Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Engine.Console

Extends
Interaction
Modifiers
within GameViewportClient transient config ( Input ) native ( UserInterface )

Core.Object
|   
+-- Engine.UIRoot
   |   
   +-- Engine.Interaction
      |   
      +-- Engine.Console

Direct Known Subclasses:

UTConsole

Constants Summary
MaxHistory=16
Inherited Contants from Engine.UIRoot
ASPECTRATIO_Monitor, ASPECTRATIO_Normal, ASPECTRATIO_Widescreen, DEFAULT_SIZE_X, DEFAULT_SIZE_Y, MAX_SUPPORTED_GAMEPADS, PRIVATE_EditorNoDelete, PRIVATE_EditorNoRename, PRIVATE_EditorNoReparent, PRIVATE_KeepFocusedState, PRIVATE_ManagedStyle, PRIVATE_NotDockable, PRIVATE_NotEditorSelectable, PRIVATE_NotFocusable, PRIVATE_NotRotatable, PRIVATE_PropagateState, PRIVATE_Protected, PRIVATE_TreeHidden, PRIVATE_TreeHiddenRecursive, SCENE_DATASTORE_TAG, TEMP_SPLITSCREEN_INDEX

Variables Summary
boolbCaptureKeyInput
boolbCtrl
boolbEnableUI
UILabelConsoleBufferText
nameConsoleKey
LocalPlayerConsoleTargetPlayer
Texture2DDefaultTexture_Black
Texture2DDefaultTexture_White
intHistoryBot
intHistoryCur
intHistoryTop
stringHistory[MaxHistory]
ConsoleEntryLargeConsoleInput
UISceneLargeConsoleScene
intMaxScrollbackSize
ConsoleEntryMiniConsoleInput
UISceneMiniConsoleScene
intSBHead
intSBPos
array<string>Scrollback
stringTypedStr
intTypedStrPos
nameTypeKey
Inherited Variables from Engine.UIRoot
CurrentMenuState, ModifierStack

Enumerations Summary
Inherited Enumerations from Engine.UIRoot
EColumnHeaderState, EMaterialAdjustmentType, ENavigationLinkType, EPositionEvalType, ERotationAnchor, EScreenInputMode, ESplitscreenRenderMode, ETextAutoScaleMode, ETextClipMode, EUIAlignment, EUIAspectRatioConstraint, EUIAutoSizeConstraintType, EUIDataProviderFieldType, EUIDefaultPenColor, EUIDockPaddingEvalType, EUIExtentEvalType, EUIListElementState, EUIOrientation, EUIWidgetFace

Structures Summary
Inherited Structures from Engine.UIRoot
AutoSizeData, AutoSizePadding, DefaultEventSpecification, InputEventSubscription, InputKeyAction, PlayerInteractionData, RenderParameters, ScreenPositionRange, StateInputKeyAction, StyleReferenceId, STYLE_ID, TextAutoScaleValue, TextureCoordinates, UIAnchorPosition, UICombinedStyleData, UIDataStoreBinding, UIDockingNode, UIDockingSet, UIFocusPropagationData, UIImageAdjustmentData, UIImageStyleOverride, UIInputAliasClassMap, UIInputAliasMap, UIInputAliasStateMap, UIMouseBounds, UINavigationData, UIProviderFieldValue, UIProviderScriptFieldValue, UIRangeData, UIRenderingSubregion, UIRotation, UIScreenValue, UIScreenValue_AutoSizeRegion, UIScreenValue_Bounds, UIScreenValue_DockPadding, UIScreenValue_Extent, UIScreenValue_Position, UIStringCaretParameters, UIStringNodeModifier, UIStyleOverride, UIStyleReference, UIStyleSubscriberReference, UITextAttributes, UITextStyleOverride, WIDGET_ID

