrays aren't exported correctly by the script compiler. */ native final noexport function array<UIObject> GetChildren( optional bool bRecurse, optional array<UIObject> ExclusionSet ) const; /** * Returns the number of UIObjects owned by this UIScreenObject, recursively * * @return the number of widgets (including this one) contained by this widget, including all * child widgets */ native final function int GetObjectCount() const; /** * Tell the scene that it needs to be udpated * * @param bDockingStackChanged if TRUE, the scene will rebuild its DockingStack at the beginning * the next frame * @param bPositionsChanged if TRUE, the scene will update the positions for all its widgets * at the beginning of the next frame * @param bNavLinksOutdated if TRUE, the scene will update the navigation links for all widgets * at the beginning of the next frame * @param bWidgetStylesChanged if TRUE, the scene will refresh the widgets reapplying their current styles */ native final noexport function RequestSceneUpdate( bool bDockingStackChanged, bool bPositionsChanged, bool bNavLinksOutdated=FALSE, bool bWidgetStylesChanged=FALSE ); /** * Flag the scene to refresh all string formatting at the beginning of the next tick. */ native final noexport function RequestFormattingUpdate(); /** * Notifies the owning UIScene that the primitive usage in this scene has changed and sets flags in the scene to indicate that * 3D primitives have been added or removed. * * @param bReinitializePrimitives specify TRUE to have the scene detach all primitives and reinitialize the primitives for * the widgets which have them. Normally TRUE if we have ADDED a new child to the scene which * supports primitives. * @param bReviewPrimitiveUsage specify TRUE to have the scene re-evaluate whether its bUsesPrimitives flag should be set. Normally * TRUE if a child which supports primitives has been REMOVED. */ native final noexport function RequestPrimitiveReview( bool bReinitializePrimitives, bool bReviewPrimitiveUsage ); /** * Immediately rebuilds the navigation links between the children of this screen object and recalculates the child that should * be the first & last focused control. */ native function RebuildNavigationLinks(); /** * Retrieves the virtual viewport offset for the viewport which renders this widget's scene. Only relevant in the UI editor; * non-zero if the user has panned or zoomed the viewport. * * @param out_ViewportOffset [out] will be filled in with the delta between the viewport's actual origin and virtual origin. * * @return TRUE if the viewport origin was successfully retrieved */ native final function bool GetViewportOffset( out Vector2D out_ViewportOffset ) const; /** * Retrieves the scale factor for the viewport which renders this widget's scene. Only relevant in the UI editor. */ native final function float GetViewportScale() const; /** * Retrieves the virtual origin of the viewport that this widget is rendered within. See additional comments in UISceneClient * * In the game, this will be non-zero if Scene is for split-screen and isn't for the first player. * In the editor, this will be equal to the value of the gutter region around the viewport. * * @param out_ViewportOrigin [out] will be filled in with the origin point for the viewport that * owns this screen object * * @return TRUE if the viewport origin was successfully retrieved */ native final function bool GetViewportOrigin( out Vector2D out_ViewportOrigin ) const; /** * Retrieves the viewport size, accounting for split-screen. * * @param out_ViewportSize [out] will be filled in with the width & height of the viewport that * owns this screen object * * @return TRUE if the viewport size was successfully retrieved */ native final function bool GetViewportSize( out Vector2D out_ViewportSize ) const; /** * Retrieves the width of the viewport this widget uses for rendering. */ native final function float GetViewportWidth() const; /** * Retrieves the height of the viewport this widget uses for rendering. */ native final function float GetViewportHeight() const; /** * Activate the event of the specified class. * * @param PlayerIndex the index of the player that activated this event * @param EventClassToActivate specifies the event class that should be activated. If there is more than one instance * of a particular event class in this screen object's list of events, all instances will * be activated in the order in which they occur in the event provider's list. * @param InEventActivator an optional object that can be used for various purposes in UIEvents * @param bActivateImmediately TRUE to activate the event immediately, causing its output operations to also be processed immediately. * @param IndicesToActivate Indexes into this UIEvent's Output array to activate. If not specified, all output links * will be activated * @param out_ActivatedEvents filled with the event instances that were activated. * * @note: noexport because non-const optional arrays aren't exported correctly by the script compiler. */ native final noexport function ActivateEventByClass( int PlayerIndex, class<UIEvent> EventClassToActivate, optional Object InEventActivator, optional bool bActivateImmediately, optional array<int> IndicesToActivate, optional out array<UIEvent> out_ActivatedEvents ); /** * Finds UIEvent instances of the specified class. * * @param EventClassToFind specifies the event class to search for. * @param out_EventInstances an array that will