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GameFramework.MobileInputZone

Extends
Object
Modifiers
PerObjectConfig editinlinenew Config ( Game ) native

MobileInputZone Controls how mobile input is handled Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- GameFramework.MobileInputZone

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
floatAnimatingFadeOpacity
boolbIsDoubleTapAndHold
Vector2DCurrentCenter
Vector2DCurrentLocation
Vector2DEscapeVelocity
Vector2DInitialCenter
Vector2DInitialLocation
MobilePlayerInputInputOwner
Vector2DLastAxisValues
floatLastTouchTime
floatLastWentActiveTime
array<SeqEvent_MobileZoneBase>MobileSeqEventHandlers
stringOverrideTexture1Name
stringOverrideTexture2Name
intPreviousLocationCount
Vector2DPreviousLocations[6]
floatPreviousMoveDeltaTimes[6]
EZoneStateState
floatTimeSinceLastTapRepeat
floatTotalActiveTime
floatTransitionTime
Advanced
boolbAllowFirstDeltaForTrackballZone
Bounds
floatActiveSizeX
floatActiveSizeY
floatAuthoredGlobalScale
boolbActiveSizeYFromX
boolbCenterX
boolbCenterY
floatBorder
boolbRelativeSizeX
boolbRelativeSizeY
boolbRelativeX
boolbRelativeY
boolbSizeYFromSizeX
floatSizeX
floatSizeY
floatX
floatY
Input
floatAcceleration
boolbScalePawnMovement
nameDoubleTapInputKey
floatEscapeVelocityStrength
floatHorizMultiplier
nameHorizontalInputKey
nameInputKey
floatSmoothing
nameTapInputKey
floatVertMultiplier
Options
boolbCenterOnEvent
boolbFloatingTiltZone
boolbIsInvisible
boolbQuickDoubleTap
floatResetCenterAfterInactivityTime
EZoneSlideTypeSlideType
floatTapDistanceConstraint
Rendering
boolbRenderGuides
floatCaptionXAdjustment
floatCaptionYAdjustment
floatInactiveAlpha
Texture2DOverrideTexture1
Texture2DOverrideTexture2
TextureUVsOverrideUVs1
TextureUVsOverrideUVs2
colorRenderColor
Transitions
floatActivateTime
boolbUseGentleTransitions
floatDeactivateTime
Zone
stringCaption
byteTouchpadIndex
EZoneTypeType
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
EZoneSlideType
ZoneSlide_UpDown, ZoneSlide_LeftRight,
EZoneState
ZoneState_Inactive, ZoneState_Activating, ZoneState_Active, ZoneState_Deactivating,
EZoneTouchEvent
ZoneEvent_Touch, ZoneEvent_Update, ZoneEvent_Stationary, ZoneEvent_UnTouch, ZoneEvent_Cancelled,
EZoneType
ZoneType_Button, ZoneType_Joystick, ZoneType_Trackball, ZoneType_Slider,
Inherited Enumerations from Core.Object
AlphaBlendType, EAspectRatioAxisConstraint, EAutomatedRunResult, EAxis, EDebugBreakType, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
TextureUVs
U, V, UL, VL
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 OnDoubleTapDelegate (MobileInputZone Zone, EZoneTouchEvent EventType, Vector2D TouchLocation)
delegate OnPostDrawZone (MobileInputZone Zone, Canvas Canvas)
delegatebool OnPreDrawZone (MobileInputZone Zone, Canvas Canvas)
delegatebool OnProcessInputDelegate (MobileInputZone Zone, float DeltaTime, int Handle, EZoneTouchEvent EventType, Vector2D TouchLocation)
delegatebool OnProcessSlide (MobileInputZone Zone, EZoneTouchEvent EventType, int SlideValue, Vector2D ViewportSize)
delegatebool OnTapDelegate (MobileInputZone Zone, EZoneTouchEvent EventType, Vector2D TouchLocation)

Functions Summary
function ActivateZone ()
function AddKismetEventHandler (SeqEvent_MobileZoneBase NewHandler))
function DeactivateZone ()
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

AnimatingFadeOpacity Source code

var float AnimatingFadeOpacity;
Fade opacity, used for certain transient effects

bIsDoubleTapAndHold Source code

var bool bIsDoubleTapAndHold;
This will be true if this tap was a double tap. It's required in order to make sure we release the DoubleTapInputKey if it was a tap and hold

