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UTGame.UTUI_HudWidget

Extends
UTUI_Widget
Modifiers
abstract native ( UI )

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. These widgets are just for use in the hud.

Core.Object
|   
+-- Engine.UIRoot
   |   
   +-- Engine.UIScreenObject
      |   
      +-- Engine.UIObject
         |   
         +-- UTGame.UTUI_Widget
            |   
            +-- UTGame.UTUI_HudWidget

Constants Summary
Inherited Contants from Engine.UIObject
CONTEXTMENU_BINDING_INDEX, FIRST_DEFAULT_DATABINDING_INDEX, TOOLTIP_BINDING_INDEX

Variables Summary
boolbManualVisibility
floatOpacityTarget
floatOpacityTimer
UTUIScene_HudUTHudSceneOwner
Animation
array<WidgetAnimation>Animations
Visibility
boolbVisibleAfterMatch
boolbVisibleBeforeMatch
boolbVisibleDuringMatch
boolbVisibleWhileSpectating
Inherited Variables from UTGame.UTUI_Widget
bRequiresTick, UTSceneOwner
Inherited Variables from Engine.UIObject
AnimationParent, AnimationPosition, AnimStack, bDebugShowBounds, bEnableActiveCursorUpdates, bSupportsPrimaryStyle, ContextMenuData, DebugBoundsColor, DockTargets, NavigationTargets, Owner, OwnerScene, PrimaryStyle, PrivateFlags, RenderBoundsVertices[EUIWidgetFace.UIFACE_MAX], RenderBounds[EUIWidgetFace.UIFACE_MAX], RenderOffset, Rotation, StyleSubscribers, TabIndex, ToolTip, WidgetID, WidgetTag

Enumerations Summary
EAnimPropType
EAPT_None, EAPT_PositionLeft, EAPT_PositionTop,

Structures Summary
WidgetAnimation
Tag, Property, bNotifyWhenFinished, Sequences, bIsPlaying, SeqIndex, Time, Value
WidgetAnimSequence
Tag, Rate, StartValue, EndValue

Functions Summary
functionbool bIsAnimating ()))
function CancelAnimations ()))
event FadeTo (float NewOpacity, float NewFadeTime, optional bool bTimeFromExtent))
functionUTHud GetHudOwner ()))
functionbool PlayAnimation (name AnimTag, name SeqTag, optional bool bForceBeginning)
eventbool PlayerOwnerIsSpectating ()))
event SetOpacity (float NewOpacity))
function StopAnimation (name AnimTag, optional bool bForceEnd)
event WidgetTick (FLOAT DeltaTime))
Inherited Functions from UTGame.UTUI_Widget
FindDataStore, GetPlayerControllerId, NotifyGameSessionEnded
Inherited Functions from Engine.UIObject
AddStyleSubscriber, AnimSetBottom, AnimSetColor, AnimSetLeft, AnimSetOpacity, AnimSetPosition, AnimSetRelPosition, AnimSetRight, AnimSetRotation, AnimSetScale, AnimSetTop, AnimSetVisibility, CanAcceptFocus, ClearDefaultDataBinding, ClearUIAnimation, FindStyleSubscriberIndex, FindStyleSubscriberIndexById, GenerateSceneDataStoreMarkup, GenerateTransformMatrix, GetAnchorPosition, GetDefaultDataBinding, GetDefaultDataStores, GetOwner, GetParent, GetPositionExtent, GetPositionExtents, GetRotationMatrix, GetScene, GetToolTipValue, HasTransform, IsContainedBy, IsDockedTo, IsPrivateBehaviorSet, LogRenderBounds, NeedsActiveCursorUpdates, NotifyValueChanged, OnSetDatastoreBinding, PlayUIAnimation, RemoveStyleSubscriber, ResolveDefaultDataBinding, ResolveStyles, RotateWidget, SetActiveCursorUpdate, SetAnchorPosition, SetDefaultDataBinding, SetDockPadding, SetDockParameters, SetDockTarget, SetForcedNavigationTarget, SetNavigationTarget, SetPrivateBehavior, SetWidgetStyleByName, StopUIAnimation, TickAnim, UIAnimEnd, UpdateRotationMatrix


Variables Detail

bManualVisibility Source code

var bool bManualVisibility;
If true, this widget will manage it's own visibily

OpacityTarget Source code

var float OpacityTarget;
What is the Target opacity for this Widget

OpacityTimer Source code

var float OpacityTimer;
How long before we reach our target

UTHudSceneOwner Source code

var UTUIScene_Hud UTHudSceneOwner;
Cached link to the UTUIScene_Hud that owns this widget

Animation

Animations Source code

var(Animation) editinline array<WidgetAnimation> Animations;

Visibility

bVisibleAfterMatch Source code

var(Visibility) bool bVisibleAfterMatch;

bVisibleBeforeMatch Source code

var(Visibility) bool bVisibleBeforeMatch;
Visibiliy Flags - These determine if the widget should be visible at a given point in the game

bVisibleDuringMatch Source code

var(Visibility) bool bVisibleDuringMatch;

bVisibleWhileSpectating Source code

var(Visibility) bool bVisibleWhileSpectating;


Enumerations Detail

EAnimPropType Source code

enum EAnimPropType
{
EAPT_None, EAPT_PositionLeft, EAPT_PositionTop,
};
This is a quickly hacked in animation system for Gamers Day! It will


Structures Detail

WidgetAnimation Source code

struct WidgetAnimation
{
var transient bool bIsPlaying;
var(UTUI_HudWidget) bool bNotifyWhenFinished;
var(UTUI_HudWidget) EAnimPropType Property;
var transient int SeqIndex;
var(UTUI_HudWidget) editinline Array<WidgetAnimSequence> Sequences;
var(UTUI_HudWidget) name Tag;
var transient float Time;
var transient float Value;
};


WidgetAnimSequence Source code

struct WidgetAnimSequence
{
var(UTUI_HudWidget) float EndValue;
var(UTUI_HudWidget) float Rate;
var(UTUI_HudWidget) float StartValue;
var(UTUI_HudWidget) name Tag;
};



Functions Detail

bIsAnimating Source code

function bool bIsAnimating ( ) )

CancelAnimations Source code

function CancelAnimations ( ) )

FadeTo Source code

event FadeTo ( float NewOpacity, float NewFadeTime, optional bool bTimeFromExtent) )
Calling FadeTo will cause the widget to fade to a new opacity value. @NewOpacity The desired opacity value @NewFadeTime How fast should we reach the value @bTimeFromExtent If true, FadeTo will consider NewFadeTime to be "if fading from min or max it would take x seconds" and then calculate the adjusted time given the current opacity value.

GetHudOwner Source code

function UTHud GetHudOwner ( ) )
@Returns a reference to the hud that owns the scene that owns this widget

PlayAnimation Source code

native function bool PlayAnimation ( name AnimTag, name SeqTag, optional bool bForceBeginning )

PlayerOwnerIsSpectating Source code

event bool PlayerOwnerIsSpectating ( ) )

SetOpacity Source code

event SetOpacity ( float NewOpacity) )

StopAnimation Source code

native function StopAnimation ( name AnimTag, optional bool bForceEnd )

WidgetTick Source code

event WidgetTick ( FLOAT DeltaTime) )
Fade the widget if needed


Defaultproperties

defaultproperties
{
   OpacityTarget=1.000000
   bVisibleBeforeMatch=True
   bVisibleDuringMatch=True
   bVisibleAfterMatch=True
   bVisibleWhileSpectating=True
   Begin Object Class=UIComp_Event Name=WidgetEventComponent ObjName=WidgetEventComponent Archetype=UIComp_Event'UTGame.Default__UTUI_Widget:WidgetEventComponent'
      ObjectArchetype=UIComp_Event'UTGame.Default__UTUI_Widget:WidgetEventComponent'
   End Object
   EventProvider=WidgetEventComponent
   Name="Default__UTUI_HudWidget"
   ObjectArchetype=UTUI_Widget'UTGame.Default__UTUI_Widget'
}

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Creation time: sk 18-3-2018 10:00:59.974 - Created with UnCodeX