Functions Summary
function AppendInputText (string Text))
event BeginState (Name PreviousStateName))
Open
event BeginState (Name PreviousStateName))
Typing
function ClearOutput ()))
function ConsoleCommand (string Command))
event EndState (Name NextStateName ))
Open
event EndState (Name NextStateName ))
Typing
function FlushPlayerInput ()))
function Initialized ()))
functionbool InputChar (int ControllerId, string Unicode ))
functionbool InputChar (int ControllerId, string Unicode ))
Open
functionbool InputChar (int ControllerId, string Unicode ))
Typing
functionbool InputKey (int ControllerId, name Key, EInputEvent Event, float AmountDepressed = 1.f, bool bGamepad = FALSE ))
functionbool InputKey (int ControllerId, name Key, EInputEvent Event, float AmountDepressed = 1.f, bool bGamepad = FALSE ))
Open
functionbool InputKey (int ControllerId, name Key, EInputEvent Event, float AmountDepressed = 1.f, bool bGamepad = FALSE ))
Typing
functionbool IsUIConsoleOpen ()))
functionbool IsUIMiniConsoleOpen ()))
event OutputText (coerce string Text))
function OutputTextLine (coerce string Text))
function PostRender_Console (Canvas Canvas)
event PostRender_Console (Canvas Canvas))
Open
event PostRender_Console (Canvas Canvas))
Typing
functionbool ProcessControlKey (name Key, EInputEvent Event))
function PurgeCommandFromHistory (string Command))
function SetCursorPos (int Position ))
function SetInputText (string Text ))
function StartTyping (coerce string Text))
Inherited Functions from Engine.Interaction
Init, Initialized, NotifyGameSessionEnded, NotifyPlayerAdded, NotifyPlayerRemoved, PostRender, Tick
Inherited Functions from Engine.UIRoot
<, =, ConvertWidgetIDToString, GetCurrentUIController, GetCursorPosition, GetCursorSize, GetDataStoreFieldValue, GetDataStoreStringValue, GetFaceOrientation, GetPrimitiveTransform, GetSceneClient, IsConsole, SetDataStoreFieldValue, SetDataStoreStringValue, SetMouseCaptureOverride

States Summary
Open Source code
state Open
/** * This state is used when the console is open. */
BeginState, EndState, InputChar, InputKey, PostRender_Console
Typing Source code
state Typing
/** * This state is used when the typing bar is open. */
BeginState, EndState, InputChar, InputKey, PostRender_Console


Constants Detail

MaxHistory Source code

const MaxHistory = 16;


Variables Detail

bCaptureKeyInput Source code

var transient bool bCaptureKeyInput;
Indicates that InputChar events should be captured to prevent them from being passed on to other interactions. Reset when the another keydown event is received.

bCtrl Source code

var bool bCtrl;
True while a control key is pressed.

bEnableUI Source code

var config bool bEnableUI;

ConsoleBufferText Source code

var UILabel ConsoleBufferText;

ConsoleKey Source code

var globalconfig name ConsoleKey;
The key which opens the console.

ConsoleTargetPlayer Source code

var LocalPlayer ConsoleTargetPlayer;
The player which the next console command should be executed in the context of. If NULL, execute in the viewport.

DefaultTexture_Black Source code

var Texture2D DefaultTexture_Black;

DefaultTexture_White Source code

var Texture2D DefaultTexture_White;

HistoryBot Source code

var config int HistoryBot;
index into the History array for the earliest command that was entered

HistoryCur Source code

var config int HistoryCur;
the index of the current position in the History array

HistoryTop Source code

var config int HistoryTop;
index into the History array for the latest command that was entered

History[MaxHistory] Source code

var config string History[MaxHistory];
tracks previously entered console commands

LargeConsoleInput Source code

var ConsoleEntry LargeConsoleInput;

LargeConsoleScene Source code

var UIScene LargeConsoleScene;

MaxScrollbackSize Source code

var globalconfig int MaxScrollbackSize;
Visible Console stuff

MiniConsoleInput Source code

var ConsoleEntry MiniConsoleInput;

MiniConsoleScene Source code

var UIScene MiniConsoleScene;

SBHead Source code

var int SBHead;
Where in the scrollback buffer are we

SBPos Source code

var int SBPos;
Where in the scrollback buffer are we

Scrollback Source code

var array<string> Scrollback;
Holds the scrollback buffer

TypedStr Source code

var string TypedStr;
The command the user is currently typing.

TypedStrPos Source code

var int TypedStrPos;

TypeKey Source code

var globalconfig name TypeKey;
The key which opens the typing bar.


Functions Detail

AppendInputText Source code

function AppendInputText ( string Text) )
appends the specified text to the string of typed text

BeginState Open Source code

event BeginState ( Name PreviousStateName) )

BeginState Typing Source code

event BeginState ( Name PreviousStateName) )

ClearOutput Source code

function ClearOutput ( ) )
Clears the console output buffer.

ConsoleCommand Source code

function ConsoleCommand ( string Command) )
Executes a console command.
@param Command - The command to execute.

EndState Open Source code

event EndState ( Name NextStateName ) )

EndState Typing Source code

event EndState ( Name NextStateName ) )

FlushPlayerInput Source code

function FlushPlayerInput ( ) )
Clears out all pressed keys from the player's input object.

Initialized Source code

function Initialized ( ) )
Called when the Console is added to the GameViewportClient's Interactions array.

