Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Engine.UIScene


00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
00089
00090
00091
00092
00093
00094
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105
00106
00107
00108
00109
00110
00111
00112
00113
00114
00115
00116
00117
00118
00119
00120
00121
00122
00123
00124
00125
00126
00127
00128
00129
00130
00131
00132
00133
00134
00135
00136
00137
00138
00139
00140
00141
00142
00143
00144
00145
00146
00147
00148
00149
00150
00151
00152
00153
00154
00155
00156
00157
00158
00159
00160
00161
00162
00163
00164
00165
00166
00167
00168
00169
00170
00171
00172
00173
00174
00175
00176
00177
00178
00179
00180
00181
00182
00183
00184
00185
00186
00187
00188
00189
00190
00191
00192
00193
00194
00195
00196
00197
00198
00199
00200
00201
00202
00203
00204
00205
00206
00207
00208
00209
00210
00211
00212
00213
00214
00215
00216
00217
00218
00219
00220
00221
00222
00223
00224
00225
00226
00227
00228
00229
00230
00231
00232
00233
00234
00235
00236
00237
00238
00239
00240
00241
00242
00243
00244
00245
00246
00247
00248
00249
00250
00251
00252
00253
00254
00255
00256
00257
00258
00259
00260
00261
00262
00263
00264
00265
00266
00267
00268
00269
00270
00271
00272
00273
00274
00275
00276
00277
00278
00279
00280
00281
00282
00283
00284
00285
00286
00287
00288
00289
00290
00291
00292
00293
00294
00295
00296
00297
00298
00299
00300
00301
00302
00303
00304
00305
00306
00307
00308
00309
00310
00311
00312
00313
00314
00315
00316
00317
00318
00319
00320
00321
00322
00323
00324
00325
00326
00327
00328
00329
00330
00331
00332
00333
00334
00335
00336
00337
00338
00339
00340
00341
00342
00343
00344
00345
00346
00347
00348
00349
00350
00351
00352
00353
00354
00355
00356
00357
00358
00359
00360
00361
00362
00363
00364
00365
00366
00367
00368
00369
00370
00371
00372
00373
00374
00375
00376
00377
00378
00379
00380
00381
00382
00383
00384
00385
00386
00387
00388
00389
00390
00391
00392
00393
00394
00395
00396
00397
00398
00399
00400
00401
00402
00403
00404
00405
00406
00407
00408
00409
00410
00411
00412
00413
00414
00415
00416
00417
00418
00419
00420
00421
00422
00423
00424
00425
00426
00427
00428
00429
00430
00431
00432
00433
00434
00435
00436
00437
00438
00439
00440
00441
00442
00443
00444
00445
00446
00447
00448
00449
00450
00451
00452
00453
00454
00455
00456
00457
00458
00459
00460
00461
00462
00463
00464
00465
00466
00467
00468
00469
00470
00471
00472
00473
00474
00475
00476
00477
00478
00479
00480
00481
00482
00483
00484
00485
00486
00487
00488
00489
00490
00491
00492
00493
00494
00495
00496
00497
00498
00499
00500
00501
00502
00503
00504
00505
00506
00507
00508
00509
00510
00511
00512
00513
00514
00515
00516
00517
00518
00519
00520
00521
00522
00523
00524
00525
00526
00527
00528
00529
00530
00531
00532
00533
00534
00535
00536
00537
00538
00539
00540
00541
00542
00543
00544
00545
00546
00547
00548
00549
00550
00551
00552
00553
00554
00555
00556
00557
00558
00559
00560
00561
00562
00563
00564
00565
00566
00567
00568
00569
00570
00571
00572
00573
00574
00575
00576
00577
00578
00579
00580
00581
00582
00583
00584
00585
00586
00587
00588
00589
00590
00591
00592
00593
00594
00595
00596
00597
00598
00599
00600
00601
00602
00603
00604
00605
00606
00607
00608
00609
00610
00611
00612
00613
00614
00615
00616
00617
00618
00619
00620
00621
00622
00623
00624
00625
00626
00627
00628
00629
00630
00631
00632
00633
00634
00635
00636
00637
00638
00639
00640
00641
00642
00643
00644
00645
00646
00647
00648
00649
00650
00651
00652
00653
00654
00655
00656
00657
00658
00659
00660
00661
00662
00663
00664
00665
00666
00667
00668
00669
00670
00671
00672
00673
00674
00675
00676
00677
00678
00679
00680
00681
00682
00683
00684
00685
00686
00687
00688
00689
00690
00691
00692
00693
00694
00695
00696
00697
00698
00699
00700
00701
00702
00703
00704
00705
00706
00707
00708
00709
00710
00711
00712
00713
00714
00715
00716
00717
00718
00719
00720
00721
00722
00723
00724
00725
00726
00727
00728
00729
00730
00731
00732
00733
00734
00735
00736
00737
00738
00739
00740
00741
