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Engine.UIInteraction

Extends
Interaction
Modifiers
within GameViewportClient native ( UserInterface ) config ( UI ) transient inherits ( FExec , FGlobalDataStoreClientManager )

Controls the UI system. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

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

Direct Known Subclasses:

UTGameInteraction

Constants Summary
DEFAULT_UISKIN="DefaultUISkin.DefaultSkin"
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
MapAxisEmulationDefinitions
UIAxisEmulationDataAxisInputEmulation[MAX_SUPPORTED_GAMEPADS]
floatAxisRepeatDelay
boolbCaptureUnprocessedInput
boolbDisableToolTips
boolbFocusedStateRules
boolbFocusOnActive
boolbIsUIPrimitiveSceneInitialized
boolbProcessInput
pointerCanvasScene
DataStoreClientDataStoreManager
intDoubleClickPixelTolerance
floatDoubleClickTriggerSeconds
floatMouseButtonRepeatDelay
UIKeyRepeatDataMouseButtonRepeatInfo
GameUISceneClientSceneClient
class<GameUISceneClient>SceneClientClass
array<name>SupportedDoubleClickKeys
floatToolTipExpirationSeconds
floatToolTipInitialDelaySeconds
floatUIAxisMultiplier
UIInputConfigurationUIInputConfig
floatUIJoystickDeadZone
stringUISkinName
array<name>UISoundCueNames
MapWidgetInputAliasLookupTable
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
UIAxisEmulationData
bEnabled
UIKeyRepeatData
CurrentRepeatKey, NextRepeatTime
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
eventbool CanPlayOnline (int ControllerId ))
functionbool CloseScene (UIScene Scene ))
functionUIScene CreateScene (class<UIScene> SceneClass, optional name SceneTag, optional UIScene SceneTemplate)
functionUIObject CreateTransientWidget (class<UIObject> WidgetClass, Name WidgetTag, optional UIObject Owner)
functionUIScene FindSceneByTag (name SceneTag, optional LocalPlayer SceneOwner ))
functionDataStoreClient GetDataStoreClient ()
eventELoginStatus GetLoginStatus (int ControllerId ))
eventENATType GetNATType ()))
functionint GetPlayerControllerId (int PlayerIndex)
functionint GetPlayerCount () con)
functionint GetPlayerIndex (int ControllerId)
functionUIScene GetTransientScene ()))
eventbool HasLinkConnection ()))
eventbool IsLoggedIn (int ControllerId, optional bool bRequireOnlineLogin ))
functionbool IsMenuLevel (optional string MapName)
functionbool MergeScene (UIScene SourceScene, optional UIScene SceneTarget)
function NotifyGameSessionEnded ()))
function NotifyPlayerAdded (int PlayerIndex, LocalPlayer AddedPlayer ))
function NotifyPlayerRemoved (int PlayerIndex, LocalPlayer RemovedPlayer ))
functionbool OpenScene (UIScene Scene, optional LocalPlayer SceneOwner, optional out UIScene OpenedScene ))
functionbool PlayUISound (name SoundCueName, optional int PlayerIndex=0)
function SetMousePosition (int NewMouseX, int NewMouseY ))
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


Constants Detail

DEFAULT_UISKIN Source code

const DEFAULT_UISKIN = "DefaultUISkin.DefaultSkin";
the default UISkin - used whenever the skin specified by UISkinName couldn't be loaded


Variables Detail

AxisEmulationDefinitions Source code

var const native transient Map AxisEmulationDefinitions;
Runtime mapping of the axis button-press emulation configurations. Built in UIInteraction::InitializeAxisInputEmulations() based on the values retrieved from UIInputConfiguration.

AxisInputEmulation[MAX_SUPPORTED_GAMEPADS] Source code

var transient UIAxisEmulationData AxisInputEmulation[MAX_SUPPORTED_GAMEPADS];
Tracks the axis key-press emulation data for all players in the game.

AxisRepeatDelay Source code

var const config float AxisRepeatDelay;
The amount of time (in seconds) to wait between generating simulated button presses from axis input.

bCaptureUnprocessedInput Source code

var const config bool bCaptureUnprocessedInput;
Controls whether the UI system should prevent the game from recieving input whenever it's active. For games with interactive menus that remain on-screen during gameplay, you'll want to change this value to FALSE.

bDisableToolTips Source code

var const config bool bDisableToolTips;
Globally enables/ disables widget tooltips.

bFocusedStateRules Source code

var const config bool bFocusedStateRules;
if this is TRUE, then focused widgets will not appear to become "active" when moused over - their appearance will remain "focused"

bFocusOnActive Source code

var const config bool bFocusOnActive;
Controls whether widgets automatically receive focus when they become active. Set TRUE to enable this behavior.

bIsUIPrimitiveSceneInitialized Source code

var const transient bool bIsUIPrimitiveSceneInitialized;
TRUE if the scene for rendering 3d prims on this UI has been initialized

bProcessInput Source code

var const transient bool bProcessInput;
Indicates whether there are any active scenes capable of processing input. Set in UpdateInputProcessingStatus, based on whether there are any active scenes which are capable of processing input.

CanvasScene Source code

var const native transient pointer CanvasScene;
canvas scene for rendering 3d primtives/lights. Created during Init

DataStoreManager Source code

var const transient DataStoreClient DataStoreManager;
Manages all persistent global data stores. Created when UIInteraction is initialized using the value of GEngine.DataStoreClientClass.

DoubleClickPixelTolerance Source code

var const config int DoubleClickPixelTolerance;
The maximum number of pixels to allow between the current mouse position and the last click's mouse position for a double-click event to be triggered

DoubleClickTriggerSeconds Source code

var const config float DoubleClickTriggerSeconds;
The maximum amount of time (in seconds) that can pass between a key press and key release in order to trigger a double-click event

MouseButtonRepeatDelay Source code

var const config float MouseButtonRepeatDelay;
The amount of time (in seconds) to wait between generating repeat events for mouse buttons (which are not handled by windows).

MouseButtonRepeatInfo Source code

var const transient UIKeyRepeatData MouseButtonRepeatInfo;
Tracks the mouse button that is currently being held down for simulating repeat input events.

SceneClient Source code

var const transient GameUISceneClient SceneClient;
Acts as the interface between the UIInteraction and the active scenes.

SceneClientClass Source code

var class<GameUISceneClient> SceneClientClass;
the class to use for the scene client

SupportedDoubleClickKeys Source code

var transient array<name> SupportedDoubleClickKeys;
list of keys that can trigger double-click events

ToolTipExpirationSeconds Source code

var const config float ToolTipExpirationSeconds;
determines the number of seconds to display a tooltip before it will automatically be hidden

ToolTipInitialDelaySeconds Source code

var const config float ToolTipInitialDelaySeconds;
determines how many seconds must pass after a tooltip has been activated before it is made visible

UIAxisMultiplier Source code

var const config float UIAxisMultiplier;
Mouse & joystick axis input will be multiplied by this amount in the UI system. Higher values make the cursor move faster.

UIInputConfig Source code

var const transient public UIInputConfiguration UIInputConfig;
Singleton object which stores ui key mapping configuration data.

UIJoystickDeadZone Source code

var const config float UIJoystickDeadZone;
The amount of movement required before the UI will process a joystick's axis input.

UISkinName Source code

var config string UISkinName;
The path name for the UISkin that should be used

UISoundCueNames Source code

var config array<name> UISoundCueNames;
The names of all UISoundCues that can be used in the game.

WidgetInputAliasLookupTable Source code

var const native transient Map WidgetInputAliasLookupTable;
Runtime generated lookup table that maps a widget class to its list of input key aliases


Structures Detail

UIAxisEmulationData Source code

struct native UIAxisEmulationData extends UIKeyRepeatData
{
var bool bEnabled;
};
Contains parameters for emulating button presses using axis input.
bEnabled:
Determines whether to emulate button presses.