CurrentCenter Source code

var Vector2D CurrentCenter;
For Joystick, this is the center of the analog zone to calculate the analog values from

CurrentLocation Source code

var Vector2D CurrentLocation;
For Joystick and Trackball, this is where in the zone the user is currently holding down

EscapeVelocity Source code

var Vector2D EscapeVelocity;
For Trackball, how much escape velocity is left to apply

InitialCenter Source code

var Vector2D InitialCenter;
For Joystick, the initial center position (used only when resetting the joystick back to it's center)

InitialLocation Source code

var Vector2D InitialLocation;
Holds the Initialize location where the zone was touched

InputOwner Source code

var MobilePlayerInput InputOwner;
A Reference back to the Player Input that controls this array Input zone

LastAxisValues Source code

var Vector2D LastAxisValues;
Holds cached versions of the last axis values

LastTouchTime Source code

var float LastTouchTime;
Used to calculate a double tap on this zone

LastWentActiveTime Source code

var float LastWentActiveTime;
Holds the time this zone last went active

MobileSeqEventHandlers Source code

var array<SeqEvent_MobileZoneBase> MobileSeqEventHandlers;
holds an list of MobileZone Sequence events associated with this zone

OverrideTexture1Name Source code

var config string OverrideTexture1Name;
Ini-controlled string that will be looked up at runtime and hooked up to OverrideTexture1

OverrideTexture2Name Source code

var config string OverrideTexture2Name;
Ini-controlled string that will be looked up at runtime and hooked up to OverrideTexture2

PreviousLocationCount Source code

var int PreviousLocationCount;
For Joystick and Trackball, how many previous locations we're currently storing

PreviousLocations[6] Source code

var Vector2D PreviousLocations[6];
For Joystick and Trackball, array of previous locations so that we can smooth input over frames

PreviousMoveDeltaTimes[6] Source code

var float PreviousMoveDeltaTimes[6];
For Joystick and Trackball, array of previous movement time deltas so that we can smooth input over frames

State Source code

var EZoneState State;
State of the zone

TimeSinceLastTapRepeat Source code

var float TimeSinceLastTapRepeat;
How long since we last repeated a tap

TotalActiveTime Source code

var float TotalActiveTime;
Used to track the amount of time a zone is active

TransitionTime Source code

var float TransitionTime;
Holds the current transition time

Advanced

bAllowFirstDeltaForTrackballZone Source code

var(Advanced) config bool bAllowFirstDeltaForTrackballZone;
Unless enabled, the first movement delta for a trackball zone will be ignored. This is useful for devices with inconsistent 'dead zones' for initial touch deltas, however this will reduce responsiveness of trackball drags slightly.

Bounds

ActiveSizeX Source code

var(Bounds) config float ActiveSizeX;
Size of active Zone. Note if it's set to 0, then SizeX/SizeY will be copied here. This setting is used when you have a zone that has bCenterOnEvent set and defines the size of

ActiveSizeY Source code

var(Bounds) config float ActiveSizeY;
Size of active Zone. Note if it's set to 0, then SizeX/SizeY will be copied here. This setting is used when you have a zone that has bCenterOnEvent set and defines the size of

AuthoredGlobalScale Source code

var(Bounds) config float AuthoredGlobalScale;
This is the scale factor you are authoring for. 2.0 is useful for Retina display resolution (960x640), 1.0 for iPads and older iPhones

bActiveSizeYFromX Source code

var(Bounds) config bool bActiveSizeYFromX;
If this is true, then ActiveSizeY is relative to ActiveSizeX

bCenterX Source code

var(bounds) config bool bCenterX;
if true, then this zone will be centered around the original X value. NOTE: X will be updated to reflect it's actual position

bCenterY Source code

var(bounds) config bool bCenterY;
if true, then this zone will be centered around the original Y value. NOTE: Y will be updated to reflect it's actual position

Border Source code

var(Bounds) config float Border;
Border is an invisible region around the zone. The border is included in hit determination.

bRelativeSizeX Source code

var(Bounds) config bool bRelativeSizeX;

bRelativeSizeY Source code

var(Bounds) config bool bRelativeSizeY;

bRelativeX Source code

var(Bounds) config bool bRelativeX;
If any of the bReleative vars are true, then the corresponding X/Y/SizeX/SizeY will be consider a percentage of the viewport

bRelativeY Source code

var(Bounds) config bool bRelativeY;

bSizeYFromSizeX Source code

var(Bounds) config bool bSizeYFromSizeX;
If this is true, then SizeX is relative to SizeY

