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Engine.GameViewportClient

Extends
Object
Modifiers
within Engine transient native Inherits ( FViewportClient ) Inherits ( FExec ) config ( Engine )

A game viewport (FViewport) is a high-level abstract interface for the platform specific rendering, audio, and input subsystems. GameViewportClient is the engine's interface to a game viewport. Exactly one GameViewportClient is created for each instance of the game. The only case (so far) where you might have a single instance of Engine, but multiple instances of the game (and thus multiple GameViewportClients) is when you have more than one PIE window running. Responsibilities: propagating input events to the global interactions list Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.GameViewportClient

Direct Known Subclasses:

UDKGameViewportClient

Constants Summary
Inherited Contants from Core.Object
AspectRatio16x9, AspectRatio4x3, AspectRatio5x4, DegToRad, DegToUnrRot, INDEX_NONE, InvAspectRatio16x9, InvAspectRatio4x3, InvAspectRatio5x4, MaxInt, Pi, RadToDeg, RadToUnrRot, UnrRotToDeg, UnrRotToRad

Variables Summary
ESplitscreenTypeActiveSplitscreenType
boolbDebugNoGFxUI
boolbDisableWorldRendering
boolbDisplayingUIMouseCursor
boolbIsPlayInEditorViewport
boolbOverrideDiffuseAndSpecular
boolbShowSystemMouseCursor
boolbShowTitleSafeZone
boolbUIMouseCaptureOverride
boolbUseHardwareCursorWhenWindowed
stringConnectingMessage
array<DebugDisplayProperty>DebugProperties
ESplitScreenTypeDefault2PSplitType
ESplitScreenTypeDefault3PSplitType
ESplitScreenTypeDesiredSplitscreenType
array<Interaction>GlobalInteractions
stringLoadingMessage
stringPausedMessage
stringPrecachingMessage
floatProgressFadeTime
stringProgressMessage[2]
floatProgressTimeOut
stringSavingMessage
pointerScaleformInteraction
ExportShowFlags_MirrorShowFlags
array<SplitscreenData>SplitscreenInfo
TitleSafeZoneAreaTitleSafeZone
UIInteractionUIController
class<UIInteraction>UIControllerClass
pointerViewport
ConsoleViewportConsole
pointerViewportFrame
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
ESafeZoneType
eSZ_TOP, eSZ_BOTTOM, eSZ_LEFT, eSZ_RIGHT,
ESplitScreenType
eSST_NONE, eSST_2P_HORIZONTAL, eSST_2P_VERTICAL, eSST_3P_FAVOR_TOP, eSST_3P_FAVOR_BOTTOM, eSST_4P,
Inherited Enumerations from Core.Object
AlphaBlendType, EAspectRatioAxisConstraint, EAutomatedRunResult, EAxis, EDebugBreakType, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
DebugDisplayProperty
Obj, PropertyName, bSpecialProperty
ExportShowFlags_Mirror
PerPlayerSplitscreenData
SizeX, SizeY, OriginX, OriginY
ShowFlags_Mirror
flags0, flags1
SplitscreenData
PlayerData
TitleSafeZoneArea
MaxPercentX, MaxPercentY, RecommendedPercentX, RecommendedPercentY
Inherited Structures from Core.Object
Array_Mirror, BitArray_Mirror, BoneAtom, Box, BoxSphereBounds, Color, Cylinder, double, FColorVertexBuffer_Mirror, Guid, IndirectArray_Mirror, InlinePointerArray_Mirror, InterpCurveFloat, InterpCurveLinearColor, InterpCurvePointFloat, InterpCurvePointLinearColor, InterpCurvePointQuat, InterpCurvePointTwoVectors, InterpCurvePointVector, InterpCurvePointVector2D, InterpCurveQuat, InterpCurveTwoVectors, InterpCurveVector, InterpCurveVector2D, IntPoint, LinearColor, Map_Mirror, Matrix, MultiMap_Mirror, OctreeElementId, Plane, pointer, Quat, qword, RawDistribution, RenderCommandFence, RenderCommandFence_Mirror, Rotator, Set_Mirror, SHVector, SHVectorRGB, SparseArray_Mirror, TAlphaBlend, ThreadSafeCounter, TPOV, TwoVectors, UntypedBulkData_Mirror, Vector, Vector2D, Vector4

