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Abstract base class for UI events. A UIEvent is some event that a widget can respond to. It could be an input event such as a button press, or a system event such as receiving data from a remote system. UIEvents are generally not bound to a particular type of widget; programmers choose which events are available to widgets, and artists decide which events to implement. Features: Able to execute multiple actions when the event is called. Able to operate on multiple widgets simultaneously. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object
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+-- Engine.SequenceObject
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+-- Engine.SequenceOp
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+-- Engine.SequenceEvent
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+-- Engine.UIEvent
UIEvent_Initialized, UIEvent_MetaObject, UIEvent_OnClick, UIEvent_OnDoubleClick, UIEvent_ProcessInput, UIEvent_Scene, UIEvent_State, UIEvent_SubmitData, UIEvent_TabControl, UIEvent_ValueChanged, UTUIEvent
| Variables Summary | |
|---|---|
| bool | bPropagateEvent |
| bool | bShouldRegisterEvent |
| string | Description |
| Object | EventActivator |
| UIScreenObject | EventOwner |
| Inherited Variables from Engine.SequenceEvent |
|---|
| ActivationTime, bClientSideOnly, bEnabled, bPlayerOnly, bRegistered, Instigator, MaxTriggerCount, MaxWidth, Originator, Priority, QueuedActivations, ReTriggerDelay, TriggerCount |
| Inherited Variables from Engine.SequenceOp |
|---|
| ActivateCount, bActive, bAutoActivateOutputLinks, bLatentExecution, EventLinks, InputLinks, OutputLinks, PlayerIndex, SearchTag, VariableLinks |
| Structures Summary |
|---|
| Inherited Structures from Engine.SequenceEvent |
|---|
| QueuedActivationInfo |
| Inherited Structures from Engine.SequenceOp |
|---|
| SeqEventLink, SeqOpInputLink, SeqOpOutputInputLink, SeqOpOutputLink, SeqVarLink |
| Delegates Summary | ||
|---|---|---|
![]() | bool | AllowEventActivation (int ControllerIndex, UIScreenObject InEventOwner, Object InEventActivator, bool bActivateImmediately, out const array<int> IndicesToActivate) |
| Functions Summary | ||
|---|---|---|
![]() | bool | ActivateUIEvent (int ControllerIndex, UIScreenObject InEventOwner, optional Object InEventActivator, optional bool bActivateImmediately, optional out const array<int> IndicesToActivate) |
![]() | bool | CanBeActivated (int ControllerIndex, UIScreenObject InEventOwner, optional Object InEventActivator, optional bool bActivateImmediately, optional out const array<int> IndicesToActivate) |
![]() | bool | ConditionalActivateUIEvent (int ControllerIndex, UIScreenObject InEventOwner, optional Object InEventActivator, optional bool bActivateImmediately, optional out const array<int> IndicesToActivate) |
![]() | UIScreenObject | GetOwner () con) |
![]() | UIScene | GetOwnerScene () con) |
![]() | bool | IsValidLevelSequenceObject ())) |
![]() | bool | IsValidUISequenceObject (optional UIScreenObject TargetObject )) |
![]() | bool | ShouldAlwaysInstance ())) |
| Inherited Functions from Engine.SequenceEvent |
|---|
| CheckActivate, RegisterEvent, Reset, Toggled |
| Inherited Functions from Engine.SequenceOp |
|---|
| Activated, Deactivated, GetBoolVars, GetController, GetLinkedObjects, GetObjectVars, GetPawn, HasLinkedOps, LinkedVariables, PopulateLinkedVariableValues, PublishLinkedVariableValues, Reset |
| Variables Detail |
|---|
Indicates whether this activation of this event type should be propagated up the parent chain.
Indicates whether this event should be added to widget sequences. Used for special-case handling of certain types of events.
a short description of what this event does - displayed as a tooltip in the editor when the user hovers over this event in the editor
the object that initiated this event; specific to each event
the widget that contains this event
| Delegates Detail |
|---|
AllowEventActivation Source codeAllows script-only child classes or other objects to include additional logic for determining whether this event is eligible for activation.