SizeX Source code

var(Bounds) config float SizeX;
Size of the zone

SizeY Source code

var(Bounds) config float SizeY;
Size of the zone

X Source code

var(Bounds) config float X;
Top left corner

Y Source code

var(Bounds) config float Y;
Top left corner

Input

Acceleration Source code

var(Input) config float Acceleration;
How much acceleration to apply to Trackball or Joystick movement (0.0 for none, no upper bounds)

bScalePawnMovement Source code

var(Input) config bool bScalePawnMovement;
If true, this control will use it's "strength" to scale the movement of the pawn

DoubleTapInputKey Source code

var(Input) config name DoubleTapInputKey;
Input to send from a double tap

EscapeVelocityStrength Source code

var(Input) config float EscapeVelocityStrength;
How much escape velocity to use for Trackball movement (0.0 for none, 1.0 for max)

HorizMultiplier Source code

var(Input) config float HorizMultiplier;
Multiplier to scale the analog horizontal input by

HorizontalInputKey Source code

var(Input) config name HorizontalInputKey;
Input to send for horizontal analog input (can be NAME_None)

InputKey Source code

var(Input) config name InputKey;
Input to send to input subsystem on event (vertical input for analog, can be NAME_None)

Smoothing Source code

var(Input) config float Smoothing;
How much input smoothing to apply to Trackball or Joystick movement (0.0 for none, 1.0 for max)

TapInputKey Source code

var(Input) config name TapInputKey;
Input to send for tap input (e.g. for tap-to-fire)

VertMultiplier Source code

var(Input) config float VertMultiplier;
Multiplier to scale the analog vertical input by

Options

bCenterOnEvent Source code

var(Options) config bool bCenterOnEvent;
If true, this zone will have it's "center" set when you touch it, otherwise the center will be set to the center of the zone

bFloatingTiltZone Source code

var(Options) config bool bFloatingTiltZone;
If true, the tilt zone will float within the SizeX/SizeY

bIsInvisible Source code

var(Options) config bool bIsInvisible;
Do we draw anything on screen for this zone?

bQuickDoubleTap Source code

var(Options) config bool bQuickDoubleTap;
If true, then this double tap will be considered a quick press/release, other wise it's tap and hold

ResetCenterAfterInactivityTime Source code

var(Options) config float ResetCenterAfterInactivityTime;
If bCenterOnEvent is enabled and this is non zero, the center position will be reset to it's initial center after this period of inactivity

SlideType Source code

var(Options) config EZoneSlideType SlideType;
Determines what type of slide it is

TapDistanceConstraint Source code

var(Options) config float TapDistanceConstraint;

Rendering

bRenderGuides Source code

var(Rendering) config bool bRenderGuides;
If true, the zone will render little guide lines for debugging

CaptionXAdjustment Source code

var(Rendering) config float CaptionXAdjustment;
This is a fixed adjustment that will be added to the zone's caption's X. It's used to align fonts correctly

CaptionYAdjustment Source code

var(Rendering) config float CaptionYAdjustment;
This is a fixed adjustment that will be added to the zone's caption's Y. It's used to align fonts correctly

InactiveAlpha Source code

var(Rendering) config float InactiveAlpha;
Holds the alpha value to use if the zone is inactive

OverrideTexture1 Source code

var(Rendering) Texture2D OverrideTexture1;
Override texture (for buttons, this is the texture when not clicked; for joystick/trackball, it's the background; for sliders, it's the slider)

OverrideTexture2 Source code

var(Rendering) Texture2D OverrideTexture2;
Override texture (for buttons, this is the texture when clicked; for joystick/trackball, it's the 'hat'; for sliders, it's unused)

OverrideUVs1 Source code

var(Rendering) config TextureUVs OverrideUVs1;
UVs for override texture 1 (in texel units)

OverrideUVs2 Source code

var(Rendering) config TextureUVs OverrideUVs2;
UVs for override texture 2 (in texel units)

RenderColor Source code

var(Rendering) config color RenderColor;
Holds the color to use when drawing images

Transitions

ActivateTime Source code

var(Transitions) config float ActivateTime;
How fast should a zone for from active to inactive

bUseGentleTransitions Source code

var(Transitions) config bool bUseGentleTransitions;
If true, the zone will gracefully transition from Inactive to Active and vice-versus. NOTE: transitions are strickly visual. A

DeactivateTime Source code

var(Transitions) config float DeactivateTime;
How fast a zone should go from inactive to active

Zone

Caption Source code

var(Zone) config string Caption;
For button zones, the Caption property will be displayed in the center of the button

TouchpadIndex Source code

var(Zone) byte TouchpadIndex;
Which touchpad this zone will respond to

Type Source code

var(Zone) config EZoneType Type;
What type of zone is this.