Delegates Summary
delegatebool HandleInputAxis (int ControllerId, name Key, float Delta, float DeltaTime, bool bGamepad)
delegatebool HandleInputChar (int ControllerId, string Unicode)
delegatebool HandleInputKey (int ControllerId, name Key, EInputEvent EventType, float AmountDepressed, optional bool bGamepad)

Functions Summary
functionint AddLocalPlayer (LocalPlayer NewPlayer ))
function BecomePrimaryPlayer (int PlayerIndex))
functionbool CalculateDeadZoneForAllSides (LocalPlayer LPlayer, Canvas Canvas, out float fTopSafeZone, out float fBottomSafeZone, out float fLeftSafeZone, out float fRightSafeZone, optional bool bUseMaxPercent ))
function CalculateSafeZoneValues (out float out_Horizontal, out float out_Vertical, canvas Canvas, int LocalPlayerIndex, bool bUseMaxPercent ))
function ClearProgressMessages ()))
functionstring ConsoleCommand (string Command)
functionint ConvertLocalPlayerToGamePlayerIndex (LocalPlayer LPlayer ))
functionbool CreateInitialPlayer (out string OutError ))
eventLocalPlayer CreatePlayer (int ControllerId, out string OutError, bool bSpawnActor))
function DebugCreatePlayer (int ControllerId))
function DebugRemovePlayer (int ControllerId))
function DebugSetUISystemEnabled (bool bOldUISystemActive, bool bGFxUISystemActive)
function DisplayProgressMessage (Canvas Canvas))
function DrawTitleSafeArea (canvas Canvas ))
function DrawTransition (Canvas Canvas))
function DrawTransitionMessage (Canvas Canvas, tring Message))
eventLocalPlayer FindPlayerByControllerId (int ControllerId))
function FixupOwnerReferences ()
event GameSessionEnded ()))
functionclass<UIInteractionGetCustomInteractionClass (int InIndex)
functionint GetNumCustomInteractions ()
function GetPixelSizeOfScreen (out float out_Width, out float out_Height, canvas Canvas, int LocalPlayerIndex ))
functionLocalPlayer GetPlayerOwner (int PlayerIndex)
functionESplitScreenType GetSplitscreenConfiguration ()))
event GetSubtitleRegion (out vector2D MinPos, out vector2D MaxPos))
function GetViewportSize (out Vector2D out_ViewportSize)
functionbool HasBottomSafeZone (int LocalPlayerIndex ))
functionbool HasLeftSafeZone (int LocalPlayerIndex ))
functionbool HasRightSafeZone (int LocalPlayerIndex ))
functionbool HasTopSafeZone (int LocalPlayerIndex ))
eventbool Init (out string OutError))
eventint InsertInteraction (Interaction NewInteraction, optional int InIndex = -1 ))
functionbool IsFullScreenViewport ()
event LayoutPlayers ()))
function NotifyConnectionError (EProgressMessageType MessageType, optional string Message=Localize("Errors", "ConnectionFailed""ConnectionFailed", "Engine")"Engine"), optional string Title=Localize("Errors", "ConnectionFailed_Title""ConnectionFailed_Title", "Engine") ))
function NotifyPlayerAdded (int PlayerIndex, LocalPlayer AddedPlayer ))
function NotifyPlayerRemoved (int PlayerIndex, LocalPlayer RemovedPlayer ))