contain the list of event instances of the specified class. * @param LimitScope if specified, only events contained by the specified state's sequence will be returned. * @param bExactClass if TRUE, only events that have the class specified will be found. Otherwise, events of that class * or any of its child classes will be found. */ native final function FindEventsOfClass( class<UIEvent> EventClassToFind, out array<UIEvent> out_EventInstances, optional UIState LimitScope, optional bool bExactClass ); /** State functions */ /** * Attempts to set the object to the enabled/disabled state specified. * * @param bEnabled Whether to enable or disable the widget. * @param PlayerIndex Player index to set the state for. * * @return TRUE if the operation was successful, FALSE otherwise. */ native function bool SetEnabled( bool bEnabled, int PlayerIndex=GetBestPlayerIndex() ); /** * Gets the current UIState of this screen object * * @param PlayerIndex the index [into the Engine.GamePlayers array] for the player that generated this call */ native final function UIState GetCurrentState( INT PlayerIndex=INDEX_NONE ); /** * Determine whether there are any active states of the specified class * * @param StateClass the class to search for * @param PlayerIndex the index [into the Engine.GamePlayers array] for the player that generated this call * @param StateIndex if specified, will be set to the index of the last state in the list of active states that * has the class specified * * @return TRUE if there is at least one active state of the class specified */ native final noexport function bool HasActiveStateOfClass( class<UIState> StateClass, int PlayerIndex, optional out int StateIndex ); /** * Adds the specified state to the screen object's StateStack. * * @param StateToActivate the new state for the widget * @param PlayerIndex the index [into the Engine.GamePlayers array] for the player that generated this call * * @return TRUE if the widget's state was successfully changed to the new state. FALSE if the widget couldn't change * to the new state or the specified state already exists in the widget's list of active states */ native final virtual function bool ActivateState( UIState StateToActivate, int PlayerIndex ); /** * Alternate version of ActivateState that activates the first state in the InactiveStates array with the specified class * that isn't already in the StateStack */ native final noexport function bool ActivateStateByClass( class<UIState> StateToActivate, int PlayerIndex, optional out UIState StateThatWasAdded ); /** * Removes the specified state from the screen object's state stack. * * @param StateToRemove the state to be removed * @param PlayerIndex the index [into the Engine.GamePlayers array] for the player that generated this call * * @return TRUE if the state was successfully removed, or if the state didn't exist in the widget's list of states; * false if the state overrode the request to be removed */ native final virtual function bool DeactivateState( UIState StateToRemove, int PlayerIndex ); /** * Alternate version of DeactivateState that deactivates the last state in the StateStack array that has the specified class. */ native final noexport function bool DeactivateStateByClass( class<UIState> StateToRemove, int PlayerIndex, optional out UIState StateThatWasRemoved ); /** * Propagates the enabled state of this widget to its child widgets, if the widget has the PRIVATE_PropageteState flag set. * * @param PlayerIndex the index [into the Engine.GamePlayers array] for the player that generated this call * @param bForce specify TRUE to propagate the enabled state even if this widget doesn't have the PropagateState flag set. * * @return TRUE if child widget states were set successfully. */ native final virtual function bool ConditionalPropagateEnabledState( int PlayerIndex, optional bool bForce ); /** * Returns TRUE if the player associated with the specified ControllerId is holding the Ctrl key * * @fixme - doesn't currently respect the value of ControllerId */ native final virtual function bool IsHoldingCtrl( int ControllerId ); /** * Returns TRUE if the player associated with the specified ControllerId is holding the Alt key * * @fixme - doesn't currently respect the value of ControllerId */ native final virtual function bool IsHoldingAlt( int ControllerId ); /** * Returns TRUE if the player associated with the specified ControllerId is holding the Shift key * * @fixme - doesn't currently respect the value of ControllerId */ native final virtual function bool IsHoldingShift( int ControllerId ); /** === Navigation === */ /** * Sets focus to the first focus target within this container. * * @param Sender the widget that generated the focus change. if NULL, this widget generated the focus change. * @param PlayerIndex the index [into the Engine.GamePlayers array] for the player that generated the focus change. * * @return TRUE if focus was successfully propagated to the first focus target within this container. */ native function bool FocusFirstControl( UIScreenObject Sender, optional int PlayerIndex=GetBestPlayerIndex() ); /** * Sets focus to the last focus target within this container. * * @param Sender the widget that generated the focus change. if NULL, this widget generated the focus change. * @param PlayerIndex the index [into the Engine.GamePlayers array] for the player that generated the focus change. * * @return TRUE if focus was successfully propagated to the