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Engine.HUD

Extends
Actor
Modifiers
native config ( Game ) transient

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.HUD

Direct Known Subclasses:

DebugCameraHUD, GameHUD, ScoreBoard

Constants Summary
Inherited Contants from Engine.Actor
ACTORMAXSTEPHEIGHT, MINFLOORZ, RBSTATE_ANGVELSCALE, RBSTATE_LINVELSCALE, RB_NeedsUpdate, RB_None, RB_Sleeping, REP_RBLOCATION_ERROR_TOLERANCE_SQ, TRACEFLAG_Blocking, TRACEFLAG_Bullet, TRACEFLAG_PhysicsVolumes, TRACEFLAG_SkipMovers
Inherited Contants from Core.Object
DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg

Variables Summary
boolbMessageBeep
boolbShowDebugInfo
boolbShowHUD
boolbShowScores
CanvasCanvas
floatCenterX
floatCenterY
ColorConsoleColor
intConsoleFontSize
intConsoleMessageCount
array<ConsoleMessage>ConsoleMessages
array<name>DebugDisplay
colorGreenColor
floatHudCanvasScale
HUDHudOwner
floatLastHUDRenderTime
boolLostFocusPaused
intMaxHUDAreaMessageCount
intMessageFontOffset
ColorMOTDColor
PlayerControllerPlayerOwner
floatProgressFadeTime
floatRatioX
floatRatioY
colorRedColor
floatRenderDelta
ScoreBoardScoreboard
floatSizeX
floatSizeY
PlayerReplicationInfoViewedInfo
colorWhiteColor
HUD
boolbShowBadConnectionAlert
floatConsoleMessagePosX
floatConsoleMessagePosY
HudLocalizedMessageLocalMessages[8]
Inherited Variables from Engine.Actor
Acceleration, AllComponents, Attached, bAlwaysEncroachCheck, bAlwaysRelevant, bAlwaysTick, Base, BaseBoneName, BaseSkelComponent, bBlockActors, bBlocksNavigation, bBlocksTeleport, bBounce, bCanBeAdheredTo, bCanBeDamaged, bCanBeFrictionedTo, bCanTeleport, bClientDemoRecording, bCollideActors, bCollideComplex, bCollideWhenPlacing, bCollideWorld, bComponentOutsideWorld, bConsiderAllStaticMeshComponentsForStreaming, bDebug, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyedByInterpActor, bDestroyInPainVolume, bEdShouldSnap, bExchangedRoles, bForceNetUpdate, bGameRelevant, bHardAttach, bHasAlternateTargetLocation, bHidden, bHiddenEd, bHiddenEdCustom, bHiddenEdGroup, bHurtEntry, bIgnoreBaseRotation, bIgnoreEncroachers, bIgnoreRigidBodyPawns, bIsMoving, bJustTeleported, bKillDuringLevelTransition, bLockLocation, BlockRigidBody, bMovable, bNetDirty, bNetInitial, bNetInitialRotation, bNetOwner, bNetTemporary, bNeverReplicateRotation, bNoDelete, bNoEncroachCheck, bOnlyDirtyReplication, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bPathColliding, bPathTemp, bPendingDelete, bPendingNetUpdate, bPhysRigidBodyOutOfWorldCheck, bPostRenderIfNotVisible, bProjTarget, bPushedByEncroachers, bRepClientDemo, bReplicateInstigator, bReplicateMovement, bReplicateRigidBodyLocation, bRouteBeginPlayEvenIfStatic, bScriptInitialized, bShadowParented, bShouldBaseAtStartup, bSkipActorPropertyReplication, bStasis, bStatic, bTearOff, bTempEditor, bTicked, bUpdateSimulatedPosition, bWorldGeometry, Children, CollisionComponent, CollisionType, Components, CreationTime, CustomTimeDilation, DesiredRotation, DetachFence, DrawScale, DrawScale3D, GeneratedEvents, Group, InitialState, Instigator, LastNetUpdateTime, LastRenderTime, LatentActions, LatentFloat, LatentSeqNode, LifeSpan, Location, MessageClass, MinDistForNetRBCorrection, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OverlapTag, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, RelativeLocation, RelativeRotation, RemoteRole, Role, Rotation, RotationRate, SupportedEvents, Tag, TickGroup, Timers, Touching, Velocity, WorldInfo
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
Inherited Enumerations from Engine.Actor
ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType
Inherited Enumerations from Core.Object
EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
ConsoleMessage
Text, TextColor, MessageLife, PRI
HudLocalizedMessage
Message, StringMessage, Switch, EndOfLife, Lifetime, PosY, DrawColor, FontSize, StringFont, DX, DY, Drawn, Count, OptionalObject
Inherited Structures from Engine.Actor
AnimSlotDesc, AnimSlotInfo, AsyncLineCheckResult, CollisionImpactData, ImpactInfo, NavReference, ReplicatedHitImpulse, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo
Inherited Structures from Core.Object
Box, BoxSphereBounds, Color, Cylinder, double, DynamicMap_Mirror, Guid, IndirectArray_Mirror, InterpCurveFloat, InterpCurvePointFloat, InterpCurvePointQuat, InterpCurvePointTwoVectors, InterpCurvePointVector, InterpCurvePointVector2D, InterpCurveQuat, InterpCurveTwoVectors, InterpCurveVector, InterpCurveVector2D, IntPoint, LinearColor, Map_Mirror, Matrix, MultiMap_Mirror, Plane, pointer, Quat, qword, RawDistribution, RenderCommandFence, Rotator, TextureMipBulkData_Mirror, ThreadSafeCounter, TPOV, TwoVectors, UntypedBulkData_Mirror, Vector, Vector2D, Vector4

Functions Summary
function AddConsoleMessage (string M, class<LocalMessage> InMessageClass, PlayerReplicationInfo PRI, optional float LifeTime))
function AddLocalizedMessage (int Index, class InMessageClass, string CriticalString, int Switch, float Position, float LifeTime, int FontSize, color DrawColor, optional int MessageCount, optional object OptionalObject ))
function ClearMessage (out HudLocalizedMessage M ))
event Destroyed ()))
function DisplayBadConnectionAlert ()
function DisplayConsoleMessages ()))
function DisplayLocalMessages ()))
function DisplayProgressMessage ()))
function Draw2DLine (int X1, int Y1, int X2, int Y2, color LineColor)
function Draw3DLine (vector Start, vector End, color LineColor)
function DrawDemoHUD ()
function DrawEngineHUD ()))
function DrawHUD ()))
function DrawMessage (int i, float PosY, out float DX, out float DY ))
function DrawMessageText (HudLocalizedMessage LocalMessage, float ScreenX, float ScreenY))
function DrawRoute (Pawn Target))
function FXPlay (class<Pawn> aClass, string FXAnimPath))
function FXStop (class<Pawn> aClass))
functionFont GetFontSizeIndex (int FontSize))
functionColor GetRYGColorRamp (float Pct ))
function GetScreenCoords (float PosY, out float ScreenX, out float ScreenY, out HudLocalizedMessage InMessage ))
function LocalizedMessage (class InMessageClass, PlayerReplicationInfo RelatedPRI_1, string CriticalString, int Switch, float Position, float LifeTime, int FontSize, color DrawColor, optional object OptionalObject ))
function Message (PlayerReplicationInfo PRI, coerce string Msg, name MsgType, optional float LifeTime ))
event OnLostFocusPause (bool Enable))
function PlayerOwnerDied ()))
event PostBeginPlay ()))
event PostRender ()))
function PreCalcValues ()))
function SetShowScores (bool bNewValue))
functionbool ShouldDisplayDebug (name DebugType))
function ShowDebug (optional name DebugType))
function ShowHUD ()))
function ShowScores ()))
function SpawnScoreBoard (class<Scoreboard> ScoringType))
function ToggleHUD ()))
Inherited Functions from Engine.Actor
ActivateEventClass, AllActors, AllOwnedComponents, Attach, AttachComponent, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginAnimControl, BroadcastLocalizedMessage, BroadcastLocalizedTeamMessage, Bump, CalcCamera, CanSplash, ChartData, CheckForErrors, CheckHitInfo, CheckMaxEffectDistance, ChildActors, ClampRotation, ClearLatentAction, ClearTimer, Clock, CollidingActors, CollisionChanged, ComponentList, ConsoleCommand, ConstraintBrokenNotify, ContainsPoint, CreateAudioComponent, DebugFreezeGame, Destroy, Destroyed, Detach, DetachComponent, DisplayDebug, DoKismetAttachment, DrawDebugBox, DrawDebugCone, DrawDebugCoordinateSystem, DrawDebugCylinder, DrawDebugLine, DrawDebugSphere, DynamicActors, EffectIsRelevant, EncroachedBy, EncroachingOn, EndViewTarget, Falling, FastTrace, FellOutOfWorld, FindActorsOfClass, FindBase, FindEventsOfClass, FindGoodEndView, FindSpot, FinishAnim, FinishAnimControl, FlushPersistentDebugLines, ForceNetRelevant, ForceUpdateComponents, GainedChild, GetActorEyesViewPoint, GetActorFaceFXAsset, GetBaseMost, GetBoundingCylinder, GetComponentsBoundingBox, GetDebugName, GetDestination, GetFaceFXAudioComponent, GetGravityZ, GetHumanReadableName, GetItemName, GetLocalString, GetLocationStringFor, GetPackageGuid, GetPhysicsName, GetTargetLocation, GetTeamNum, GetTerminalVelocity, GetTimerCount, GetTimerRate, GetURLMap, GetUTFlag, HealDamage, HitWall, HurtRadius, InterpolationChanged, InterpolationFinished, InterpolationStarted, IsActorPlayingFaceFXAnim, IsBasedOn, IsInPain, IsInVolume, IsOverlapping, IsOwnedBy, IsPlayerOwned, IsStationary, IsTimerActive, KilledBy, Landed, LocalPlayerControllers, LostChild, MakeNoise, MatchStarting, ModifyHearSoundComponent, Move, MoveSmooth, MovingWhichWay, NativePostRenderFor, NotifyLocalPlayerTeamReceived, NotifySkelControlBeyondLimit, OnAnimEnd, OnAnimPlay, OnAttachToActor, OnCauseDamage, OnChangeCollision, OnDestroy, OnHealDamage, OnMakeNoise, OnRanOver, OnSetBlockRigidBody, OnSetPhysics, OnTeleport, OnToggleHidden, OutsideWorldBounds, OverlappingActors, OverRotated, PawnBaseDied, PhysicsVolumeChange, PickedUpBy, PlayActorFaceFXAnim, PlayerCanSeeMe, PlaySound, PlayTeleportEffect, PointCheckComponent, PostBeginPlay, PostInitAnimTree, PostRenderFor, PostTeleport, PostTouch, PreBeginPlay, PreTeleport, RanInto, ReplaceText, ReplicatedEvent, Reset, RigidBodyCollision, RootMotionExtracted, RootMotionModeChanged, ScriptGetTeamNum, SetAnimPosition, SetAnimWeights, SetBase, SetCollision, SetCollisionSize, SetDrawScale, SetDrawScale3D, SetForcedInitialReplicatedProperty, SetGRI, SetHardAttach, SetHidden, SetHUDLocation, SetInitialState, SetLocation, SetMorphWeight, SetNetUpdateTime, SetOnlyOwnerSee, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetSkelControlScale, SetTickGroup, SetTimer, SetZone, ShutDown, Sleep, Spawn, SpawnedByKismet, SpecialHandling, StopActorFaceFXAnim, StopsProjectile, SuggestTossVelocity, TakeDamage, TakeRadiusDamage, Tick, Timer, TimeSince, TornOff, Touch, TouchingActors, Trace, TraceActors, TraceComponent, TriggerEventClass, UnClock, UnTouch, UsedBy, VisibleActors, VisibleCollidingActors
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, Asc, Asin, Atan, BeginState, ByteToFloat, Caps, Chr, Clamp, ClampLength, ClampRotAxis, ClassIsChildOf, ClearConfig, ClockwiseFrom, ColorToLinearColor, ContinuedState, Cos, Cross, Disable, Dot, DumpStateStack, DynamicLoadObject, Enable, EndState, Exp, FClamp, FCubicInterp, FindDeltaAngle, FindObject, FInterpEaseIn, FInterpEaseInOut, FInterpEaseOut, FInterpTo, FloatToByte, FMax, FMin, FPctByRange, FRand, GetAngularDegreesFromRadians, GetAngularDistance, GetAngularFromDotDist, GetAxes, GetDotDistance, GetEnum, GetFuncName, GetHeadingAngle, GetNetFuncName, GetPackageName, GetPerObjectConfigSections, GetRangePctByValue, GetRangeValueByPct, GetSpecialValue, GetStateName, GetUnAxes, GotoState, InStr, IsA, IsChildState, IsInState, IsNetScript, IsPendingKill, IsUTracing, IsZero, JoinArray, Left, Len, Lerp, Localize, Locs, Loge, LogInternal, MakeColor, MakeLinearColor, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NormalizeRotAxis, OrthoRotation, ParseStringIntoArray, PathName, PausedState, PointDistToLine, PointDistToPlane, PointInBox, PoppedState, PopState, ProjectOnTo, PushedState, PushState, QuatDot, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RandRange, RDiff, Repl, Right, RInterpTo, RLerp, RotRand, Round, RSize, RSmerp, SaveConfig, SClampRotAxis, ScriptTrace, SetSpecialValue, SetUTracing, Sin, Split, Sqrt, Square, StaticClearConfig, StaticSaveConfig, Tan, TimeStamp, ToHex, TransformVectorByRotation, UnwindHeading, vect2d, VInterpTo, VLerp, VRand, VSize, VSize2D, VSizeSq, VSizeSq2D, VSmerp, WarnInternal, ^, ^^, |, ||, ~, ~=