@param ControllerIndex the index of the player that activated this event
@param InEventOwner the widget that owns this UIEvent
@param InEventActivator an optional object that can be used for various purposes in UIEvents; typically the widget that triggered the event activation.
@param bActivateImmediately TRUE if the caller wishes to perform immediate activation.
@param IndicesToActivate indexes of the elements [into the Output array] that are going to be activated. If empty, all output links will be activated
@return TRUE if this event can be activated
| Functions Detail |
|---|
ActivateUIEvent Source codeActivates this UIEvent, adding it the list of active sequence operations in the owning widget's EventProvider
@param ControllerIndex the index of the player that activated this event
@param InEventOwner the widget that contains this UIEvent
@param InEventActivator an optional object that can be used for various purposes in UIEvents
@param bActivateImmediately if TRUE, the event will be activated immediately, rather than deferring activation until the next tick
@param IndicesToActivate Indexes into this UIEvent's Output array to activate. If not specified, all output links will be activated
@return TRUE if this event was successfully activated
@note: noexport so that the native function header can take a TArraypointer as the last parameter
CanBeActivated Source codeDetermines whether this UIAction can be activated.
@param ControllerIndex the index of the player that activated this event
@param InEventOwner the widget that contains this UIEvent
@param InEventActivator an optional object that can be used for various purposes in UIEvents
@param bActivateImmediately specify true to indicate that we'd like to know whether this event can be activated immediately
@param IndicesToActivate Indexes into this UIEvent's Output array to activate. If not specified, all output links will be activated
@return TRUE if this event can be activated
@note: noexport so that the native function header can take a TArraypointer as the last parameter
ConditionalActivateUIEvent Source codeActivates this event if CanBeActivated returns TRUE.
@param ControllerIndex the index of the player that activated this event
@param InEventOwner the widget that contains this UIEvent
@param InEventActivator an optional object that can be used for various purposes in UIEvents
@param bActivateImmediately if TRUE, the event will be activated immediately, rather than deferring activation until the next tick
@param IndicesToActivate Indexes into this UIEvent's Output array to activate. If not specified, all output links will be activated
@return TRUE if this event was successfully activated
@note: noexport so that the native function header can take a TArraypointer as the last parameter
GetOwner Source codeReturns the widget that contains this UIEvent.
GetOwnerScene Source codeReturns the scene that contains this UIEvent.
IsValidLevelSequenceObject Source codeDetermines whether this class should be displayed in the list of available ops in the level kismet editor.
@return TRUE if this sequence object should be available for use in the level kismet editor
IsValidUISequenceObject Source codeDetermines whether this class should be displayed in the list of available ops in the UI's kismet editor.
@param TargetObject the widget that this SequenceObject would be attached to.
@return TRUE if this sequence object should be available for use in the UI kismet editor
ShouldAlwaysInstance Source codeAllows events to override the default behavior of not instancing event templates during the game (
@see UIComp_Event::InstanceEventTemplates); by default, events templates declared in widget defaultproperties are only instanced if the template definition contains linked ops. If your event class performs some other actions which affect the game when it's activated, you can use this function to force the UI to instance this event for widgets created at runtime in the game.
@return return TRUE to force the UI to always instance event templates of this event type, even if there are no linked ops.
| Defaultproperties |
|---|
defaultproperties
{
bShouldRegisterEvent=True
bPropagateEvent=True
MaxTriggerCount=0
bClientSideOnly=True
VariableLinks(0)=(LinkDesc="Activator")
VariableLinks(1)=(ExpectedType=Class'Engine.SeqVar_Int',LinkDesc="Player Index",bWriteable=True,bHidden=True,MinVars=1,MaxVars=255)
VariableLinks(2)=(ExpectedType=Class'Engine.SeqVar_Int',LinkDesc="Gamepad Id",bWriteable=True,bHidden=True,MinVars=1,MaxVars=255)
ObjClassVersion=2
ObjCategory="UI"
Name="Default__UIEvent"
ObjectArchetype=SequenceEvent'Engine.Default__SequenceEvent'
}
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