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UTGame.UTGameViewportClient

Extends
GameViewportClient
Modifiers
native config ( Game )

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.GameViewportClient
   |   
   +-- UTGame.UTGameViewportClient

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

Variables Summary
stringLevelActionMessages[6]
fontLoadingScreenGameTypeNameFont
fontLoadingScreenHintMessageFont
fontLoadingScreenMapNameFont
stringUTFrontEndString
stringUTMMissionSelectionString
Inherited Variables from Engine.GameViewportClient
bDisableWorldRendering, bDisplayingUIMouseCursor, bShowTitleSafeZone, bUIMouseCaptureOverride, ConnectingMessage, DebugProperties, Default2PSplitType, Default3PSplitType, GlobalInteractions, LoadingMessage, PausedMessage, PrecachingMessage, SavingMessage, ShowFlags, SplitscreenInfo, SplitscreenType, TitleSafeZone, UIController, UIControllerClass, Viewport, ViewportConsole, ViewportFrame
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
Inherited Enumerations from Engine.GameViewportClient
ESafeZoneType, ESplitScreenType
Inherited Enumerations from Core.Object
EAxis, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
Inherited Structures from Engine.GameViewportClient
DebugDisplayProperty, PerPlayerSplitscreenData, SplitscreenData, TitleSafeZoneArea
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 DrawTransition (Canvas Canvas))
functionstring LoadRandomLocalizedHintMessage (string GameType1Name, string GameType2Name)
event PostRender (Canvas Canvas))
function RenderHeader (Canvas Canvas))
function SetSplitscreenConfiguration (ESplitScreenType SplitType ))
Inherited Functions from Engine.GameViewportClient
AddLocalPlayer, CalculateDeadZone, CalculatePixelCenter, CalculateSafeZoneValues, ConsoleCommand, ConvertLocalPlayerToGamePlayerIndex, CreatePlayer, DebugCreatePlayer, DebugRemovePlayer, DrawTitleSafeArea, DrawTransition, DrawTransitionMessage, FindPlayerByControllerId, GameSessionEnded, GetPixelSizeOfScreen, GetSubtitleRegion, GetViewportSize, HasBottomSafeZone, HasLeftSafeZone, HasRightSafeZone, HasTopSafeZone, Init, InsertInteraction, IsFullScreenViewport, LayoutPlayers, NotifyPlayerAdded, NotifyPlayerRemoved, PostRender, RemoveLocalPlayer, RemovePlayer, SetConsoleTarget, SetSplit, SetSplitscreenConfiguration, ShowTitleSafeArea, SSSwapControllers, Tick
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

LevelActionMessages[6] Source code

var localized string LevelActionMessages[6];

LoadingScreenGameTypeNameFont Source code

var font LoadingScreenGameTypeNameFont;
Font used to display game type name on loading screen

LoadingScreenHintMessageFont Source code

var font LoadingScreenHintMessageFont;
Font used to display map hint message on loading screen

LoadingScreenMapNameFont Source code

var font LoadingScreenMapNameFont;
Font used to display map name on loading screen

UTFrontEndString Source code

var localized string UTFrontEndString;
This is the remap name for UTFrontEnd so we can display a more friendly name

UTMMissionSelectionString Source code

var localized string UTMMissionSelectionString;
This is the remap name for UTM-MissionSelection so we can display a more friendly name


Functions Detail

DrawTransition Source code

function DrawTransition ( Canvas Canvas) )

LoadRandomLocalizedHintMessage Source code

native final function string LoadRandomLocalizedHintMessage ( string GameType1Name, string GameType2Name )
Locates a random localized hint message string for the specified two game types. Usually the first game type should always be "UTDeathmatch", since you always want those strings included regardless of game type
@param GameType1Name Name of the first game type we're interested in
@param GameType2Name Name of the second game type we're interested in
@return Returns random hint string for the specified game types

PostRender Source code

event PostRender ( Canvas Canvas) )

RenderHeader Source code

function RenderHeader ( Canvas Canvas) )

SetSplitscreenConfiguration Source code

function SetSplitscreenConfiguration ( ESplitScreenType SplitType ) )
This version prevents splitting in the main menu.


Defaultproperties

defaultproperties
{
   LevelActionMessages(1)="Paused..."
   LevelActionMessages(2)="Loading..."
   LevelActionMessages(3)="Saving..."
   LevelActionMessages(4)="Connecting to..."
   LevelActionMessages(5)="Precaching..."
   UTFrontEndString="Main Menu"
   UTMMissionSelectionString="Mission Selection"
   LoadingScreenMapNameFont=MultiFont'UI_Fonts_Final.Menus.Fonts_AmbexHeavyOblique'
   LoadingScreenGameTypeNameFont=MultiFont'UI_Fonts_Final.Menus.Fonts_AmbexHeavyOblique'
   LoadingScreenHintMessageFont=MultiFont'UI_Fonts_Final.HUD.MF_Medium'
   UIControllerClass=Class'UTGame.UTGameInteraction'
   Name="Default__UTGameViewportClient"
   ObjectArchetype=GameViewportClient'Engine.Default__GameViewportClient'
}

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Creation time: sk 18-3-2018 10:00:52.332 - Created with UnCodeX