Variables Detail

bMessageBeep Source code

var globalconfig bool bMessageBeep;

bShowDebugInfo Source code

var bool bShowDebugInfo;

bShowHUD Source code

var config bool bShowHUD;

bShowScores Source code

var bool bShowScores;

Canvas Source code

var Canvas Canvas;
Canvas to Draw HUD on.

CenterX Source code

var transient float CenterX;
Center of Viewport

CenterY Source code

var transient float CenterY;
Center of Viewport

ConsoleColor Source code

var const Color ConsoleColor;

ConsoleFontSize Source code

var globalconfig int ConsoleFontSize;

ConsoleMessageCount Source code

var globalconfig int ConsoleMessageCount;

ConsoleMessages Source code

var array<ConsoleMessage> ConsoleMessages;

DebugDisplay Source code

var globalconfig array<name> DebugDisplay;

GreenColor Source code

var const color GreenColor;

HudCanvasScale Source code

var globalconfig float HudCanvasScale;

HudOwner Source code

var HUD HudOwner;

LastHUDRenderTime Source code

var transient float LastHUDRenderTime;
Used to create DeltaTime

LostFocusPaused Source code

var transient bool LostFocusPaused;
Tells whether the game was paused due to lost focus

MaxHUDAreaMessageCount Source code

var int MaxHUDAreaMessageCount;

MessageFontOffset Source code

var globalconfig int MessageFontOffset;

MOTDColor Source code

var Color MOTDColor;

PlayerOwner Source code

var PlayerController PlayerOwner;

ProgressFadeTime Source code

var float ProgressFadeTime;

RatioX Source code

var transient float RatioX;
Ratio of viewport compared to native resolution 1024x768

RatioY Source code

var transient float RatioY;
Ratio of viewport compared to native resolution 1024x768

RedColor Source code

var const color RedColor;

RenderDelta Source code

var transient float RenderDelta;
Time since last render

Scoreboard Source code

var ScoreBoard Scoreboard;

SizeX Source code

var transient float SizeX;
Size of ViewPort in pixels

SizeY Source code

var transient float SizeY;
Size of ViewPort in pixels

ViewedInfo Source code

var PlayerReplicationInfo ViewedInfo;

WhiteColor Source code

var const color WhiteColor;

HUD

bShowBadConnectionAlert Source code

var(HUD) bool bShowBadConnectionAlert;

ConsoleMessagePosX Source code

var(HUD) float ConsoleMessagePosX;

ConsoleMessagePosY Source code

var(HUD) float ConsoleMessagePosY;

LocalMessages[8] Source code

var(HUD) transient HudLocalizedMessage LocalMessages[8];


Structures Detail

ConsoleMessage Source code

struct ConsoleMessage
{
var float MessageLife;
var PlayerReplicationInfo PRI;
var string Text;
var color TextColor;
};


HudLocalizedMessage Source code

struct HudLocalizedMessage
{
var int Count;
var Color DrawColor;
var bool Drawn;
var float DX;
var float DY;
var float EndOfLife;
var int FontSize;
var float Lifetime;
var class<LocalMessage> Message;
var object OptionalObject;
var float PosY;
var Font StringFont;
var String StringMessage;
var int Switch;
};



Functions Detail

AddConsoleMessage Source code

function AddConsoleMessage ( string M, class<LocalMessage> InMessageClass, PlayerReplicationInfo PRI, optional float LifeTime) )
Add a new console message to display.

AddLocalizedMessage Source code

function AddLocalizedMessage ( int Index, class<LocalMessage> InMessageClass, string CriticalString, int Switch, float Position, float LifeTime, int FontSize, color DrawColor, optional int MessageCount, optional object OptionalObject ) )
Add the actual message to the array. Made easier to tweak in a subclass @Param Index The index in to the LocalMessages array to place it. @Param InMessageClass Class of the message @Param CriticialString String of the message @Param Switch The message switch @Param Position Where on the screen is the message @Param LifeTime How long does this message live @Param FontSize How big is the message @Param DrawColor The Color of the message

ClearMessage Source code

function ClearMessage ( out HudLocalizedMessage M ) )

Destroyed Source code

event Destroyed ( ) )