InputChar Source code

function bool InputChar ( int ControllerId, string Unicode ) )
Process a character input event (typing) routed through unrealscript from another object. This method is assigned as the value for the OnRecievedNativeInputKey delegate so that native input events are routed to this unrealscript function.
@param ControllerId the controller that generated this character input event
@param Unicode the character that was typed
@return True to consume the character, false to pass it on.

InputChar Open Source code

function bool InputChar ( int ControllerId, string Unicode ) )

InputChar Typing Source code

function bool InputChar ( int ControllerId, string Unicode ) )
Process a character input event (typing) routed through unrealscript from another object. This method is assigned as the value for the OnRecievedNativeInputKey delegate so that native input events are routed to this unrealscript function.
@param ControllerId the controller that generated this character input event
@param Unicode the character that was typed
@return True to consume the character, false to pass it on.

InputKey Source code

function bool InputKey ( int ControllerId, name Key, EInputEvent Event, float AmountDepressed = 1.f, bool bGamepad = FALSE ) )
Process an input key event routed through unrealscript from another object. This method is assigned as the value for the OnRecievedNativeInputKey delegate so that native input events are routed to this unrealscript function.
@param ControllerId the controller that generated this input key event
@param Key the name of the key which an event occured for (KEY_Up, KEY_Down, etc.)
@param EventType the type of event which occured (pressed, released, etc.)
@param AmountDepressed for analog keys, the depression percent.
@return true to consume the key event, false to pass it on.

InputKey Open Source code

function bool InputKey ( int ControllerId, name Key, EInputEvent Event, float AmountDepressed = 1.f, bool bGamepad = FALSE ) )
Process an input key event routed through unrealscript from another object. This method is assigned as the value for the OnRecievedNativeInputKey delegate so that native input events are routed to this unrealscript function.
@param ControllerId the controller that generated this input key event
@param Key the name of the key which an event occured for (KEY_Up, KEY_Down, etc.)
@param EventType the type of event which occured (pressed, released, etc.)
@param AmountDepressed for analog keys, the depression percent.
@return true to consume the key event, false to pass it on.

InputKey Typing Source code

function bool InputKey ( int ControllerId, name Key, EInputEvent Event, float AmountDepressed = 1.f, bool bGamepad = FALSE ) )
Process an input key event routed through unrealscript from another object. This method is assigned as the value for the OnRecievedNativeInputKey delegate so that native input events are routed to this unrealscript function.
@param ControllerId the controller that generated this input key event
@param Key the name of the key which an event occured for (KEY_Up, KEY_Down, etc.)
@param EventType the type of event which occured (pressed, released, etc.)
@param AmountDepressed for analog keys, the depression percent.
@return true to consume the key event, false to pass it on.

IsUIConsoleOpen Source code

function bool IsUIConsoleOpen ( ) )

IsUIMiniConsoleOpen Source code

function bool IsUIMiniConsoleOpen ( ) )

OutputText Source code

event OutputText ( coerce string Text) )
Prints a (potentially multi-line) string of text to the console. The text is split into separate lines and passed to OutputTextLine.
@param Text - Text to display on the console.

OutputTextLine Source code

function OutputTextLine ( coerce string Text) )
Prints a single line of text to the console.
@param Text - A line of text to display on the console.

PostRender_Console Source code

function PostRender_Console ( Canvas Canvas )

PostRender_Console Open Source code

event PostRender_Console ( Canvas Canvas) )

PostRender_Console Typing Source code

event PostRender_Console ( Canvas Canvas) )

ProcessControlKey Source code

function bool ProcessControlKey ( name Key, EInputEvent Event) )
looks for Control key presses and the copy/paste combination that apply to both the console bar and the full open console

PurgeCommandFromHistory Source code

function PurgeCommandFromHistory ( string Command) )
Searches console command history and removes any entries matching the specified command.
@param Command - The command to search for and purge from the history.

SetCursorPos Source code

function SetCursorPos ( int Position ) )

SetInputText Source code

function SetInputText ( string Text ) )

StartTyping Source code

function StartTyping ( coerce string Text) )
Opens the typing bar with text already entered.
@param Text - The text to enter in the typing bar.


Defaultproperties

defaultproperties
{
   DefaultTexture_Black=Texture2D'EngineResources.Black'
   DefaultTexture_White=Texture2D'EngineResources.White'
   ConsoleKey="F10"
   TypeKey="Tab"
   MaxScrollbackSize=1024
   HistoryBot=-1
   __OnReceivedNativeInputKey__Delegate=Default__Console.InputKey
   __OnReceivedNativeInputChar__Delegate=Default__Console.InputChar
   Name="Default__Console"
   ObjectArchetype=Interaction'Engine.Default__Interaction'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: sk 18-3-2018 10:00:35.556 - Created with UnCodeX