UIKeyRepeatData Source code

struct native UIKeyRepeatData
{
var name CurrentRepeatKey;
var double NextRepeatTime;
};
Tracks information relevant to simulating IE_Repeat input events.
CurrentRepeatKey:
The name of the axis input key that is currently being held. Used to determine which type of input event to simulate (i.e. IE_Pressed, IE_Released, IE_Repeat)
NextRepeatTime:
The time (in seconds since the process started) when the next simulated input event will be generated.


Functions Detail

CanPlayOnline Source code

static final event bool CanPlayOnline ( int ControllerId ) )

@return Returns whether or not the specified player can play online.

CloseScene Source code

final final function bool CloseScene ( UIScene Scene ) )
Removes the specified scene from the ActiveScenes array.
@param Scene the scene to deactivate
@return true if the scene was successfully removed from the ActiveScenes array

CreateScene Source code

native final coerce function UIScene CreateScene ( class<UIScene> SceneClass, optional name SceneTag, optional UIScene SceneTemplate )
Creates an instance of the scene class specified. Used to create scenes from unrealscript. Does not initialize the scene - you must call OpenScene, passing in the result of this function as the scene to be opened.
@param SceneClass the scene class to open
@param SceneTag if specified, the scene will be given this tag when created
@param SceneTemplate if specified, will be used as the template for the newly created scene if it is a subclass of SceneClass
@return a UIScene instance of the class specified

CreateTransientWidget Source code

native final coerce function UIObject CreateTransientWidget ( class<UIObject> WidgetClass, Name WidgetTag, optional UIObject Owner )
Create a temporary widget for presenting data from unrealscript
@param WidgetClass the widget class to create
@param WidgetTag the tag to assign to the widget.
@param Owner the UIObject that should contain the widget
@return a pointer to a fully initialized widget of the class specified, contained within the transient scene

FindSceneByTag Source code

final final function UIScene FindSceneByTag ( name SceneTag, optional LocalPlayer SceneOwner ) )
Searches through the ActiveScenes array for a UIScene with the tag specified
@param SceneTag the name of the scene to locate
@param SceneOwner the player that should be associated with the new scene. Will be assigned to the scene's PlayerOwner property.
@return pointer to the UIScene that has a SceneName matching SceneTag, or NULL if no scenes in the ActiveScenes stack have that name

GetDataStoreClient Source code

static native noexport final function DataStoreClient GetDataStoreClient ( )
Returns a reference to the global data store client, if it exists.
@return the global data store client for the game.

GetLoginStatus Source code

static final event ELoginStatus GetLoginStatus ( int ControllerId ) )

@return Returns the current login status for the specified controller id.

GetNATType Source code

static final event ENATType GetNATType ( ) )
Wrapper for getting the NAT type

GetPlayerControllerId Source code

static native noexport final function int GetPlayerControllerId ( int PlayerIndex )
Retrieves the ControllerId for the player specified.
@param PlayerIndex the index [into the Engine.GamePlayers array] for the player to retrieve the ControllerId for
@return the ControllerId for the player at the specified index in the GamePlayers array, or INDEX_NONE if the index is invalid

GetPlayerCount Source code

static native noexport final const function int GetPlayerCount ( ) con )
Returns the number of players currently active.

GetPlayerIndex Source code

static native noexport final function int GetPlayerIndex ( int ControllerId )
Retrieves the index (into the Engine.GamePlayers array) for the player which has the ControllerId specified
@param ControllerId the gamepad index of the player to search for
@return the index [into the Engine.GamePlayers array] for the player that has the ControllerId specified, or INDEX_NONE if no players have that ControllerId

GetTransientScene Source code

final function UIScene GetTransientScene ( ) )
Get a reference to the transient scene, which is used to contain transient widgets that are created by unrealscript
@return pointer to the UIScene that owns transient widgets

HasLinkConnection Source code

static final event bool HasLinkConnection ( ) )

@return Returns the current status of the platform's network connection.

IsLoggedIn Source code

static final event bool IsLoggedIn ( int ControllerId, optional bool bRequireOnlineLogin ) )

@return Returns whether or not the specified player is logged in at all.

IsMenuLevel Source code

static native noexport final function bool IsMenuLevel ( optional string MapName )
Determines whether a map is the default local map.
@param MapName if specified, checks whether MapName is the default local map; otherwise, checks the currently loaded map.
@return TRUE if the map is the default local (or front-end) map.