DisplayBadConnectionAlert Source code

function DisplayBadConnectionAlert ( )

DisplayConsoleMessages Source code

function DisplayConsoleMessages ( ) )
Display current messages

DisplayLocalMessages Source code

function DisplayLocalMessages ( ) )

DisplayProgressMessage Source code

function DisplayProgressMessage ( ) )
display progress messages in center of screen

Draw2DLine Source code

native final function Draw2DLine ( int X1, int Y1, int X2, int Y2, color LineColor )

Draw3DLine Source code

native final function Draw3DLine ( vector Start, vector End, color LineColor )

DrawDemoHUD Source code

function DrawDemoHUD ( )
Called instead of DrawHUD() if bShowHUD==false

DrawEngineHUD Source code

function DrawEngineHUD ( ) )
Special HUD for Engine demo

DrawHUD Source code

function DrawHUD ( ) )
The Main Draw loop for the hud. Gets called before any messaging. Should be subclassed

DrawMessage Source code

function DrawMessage ( int i, float PosY, out float DX, out float DY ) )

DrawMessageText Source code

function DrawMessageText ( HudLocalizedMessage LocalMessage, float ScreenX, float ScreenY) )

DrawRoute Source code

function DrawRoute ( Pawn Target) )

FXPlay Source code

exec function FXPlay ( class<Pawn> aClass, string FXAnimPath) )
Finds the nearest pawn of the given class (excluding the owner's pawn) and plays the specified FaceFX animation.

FXStop Source code

exec function FXStop ( class<Pawn> aClass) )
Finds the nearest pawn of the given class (excluding the owner's pawn) and stops any currently playing FaceFX animation.

GetFontSizeIndex Source code

static function Font GetFontSizeIndex ( int FontSize) )

GetRYGColorRamp Source code

static function Color GetRYGColorRamp ( float Pct ) )

GetScreenCoords Source code

function GetScreenCoords ( float PosY, out float ScreenX, out float ScreenY, out HudLocalizedMessage InMessage ) )

LocalizedMessage Source code

function LocalizedMessage ( class<LocalMessage> InMessageClass, PlayerReplicationInfo RelatedPRI_1, string CriticalString, int Switch, float Position, float LifeTime, int FontSize, color DrawColor, optional object OptionalObject ) )

Message Source code

function Message ( PlayerReplicationInfo PRI, coerce string Msg, name MsgType, optional float LifeTime ) )

OnLostFocusPause Source code

event OnLostFocusPause ( bool Enable) )
Pauses or unpauses the game due to main window's focus being lost.
@param Enable tells whether to enable or disable the pause state

PlayerOwnerDied Source code

function PlayerOwnerDied ( ) )
Called when the player owner has died.

PostBeginPlay Source code

event PostBeginPlay ( ) )

PostRender Source code

event PostRender ( ) )
PostRender is the main draw loop.

PreCalcValues Source code

function PreCalcValues ( ) )
Pre-Calculate most common values, to avoid doing 1200 times the same operations

SetShowScores Source code

exec function SetShowScores ( bool bNewValue) )
sets bShowScores to a specific value (not toggle)

ShouldDisplayDebug Source code

function bool ShouldDisplayDebug ( name DebugType) )

ShowDebug Source code

exec function ShowDebug ( optional name DebugType) )

ShowHUD Source code

exec function ShowHUD ( ) )

ShowScores Source code

exec function ShowScores ( ) )

SpawnScoreBoard Source code

function SpawnScoreBoard ( class<Scoreboard> ScoringType) )

ToggleHUD Source code

exec function ToggleHUD ( ) )


Defaultproperties

defaultproperties
{
   WhiteColor=(B=255,G=255,R=255,A=255)
   GreenColor=(B=0,G=255,R=0,A=255)
   RedColor=(B=0,G=0,R=255,A=255)
   ProgressFadeTime=1.000000
   MOTDColor=(B=255,G=255,R=255,A=255)
   bShowHUD=True
   bMessageBeep=True
   HudCanvasScale=0.950000
   ConsoleColor=(B=253,G=216,R=153,A=255)
   ConsoleMessageCount=4
   ConsoleFontSize=5
   MaxHUDAreaMessageCount=3
   ConsoleMessagePosY=0.800000
   DebugDisplay(0)="AI"
   TickGroup=TG_DuringAsyncWork
   bHidden=True
   CollisionType=COLLIDE_CustomDefault
   Name="Default__HUD"
   ObjectArchetype=Actor'Engine.Default__Actor'
}

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Creation time: sk 18-3-2018 10:00:37.804 - Created with UnCodeX