00742
00743
00744
00745
00746
00747
00748
00749
00750
00751
00752
00753
00754
00755
00756
00757
00758
00759
00760
00761
00762
00763
00764
00765
00766
00767
00768
00769
00770
00771
00772
00773
00774
00775
00776
00777
00778
00779
00780
00781
00782
00783
00784
00785
00786
00787
00788
00789
00790
00791
00792
00793
00794
00795
00796
00797
00798
00799
00800
00801
00802
00803
00804
00805
00806
00807
00808
00809
00810
00811
00812
00813
00814
00815
00816
00817
00818
00819
00820
00821
00822
00823
00824
00825
00826
00827
00828
00829
00830
00831
00832
00833
00834
00835
00836
00837
00838
00839
00840
00841
00842
00843
00844
00845
00846
00847
00848
00849
00850
00851
00852
00853
00854
00855
00856
00857
00858
00859
00860
00861
00862
00863
00864
00865
00866
00867
00868
00869
00870
00871
00872
00873
00874
00875
00876
00877
00878
00879
00880
00881
00882
00883
00884
00885
00886
00887
00888
00889
00890
00891
00892
00893
00894
00895
00896
00897
00898
00899
00900
00901
00902
00903
00904
00905
00906
00907
00908
00909
00910
00911
00912
00913
00914
00915
00916
00917
00918
00919
00920
00921
00922
00923
00924
00925
00926
00927
00928
00929
00930
00931
00932
00933
00934
00935
00936
00937
00938
00939
00940
00941
00942
00943
00944
00945
00946
00947
00948
00949
00950
00951
00952
00953
00954
00955
00956
00957
00958
00959
00960
00961
00962
00963
00964
00965
00966
00967
00968
00969
00970
00971
00972
00973
00974
00975
00976
00977
00978
00979
00980
00981
00982
00983
00984
00985
00986
00987
00988
00989
00990
00991
00992
00993
00994
00995
00996
00997
00998
00999
01000
01001
01002
01003
01004
01005
01006
01007
01008
01009
01010
01011
01012
01013
01014
01015
01016
01017
01018
01019
01020
01021
01022
01023
01024
01025
01026
01027
01028
01029
01030
01031
01032
01033
01034
01035
01036
01037
01038
01039
01040
01041
01042
01043
01044
01045
01046
01047
01048
01049
01050
01051
01052
01053
01054
01055
01056
01057
01058
01059
01060
01061
01062
01063
01064
01065
01066
01067
01068
01069
01070
01071
01072
01073
01074
01075
01076
01077
01078
01079
01080
01081
01082
01083
01084
01085
01086
01087
01088
01089
01090
01091
01092
01093
01094
01095
01096
01097
01098
01099
01100
01101
01102
01103
01104
01105
01106
01107
01108
01109
01110
01111
01112
01113
01114
01115
01116
01117
01118
01119
01120
01121
01122
01123
01124
01125
01126
01127
01128
01129
01130
01131
01132
01133
01134
01135
01136
01137
01138
01139
01140
01141
01142
01143
01144
01145
01146
01147
01148
01149
01150
01151
01152
01153
01154
01155
01156
01157
01158
01159
01160
01161
01162
01163
01164
01165
01166
01167
01168
01169
01170
01171
01172
01173
01174
01175
01176
01177
01178
01179
01180
01181
01182
01183
01184
01185
01186
01187
01188
01189
01190
01191
01192
01193
01194
01195
01196
01197
01198
01199
01200
01201
01202
01203
01204
01205
01206
01207
01208
01209
01210
01211
01212
01213
01214
01215
01216
01217
01218
01219
01220
01221
01222
01223
01224
01225
01226
01227
01228
01229
01230
01231
01232
01233
01234
01235
01236
01237
01238
01239
01240
01241
01242
01243
01244
01245
01246
01247
01248
01249
01250
01251
01252
01253
01254
01255
01256
01257
01258
01259
01260
01261
01262
01263
01264
01265
01266
01267
01268
01269
01270
01271
01272
01273
01274
01275
01276
01277
01278
01279
01280
01281
01282
01283
01284
01285
01286
01287
01288
01289
01290
01291
01292
01293
01294
01295
01296
01297
01298
01299
01300
01301
01302
01303
01304
01305
01306
01307
01308
01309
01310
01311
01312
01313
01314
01315
01316
01317
01318
01319
01320
01321
01322
01323
01324
01325
01326
/**
 * Outermost container for a group of widgets.  The relationship between UIScenes and widgets is very similar to the
 * relationship between maps and the actors placed in a map, in that all UIObjects must be contained by a UIScene.
 * Widgets cannot be rendered directly.
 *
 * Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
 */
class UIScene extends UIScreenObject
    native(UIPrivate);
























































































































 