Enumerations Detail

EZoneSlideType Source code

enum EZoneSlideType
{
ZoneSlide_UpDown, ZoneSlide_LeftRight,
};
Defines which way the zone slides

EZoneState Source code

enum EZoneState
{
ZoneState_Inactive, ZoneState_Activating, ZoneState_Active, ZoneState_Deactivating,
};
Describes the state of the zone.

EZoneTouchEvent Source code

enum EZoneTouchEvent
{
ZoneEvent_Touch, ZoneEvent_Update, ZoneEvent_Stationary, ZoneEvent_UnTouch, ZoneEvent_Cancelled,
};
Describes the type of event that has occurred

EZoneType Source code

enum EZoneType
{
ZoneType_Button, ZoneType_Joystick, ZoneType_Trackball, ZoneType_Slider,
};
Describes the type of zone


Structures Detail

TextureUVs Source code

struct TextureUVs
{
var(MobileInputZone) float U;
var(MobileInputZone) float UL;
var(MobileInputZone) float V;
var(MobileInputZone) float VL;
};
Structure to allow easy storage of UVs for a rendered image


Delegates Detail

OnDoubleTapDelegate Source code

delegate bool OnDoubleTapDelegate ( MobileInputZone Zone, EZoneTouchEvent EventType, Vector2D TouchLocation )
A delegate that allows script to manage Double Tap events.
@param Zone The mobile Input zone that triggered the delegate
@param Location Where on the device has the touch occurred.
@param EventType The type of event that occurred
@returns true if we need to swallow the double tap

OnPostDrawZone Source code

delegate OnPostDrawZone ( MobileInputZone Zone, Canvas Canvas )
Allows other actors to supplement the drawing of this zone. Note this is called after the default drawing code
@param Zone The mobile Input zone that triggered the delegate
@param Canvas The canvas to draw on

OnPreDrawZone Source code

delegate bool OnPreDrawZone ( MobileInputZone Zone, Canvas Canvas )
Allows other actors to override the drawing of this zone. Note this is called before the default drawing code and if it returns true, will abort the drawing sequence
@param Zone The mobile Input zone that triggered the delegate
@param Canvas The canvas to draw on
@returns true to stop the rendering

OnProcessInputDelegate Source code

delegate bool OnProcessInputDelegate ( MobileInputZone Zone, float DeltaTime, int Handle, EZoneTouchEvent EventType, Vector2D TouchLocation )
A delegate that allows script to override the process. We use delegates here
@param Zone The Mobile Input zone that triggered the delegate
@param Handle The unique ID of this touch
@param EventType The type of event that occurred
@param Location Where on the device has the touch occurred.
@returns true if we need to swallow the touch

OnProcessSlide Source code

delegate bool OnProcessSlide ( MobileInputZone Zone, EZoneTouchEvent EventType, int SlideValue, Vector2D ViewportSize )
This is a delegate that allows script to get values of a slide zone.
@param Zone The mobile Input zone that triggered the delegate
@param EventType The type of event that occurred
@param SlideVlaue Holds the offset value of the slides in a +/- range in pixels. So 0 = Resting at normal.
@param ViewportSize Holds the size of the current viewport.

OnTapDelegate Source code

delegate bool OnTapDelegate ( MobileInputZone Zone, EZoneTouchEvent EventType, Vector2D TouchLocation )
A delegate that allows script to manage Tap events.
@param Zone The mobile Input zone that triggered the delegate
@param Location Where on the device has the touch occurred.
@param EventType The type of event that occurred
@returns true if we need to swallow the tap


Functions Detail

ActivateZone Source code

native function ActivateZone ( )
Called to activate a zone.

AddKismetEventHandler Source code

function AddKismetEventHandler ( SeqEvent_MobileZoneBase NewHandler) )
Adds a new MobileInput Sequence Event to the handler list
@param NewHandler The handler to add

DeactivateZone Source code

native function DeactivateZone ( )
Called to deactivate a zone


Defaultproperties

defaultproperties
{
}

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Creation time: ti 22-3-2011 19:56:52.612 - Created with UnCodeX