last focus target within this container. */ native function bool FocusLastControl( UIScreenObject Sender, optional int PlayerIndex=GetBestPlayerIndex() ); /** * Sets focus to the next control in the tab order (relative to Sender) for widget. If Sender is the last control in * the tab order, propagates the call upwards to this widget's parent widget. * * @param Sender the widget to use as the base for determining which control to focus next * @param PlayerIndex the index [into the Engine.GamePlayers array] for the player that generated the focus change. * * @return TRUE if we successfully set focus to the next control in tab order. FALSE if Sender was the last eligible * child of this widget or we couldn't otherwise set focus to another control. */ native function bool NextControl( UIScreenObject Sender, optional int PlayerIndex=GetBestPlayerIndex() ); /** * Sets focus to the previous control in the tab order (relative to Sender) for widget. If Sender is the first control in * the tab order, propagates the call upwards to this widget's parent widget. * * @param Sender the widget to use as the base for determining which control to focus next * @param PlayerIndex the index [into the Engine.GamePlayers array] for the player that generated the focus change. * * @return TRUE if we successfully set focus to the previous control in tab order. FALSE if Sender was the first eligible * child of this widget or we couldn't otherwise set focus to another control. */ native function bool PrevControl( UIScreenObject Sender, optional int PlayerIndex=GetBestPlayerIndex() ); /** * Sets focus to the widget bound to the navigation link for specified direction of the Sender. This function * is used for navigation between controls in scenes that support unbound (i.e. any direction) navigation. * * @param Sender Control that called NavigateFocus. Possible values are: * - if NULL is specified, it indicates that this is the first step in a focus change. The widget will * attempt to set focus to its most eligible child widget. If there are no eligible child widgets, this * widget will enter the focused state and start propagating the focus chain back up through the Owner chain * by calling SetFocus on its Owner widget. * - if Sender is the widget's owner, it indicates that we are in the middle of a focus change. Everything else * proceeds the same as if the value for Sender was NULL. * - if Sender is a child of this widget, it indicates that focus has been successfully changed, and the focus is now being * propagated upwards. This widget will now enter the focused state and continue propagating the focus chain upwards through * the owner chain. * @param Direction the direction to navigate focus. * @param PlayerIndex the index [into the Engine.GamePlayers array] for the player that generated the focus change. * * @return TRUE if the next child widget in the navigation network for the specified direction successfully received focus. */ native function bool NavigateFocus( UIScreenObject Sender, EUIWidgetFace Direction, optional int PlayerIndex=GetBestPlayerIndex() ); /** === Focus Handling === */ /** * Getter for bNeverFocus */ native final function bool IsNeverFocused() const; /** * Determines whether this widget can become the focused control. * * @param PlayerIndex the index [into the Engine.GamePlayers array] for the player to check focus availability * * @return TRUE if this widget (or any of its children) is capable of becoming the focused control. */ native function bool CanAcceptFocus( optional int PlayerIndex=GetBestPlayerIndex() ) const; /** * Determines whether this widget is allowed to propagate focus chains to and from the specified widget. * * @param TestChild the widget to check * * @return TRUE if the this widget is allowed to route the focus chain through TestChild. */ native final function bool CanPropagateFocusFor( UIObject TestChild ) const; /** * Activates the focused state for this widget and sets it to be the focused control of its parent (if applicable) * * @param Sender Control that called SetFocus. Possible values are: * - if NULL is specified, it indicates that this is the first step in a focus change. The widget will * attempt to set focus to its most eligible child widget. If there are no eligible child widgets, this * widget will enter the focused state and start propagating the focus chain back up through the Owner chain * by calling SetFocus on its Owner widget. * - if Sender is the widget's owner, it indicates that we are in the middle of a focus change. Everything else * proceeds the same as if the value for Sender was NULL. * - if Sender is a child of this widget, it indicates that focus has been successfully changed, and the focus is now being * propagated upwards. This widget will now enter the focused state and continue propagating the focus chain upwards through * the owner chain. * @param PlayerIndex the index [into the Engine.GamePlayers array] for the player that generated the focus change. */ native function bool SetFocus( UIScreenObject Sender, optional int PlayerIndex=GetBestPlayerIndex() ); /** * Sets focus to the specified child of this widget. * * @param ChildToFocus the child to set focus to. If not specified, attempts to set focus to the most elibible child, * as determined by navigation links and FocusPropagation values. * @param PlayerIndex the index [into the Engine.GamePlayers array] for the player that generated the focus change. */ native