#linenumber 11

/**
 * Semi-unique non-localized name for this scene which is used to reference the scene from unrealscript.
 * For scenes which are gametype specific, each scene may wish to use the same SceneName (for example, if each game
 * had a single scene which represented the HUD for that gametype, all of the HUD scenes might use "HUDScene" as their
 * SceneName, so that the current game's HUD scene can be referenced using "HUDScene" regardless of which type of hud it is)
 */
var()                               name                    SceneTag<ToolTip=Human-friendly name for this scene>;

/** the client for this scene - provides all global state information the scene requires for operation */
var const transient                 UISceneClient           SceneClient;

/**
 * The data store that provides access to this scene's temporary data
 */
var const   instanced               SceneDataStore          SceneData;

/**
 * The LocalPlayer which owns this scene.  NULL if this scene is global (i.e. not owned by a player)
 */
var const transient                 LocalPlayer             PlayerOwner;

/**
 * The tool tip currently being displayed or pending display.
 */
var const transient private{private} UIToolTip              ActiveToolTip;

/**
 * This tooltip widget will be used to display tooltips for widgets which do not provide custom tool-tip widgets.
 */
var const transient private{private} UIToolTip              StandardToolTip;

/**
 * The UIToolTip class to use for the StandardToolTip
 */
var(Overlays)   const               class<UIToolTip>        DefaultToolTipClass<ToolTip=The class that should be used for tooltips in this scene>;

/**
 * The context menu currently being displayed or pending display.
 */
var const transient private          UIContextMenu          ActiveContextMenu;

/**
 * This context menu will be used as the context menu for widgets which do not provide their own
 */
var const transient private{private} UIContextMenu          StandardContextMenu;

/**
 * The UIContextMenu class to use for the StandardContextMenu
 */
var(Overlays)   const               class<UIContextMenu>    DefaultContextMenuClass<ToolTip=The class that should be used for displaying context menus in this scene>;

/**
 * Tracks the docking relationships between widgets owned by this scene.  Determines the order in which the
 * UIObject.Position values for each widget in the sceen are evaluated into UIObject.RenderBounds
 *
 * @note: this variable is not serialized (even by GC) as the widget stored in this array will be
 * serialized through the Children array.
 */
var const transient native private  array<UIDockingNode>    DockingStack;

/**
 * Tracks the order in which widgets were rendered, for purposes of hit detection.
 */
var const   transient   private     array<UIObject>         RenderStack;

/**
 * Tracks the widgets owned by this scene which are currently eligible to process input.
 * Maps the input keyname to the list of widgets that can process that event.
 *
 * @note: this variable is not serialized (even by GC) as the widgets stored in this map will be
 * serialized through the Children array
 */
var const   transient   native      Map_Mirror              InputSubscriptions{TMap< FName, TArray<struct FInputEventSubscription> >};

/**
 * The index for the player that this scene last received input from.
 */
var         transient               int                     LastPlayerIndex;

/**
 * Indicates that the docking stack should be rebuilt on the next Tick()
 */
var transient bool                                          bUpdateDockingStack;

/**
 * Indicates that the widgets owned by this scene should re-evaluate their screen positions
 * into absolute pixels on the next Tick().
 */
var transient bool                                          bUpdateScenePositions;

/**
 * Indicates that the navigation links between the widgets owned by this scene are no longer up to date.  Once this is set to
 * true, RebuildNavigationLinks() will be called on the next Tick()
 */
var transient bool                                          bUpdateNavigationLinks;

/**
 * Indicates that the value of bUsesPrimitives is potentially out of date.  Normally set when a child is added or removed from the scene.
 * When TRUE, UpdatePrimitiveUsage will be called during the next tick.
 */
var transient bool                                          bUpdatePrimitiveUsage;

/**
 * Indicates that the Widgets displayed need to be redrawn. Once this is set to
 * true, RefreshWidgets() will be called on the next Tick()
 */
var transient bool                                          bRefreshWidgetStyles;

/**
 * Indicates that all strings contained in this scene should be reformatted.
 */
var transient bool                                          bRefreshStringFormatting;

/**
 * This flag is used to detect whether or not we are updating the scene for the first time, if it is FALSE and update scene is called,
 * then we issue the PreRenderCallback for the scene so widgets have a chance to 'initialize' their positions if desired.
 */
var transient bool                                          bIssuedPreRenderCallback;

/**
 * Indicates that the scene is currently resolving positions for widgets in this scene
 */
var transient const bool                                    bResolvingScenePositions;

/**
 * Indicates that one or more widgets in this scene are using 3D primitives.  Set to TRUE in Activate() if any children
 * of this scene have true for UIScreenObject.bSupports3DPrimitives
 */
var transient const bool                                    bUsesPrimitives;

/**
 * Controls whether the cursor is shown while this scene is active.  Interactive scenes such as menus will generally want
 * this enabled, while non-interactive scenes, such as the HUD generally want it disabled.
 *
 * @todo - this bool may be unnecessary, since we can establish whether a scene should process mouse input by looking
 * at the input events for the widgets of this scene; if any process any of the mouse keys (MouseX, MouseY, RMB, LMB, MMB, etc.)
 * or if the scene can be a drop target, then this scene needs to process mouse input, and should probably display a cursor....
 * hmmm need to think about this assumption a bit more before implementing this
 */
var(Flags)                          bool                    bDisplayCursor<ToolTip=Controls whether the game renders a mouse cursor while this scene is active>;

/**
 * Controls whether the scenes underneath this scene are rendered.
 */
var(Flags)                          bool                    bRenderParentScenes<ToolTip=Controls whether previously open scenes are rendered while this scene is active>;

/**
 * Overrides the setting of bRenderParentScenes for any scenes higher in the stack
 */
var(Flags)                          bool                    bAlwaysRenderScene<ToolTip=Overrides the value of bRenderScenes for any scenes which were opened after this one>;

/**
 * Indicates whether the game should be paused while this scene is active.
 */
var(Flags)                          bool                    bPauseGameWhileActive<ToolTip=Controls whether the game is automatically paused while this scene is active>;

/**
 * If true this scene is exempted from Auto closuer when a scene above it closes
 */
var(Flags)                          bool                    bExemptFromAutoClose<ToolTip=Controls whether this scene is automatically closed when one of its parent scenes is closed>;

/**
 * Indicates whether the the scene should close itself when the level changes.  This is useful for
 * when you have a main menu and want to make certain it is closed when ever you switch to a new level.
 */
var(Flags)                          bool                    bCloseOnLevelChange<ToolTip=Controls whether this scene is automatically closed when the level changes (recommended if this scene contains references to Actors)>;

/**
 * Indicates whether the scene should have its widgets save their values to the datastore on close.
 */
var(Flags)                          bool                    bSaveSceneValuesOnClose<ToolTip=Controls whether widgets automatically save their values to their data stores when the scene is closed (turn off if you handle saving manually, such as only when the scene is closed with a certain keypress)>;

/**
 * Controls whether post-processing is enabled for this scene.
 */
var(Flags)                          bool                    bEnableScenePostProcessing<ToolTip=Controls whether post-processing effects are enabled for this scene>;

/**
 * Controls whether depth testing is enabled for this scene.  If TRUE then the 2d ui items are depth tested against the 3d ui scene
 */
var(Flags)                          bool                    bEnableSceneDepthTesting<ToolTip=Controls whether depth testing with 3D ui primitives is enabled for this scene>;

/**
 * TRUE to indicate that this scene requires a valid network connection in order to be opened.  If no network connection is
 * available, the scene will be closed.
 */
var(Flags)                          bool                    bRequiresNetwork;

/**
 * Set to TRUE to indicate that the user must be signed into an online service (for example, Windows live) in order to
 * view this scene.  If the user is not signed into an online service, the scene will be closed.
 */
var(Flags)                          bool                    bRequiresOnlineService;

/**
 * TRUE indicates that this scene can be automatically reopened when the user returns to the main front-end menu.
 */
var(Flags)                          bool                    bMenuLevelRestoresScene;

/**
 * TRUE to flush all player input when this scene is opened.
 */
var(Flags)                          bool                    bFlushPlayerInput<DisplayName=Flush Input|ToolTip=Controls whether keys being held down (such as when the player is firing) should be cleared when this scene is opened>;

/**
 * TRUE to disable world rendering while this scene is active
 */
var(Flags)                          bool                    bDisableWorldRendering<DisplayName=Disable World Rendering|ToolTip=If true, the world rendering will be disabled when this scene is active>;

//var(Flags)							bool
//var(Flags)							bool

/**
 * Preview thumbnail for the generic browser.
 */
var editoronly                      Texture2D               ScenePreview;

/**
 * Controls how this scene responds to input from multiple players.
 */
var(Splitscreen)                    EScreenInputMode        SceneInputMode<ToolTip=Controls how this scene responds to input from multiple players>;

/**
 * Controls how this scene will be rendered when split-screen is active.
 */
var(Splitscreen)                    ESplitscreenRenderMode  SceneRenderMode<ToolTip=Controls whether this scene should be rendered when in split-screen>;

/**
 * The current aspect ratio for this scene's viewport.  For scenes modified in the UI editor, this will be set according
 * to the value of the resolution drop-down control.  In game, this will be updated anytime the resolution is changed.
 */
var                                 Vector2D                CurrentViewportSize;


// ===============================================
// Sounds
// ===============================================
/** this sound is played when this scene is activated */
var(Sound)              name                        SceneOpenedCue;
/** this sound is played when this scene is deactivated */
var(Sound)              name                        SceneClosedCue;


// ===============================================
// Editor
// ===============================================
/**
 * The root of the layer hierarchy for this scene;  only loaded in the editor.
 *
 * @todo ronp - temporarily marked this transient until I can address the bugs in layer browser which are holding references to deleted objects
 * (also commented out the creation of the layer browser).
 */
var editoronly const    private transient   UILayerBase     SceneLayerRoot;


// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)

/* ==========================================================================================================
    UIScene interface.
========================================================================================================== */
/* == Delegates == */
/**
 * Returns the screen input mode configured for this scene
 */
delegate EScreenInputMode GetSceneInputMode()
{
    return SceneInputMode;
}

/**
 * Allows others to be notified when this scene becomes the active scene.  Called after other activation methods have been called
 * and after focus has been set on the scene
 *
 * @param   ActivatedScene          the scene that was activated
 * @param   bInitialActivation      TRUE if this is the first time this scene is being activated; FALSE if this scene has become active
 *                                  as a result of closing another scene or manually moving this scene in the stack.
 */
delegate OnSceneActivated( UIScene ActivatedScene, bool bInitialActivation );

/**
 * Allows others to be notified when this scene is closed.  Called after the SceneDeactivated event, after the scene has published
 * its data to the data stores bound by the widgets of this scene.
 *
 * @param   DeactivatedScene    the scene that was deactivated
 */
delegate OnSceneDeactivated( UIScene DeactivatedScene );

/**
 * This notification is sent to the topmost scene when a different scene is about to become the topmost scene.
 * Provides scenes with a single location to perform any cleanup for its children.
 *
 * @note: this delegate is called while this scene is still the top-most scene.
 *
 * @param   NewTopScene     the scene that is about to become the topmost scene.
 */
delegate OnTopSceneChanged( UIScene NewTopScene );

/**
 * Provides scenes with a way to alter the amount of transparency to use when rendering parent scenes.
 *
 * @param   AlphaModulationPercent  the value that will be used for modulating the alpha when rendering the scene below this one.
 *
 * @return  TRUE if alpha modulation should be applied when rendering the scene below this one.
 */
delegate bool ShouldModulateBackgroundAlpha( out float AlphaModulationPercent );

/* == Natives == */

/**
 * Clears and rebuilds the complete DockingStack.  It is not necessary to manually rebuild the DockingStack when
 * simply adding or removing widgets from the scene, since those types of actions automatically updates the DockingStack.
 */
native final function RebuildDockingStack();

/**
 * Iterates through the scene's DockingStack, and evaluates the Position values for each widget owned by this scene
 * into actual pixel values, then stores that result in the widget's RenderBounds field.
 */
native final function ResolveScenePositions();

/**
 * Gets the data store for this scene, creating one if necessary.
 */
native final function SceneDataStore GetSceneDataStore();

/**
 * Notifies all children that are bound to readable data stores to retrieve their initial value from those data stores.
 */
native final function LoadSceneDataValues();

/**
 * Notifies all children of this scene that are bound to writable data stores to publish their values to those data stores.
 *
 * @param   bUnbindSubscribers  if TRUE, all data stores bound by widgets and strings in this scene will be unbound.
 */
native final function SaveSceneDataValues( optional bool bUnbindSubscribers );

/**
 * Makes all the widgets in this scene unsubscribe from their bound datastores.
 */
native final function UnbindSubscribers();

/**
 * Find the data store that has the specified tag.  If the data store's tag is SCENE_DATASTORE_TAG, the scene's
 * data store is returned, otherwise searches through the global data stores for a data store with a Tag matching
 * the specified name.
 *
 * @param   DataStoreTag    A name corresponding to the 'Tag' property of a data store
 * @param   InPlayerOwner       The player owner to use for resolving the datastore.  If NULL, the scene's playerowner will be used instead.
 *
 * @return  a pointer to the data store that has a Tag corresponding to DataStoreTag, or NULL if no data
 *          were found with that tag.
 */
native final function UIDataStore ResolveDataStore( Name DataStoreTag, optional LocalPlayer InPlayerOwner );

/**
 * Returns the scene that is below this one in the scene client's stack of active scenes.
 *
 * @param   bRequireMatchingPlayerOwner     TRUE indicates that only a scene that has the same value for PlayerOwner as this
 *                                          scene may be considered the "previous" scene to this one
 */
native final function UIScene GetPreviousScene( bool bRequireMatchingPlayerOwner=true );

/**
 * Changes the screen input mode for this scene.
 */
native final function SetSceneInputMode( EScreenInputMode NewInputMode );

/**
 * Returns the current WorldInfo
 */
native function WorldInfo GetWorldInfo();

/**
 * Wrapper for easily determining whether this scene is in the scene client's list of active scenes.
 *
 * @param   bTopmostScene   specify TRUE to check whether the scene is also the scene client's topmost scene.
 */
native final function bool IsSceneActive( optional bool bTopmostScene ) const;

