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Engine.UIState

Extends
UIRoot
Modifiers
native ( inherit ) abstract implements ( UIEventContainer ) editinlinenew

Modifies the behavior, appearance, available events, or actions for a single widget. Every widget has at last two UIStates - enabled and disabled, but can have as many as necessary. Other common widget states might be focused, active, pressed, dragging (i.e. drag-n-drop), or selected. Examples of things a UIState may do include replacing the widget's image or changing the appearance of the widget in some other fashion, such as brightening, adding a bevel, etc. Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.UIRoot
   |   
   +-- Engine.UIState

Direct Known Subclasses:

UIState_Active, UIState_Disabled, UIState_Enabled, UIState_Focused, UIState_Pressed, UIState_TargetedTab

Constants Summary
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
Inherited Contants from Core.Object
DegToRad, INDEX_NONE, MaxInt, Pi, RadToDeg

Variables Summary
array<InputKeyAction>DisabledInputActions
bytePlayerIndexMask
byteStackPriority
array<InputKeyAction>StateInputActions
UIStateSequenceStateSequence
UIState
nameMouseCursorName
Inherited Variables from Engine.UIRoot
CurrentMenuState, ModifierStack
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

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
Inherited Enumerations from Core.Object
EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

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
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
eventbool ActivateState (UIScreenObject Target, int PlayerIndex ))
functionbool AddSequenceObject (SequenceObject NewObj, optional bool bRecurse)
eventbool DeactivateState (UIScreenObject Target, int PlayerIndex ))
function GetUIEvents (out array<UIEvent> out_Events, optional class<UIEvent> LimitClass)
functionbool IsActiveForPlayer (int PlayerIndex ) con)
eventbool IsStateAllowed (UIScreenObject Target, UIState NewState, int PlayerIndex ))
eventbool IsWidgetClassSupported (class WidgetClass ))
event OnActivate (UIScreenObject Target, int PlayerIndex, bool bPushedState)
event OnDeactivate (UIScreenObject Target, int PlayerIndex, bool bPoppedState)
function RemoveSequenceObject (SequenceObject ObjectToRemove)
function RemoveSequenceObjects (const out array<SequenceObject> ObjectsToRemove)
Inherited Functions from Engine.UIRoot
<, =, ConvertWidgetIDToString, GetCurrentUIController, GetCursorPosition, GetCursorSize, GetDataStoreFieldValue, GetDataStoreStringValue, GetFaceOrientation, GetPrimitiveTransform, GetSceneClient, IsConsole, SetDataStoreFieldValue, SetDataStoreStringValue, SetMouseCaptureOverride
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

DisabledInputActions Source code

var array<InputKeyAction> DisabledInputActions;
Contains the input keys that the designer wants to remove from this state's supported input keys. Only those input actions which are generated from a default input action [declared in a widget class's default properties] need to be in this array. Required to prevent the code that instances default input key actions that were added by the programmer after the designer placed this widget from re-instancing input keys that the designer has removed from this state's list of supported input keys.

PlayerIndexMask Source code

var transient byte PlayerIndexMask;
A bitmask representing the indexes [into the Engine.GamePlayers array] that this state has been activated for. The value is generated by left bitshifting by the index of the player. A value of 1 << 1 indicates that this state was activated by the player at index 1. So value of 3 means that this state is active for the players at indexes 0 and 1.

StackPriority Source code

var transient const byte StackPriority;
Controls where the state will be inserted into the owning widget's StateStack array. States with a higher value will always be inserted after states with a lower value.

StateInputActions Source code

var array<InputKeyAction> StateInputActions;
The list of input keys (and their associated actions) to activate when this state becomes active. When the state becomes active, any input actions in this list will be added to the widget's input processing event. If the widget does not have a input processing event, one is automatically created. When this state is deactivated, the input actions in this list are removed from the widget's event processor.

StateSequence Source code

var instanced noimport UIStateSequence StateSequence;
Contains the events, actions, and variables that are only available while this state is active. Marked noimport because UUISceneFactoryText uses accessor functions to create the creates sequences for pasted objects, so we don't want to overwrite the value of the pasted widget's StateSequence with the value from the paste text.