function OnPrimaryPlayerSwitch (LocalPlayer OldPrimaryPlayer, LocalPlayer NewPrimaryPlayer)
event PostRender (Canvas Canvas))
functionint RemoveLocalPlayer (LocalPlayer ExistingPlayer ))
eventbool RemovePlayer (LocalPlayer ExPlayer))
function SetConsoleTarget (int PlayerIndex))
function SetCustomInteractionObject (Interaction InInteraction)
event SetProgressMessage (EProgressMessageType MessageType, string Message, optional string Title, optional bool bIgnoreFutureNetworkMessages))
event SetProgressTime (float T))
function SetSplit (int mode ))
function SetSplitscreenConfiguration (ESplitScreenType SplitType ))
functionbool ShouldForceFullscreenViewport () con)
function ShowTitleSafeArea ()))
function SSSwapControllers ()))
event Tick (float DeltaTime)
function UpdateActiveSplitscreenType ()))
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, Asc, Asin, Atan, Atan2, BeginState, ByteToFloat, Caps, Chr, Clamp, ClampLength, ClampRotAxis, ClampRotAxisFromBase, ClampRotAxisFromRange, ClassIsChildOf, ClockwiseFrom, ColorToLinearColor, ContinuedState, Cos, Cross, DebugBreak, Disable, Dot, DumpStateStack, DynamicLoadObject, Enable, EndState, EvalInterpCurveFloat, EvalInterpCurveVector, EvalInterpCurveVector2D, Exp, FCeil, FClamp, FCubicInterp, FFloor, FindDeltaAngle, FindObject, FInterpConstantTo, FInterpEaseIn, FInterpEaseInOut, FInterpEaseOut, FInterpTo, float, FloatToByte, FMax, FMin, FPctByRange, FRand, GetAngularDegreesFromRadians, GetAngularDistance, GetAngularFromDotDist, GetAxes, GetBuildChangelistNumber, GetDotDistance, GetEngineVersion, GetEnum, GetFuncName, GetHeadingAngle, GetMappedRangeValue, GetPackageName, GetPerObjectConfigSections, GetRangePctByValue, GetRangeValueByPct, GetRightMost, GetRotatorAxis, GetScriptTrace, GetStateName, GetSystemTime, GetUnAxes, GotoState, InCylinder, InStr, InverseTransformNormal, InverseTransformVector, IsA, IsChildState, IsInState, IsPendingKill, IsUTracing, IsZero, JoinArray, Left, Len, Lerp, LerpColor, Localize, Locs, Loge, LogInternal, MakeColor, MakeLinearColor, MakeRotationMatrix, MakeRotationTranslationMatrix, MakeRotator, MatrixGetAxis, MatrixGetOrigin, MatrixGetRotator, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NormalizeRotAxis, NoZDot, OrthoRotation, ParseLocalizedPropertyPath, ParseStringIntoArray, PathName, PausedState, PointDistToLine, PointDistToPlane, PointDistToSegment, PointProjectToPlane, PoppedState, PopState, ProjectOnTo, PushedState, PushState, QuatDot, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RDiff, Repl, Right, RInterpTo, RLerp, RotRand, Round, RSize, RSmerp, RTransform, SaveConfig, SClampRotAxis, ScriptTrace, SetUTracing, Sin, Split, SplitString, Sqrt, Square, StaticSaveConfig, Tan, TimeStamp, ToHex, TransformNormal, TransformVector, TransformVectorByRotation, UnwindHeading, vect2d, VInterpTo, VLerp, VRand, VRandCone, VRandCone2, VSize, VSize2D, VSizeSq, VSizeSq2D, VSmerp, WarnInternal, ^, ^^, |, ||, ~, ~=