/**
 * Returns the scene's default tooltip widget, creating one if necessary.
 */
native final function UIToolTip GetDefaultToolTip();

/**
 * Returns the scene's default context menu widget, creating one if necessary.
 */
native final function UIContextMenu GetDefaultContextMenu();

/**
 * Returns the scene's currently active tool-tip, if there is one.
 */
native final function UIToolTip GetActiveToolTip() const;

/**
 * Changes the scene's ActiveToolTip to the one specified.
 */
native final function bool SetActiveToolTip( UIToolTip NewToolTip );

/**
 * Returns the scene's currently active context menu, if there is one.
 */
native final function UIContextMenu GetActiveContextMenu() const;

/**
 * Changes the scene's ActiveContextMenu to the one specified.
 *
 * @param   NewContextMenu  the new context menu to activate, or NULL to clear any active context menus.
 * @param   PlayerIndex     the index of the player to display the context menu for.
 *
 * @return  TRUE if the scene's ActiveContextMenu was successfully changed to the new value.
 */
native final function bool SetActiveContextMenu( UIContextMenu NewContextMenu, int PlayerIndex );

/* == Events == */

/**
 * Called just after the scene is added to the ActiveScenes array, or when this scene has become the active scene as a result
 * of closing another scene.
 *
 * @param   bInitialActivation      TRUE if this is the first time this scene is being activated; FALSE if this scene has become active
 *                                  as a result of closing another scene or manually moving this scene in the stack.
 */
event SceneActivated( bool bInitialActivation )
{
    local int EventIndex;
    local array<UIEvent> EventList;
    local UIEvent_SceneActivated SceneActivatedEvent;

    FindEventsOfClass( class'UIEvent_SceneActivated', EventList );
    for ( EventIndex = 0; EventIndex < EventList.Length; EventIndex++ )
    {
        SceneActivatedEvent = UIEvent_SceneActivated(EventList[EventIndex]);
        if ( SceneActivatedEvent != None )
        {
            SceneActivatedEvent.bInitialActivation = bInitialActivation;
            SceneActivatedEvent.ConditionalActivateUIEvent(LastPlayerIndex, Self, Self, bInitialActivation);
        }
    }
}

/** Called just after this scene is removed from the active scenes array */
event SceneDeactivated()
{
    ActivateEventByClass( LastPlayerIndex,class'UIEvent_SceneDeactivated', Self, true );
}

/**
 * Determines the appropriate PlayerInput mask for this scene, based on the scene's input mode.
 */
final event CalculateInputMask()
{
    local int ActivePlayers;
    local GameUISceneClient GameSceneClient;
    local byte NewMask, PlayerIndex;
    local EScreenInputMode InputMode;

    NewMask = PlayerInputMask;
    GameSceneClient = GameUISceneClient(SceneClient);
    if ( GameSceneClient != None )
    {
        InputMode = GetSceneInputMode();

        switch ( InputMode )
        {
        // if we only accept input from the player that opened this scene, our input mask should only contain the
        // gamepad id for our player owner
        case INPUTMODE_Locked:
        case INPUTMODE_MatchingOnly:
            // if we aren't associated with a player, we'll accept input from anyone
            if ( PlayerOwner == None )
            {
                NewMask = 0;
                ActivePlayers = GetActivePlayerCount();
                for ( PlayerIndex = 0; PlayerIndex < ActivePlayers; PlayerIndex++ )
                {
                    NewMask = NewMask | (1 << PlayerIndex);
                }
            }
            else
            {
                PlayerIndex = GameSceneClient.GamePlayers.Find(PlayerOwner);
                if ( PlayerIndex == INDEX_NONE )
                {
                    NewMask = 255;
                }
                else
                {
                    NewMask = 1 << PlayerIndex;
                }
            }
            break;

        case INPUTMODE_Free:
        case INPUTMODE_ActiveOnly:
            NewMask = 255;
            break;

        case INPUTMODE_Simultaneous:
            // reset the InputMask to 0
            NewMask = 0;
            ActivePlayers = GetActivePlayerCount();
            for ( PlayerIndex = 0; PlayerIndex < ActivePlayers; PlayerIndex++ )
            {
                NewMask = NewMask | (1 << PlayerIndex);
            }
            break;

        case INPUTMODE_None:
            // input will be discarded before the InputMask is evaluated, so no need to change anything.
            // @todo ronp - or is there...?
            break;

        default:
            WarnInternal(Name$"::"$GetFuncName()@"(" $ SceneTag $ ") unhandled ScreenInputMode '"$GetEnum(enum'EScreenInputMode', InputMode)$"'.  PlayerInputMask will be set to 0");
            break;
        }