UIState

MouseCursorName Source code

var(UIState) name MouseCursorName;
Allows UIStates to specify a particular mouse cursor that should be used while this state is active. Can be overridden by the widget that owns this UIState, and must correspond to a cursor resource name from the active skin's MouseCursorMap.


Functions Detail

ActivateState Source code

event bool ActivateState ( UIScreenObject Target, int PlayerIndex ) )
Activate this state for the specified target.
@param Target the widget that is activating this state.
@param PlayerIndex the index [into the Engine.GamePlayers array] for the player that generated this call
@return TRUE to allow this state to be activated for the specified Target.

AddSequenceObject Source code

native final function bool AddSequenceObject ( SequenceObject NewObj, optional bool bRecurse )
Adds a new SequenceObject to this containers's list of ops
@param NewObj the sequence object to add.
@param bRecurse if TRUE, recursively add any sequence objects attached to this one
@return TRUE if the object was successfully added to the sequence.

DeactivateState Source code

event bool DeactivateState ( UIScreenObject Target, int PlayerIndex ) )
Deactivate this state for the specified target.
@param Target the widget that is deactivating this state.
@param PlayerIndex the index [into the Engine.GamePlayers array] for the player that generated this call
@return TRUE to allow this state to be deactivated for the specified Target.

GetUIEvents Source code

native final function GetUIEvents ( out array<UIEvent> out_Events, optional class<UIEvent> LimitClass )
Retrieves the UIEvents contained by this container.
@param out_Events will be filled with the UIEvent instances stored in by this container
@param LimitClass if specified, only events of the specified class (or child class) will be added to the array

IsActiveForPlayer Source code

native final const function bool IsActiveForPlayer ( int PlayerIndex ) con )
Determines whether this state has been activated for the specified player index
@param PlayerIndex the index [into the Engine.GamePlayers array] of the player to check for
@return TRUE if this state has been activated for the specified player.

IsStateAllowed Source code

event bool IsStateAllowed ( UIScreenObject Target, UIState NewState, int PlayerIndex ) )
Allows states currently in a widget's StateStack to prevent the widget from entering a new state. This function is only called for states currently in the widget's StateStack.
@param Target the widget that wants to enter the new state
@param NewState the new state that widget wants to enter
@param PlayerIndex the index [into the Engine.GamePlayers array] for the player that generated this call
@return TRUE if the widget should be allowed to enter the state specified.
@fixme splitscreen

IsWidgetClassSupported Source code

event bool IsWidgetClassSupported ( class<UIScreenObject> WidgetClass ) )
Determines whether this state can be used by the widget class specified. Only used in the UI editor to remove unsupported states from the various controls and menus.

OnActivate Source code

event OnActivate ( UIScreenObject Target, int PlayerIndex, bool bPushedState )
Notification that Target has made this state its active state.
@param Target the widget that activated this state.
@param PlayerIndex the index [into the Engine.GamePlayers array] for the player that generated this call
@param bPushedState TRUE when this state has just been added to the owning widget's StateStack; FALSE if this state is being activated for additional players in split-screen

OnDeactivate Source code

event OnDeactivate ( UIScreenObject Target, int PlayerIndex, bool bPoppedState )
Notification that Target has just deactivated this state.
@param Target the widget that deactivated this state.
@param PlayerIndex the index [into the Engine.GamePlayers array] for the player that generated this call
@param bPoppedState TRUE when this state has been removed from the owning widget's StateStack; FALSE if this state is still active for at least one player (i.e. in split-screen)

RemoveSequenceObject Source code

native final function RemoveSequenceObject ( SequenceObject ObjectToRemove )
Removes the specified SequenceObject from this container's list of ops.
@param ObjectToRemove the sequence object to remove

RemoveSequenceObjects Source code

native final function RemoveSequenceObjects ( const out array<SequenceObject> ObjectsToRemove )
Removes the specified SequenceObjects from this container's list of ops.
@param ObjectsToRemove the objects to remove from this sequence


Defaultproperties

defaultproperties
{
   MouseCursorName="Arrow"
   Name="Default__UIState"
   ObjectArchetype=UIRoot'Engine.Default__UIRoot'
}

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Creation time: sk 18-3-2018 10:00:48.010 - Created with UnCodeX