Variables Detail

ActiveSplitscreenType Source code

var protected ESplitscreenType ActiveSplitscreenType;
The splitscreen type that is actually being used; takes into account the number of players and other factors (such as cinematic mode) that could affect the splitscreen mode that is actually used.

bDebugNoGFxUI Source code

var config bool bDebugNoGFxUI;
DEBUG: If TRUE, the GFx UI will NOT be rendered at runtime. Note that to REMOVE GFx functionality permanently, you should compile with WITH_GFx set to 0. This bool is for debugging only.

bDisableWorldRendering Source code

var bool bDisableWorldRendering;
set to disable world rendering

bDisplayingUIMouseCursor Source code

var transient bool bDisplayingUIMouseCursor;
Indicates whether the UI is currently displaying a mouse cursor. Prevents GameEngine::Tick() from recapturing mouse input while the UI has active scenes that mouse input.

bIsPlayInEditorViewport Source code

var transient bool bIsPlayInEditorViewport;
If TRUE, this viewport is a play in editor viewport

bOverrideDiffuseAndSpecular Source code

var transient bool bOverrideDiffuseAndSpecular;

bShowSystemMouseCursor Source code

var transient bool bShowSystemMouseCursor;
If TRUE, we will show the OS mouse cursor at all times (only applies to PIE viewports)

bShowTitleSafeZone Source code

var bool bShowTitleSafeZone;
if TRUE then the title safe border is drawn

bUIMouseCaptureOverride Source code

var transient bool bUIMouseCaptureOverride;
Indicates that the UI needs to receive all mouse input events. Usually enabled when the user is interacting with a draggable widget, such as a scrollbar or slider.

bUseHardwareCursorWhenWindowed Source code

var config bool bUseHardwareCursorWhenWindowed;
A temporary workaround for seeing dobule cursors in UDK Game. We need a complete solution that handles this robustly for all GFx UIs

ConnectingMessage Source code

var localized string ConnectingMessage;

DebugProperties Source code

var array<DebugDisplayProperty> DebugProperties;

Default2PSplitType Source code

var const ESplitScreenType Default2PSplitType;
Defaults for intances where there are multiple configs for a certain number of players

Default3PSplitType Source code

var const ESplitScreenType Default3PSplitType;

DesiredSplitscreenType Source code

var protected ESplitScreenType DesiredSplitscreenType;
The splitscreen layout type that the player wishes to use; this value usually comes from places like the player's profile

GlobalInteractions Source code

var init protected array<Interaction> GlobalInteractions;
A list of interactions which have a chance at all input before the player's interactions.

LoadingMessage Source code

var localized string LoadingMessage;
@name Localized transition messages.

PausedMessage Source code

var localized string PausedMessage;

PrecachingMessage Source code

var localized string PrecachingMessage;

ProgressFadeTime Source code

var float ProgressFadeTime;

ProgressMessage[2] Source code

var string ProgressMessage[2];

ProgressTimeOut Source code

var float ProgressTimeOut;

SavingMessage Source code

var localized string SavingMessage;

ScaleformInteraction Source code

var native const pointer ScaleformInteraction;
Stores the pointer to any data needed for scaleform (if defined)

ShowFlags Source code

var const ExportShowFlags_Mirror ShowFlags;
The show flags used by the viewport's players.

SplitscreenInfo Source code

var array<SplitscreenData> SplitscreenInfo;
Array of the screen data needed for all the different splitscreen configurations

TitleSafeZone Source code

var TitleSafeZoneArea TitleSafeZone;
border of safe area

UIController Source code

var UIInteraction UIController;
The viewport's UI controller

UIControllerClass Source code

var class<UIInteraction> UIControllerClass;
The class for the UI controller

Viewport Source code

var const pointer Viewport;
The platform-specific viewport which this viewport client is attached to.

ViewportConsole Source code

var Console ViewportConsole;
The viewport's console. Might be null on consoles

ViewportFrame Source code

var const pointer ViewportFrame;
The platform-specific viewport frame which this viewport is contained by.


Enumerations Detail

ESafeZoneType Source code

enum ESafeZoneType
{
eSZ_TOP, eSZ_BOTTOM, eSZ_LEFT, eSZ_RIGHT,
};
The 4 different kinds of safezones

ESplitScreenType Source code

enum ESplitScreenType
{
eSST_NONE, eSST_2P_HORIZONTAL, eSST_2P_VERTICAL, eSST_3P_FAVOR_TOP, eSST_3P_FAVOR_BOTTOM, eSST_4P,
};
Enum of the different splitscreen types


Structures Detail

DebugDisplayProperty Source code

struct DebugDisplayProperty
{
var bool bSpecialProperty;
var Object Obj;
var name PropertyName;
};
debug property display functionality to interact with this, use "display", "displayall", "displayclear"
bSpecialProperty:
whether PropertyName is a "special" value not directly mapping to a real property (e.g. state name)
Obj:
the object whose property to display. If this is a class, all objects of that class are drawn.
PropertyName:
name of the property to display

ExportShowFlags_Mirror Source code

struct ExportShowFlags_Mirror extends ShowFlags_Mirror
{
};
This empty struct is here so we have a non-native struct that can be exported to the header properly

PerPlayerSplitscreenData Source code

struct PerPlayerSplitscreenData
{
var float OriginX;
var float OriginY;
var float SizeX;
var float SizeY;
};
Structure to store splitscreen data.