//`if(`notdefined(ShippingPC))
//		`log(`location @ "(" $ SceneTag $ ") setting PlayerInputMask to "$NewMask@".  SceneInputMode:"$GetEnum(enum'EScreenInputMode',InputMode) @ "PlayerIndex:" $ PlayerIndex @ "ControllerID:" $ (PlayerOwner != None ? string(PlayerOwner.ControllerId) : "255") @ "PlayerCount:"$ class'UIInteraction'.static.GetPlayerCount(),,'DevUI');
//`endif
    }

    SetInputMask(NewMask, false);
}

/**
 * Changes the player input mask for this control, which controls which players this control will accept input from.
 *
 * @param   NewInputMask    the new mask that should be assigned to this control
 * @param   bRecurse        if TRUE, calls SetInputMask on all child controls as well.
 */
event SetInputMask( byte NewInputMask, optional bool bRecurse=true )
{
    local GameUISceneClient GameSceneClient;

    Super.SetInputMask(NewInputMask, bRecurse);

    GameSceneClient = GameUISceneClient(SceneClient);
    if ( GameSceneClient != None )
    {
        // changing the scene's input mask can potentially affect whether the axis emulation data for this player
        // should be processed, so request the scene client to update its input-processing status
        GameSceneClient.RequestInputProcessingUpdate();
    }
}

/**
 * Changes whether this widget is visible or not.  Should be overridden in child classes to perform additional logic or
 * abort the visibility change.
 *
 * @param   bIsVisible  TRUE if the widget should be visible; false if not.
 */
event SetVisibility( bool bIsVisible )
{
    local GameUISceneClient GameSceneClient;

    Super.SetVisibility(bIsVisible);

    GameSceneClient = GameUISceneClient(SceneClient);
    if( GameSceneClient != None )
    {
        GameSceneClient.RequestCursorRenderUpdate();
    }
}

/* == Unrealscript == */

/**
 * Default handler for the OnCreateScene delegate
 */
function SceneCreated( UIScene CreatedScene );

/**
 * Called when the current map is being unloaded.  Cleans up any references which would prevent garbage collection.
 */
function NotifyGameSessionEnded()
{
    if( bCloseOnLevelChange && SceneClient != None )
    {
        CloseScene( Self, true, true );
    }
}

/**
 * Notification that the player's connection to the platform's online service is changed.
 */
function NotifyOnlineServiceStatusChanged( EOnlineServerConnectionStatus NewConnectionStatus )
{
    local UIScene ParentScene;

    ParentScene = GetPreviousScene(false);
    if ( NewConnectionStatus != OSCS_Connected && bRequiresOnlineService )
    {
        //@todo - should we always force the scene closed without allowing it to perform closing animations?
        // seems like we'd only want to do this if the this is not the last scene being closed.  but then again,
        // we will usually be displaying a message box or something to notify the user that the network status changed
        // so perhaps it's best to skip all animations
        CloseScene( Self, true, /*ParentScene == None || !ParentScene.bRequiresOnlineService*/true );
    }

    // propagate to the scene below this one
    if ( ParentScene != None )
    {
        ParentScene.NotifyOnlineServiceStatusChanged(NewConnectionStatus);
    }
}

/**
 * Called when the status of the platform's network connection changes.
 */
function NotifyLinkStatusChanged( bool bConnected )
{
    local UIScene ParentScene;

    ParentScene = GetPreviousScene(false);
    if ( !bConnected && bRequiresNetwork )
    {
        //@todo - should we always force the scene closed without allowing it to perform closing animations?
        // seems like we'd only want to do this if the this is not the last scene being closed.  but then again,
        // we will usually be displaying a message box or something to notify the user that the network status changed
        // so perhaps it's best to skip all animations
        CloseScene( Self, true, /*ParentScene == None || !ParentScene.bRequiresNetwork*/true );
    }

    // propagate to the scene below this one
    if ( ParentScene != None )
    {
        ParentScene.NotifyLinkStatusChanged(bConnected);
    }
}

/**
 * Opens a UI Scene given a reference to a scene to open.
 *
 * @param   SceneToOpen     Scene that we want to open.
 * @param   bSkipAnimation  specify TRUE to indicate that opening animations should be bypassed.
 * @param   SceneDelegate   if specified, will be called when the scene has finished opening.
 */
function UIScene OpenScene(UIScene SceneToOpen, optional bool bSkipAnimation=false, optional delegate<OnSceneActivated> SceneDelegate=None)
{
    local GameUISceneClient GameSceneClient;
    local UIScene OpenedScene;

    if ( SceneToOpen != None )
    {
        GameSceneClient = GetSceneClient();
        if ( GameSceneClient != None )
        {
            GameSceneClient.InitializeScene(SceneToOpen, GetPlayerOwner(), OpenedScene);
            if ( OpenedScene != None )
            {
                if ( SceneDelegate != None )
                {
                    OpenedScene.OnSceneActivated = SceneDelegate;
                }

