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UTDom.UIDomConfigScene

UI scene used to configure Domination. Writen by Brian 'Snake' Alexander. Copyright(c) 2009-2010 All Rights Reserved.

UTDom.UIDomConfigScene

Variables Summary
boolbUnlimitedTranslocator
boolbUseHoverboard
boolbUseTranslocator
class<UTDomGame>DomGameClass
UTSimpleListInventory
UTUISliderNumOfTeams
intOldListIndex
UICheckboxShowTeamPicker
UICheckboxVehiclesCanCapturePoints

Functions Summary
functionbool HandleInputKey (const out InputEventParameters EventParms ))
function OnAccept ()))
function OnBack ()))
functionbool OnButtonBar_Accept (UIScreenObject InButton, int PlayerIndex))
functionbool OnButtonBar_Back (UIScreenObject InButton, int PlayerIndex))
event PostInitialize ()))
function SaveInventory (UTSimpleList SourceList, int SelectedIndex, int PlayerIndex))
function SetTitle ()))
function SetupButtonBar ()))


Variables Detail

bUnlimitedTranslocator Source code

var bool bUnlimitedTranslocator;
temp stores the current values before the scene is closed, and only upon clicking the

bUseHoverboard Source code

var bool bUseHoverboard;
temp stores the current values before the scene is closed, and only upon clicking the

bUseTranslocator Source code

var bool bUseTranslocator;
temp stores the current values before the scene is closed, and only upon clicking the

DomGameClass Source code

var class<UTDomGame> DomGameClass;
reference to the game class we are going to configure

Inventory Source code

var transient UTSimpleList Inventory;

NumOfTeams Source code

var transient UTUISlider NumOfTeams;

OldListIndex Source code

var int OldListIndex;
marker to determin if the selectedItem of the list has changed

ShowTeamPicker Source code

var transient UICheckbox ShowTeamPicker;

VehiclesCanCapturePoints Source code

var transient UICheckbox VehiclesCanCapturePoints;


Functions Detail

HandleInputKey Source code

function bool HandleInputKey ( const out InputEventParameters EventParms ) )
Provides a hook for unrealscript to respond to input using actual input key names (i.e. Left, Tab, etc.) Called when an input key event is received which this widget responds to and is in the correct state to process. The keys and states widgets receive input for is managed through the UI editor's key binding dialog (F8). This delegate is called BEFORE kismet is given a chance to process the input.
@param EventParms information about the input event.
@return TRUE to indicate that this input key was processed; no further processing will occur on this input key event.

OnAccept Source code

function OnAccept ( ) )
Saves changes

OnBack Source code

function OnBack ( ) )
do Not save changes, just close the scene

OnButtonBar_Accept Source code

function bool OnButtonBar_Accept ( UIScreenObject InButton, int PlayerIndex) )

OnButtonBar_Back Source code

function bool OnButtonBar_Back ( UIScreenObject InButton, int PlayerIndex) )

PostInitialize Source code

event PostInitialize ( ) )

SaveInventory Source code

function SaveInventory ( UTSimpleList SourceList, int SelectedIndex, int PlayerIndex) )
Converts the selected UTSimpleList item to something that can be used

SetTitle Source code

function SetTitle ( ) )
Sets the title for this scene.

SetupButtonBar Source code

function SetupButtonBar ( ) )
Sets up the scene's button bar.


Defaultproperties

defaultproperties
{
   DomGameClass=class'Domination'
   DescriptionMap.Add((WidgetTag="chkVehiclesCanCapturePoints",DataStoreMarkup="<Strings:UTDom.UIConfig.VehiclesCanCaptureDesc>"));
   DescriptionMap.Add((WidgetTag="sliNumTeams",DataStoreMarkup="<Strings:UTDom.UIConfig.NumTeamsDesc>"));
   DescriptionMap.Add((WidgetTag="slstPlayerInv",DataStoreMarkup="<Strings:UTDom.UIConfig.InventoryDesc>"));
   DescriptionMap.Add((WidgetTag="chkShowTeamPicker",DataStoreMarkup="<Strings:UTDom.UIConfig.TeamPickerDesc>"));
}

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Creation time: Fri 23/12/2011 20:31:25.887 - Created with UnCodeX