function bool SetFocusToChild( optional UIObject ChildToFocus, optional int PlayerIndex=GetBestPlayerIndex() ); /** * Deactivates the focused state for this widget. * * @param Sender the control that called KillFocus. * @param PlayerIndex the index [into the Engine.GamePlayers array] for the player that generated the focus change. */ native function bool KillFocus( UIScreenObject Sender, optional int PlayerIndex=GetBestPlayerIndex() ); /** * Retrieves the child of this widget which is current focused. * * @param bRecurse if TRUE, returns the inner-most focused widget; i.e. the widget at the end of the focus chain * @param PlayerIndex the index [into the Engine.GamePlayers array] for the player that generated the focus change. * * @return a pointer to the child (either direct or indirect) widget which is in the focused state and is the focused control * for its parent widget, or NULL if this widget doesn't have a focused control. */ native final function UIObject GetFocusedControl( optional bool bRecurse, optional int PlayerIndex=GetBestPlayerIndex() ) const; /** * Retrieves the child of this widget which last had focus. * * @param bRecurse if TRUE, returns the inner-most previously focused widget; i.e. the widget at the end of the focus chain * @param PlayerIndex the index [into the Engine.GamePlayers array] for the player that generated the focus change. * * @return a pointer to the child (either direct or indirect) widget which was previously the focused control for its parent, * or NULL if this widget doesn't have a LastFocusedControl */ native final function UIObject GetLastFocusedControl( optional bool bRecurse, optional int PlayerIndex=GetBestPlayerIndex() ) const; /** * Manually sets the last focused control for this widget; only necessary in cases where a particular child should be given focus * but this widget (me) doesn't currently have focus. Setting the last focused control to the ChildToFocus will make it so that * ChildToFocus is given focus the next time this widget does. */ native final function OverrideLastFocusedControl( int PlayerIndex, UIObject ChildToFocus ); /** * Returns TRUE if this widget has a UIState_Enabled object in its StateStack * * @param PlayerIndex the index of the player to check * @param bCheckOwnerChain by default, the owner chain is checked as well; specify FALSE to override this behavior. */ native final noexport function bool IsEnabled( optional int PlayerIndex=GetBestPlayerIndex(), optional bool bCheckOwnerChain=true ) const; /** * Returns TRUE if this widget has a UIState_Focused object in its StateStack * * @param PlayerIndex the index of the player to check */ native final noexport function bool IsFocused( optional int PlayerIndex=GetBestPlayerIndex() ) const; /** * Returns TRUE if this widget has a UIState_Active object in its StateStack * * @param PlayerIndex the index of the player to check */ native final noexport function bool IsActive( optional int PlayerIndex=GetBestPlayerIndex() ) const; /** * Returns TRUE if this widget has a UIState_Pressed object in its StateStack * * @param PlayerIndex the index of the player to check */ native final noexport function bool IsPressed( optional int PlayerIndex=GetBestPlayerIndex() ) const; /** * Determines whether this widget can accept input from the player specified * * @param PlayerIndex the index of the player to check * * @return TRUE if this widget's PlayerInputMask allows it to process input from the specified player. */ native final function bool AcceptsPlayerInput( int PlayerIndex ) const; /** * Returns the number of active split-screen players. */ native static final noexport function int GetActivePlayerCount(); /** * Returns the maximum number of players that could potentially generate input for this scene. If the owning scene's input mode * is INPUTMODE_Free, will correspond to the maximum number of simultaneous gamepads supported by this platform; otherwise, the * number of active players. */ native final function int GetSupportedPlayerCount(); /** * Returns the index [into the Engine.GamePlayers array] for the player that this widget's owner scene last received * input from, or INDEX_NONE if the scene is NULL or hasn't received any input from players yet. */ native final function int GetBestPlayerIndex() const; /** * Changes this widget's position to the specified value for the specified face. * * @param NewValue the new value (in pixels or percentage) to use * @param Face indicates which face to change the position for * @param InputType indicates the format of the input value * EVALPOS_None: * NewValue will be considered to be in whichever format is configured as the ScaleType 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 bZeroOrigin FALSE indicates that the value specified includes the origin offset of the viewport. */ native final function SetPosition( float NewValue, EUIWidgetFace Face, EPositionEvalType InputType=EVALPOS_PixelOwner, optional bool bZeroOrigin ); /** * @Returns the Position of a given face for this widget * @param Face indicates which face to change the position for * @param OutputType indicates the format of the returnedvalue * EVALPOS_None: * NewValue will be considered to be in whichever format is configured as the ScaleType for the specified face * EVALPOS_PercentageOwner: * EVALPOS_PercentageScene: * EVALPOS_PercentageViewport: * Indicates that return value is 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 return value is an