                GameSceneClient.OpenScene(OpenedScene, GetPlayerOwner(), OpenedScene);
            }
        }
    }

    return OpenedScene;
}

/**
 * Closes the specified scene.
 *
 * @param SceneToClose          Scene that we want to close.
 * @param bSkipKismetNotify     Whether or not to close the kismet notify for the scene.
 * @param bSkipAnimation        Whether or not to skip the close animation for this scene.
 */
function bool CloseScene ( UIScene SceneToClose, optional bool bSkipKismetNotify, optional bool bSkipAnimation )
{
    local bool bResult;

    if ( SceneClient != None && SceneToClose != None )
    {
        bResult = SceneClient.CloseScene(SceneToClose);
    }

    return bResult;
}

/* === Debug === */
event LogDockingStack()
{

    local int i;
    local string Line;

    LogInternal("");
    LogInternal("Docking stack for '" $ SceneTag $ "'");
    for ( i = 0; i < DockingStack.Length; i++ )
    {
        Line = "	" $ i $ ")  Widget:" $ DockingStack[i].Widget.Name @ "Face:" $ GetEnum(enum'EUIWidgetFace', DockingStack[i].Face);
        if ( DockingStack[i].Widget.DockTargets.TargetWidget[DockingStack[i].Face] != None )
        {
            Line @= "TargetWidget:" $ DockingStack[i].Widget.DockTargets.TargetWidget[DockingStack[i].Face].Name;
            Line @= "TargetFace:" $ GetEnum(enum'EUIWidgetFace', DockingStack[i].Widget.DockTargets.TargetFace[DockingStack[i].Face]);
        }

        LogInternal(Line);
    }
    LogInternal("");

}

function LogRenderBounds( int Indent )
{
    local int i;

    LogInternal("");
    LogInternal("Render bounds for '" $ SceneTag $ "'" @ "(" $ Position.Value[0] $ "," $ Position.Value[1] $ "," $ Position.Value[2] $ "," $ Position.Value[3] $ ")");
    for ( i = 0; i < Children.Length; i++ )
    {
        Children[i].LogRenderBounds(3);
    }
}

function LogCurrentState( int Indent )
{

    local int i;
    local UIState CurrentState;

    LogInternal("");
    CurrentState = GetCurrentState();
    LogInternal("Menu state for scene '" $ Name $ "':" @ CurrentState.Name);
    for ( i = 0; i < Children.Length; i++ )
    {
        Children[i].LogCurrentState(3);
    }

}


// ===============================================
// ANIMATIONS
// ===============================================

function AnimEnd(UIObject AnimTarget, int AnimIndex, UIAnimationSeq AnimSeq);

defaultproperties
{
   DefaultToolTipClass=Class'Engine.UIToolTip'
   DefaultContextMenuClass=Class'Engine.UIContextMenu'
   bDisplayCursor=True
   bPauseGameWhileActive=True
   bCloseOnLevelChange=True
   bSaveSceneValuesOnClose=True
   bFlushPlayerInput=True
   SceneInputMode=INPUTMODE_Locked
   SceneRenderMode=SPLITRENDER_PlayerOwner
   CurrentViewportSize=(X=1024.000000,Y=768.000000)
   SceneOpenedCue="SceneOpened"
   SceneClosedCue="SceneClosed"
   DefaultStates(2)=Class'Engine.UIState_Focused'
   DefaultStates(3)=Class'Engine.UIState_Active'
   Begin Object Class=UIComp_Event Name=SceneEventComponent ObjName=SceneEventComponent Archetype=UIComp_Event'Engine.Default__UIComp_Event'
      DefaultEvents(0)=(EventTemplate=UIEvent_Initialized'Engine.Default__UIScene:SceneInitializedEvent')
      DefaultEvents(1)=(EventTemplate=UIEvent_SceneActivated'Engine.Default__UIScene:SceneActivatedEvent')
      DefaultEvents(2)=(EventTemplate=UIEvent_SceneDeactivated'Engine.Default__UIScene:SceneDeactivatedEvent')
      DefaultEvents(3)=(EventTemplate=UIEvent_OnEnterState'Engine.Default__UIScene:EnteredStateEvent')
      DefaultEvents(4)=(EventTemplate=UIEvent_OnLeaveState'Engine.Default__UIScene:LeftStateEvent')
      Name="SceneEventComponent"
      ObjectArchetype=UIComp_Event'Engine.Default__UIComp_Event'
   End Object
   EventProvider=SceneEventComponent
   Name="Default__UIScene"
   ObjectArchetype=UIScreenObject'Engine.Default__UIScreenObject'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: Thu 22/11/2007 16:03:22.000 - Creation time: Mon 26/11/2007 17:41:59.000 - Created with UnCodeX