MergeScene Source code

function bool MergeScene ( UIScene SourceScene, optional UIScene SceneTarget )
Merge 2 existing scenes together in to one
@param SourceScene The Scene to merge
@param SceneTarget This optional param is the scene to merge in to. If it's none, the currently active scene will be used. RON: Fix me and remove the child version in UTGameInteraction

NotifyGameSessionEnded Source code

function NotifyGameSessionEnded ( ) )
Called when the current map is being unloaded. Cleans up any references which would prevent garbage collection.

NotifyPlayerAdded Source code

function NotifyPlayerAdded ( int PlayerIndex, LocalPlayer AddedPlayer ) )
Called when a new player has been added to the list of active players (i.e. split-screen join)
@param PlayerIndex the index [into the GamePlayers array] where the player was inserted
@param AddedPlayer the player that was added

NotifyPlayerRemoved Source code

function NotifyPlayerRemoved ( int PlayerIndex, LocalPlayer RemovedPlayer ) )
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

OpenScene Source code

final function bool OpenScene ( UIScene Scene, optional LocalPlayer SceneOwner, optional out UIScene OpenedScene ) )
Adds the specified scene to the list of active scenes, loading the scene and performing initialization as necessary.
@param Scene the scene to open; if the scene specified is contained in a content package, a copy of the scene will be created and the copy will be opened instead.
@param SceneOwner the player that should be associated with the new scene. Will be assigned to the scene's PlayerOwner property.
@param OpenedScene the scene that was actually opened. If Scene is located in a content package, OpenedScene will be the copy of the scene that was created. Otherwise, OpenedScene will be the same as the scene passed in.
@return TRUE if the scene was successfully opened

PlayUISound Source code

native final function bool PlayUISound ( name SoundCueName, optional int PlayerIndex=0 )
Plays the sound cue associated with the specified name
@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.

SetMousePosition Source code

final function SetMousePosition ( int NewMouseX, int NewMouseY ) )
Set the mouse position to the coordinates specified
@param NewX the X position to move the mouse cursor to (in pixels)
@param NewY the Y position to move the mouse cursor to (in pixels)


Defaultproperties

defaultproperties
{
   SceneClientClass=Class'Engine.GameUISceneClient'
   UISkinName="UI_InGameHud.UTHUDSkin"
   UISoundCueNames(0)="GenericError"
   UISoundCueNames(1)="MouseEnter"
   UISoundCueNames(2)="MouseExit"
   UISoundCueNames(3)="Clicked"
   UISoundCueNames(4)="Focused"
   UISoundCueNames(5)="SceneOpened"
   UISoundCueNames(6)="SceneClosed"
   UISoundCueNames(7)="ListSubmit"
   UISoundCueNames(8)="ListUp"
   UISoundCueNames(9)="ListDown"
   UISoundCueNames(10)="SliderIncrement"
   UISoundCueNames(11)="SliderDecrement"
   UISoundCueNames(12)="NavigateUp"
   UISoundCueNames(13)="NavigateDown"
   UISoundCueNames(14)="NavigateLeft"
   UISoundCueNames(15)="NavigateRight"
   UISoundCueNames(16)="CheckboxChecked"
   UISoundCueNames(17)="CheckboxUnchecked"
   UISoundCueNames(18)="StartGame"
   UISoundCueNames(19)="RefreshServers"
   bCaptureUnprocessedInput=True
   UIJoystickDeadZone=0.900000
   UIAxisMultiplier=1.000000
   AxisRepeatDelay=0.200000
   MouseButtonRepeatDelay=0.150000
   DoubleClickTriggerSeconds=0.500000
   DoubleClickPixelTolerance=1
   ToolTipInitialDelaySeconds=0.250000
   ToolTipExpirationSeconds=5.000000
   bFocusedStateRules=True
   Name="Default__UIInteraction"
   ObjectArchetype=Interaction'Engine.Default__Interaction'
}

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Creation time: sk 18-3-2018 10:00:47.320 - Created with UnCodeX