actual pixel value, relative to the corresponding base. * @param bIgnoreDockPadding * used to prevent recursion when evaluting docking links */ native final function float GetPosition(EUIWidgetFace Face, EPositionEvalType OutputType=EVALPOS_None, optional bool bZeroOrigin, optional bool bIgnoreDockPadding ) const; /** * Returns the width or height for this widget * * @param Dimension UIORIENT_Horizontal to get the width, UIORIENT_Vertical to get the height * @param OutputType indicates the format of the returnedvalue * @param bIgnoreDockPadding used to prevent recursion when evaluting docking links */ native final function float GetBounds(EUIOrientation Dimension, EPositionEvalType OutputType=EVALPOS_None, optional bool bIgnoreDockPadding) const; /** * Returns this widget's absolute normalized screen position as a vector. * * @param bIncludeParentPosition if TRUE, coordinates returned will be absolute (relative to the viewport origin); if FALSE * returned coordinates will be relative to the owning widget's upper left corner, if applicable. */ native final function vector GetPositionVector( optional bool bIncludeParentPosition=true ) const; /** * Generates a list of all widgets which are docked to this one. * * @param out_DockedWidgets receives the list of widgets which are docked to this one * @param SourceFace if specified, only widgets which are docked to this one through the specified face will be considered * @param TargetFace if specified, only widgets which are docked to the specified face on this widget will be considered */ native final function GetDockedWidgets( out array<UIObject> out_DockedWidgets, optional EUIWidgetFace SourceFace=UIFACE_MAX, optional EUIWidgetFace TargetFace=UIFACE_MAX ) const; /* === Conversion between coordinate systems === */ /* There are two coordinate systems that are used by the UI system: Canvas (widget local space) - X/Y axis are aligned with the widget's top/left face - Range is 0,0 to SizeX,SizeY - Origin at 0,0 (transformed using the widget's transform matrix) Pixel (actual viewport pixel location) - X/Y axis are aligned with the screen's top/left edge - Range is 0,0 to SizeX,SizeY - Origin at 0,0 (top-left of screen) the intermediate coordinate systems are not used directly by the UI system, but are important when convertin between them: Screen (D3D device coordinates) / Camera (normalized device coordinates) - X/Y axis are aligned to the screen's left/top - Range is -1,1 to 1,-1 (normalized) or -SizeX/2,SizeY/2 to SizeX/2,-SizeY/2 - Origin is at 0,0 (center of screen) */ /** * Converts a coordinate from this widget's local space (that is, tranformed by the widget's rotation) into a 2D viewport * location, in pixels. * * @param CanvasPosition a vector representing a location in widget local space. * * @return a coordinate representing a point on the screen in pixel space */ native final function Vector Project( const out Vector CanvasPosition ) const; /** * Converts an absolute pixel position into 3D screen coordinates. * * @param PixelPosition the position of the 2D point, in pixels * * @return a position tranformed using this widget's rotation and the scene client's projection matrix. */ native final function Vector DeProject( const out Vector PixelPosition ) const; /** * Transforms a vector from canvas (widget local) space into screen (D3D device) space * * @param CanvasPosition a vector representing a location in widget local space. * * @return a vector representing that location in screen space. */ native final function Vector4 CanvasToScreen( const out Vector CanvasPosition ) const; /** * Transforms a vector from screen (D3D device space) into pixel (viewport pixels) space. * * @param ScreenPosition a vector representing a location in device space * * @return a vector representing that location in pixel space. */ native final function Vector2D ScreenToPixel( const out Vector4 ScreenPosition ) const; /** * Transforms a vector from pixel (viewport pixels) space into screen (D3D device) space * * @param PixelPosition a vector representing a location in viewport pixel space * * @return a vector representing that location in screen space. */ native final function Vector4 PixelToScreen( const out Vector2D PixelPosition ) const; /** * Transforms a vector from screen (D3D device space) space into canvas (widget local) space * * @param ScreenPosition a vector representing a location in screen space. * * @return a vector representing that location in screen space. */ native final function Vector ScreenToCanvas( const out Vector4 ScreenPosition ) const; /** * Transforms a 2D screen coordinate into this widget's local space in canvas coordinates. In other words, converts a screen point into * what that point would be on this widget if this widget wasn't rotated. * * @param PixelPosition the position of the 2D point; a value from 0 - size of the viewport. * * @return a 2D screen coordinate corresponding to where PixelPosition would be if this widget was not rotated. */ native final function Vector PixelToCanvas( const out Vector2D PixelPosition ) const; // Same thing as Project //native final function Vector2D CanvasToPixel( const out Vector CanvasPosition ) const; /** * Returns a matrix which includes the scene client's CanvasToScreen matrix and this widget's tranform matrix. */ native final function matrix GetCanvasToScreen() const; /** * Returns the inverse of the canvas to screen matrix. */ native final function Matrix GetInverseCanvasToScreen() const; /** * Calculate the correct scaling factor to use for preserving aspect ratios in e.g. string and image formatting. * * @param BaseFont if specified, a font which can provide a "base" resolution for the scale; otherwise, uses the * values of the DFEAULT_SIZE_X/Y consts as the base resolution. * * @param a float representing the aspect ratio percentage to use for scaling fonts and images. */ native final function float GetAspectRatioAutoScaleFactor( optional Font BaseFont ) const; /** == Debug == */ /** * Returns a string representation of this widget's hierarchy. * i.e. SomeScene.SomeContainer.SomeWidget */ native final noexport function string GetWidgetPathName(); /* == Events == */ /** * Called once this screen object has been completely initialized, before it has called Initialize on its children. */ event Initialized(); /** * Called after this screen object's children have been initialized */ event PostInitialize(); /** * Called immediately after a child has been added to this screen object. * * @param WidgetOwner the screen object that the NewChild was added as a child for * @param NewChild the widget that was added */ event AddedChild( UIScreenObject WidgetOwner, UIObject NewChild ); /** * Called immediately after a child has been removed from this screen object. * * @param WidgetOwner the screen object that the widget was removed from. * @param OldChild the widget that was removed * @param ExclusionSet used to indicate that multiple widgets are being removed in one batch; useful for preventing references * between the widgets being removed from being severed. * NOTE: If a value is specified, OldChild will ALWAYS be part of the ExclusionSet, since it is being removed. */ event RemovedChild( UIScreenObject WidgetOwner, UIObject OldChild, optional array<UIObject> ExclusionSet ); /** * Notification that this widget's parent is about to remove this widget from its children array. Allows the widget * to clean up any references to the old parent. * * @param WidgetOwner the screen object that this widget was removed from. */ event RemovedFromParent( UIScreenObject WidgetOwner ); /** @return Returns whether or not the player with the specified controller id is logged in */ event bool IsLoggedIn( optional int ControllerId=INDEX_NONE, optional bool bRequireOnlineLogin ) { if ( ControllerId == INDEX_NONE ) { ControllerId = GetBestControllerId(); } return class'UIInteraction'.static.IsLoggedIn(ControllerId, bRequireOnlineLogin); } /** * Changes this widget's visibility. Do not change this method to be public - if you need to bypass overrides of SetVisibility, * use the Super/Super(UIScreenObject) syntax. * * @param bVisible specify FALSE to hide the widget. */ final private function PrivateSetVisibility( bool bVisible ) { local bool bCouldAcceptFocus; if ( bHidden == bVisible ) { bCouldAcceptFocus = CanAcceptFocus(GetBestPlayerIndex()); bHidden = !bVisible; NotifyVisibilityChanged(Self, bVisible); if ( IsFocused() ) { KillFocus(None); } if ( bCouldAcceptFocus != CanAcceptFocus(GetBestPlayerIndex()) ) { RequestSceneUpdate( false, false, true ); } } } /** * Changes whether this widget is visible or not. Should be overridden in child classes to perform additional logic or * abort the visibility change. * * @param bIsVisible TRUE if the widget should be visible; false if not. */ event SetVisibility( bool bIsVisible ) { PrivateSetVisibility(bIsVisible); } /** * Accessor for private variable * * @returns true if this object is visible */ final function bool IsVisible() { return !bHidden; } /** * Accessor for private variable * * @returns true if this object is hidden */ final function bool IsHidden() { return bHidden; } /** * Enables input processing in this widget for the player located at the specified index of the Engine.GamePlayers array. * If this control is not currently masking input (i.e. its PlayerInputMask is 255), the input mask will be set to only * allow input from the player index specified. * * @param PlayerIndex the index of the player that this control should now respond to input for. * @param bRecurse propagate the new input mask to all children of this control. */ final event EnablePlayerInput( byte PlayerIndex, optional bool bRecurse=true ) { local byte NewPlayerInputMask; if ( PlayerIndex >= 0 && PlayerIndex < MAX_SUPPORTED_GAMEPADS ) { // a value of 255 allows this control to process input from all gamepads, so if the current value // is 255, we need to reset it first so that we now only respond to the gamepad index specified. if ( PlayerInputMask == 255 ) { PlayerInputMask = 0; } NewPlayerInputMask = PlayerInputMask | (1 << PlayerIndex); SetInputMask(NewPlayerInputMask, bRecurse); } } /** * Disables input processing in this widget for the player located at the specified index of the Engine.GamePlayers array. * If this control is no longer masking any players (i.e. the new PlayerInputMask would be 0), the input mask will be reset * to allow input from any player. * * @param GamepadIndex the gamepad that this control should no longer respond to input for. * @param bRecurse propagate the new input mask to all children of this control. */ final event DisablePlayerInput( byte PlayerIndex, optional bool bRecurse=true ) { local byte NewPlayerInputMask; if ( PlayerIndex >= 0 && PlayerIndex < MAX_SUPPORTED_GAMEPADS ) { NewPlayerInputMask = PlayerInputMask & ~(1 << PlayerIndex); // if we disabled input for all gamepads, it means that we don't want to mask out // any gamepads, so reset this control's input mask so that it will accept input // from any gamepad if ( NewPlayerInputMask == 0 ) { NewPlayerInputMask = 255; } SetInputMask(NewPlayerInputMask, bRecurse); } } /** * Changes the player input mask for this control, which controls which players this control will accept input from. * * @param NewInputMask the new mask that should be assigned to this control * @param bRecurse if TRUE, calls SetInputMask on all child controls as well. */ event SetInputMask( byte NewInputMask, optional bool bRecurse=true ) { local int i; PlayerInputMask = NewInputMask; if ( bRecurse ) { for ( i = 0; i < Children.Length; i++ ) { Children[i].SetInputMask(NewInputMask, true); } } } /** * Allow Script to add UI Actions */ event GetSupportedUIActionKeyNames(out array<Name> out_KeyNames ); /* == Unrealscript == */ /** * Returns the scene or widget that contains this widget in its Children array. */ function UIScreenObject GetParent(); /** Kismet Action Handlers */ function OnChangeVisibility( UIAction_ChangeVisibility Action ) { SetVisibility(Action.bVisible); } /** wrapper for enabling/disabling widgets */ final function bool EnableWidget( int PlayerIndex ) { return SetEnabled(true, PlayerIndex); } final function bool DisableWidget( int PlayerIndex ) { return SetEnabled(false, PlayerIndex); } function OnConsoleCommand( UIAction_ConsoleCommand Action ) { local LocalPlayer PlayerOwner; PlayerOwner = GetPlayerOwner(); if ( PlayerOwner != None && PlayerOwner.Actor != None ) { PlayerOwner.Actor.ConsoleCommand(Action.Command); } else { LogInternal(Name$"::"$GetFuncName()@"Couldn't execute console command '" $ Action.Command $ "':" @ "PlayerOwner:"$(PlayerOwner!= None ? string(PlayerOwner.Name) : "None") @ (PlayerOwner != None ? "PlayerOwner.Actor:"$(PlayerOwner.Actor!= None ? string(PlayerOwner.Actor.Name) : "None") : "")); } } /** * @return the ControllerId for this widget's owner scene's PlayerOwner, or the player that the owning scene last received * input from. If the owning scene is NULL, the PlayerOwner is NULL, and no input has been received, returns INDEX_NONE. */ function int GetBestControllerId() { local LocalPlayer LP; local int PlayerIndex, ControllerId; LP = GetPlayerOwner(); if ( LP != None ) { ControllerId = LP.ControllerId; } else { PlayerIndex = GetBestPlayerIndex(); ControllerId = class'UIInteraction'.static.GetPlayerControllerId(PlayerIndex); } return ControllerId; } /** @return Returns the current login status for the specified controller id. */ function ELoginStatus GetLoginStatus(int ControllerId=INDEX_NONE) { if ( ControllerId == INDEX_NONE ) { ControllerId = GetBestControllerId(); } return class'UIInteraction'.static.GetLoginStatus(ControllerId); } /** @return Returns the current status of the platform's network connection. */ function bool HasLinkConnection() { return class'UIInteraction'.static.HasLinkConnection(); } /** @return Returns whether or not the specified player can play online. */ function bool CanPlayOnline(int ControllerId=GetBestControllerId()) { return class'UIInteraction'.static.CanPlayOnline(ControllerId); } /** * Wrapper for getting the NAT type */ function ENATType GetNATType() { return class'UIInteraction'.static.GetNatType(); } /** * Displays the friends UI * * @param Action used to determine which player is requesting the action */ function OnShowFriendsUI(UIAction_ShowFriendsUI Action) { local OnlineSubsystem OnlineSub; OnlineSub = class'GameEngine'.static.GetOnlineSubsystem(); if (OnlineSub != None) { if (OnlineSub.PlayerInterface.ShowFriendsUI(class'UIInteraction'.static.GetPlayerControllerId(Action.PlayerIndex)) == false) { LogInternal("Failed to show the friends UI"); } } } /** * Displays the players UI * * @param Action used to determine which player is requesting the action */ function OnShowPlayersUI(UIAction_ShowPlayersUI Action) { local OnlineSubsystem OnlineSub; OnlineSub = class'GameEngine'.static.GetOnlineSubsystem(); if (OnlineSub != None && OnlineSub.PlayerInterfaceEx != None) { // Show the recent players list for the requesting player if (OnlineSub.PlayerInterfaceEx.ShowPlayersUI(class'UIInteraction'.static.GetPlayerControllerId(Action.PlayerIndex)) == false) { LogInternal("Failed to show the players UI"); } } } /** * Displays the achievements UI * * @param Action used to determine which player is requesting the action */ function OnShowAchievementsUI(UIAction_ShowAchievementsUI Action) { local OnlineSubsystem OnlineSub; OnlineSub = class'GameEngine'.static.GetOnlineSubsystem(); if (OnlineSub != None) { if (OnlineSub.PlayerInterfaceEx != None) { // Show them for the requesting player if (OnlineSub.PlayerInterfaceEx.ShowAchievementsUI(class'UIInteraction'.static.GetPlayerControllerId(Action.PlayerIndex)) == false) { LogInternal("Failed to show the achievements UI"); } } else { LogInternal("OnlineSubsystem does not support the extended player interface"); } } } /** * Displays the friends invite UI * * @param Action ignored */ function OnShowFriendInviteUI(UIAction_ShowFriendInviteUI Action) { local OnlineSubsystem OnlineSub; local UniqueNetId Friend; //@todo ronp -- remove this code once you are reading the id from somewhere. it just removes a warning Friend.Uid[0] = 0; OnlineSub = class'GameEngine'.static.GetOnlineSubsystem(); if (OnlineSub != None && OnlineSub.PlayerInterfaceEx != None) { //@todo ronp -- The Friend var needs to be filled with the UniqueId contained in the OnlineFriend structure for this friend if (OnlineSub.PlayerInterfaceEx.ShowFriendsInviteUI(class'UIInteraction'.static.GetPlayerControllerId(Action.PlayerIndex),Friend) == false) { LogInternal("Failed to show the friends invite UI"); } } } /** * Displays the messages UI * * @param Action used to determine which player is requesting the action */ function OnShowMessagesUI(UIAction_ShowMessagesUI Action) { local OnlineSubsystem OnlineSub; OnlineSub = class'GameEngine'.static.GetOnlineSubsystem(); if (OnlineSub != None) { if (OnlineSub.PlayerInterfaceEx != None) { // Show the messages for the requesting player if (OnlineSub.PlayerInterfaceEx.ShowMessagesUI(class'UIInteraction'.static.GetPlayerControllerId(Action.PlayerIndex)) == false) { LogInternal("Failed to show the messages UI"); } } else { LogInternal("OnlineSubsystem does not support the extended player interface"); } } } /** * Displays the feedback UI * * @param Action used to determine which player is requesting the action */ function OnShowFeedbackUI(UIAction_ShowFeedbackUI Action) { local OnlineSubsystem OnlineSub; local UniqueNetId Player; //@todo ronp -- remove this code once you are reading the id from somewhere. it just removes a warning Player.Uid[0] = 0; OnlineSub = class'GameEngine'.static.GetOnlineSubsystem(); if (OnlineSub != None) { if (OnlineSub.PlayerInterfaceEx != None) { //@todo ronp -- The Player var needs to be filled with the UniqueId for this player if (OnlineSub.PlayerInterfaceEx.ShowFeedbackUI(class'UIInteraction'.static.GetPlayerControllerId(Action.PlayerIndex),Player) == false) { LogInternal("Failed to show the feedback UI"); } } else { LogInternal("OnlineSubsystem does not support the extended player interface"); } } } /** * Displays the gamercard UI * * @param Action used to determine which player is requesting the action */ function OnShowGamerCardUI(UIAction_ShowGamerCardUI Action) { local OnlineSubsystem OnlineSub; local UniqueNetId Player; //@todo ronp -- remove this code once you are reading the id from somewhere. it just removes a warning Player.Uid[0] = 0; OnlineSub = class'GameEngine'.static.GetOnlineSubsystem(); if (OnlineSub != None) { if (OnlineSub.PlayerInterfaceEx != None) { //@todo ronp -- The Player var needs to be filled with the UniqueId for this player if (OnlineSub.PlayerInterfaceEx.ShowGamerCardUI(class'UIInteraction'.static.GetPlayerControllerId(Action.PlayerIndex),Player) == false) { LogInternal("Failed to show the gamercard UI"); } } else { LogInternal("OnlineSubsystem does not support the extended player interface"); } } } /** * Displays the marketplace UI * * @param Action used to determine which player is requesting the action */ function OnShowContentMarketplaceUI(UIAction_ShowContentMarketplaceUI Action) { local OnlineSubsystem OnlineSub; OnlineSub = class'GameEngine'.static.GetOnlineSubsystem(); if (OnlineSub != None) { if (OnlineSub.PlayerInterfaceEx != None) { if (OnlineSub.PlayerInterfaceEx.ShowContentMarketplaceUI(class'UIInteraction'.static.GetPlayerControllerId(Action.PlayerIndex)) == false) { LogInternal("Failed to show the marketplace UI"); } } else { LogInternal("OnlineSubsystem does not support the extended player interface"); } } } /** * Displays the marketplace UI * * @param Action used to determine which player is requesting the action */ function OnShowMembershipMarketplaceUI(UIAction_ShowMembershipMarketplaceUI Action) { local OnlineSubsystem OnlineSub; OnlineSub = class'GameEngine'.static.GetOnlineSubsystem(); if (OnlineSub != None) { if (OnlineSub.PlayerInterfaceEx != None) { if (OnlineSub.PlayerInterfaceEx.ShowMembershipMarketplaceUI(class'UIInteraction'.static.GetPlayerControllerId(Action.PlayerIndex)) == false) { LogInternal("Failed to show the marketplace UI"); } } else { LogInternal("OnlineSubsystem does not support the extended player interface"); } } } /** * Handler function for the SetControllerId action. */ function OnSetControllerId( UIAction_SetControllerId Action ) { local LocalPlayer PlayerOwner; if ( Action != None && Action.GamepadID >= 0 && Action.GamepadID < MAX_SUPPORTED_GAMEPADS ) { // get the player that owns this scene PlayerOwner = GetPlayerOwner(); if ( PlayerOwner != None ) { PlayerOwner.SetControllerId(Action.GamepadID); // update the action's PlayerIndex so that it still corresponds to the correct player Action.PlayerIndex = class'UIInteraction'.static.GetPlayerIndex(PlayerOwner.ControllerId); } } } //Debug function LogCurrentState( int Indent ) { local int i; local string IndentString; local UIState CurrentState; for ( i = 0; i < Indent; i++ ) { IndentString $= " "; } CurrentState = GetCurrentState(); LogInternal(IndentString $ "'" $ Name $ "':" @ CurrentState.Name);; for ( i = 0; i < Children.Length; i++ ) { Children[i].LogCurrentState(Indent + 3); } } defaultproperties { Position=(Value[2]=1.000000,Value[3]=1.000000,ScaleType[0]=EVALPOS_PercentageOwner,ScaleType[1]=EVALPOS_PercentageOwner,ScaleType[2]=EVALPOS_PercentageOwner,ScaleType[3]=EVALPOS_PercentageOwner) DefaultStates(0)=Class'Engine.UIState_Enabled' DefaultStates(1)=Class'Engine.UIState_Disabled' InitialState=Class'Engine.UIState_Enabled' PlayerInputMask=255 Opacity=1.000000 FocusedCue="Focused" NavigateUpCue="NavigateUp" NavigateDownCue="NavigateDown" NavigateLeftCue="NavigateLeft" NavigateRightCue="NavigateRight" Name="Default__UIScreenObject" ObjectArchetype=UIRoot'Engine.Default__UIRoot' } |
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