ShowFlags_Mirror Source code

struct ShowFlags_Mirror
{
var native const qword flags0;
var native const qword flags1;
};
This struct needs to be the same size as EShowFlags

SplitscreenData Source code

struct SplitscreenData
{
var array<PerPlayerSplitscreenData> PlayerData;
};
Structure containing all the player splitscreen datas per splitscreen configuration.

TitleSafeZoneArea Source code

struct TitleSafeZoneArea
{
var float MaxPercentX;
var float MaxPercentY;
var float RecommendedPercentX;
var float RecommendedPercentY;
};
Max/Recommended screen viewable extents as a percentage


Delegates Detail

HandleInputAxis Source code

delegate bool HandleInputAxis ( int ControllerId, name Key, float Delta, float DeltaTime, bool bGamepad )
Provides script-only child classes the opportunity to handle input axis events received from the viewport. This delegate is called before the input axis event is passed to the interactions array for processing.
@param ControllerId the controller that generated this input axis event
@param Key the name of the axis that moved (KEY_MouseX, KEY_XboxTypeS_LeftX, etc.)
@param Delta the movement delta for the axis
@param DeltaTime the time (in seconds) since the last axis update.
@param bGamepad input came from gamepad (ie xbox controller)
@return return TRUE to indicate that the input event was handled. if the return value is TRUE, this input event will not be passed to the interactions array.

HandleInputChar Source code

delegate bool HandleInputChar ( int ControllerId, string Unicode )
Provides script-only child classes the opportunity to handle character input (typing) events received from the viewport. This delegate is called before the character event is passed to the interactions array for processing.
@param ControllerId the controller that generated this character input event
@param Unicode the character that was typed
@return return TRUE to indicate that the input event was handled. if the return value is TRUE, this input event will not be passed to the interactions array.

HandleInputKey Source code

delegate bool HandleInputKey ( int ControllerId, name Key, EInputEvent EventType, float AmountDepressed, optional bool bGamepad )
Provides script-only child classes the opportunity to handle input key events received from the viewport. This delegate is called before the input key event is passed to the interactions array for processing.
@param ControllerId the controller that generated this input key event
@param Key the name of the key which an event occured for (KEY_Up, KEY_Down, etc.)
@param EventType the type of event which occured (pressed, released, etc.)
@param AmountDepressed for analog keys, the depression percent.
@param bGamepad input came from gamepad (ie xbox controller)
@return return TRUE to indicate that the input event was handled. if the return value is TRUE, this input event will not be passed to the interactions array.


Functions Detail

AddLocalPlayer Source code

private final function int AddLocalPlayer ( LocalPlayer NewPlayer ) )
Adds a LocalPlayer to the local and global list of Players.
@param NewPlayer the player to add

BecomePrimaryPlayer Source code

function BecomePrimaryPlayer ( int PlayerIndex) )
Makes a player the primary player
@param PlayerIndex - The index of the player to be made into the primary player

CalculateDeadZoneForAllSides Source code

final function bool CalculateDeadZoneForAllSides ( LocalPlayer LPlayer, Canvas Canvas, out float fTopSafeZone, out float fBottomSafeZone, out float fLeftSafeZone, out float fRightSafeZone, optional bool bUseMaxPercent ) )

CalculateSafeZoneValues Source code

final function CalculateSafeZoneValues ( out float out_Horizontal, out float out_Vertical, canvas Canvas, int LocalPlayerIndex, bool bUseMaxPercent ) )
Calculate the amount of safezone needed for a single side for both vertical and horizontal dimensions

ClearProgressMessages Source code

exec function ClearProgressMessages ( ) )

ConsoleCommand Source code

native function string ConsoleCommand ( string Command )
Executes a console command in the context of this viewport.
@param Command - The command to execute.
@return The output of the command will be returned.

ConvertLocalPlayerToGamePlayerIndex Source code

final function int ConvertLocalPlayerToGamePlayerIndex ( LocalPlayer LPlayer ) )
Convert a LocalPlayer to it's index in the GamePlayer array Returns -1 if the index could not be found.

CreateInitialPlayer Source code

function bool CreateInitialPlayer ( out string OutError ) )
Create the game's initial player at startup. First search for a player that is signed into the OnlineSubsystem; if none are found, create a player with a ControllerId of 0.
@param OutError receives the error string if an error occurs while creating the player.
@return TRUE if a player was successfully created.

CreatePlayer Source code

event LocalPlayer CreatePlayer ( int ControllerId, out string OutError, bool bSpawnActor) )
Adds a new player.
@param ControllerId - The controller ID the player should accept input from.
@param OutError - If no player is returned, OutError will contain a string describing the reason.
@param SpawnActor - True if an actor should be spawned for the new player.
@return The player which was created.

DebugCreatePlayer Source code

exec function DebugCreatePlayer ( int ControllerId) )
Debug console command to create a player.
@param ControllerId - The controller ID the player should accept input from.

DebugRemovePlayer Source code

exec function DebugRemovePlayer ( int ControllerId) )
Debug console command to remove the player with a given controller ID.
@param ControllerId - The controller ID to search for.

DebugSetUISystemEnabled Source code

native function DebugSetUISystemEnabled ( bool bOldUISystemActive, bool bGFxUISystemActive )
DEBUG: function to easily allow script to turn on / off the two UI systems for developing during the transition from the old UI to the new GFx UI

DisplayProgressMessage Source code

function DisplayProgressMessage ( Canvas Canvas) )
display progress messages in center of screen

DrawTitleSafeArea Source code

function DrawTitleSafeArea ( canvas Canvas ) )
Draw the safe area using the current TitleSafeZone settings

DrawTransition Source code

function DrawTransition ( Canvas Canvas) )
Displays the transition screen.
@param Canvas - The canvas to use for rendering.

DrawTransitionMessage Source code

function DrawTransitionMessage ( Canvas Canvas,string Message) )
Print a centered transition message with a drop shadow.

FindPlayerByControllerId Source code

final event LocalPlayer FindPlayerByControllerId ( int ControllerId) )
Finds a player by controller ID.
@param ControllerId - The controller ID to search for.
@return None or the player with matching controller ID.

FixupOwnerReferences Source code

native final function FixupOwnerReferences ( )
Called after the primary player has been changed so that the UI references to the owner are switched

GameSessionEnded Source code

event GameSessionEnded ( ) )
Called when the current map is being unloaded. Cleans up any references which would prevent garbage collection.

GetCustomInteractionClass Source code

native function class<UIInteraction> GetCustomInteractionClass ( int InIndex )
Defining the above mentioned custom interactions

GetNumCustomInteractions Source code

native function int GetNumCustomInteractions ( )
Function that allow for custom numbers of interactions dictated in code

GetPixelSizeOfScreen Source code

final function GetPixelSizeOfScreen ( out float out_Width, out float out_Height, canvas Canvas, int LocalPlayerIndex ) )
Get the total pixel size of the screen. This is different from the pixel size of the viewport since we could be in splitscreen

GetPlayerOwner Source code

native final function LocalPlayer GetPlayerOwner ( int PlayerIndex )
Retrieves a reference to a LocalPlayer.
@param PlayerIndex if specified, returns the player at this index in the GamePlayers array. Otherwise, returns the player associated with the owner scene.
@return the player that owns this scene or is located in the specified index of the GamePlayers array.

GetSplitscreenConfiguration Source code

function ESplitScreenType GetSplitscreenConfiguration ( ) )

@return the actual splitscreen type being used, taking into account the number of players.

GetSubtitleRegion Source code

event GetSubtitleRegion ( out vector2D MinPos, out vector2D MaxPos) )
called before rending subtitles to allow the game viewport to determine the size of the subtitle area
@param Min top left bounds of subtitle region (0 to 1)
@param Max bottom right bounds of subtitle region (0 to 1)

GetViewportSize Source code

native final function GetViewportSize ( out Vector2D out_ViewportSize )
Retrieve the size of the main viewport.
@param out_ViewportSize [out] will be filled in with the size of the main viewport

HasBottomSafeZone Source code

final function bool HasBottomSafeZone ( int LocalPlayerIndex ) )
Whether the player at LocalPlayerIndex's viewport has a "bottom of viewport" safezone or not.

HasLeftSafeZone Source code

final function bool HasLeftSafeZone ( int LocalPlayerIndex ) )
Whether the player at LocalPlayerIndex's viewport has a "left of viewport" safezone or not.

HasRightSafeZone Source code

final function bool HasRightSafeZone ( int LocalPlayerIndex ) )
Whether the player at LocalPlayerIndex's viewport has a "right of viewport" safezone or not.

HasTopSafeZone Source code

final function bool HasTopSafeZone ( int LocalPlayerIndex ) )
Whether the player at LocalPlayerIndex's viewport has a "top of viewport" safezone or not.

Init Source code

event bool Init ( out string OutError) )
Initialize the game viewport.
@param OutError - If an error occurs, returns the error description.
@return False if an error occurred, true if the viewport was initialized successfully.

InsertInteraction Source code

event int InsertInteraction ( Interaction NewInteraction, optional int InIndex = -1 ) )
Inserts an interaction into the GlobalInteractions array at the specified index
@param NewInteraction the interaction that should be inserted into the array
@param Index the position in the GlobalInteractions array to insert the element. if no value (or -1) is specified, inserts the interaction at the end of the array
@return the position in the GlobalInteractions array where the element was placed, or -1 if the element wasn't added to the array for some reason

IsFullScreenViewport Source code

native final function bool IsFullScreenViewport ( )

@return Whether or not the main viewport is fullscreen or windowed.

LayoutPlayers Source code

event LayoutPlayers ( ) )
Called before rendering to allow the game viewport to allocate subregions to players.

NotifyConnectionError Source code

function NotifyConnectionError ( EProgressMessageType MessageType, optional string Message=Localize("Errors", "ConnectionFailed", "Engine"), optional string Title=Localize("Errors", "ConnectionFailed_Title", "Engine") ) )
Notifies the player that an attempt to connect to a remote server failed, or an existing connection was dropped.
@param MessageType EProgressMessageType of current connection error
@param Message a description of why the connection was lost
@param Title the title to use in the connection failure message.

NotifyPlayerAdded Source code

final function NotifyPlayerAdded ( int PlayerIndex, LocalPlayer AddedPlayer ) )
Notifies all interactions that a new player has been added to the list of active players.
@param PlayerIndex the index [into the GamePlayers array] where the player was inserted
@param AddedPlayer the player that was added

NotifyPlayerRemoved Source code

final function NotifyPlayerRemoved ( int PlayerIndex, LocalPlayer RemovedPlayer ) )
Notifies all interactions that a new player has been added to the list of active players.
@param PlayerIndex the index [into the GamePlayers array] where the player was located
@param RemovedPlayer the player that was removed

OnPrimaryPlayerSwitch Source code

function OnPrimaryPlayerSwitch ( LocalPlayer OldPrimaryPlayer, LocalPlayer NewPrimaryPlayer )
Called after a new primary player has been made

PostRender Source code

event PostRender ( Canvas Canvas) )
Called after rendering the player views and HUDs to render menus, the console, etc. This is the last rendering call in the render loop
@param Canvas - The canvas to use for rendering.

RemoveLocalPlayer Source code

private final function int RemoveLocalPlayer ( LocalPlayer ExistingPlayer ) )
Removes a LocalPlayer from the local and global list of Players.
@param ExistingPlayer the player to remove

RemovePlayer Source code

event bool RemovePlayer ( LocalPlayer ExPlayer) )
Removes a player.
@param Player - The player to remove.
@return whether the player was successfully removed. Removal is not allowed while connected to a server.

SetConsoleTarget Source code

exec function SetConsoleTarget ( int PlayerIndex) )
Sets the player which console commands will be executed in the context of.

SetCustomInteractionObject Source code

native function SetCustomInteractionObject ( Interaction InInteraction )
Passing the custom interaction object back to native code to do with it as it likes

SetProgressMessage Source code

event SetProgressMessage ( EProgressMessageType MessageType, string Message, optional string Title, optional bool bIgnoreFutureNetworkMessages) )
handler for global state messages, generally network connection related (failures, download progress, etc)

SetProgressTime Source code

exec event SetProgressTime ( float T) )

SetSplit Source code

exec function SetSplit ( int mode ) )
debug test for testing splitscreens

SetSplitscreenConfiguration Source code

function SetSplitscreenConfiguration ( ESplitScreenType SplitType ) )
Sets the screen layout configuration that the player wishes to use when in split-screen mode.

