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 00080 00081 00082 00083 00084 00085 |
/** * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ //============================================================================= // CascadeOptions // // A configuration class that holds information for the setup of Cascade. // Supplied so that the editor 'remembers' the last setup the user had. //============================================================================= class CascadeOptions extends Object hidecategories(Object) config(EditorUserSettings) native; var(Options) config bool bShowModuleDump; var(Options) config color BackgroundColor; var(Options) config bool bUseSubMenus; var(Options) config bool bUseSpaceBarReset; var(Options) config bool bUseSpaceBarResetInLevel; var(Options) config color Empty_Background; var(Options) config color Emitter_Background; var(Options) config color Emitter_Unselected; var(Options) config color Emitter_Selected; var(Options) config color ModuleColor_General_Unselected; var(Options) config color ModuleColor_General_Selected; var(Options) config color ModuleColor_TypeData_Unselected; var(Options) config color ModuleColor_TypeData_Selected; var(Options) config color ModuleColor_Beam_Unselected; var(Options) config color ModuleColor_Beam_Selected; var(Options) config color ModuleColor_Trail_Unselected; var(Options) config color ModuleColor_Trail_Selected; var(Options) config color ModuleColor_Spawn_Unselected; var(Options) config color ModuleColor_Spawn_Selected; var(Options) config color ModuleColor_Required_Unselected; var(Options) config color ModuleColor_Required_Selected; var(Options) config color ModuleColor_Event_Unselected; var(Options) config color ModuleColor_Event_Selected; var(Options) config bool bShowGrid; var(Options) config color GridColor_Hi; var(Options) config color GridColor_Low; var(Options) config float GridPerspectiveSize; var(Options) config bool bShowParticleCounts; var(Options) config bool bShowParticleEvents; var(Options) config bool bShowParticleTimes; var(Options) config bool bShowParticleDistance; var(Options) config bool bShowFloor; var(Options) config string FloorMesh; var(Options) config vector FloorPosition; var(Options) config rotator FloorRotation; var(Options) config float FloorScale; var(Options) config vector FloorScale3D; var(Options) config string PostProcessChainName; var(Options) config int ShowPPFlags; /** If TRUE, use the 'slimline' module drawing method in cascade. */ var(Options) config bool bUseSlimCascadeDraw; /** The height to use for the 'slimline' module drawing method in cascade. */ var(Options) config int SlimCascadeDrawHeight; /** If TRUE, center the module name and buttons in the module box. */ var(Options) config bool bCenterCascadeModuleText; /** The number of units the mouse must move before considering the module as dragged. */ var(Options) config int Cascade_MouseMoveThreshold; /** * TypeData-to-base module mappings. * These will disallow complete 'sub-menus' depending on the TypeData utilized. */ var deprecated config array<ModuleMenuMapper> ModuleMenu_TypeDataToBaseModuleRejections; /** Module-to-TypeData mappings. */ var deprecated config array<ModuleMenuMapper> ModuleMenu_TypeDataToSpecificModuleRejections; /** Modules that Cascade should ignore in the menu system. */ var deprecated config array<string> ModuleMenu_ModuleRejections; /** The radius of the motion mode */ var(Options) config float MotionModeRadius; defaultproperties { } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |