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/** * Resonsible for how the data associated with this list is presented. Updates the list's operating parameters * (CellHeight, CellWidth, etc.) according to the presentation type for the data contained by this list. * * Routes render messages from the list to the individual elements, adding any additional data necessary for the * element to understand how to render itself. For example, a listdata component might add that the element being * rendered is the currently selected element, so that the element can adjust the way it renders itself accordingly. * For a tree-type list, the listdata component might add whether the element being drawn is currently open, has * children, etc. * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UIComp_UTUIMenuListPresenter extends UIComp_ListPresenter within UIList native(UI) DependsOn(UIDataStorePublisher); // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** Size of the selected prefab item. */ var() int SelectedItemHeight; /** The prefab to use for the selected item. */ var() UIPrefab SelectedItemPrefab; /** The prefab to use for normal items. */ var() UIPrefab NormalItemPrefab; /** List of prefab widgets to replace with current selected item values. */ struct native PrefabMarkupReplace { var() name WidgetTag; /** Tag of the widget we are going to replace the markup of. */ var() name CellTag; /** Cell tag to use get the new value of the widget. */ }; var() array<PrefabMarkupReplace> PrefabMarkupReplaceList; /** Struct to store info/references about the instanced prefab. */ struct native InstancedPrefabInfo { var UIPrefabInstance PrefabInstance; var array<UIObject> ResolvedObjects; }; /** Instances of prefabs for each of the items in the list. */ var transient array<InstancedPrefabInfo> InstancedPrefabs; defaultproperties { SelectedItemHeight=50 Begin Object Class=UITexture Name=NormalOverlayTemplate ObjName=NormalOverlayTemplate Archetype=UITexture'Engine.Default__UIComp_ListPresenter:NormalOverlayTemplate' ObjectArchetype=UITexture'Engine.Default__UIComp_ListPresenter:NormalOverlayTemplate' End Object ListItemOverlay(0)=UITexture'UTGame.Default__UIComp_UTUIMenuListPresenter:NormalOverlayTemplate' Begin Object Class=UITexture Name=ActiveOverlayTemplate ObjName=ActiveOverlayTemplate Archetype=UITexture'Engine.Default__UIComp_ListPresenter:ActiveOverlayTemplate' ObjectArchetype=UITexture'Engine.Default__UIComp_ListPresenter:ActiveOverlayTemplate' End Object ListItemOverlay(1)=UITexture'UTGame.Default__UIComp_UTUIMenuListPresenter:ActiveOverlayTemplate' Begin Object Class=UITexture Name=SelectionOverlayTemplate ObjName=SelectionOverlayTemplate Archetype=UITexture'Engine.Default__UIComp_ListPresenter:SelectionOverlayTemplate' ObjectArchetype=UITexture'Engine.Default__UIComp_ListPresenter:SelectionOverlayTemplate' End Object ListItemOverlay(2)=UITexture'UTGame.Default__UIComp_UTUIMenuListPresenter:SelectionOverlayTemplate' Begin Object Class=UITexture Name=HoverOverlayTemplate ObjName=HoverOverlayTemplate Archetype=UITexture'Engine.Default__UIComp_ListPresenter:HoverOverlayTemplate' ObjectArchetype=UITexture'Engine.Default__UIComp_ListPresenter:HoverOverlayTemplate' End Object ListItemOverlay(3)=UITexture'UTGame.Default__UIComp_UTUIMenuListPresenter:HoverOverlayTemplate' bDisplayColumnHeaders=False Name="Default__UIComp_UTUIMenuListPresenter" ObjectArchetype=UIComp_ListPresenter'Engine.Default__UIComp_ListPresenter' } |
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