ShouldForceFullscreenViewport Source code

native final const function bool ShouldForceFullscreenViewport ( ) con )
Determine whether a fullscreen viewport should be used in cases where there are multiple players.
@return TRUE to use a fullscreen viewport; FALSE to allow each player to have their own area of the viewport.

ShowTitleSafeArea Source code

exec function ShowTitleSafeArea ( ) )
Exec for toggling the display of the title safe area

SSSwapControllers Source code

exec function SSSwapControllers ( ) )
Rotates controller ids among gameplayers, useful for testing splitscreen with only one controller.

Tick Source code

event Tick ( float DeltaTime )
Called every frame to allow the game viewport to update time based state.
@param DeltaTime - The time since the last call to Tick.

UpdateActiveSplitscreenType Source code

function UpdateActiveSplitscreenType ( ) )
Sets the value of ActiveSplitscreenConfiguration based on the desired split-screen layout type, current number of players, and any other factors that might affect the way the screen should be layed out.


Defaultproperties

defaultproperties
{
	UIControllerClass=class'Engine.UIInteraction'
	TitleSafeZone=(MaxPercentX=0.9,MaxPercentY=0.9,RecommendedPercentX=0.8,RecommendedPercentY=0.8)

	Default2PSplitType=eSST_2P_HORIZONTAL
	Default3PSplitType=eSST_3P_FAVOR_TOP
	DesiredSplitscreenType=eSST_NONE

	bIsPlayInEditorViewport=False
	bShowSystemMouseCursor=False

	ProgressFadeTime=1.0
	ProgressTimeOut=8.0

	SplitscreenInfo(eSST_None)=			(PlayerData=((SizeX=1.0f,SizeY=1.0f,OriginX=0.0f,OriginY=0.0f)))

	SplitscreenInfo(eSST_2P_HORIZONTAL)={(PlayerData=(
										(SizeX=1.0f,SizeY=0.5f,OriginX=0.0f,OriginY=0.0f),
										(SizeX=1.0f,SizeY=0.5f,OriginX=0.0f,OriginY=0.5f))
										)}

	SplitscreenInfo(eSST_2P_VERTICAL)={(PlayerData=(
										(SizeX=0.5f,SizeY=1.0f,OriginX=0.0f,OriginY=0.0f),
										(SizeX=0.5f,SizeY=1.0f,OriginX=0.5f,OriginY=0.0))
										)}

	SplitscreenInfo(eSST_3P_FAVOR_TOP)={(PlayerData=(
										(SizeX=1.0f,SizeY=0.5f,OriginX=0.0f,OriginY=0.0f),
										(SizeX=0.5f,SizeY=0.5f,OriginX=0.0f,OriginY=0.5f),
										(SizeX=0.5f,SizeY=0.5f,OriginX=0.5f,OriginY=0.5f))
										)}

	SplitscreenInfo(eSST_3P_FAVOR_BOTTOM)={(PlayerData=(
										(SizeX=0.5f,SizeY=0.5f,OriginX=0.0f,OriginY=0.0f),
										(SizeX=0.5f,SizeY=0.5f,OriginX=0.5f,OriginY=0.0f),
										(SizeX=1.0f,SizeY=0.5f,OriginX=0.0f,OriginY=0.5f))
										)}

	SplitscreenInfo(eSST_4P)={(PlayerData=(
										(SizeX=0.5f,SizeY=0.5f,OriginX=0.0f,OriginY=0.0f),
										(SizeX=0.5f,SizeY=0.5f,OriginX=0.5f,OriginY=0.0f),
										(SizeX=0.5f,SizeY=0.5f,OriginX=0.0f,OriginY=0.5f),
										(SizeX=0.5f,SizeY=0.5f,OriginX=0.5f,OriginY=0.5f))
										)}
}

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Creation time: ti 22-3-2011 19:56:49.780 - Created with UnCodeX