Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
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 |
/** * Class that manages the UI for the game * Replaces UISceneClient * * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ class UIManager extends Object within UIInteraction native; cpptext { /** * Returns the game's UI Manager. * * @return a pointer to the UUIManager instance currently managing the scenes for the UI System. */ static class UUIManager* GetUIManager(); } /** * Returns the game's UI Manager. * * @return a pointer to the UUIManager instance currently managing the scenes for the UI System. */ native static final noexport function UIManager GetUIManager(); /** * Callback which allows the UI to prevent unpausing if scenes which require pausing are still active. * @see PlayerController.SetPause */ native final function bool CanUnpauseInternalUI(); /** * Wrapper for pausing the game. * * @param bDesiredPauseState TRUE indicates that the game should be paused. * @param PlayerIndex the index [into Engine GamePlayers array] for the player that should be used for pausing the game; can * affect whether the game is actually paused or not (i.e. if the player is an admin in a multi-player match, * for example). */ event PauseGame( bool bDesiredPauseState, optional int PlayerIndex=0 ) { local PlayerController PlayerOwner; local Engine Eng; Eng = class'Engine'.static.GetEngine(); if ( Eng.GamePlayers.Length > 0 ) { PlayerIndex = Clamp(PlayerIndex, 0, Eng.GamePlayers.Length - 1); PlayerOwner = Eng.GamePlayers[PlayerIndex].Actor; if ( PlayerOwner != None ) { PlayerOwner.SetPause(bDesiredPauseState, CanUnpauseInternalUI); } } } /** * Called when a new player has been added to the list of active players (i.e. split-screen join) * * @param PlayerIndex the index [into the GamePlayers array] where the player was inserted * @param AddedPlayer the player that was added */ function NotifyPlayerAdded( int PlayerIndex, LocalPlayer AddedPlayer ) { } /** * Called when a player has been removed from the list of active players (i.e. split-screen players) * * @param PlayerIndex the index [into the GamePlayers array] where the player was located * @param RemovedPlayer the player that was removed */ function NotifyPlayerRemoved( int PlayerIndex, LocalPlayer RemovedPlayer ) { } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |