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GFxUI.GFxMoviePlayer

Extends
Object
Modifiers
native config ( UI )

Filename : GFxMoviePlayer.uc Content : Unreal Scaleform GFx integration Copyright : (c) 2006-2007 Scaleform Corp. All Rights Reserved. Portions of the integration code is from Epic Games as identified by Perforce annotations. Copyright 2010 Epic Games, Inc. All rights reserved. Notes : Since 'ucc' will prefix all class names with 'U' there is not conflict with GFx file / class naming. Licensees may use this file in accordance with the valid Scaleform Commercial License Agreement provided with the software. This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR ANY PURPOSE.

Core.Object
|   
+-- GFxUI.GFxMoviePlayer

Direct Known Subclasses:

GFxMinimapHud, GFxUDKFrontEnd, GFxUIFrontEnd_TitleScreen, UTGFxTweenableMoviePlayer

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
MapASUClasses
MapASUObjects
boolbAllowFocus
boolbAllowInput
boolbAutoPlay
boolbBlurLesserMovies
boolbCaptureInput
boolbCloseOnLevelChange
boolbDiscardNonOwnerInput
boolbDisplayWithHudOff
boolbEnableGammaCorrection
boolbHideLesserMovies
boolbIgnoreBlurEffect
boolbIgnoreMouseInput
boolbIgnoreVisibilityEffect
boolbIsPriorityBlurred
boolbIsPriorityHidden
boolbLogUnhandedWidgetInitializations
boolbMovieIsOpen
boolbOnlyOwnerFocusable
boolbPauseGameWhileActive
boolbWidgetsInitializedThisFrame
array<name>CaptureKeys
array<GFxDataStoreBinding>DataStoreBindings
GFxDataStoreSubscriberDataStoreSubscriber
ObjectExternalInterface
array<ExternalTexture>ExternalTextures
array<name>FocusIgnoreKeys
intLocalPlayerOwnerIndex
SwfMovieMovieInfo
intNextASUObject
array<GFxObject>ObjectValues
pointerpCaptureKeys
pointerpFocusIgnoreKeys
pointerpMovie
bytePriority
GFxRenderTextureModeRenderTextureMode
GFxTimingModeTimingMode
array<GFxWidgetBinding>WidgetBindings
mapWidgetPathBindings
GFxMoviePlayer
TextureRenderTarget2DRenderTexture
array<SoundThemeBinding>SoundThemes
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
ASType
AS_Undefined, AS_Null, AS_Number, AS_String, AS_Boolean
GFxAlign
Align_Center, Align_TopCenter, Align_BottomCenter, Align_CenterLeft, Align_CenterRight, Align_TopLeft, Align_TopRight, Align_BottomLeft, Align_BottomRight
GFxRenderTextureMode
RTM_Opaque, RTM_Alpha, RTM_AlphaComposite
GFxScaleMode
SM_NoScale, SM_ShowAll, SM_ExactFit, SM_NoBorder
GFxTimingMode
TM_Game, TM_Real
Inherited Enumerations from Core.Object
AlphaBlendType, EAspectRatioAxisConstraint, EAutomatedRunResult, EAxis, EDebugBreakType, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
ASValue
Type, b, n, s
ExternalTexture
Resource, Texture
GFxDataStoreBinding
DataSource, VarPath, ModelId, ControlId, bEditable, CellTags, ModelIdUtf8, ControlIdUtf8, ListDataProvider, FullCellTags, ModelRef, ControlRef
GFxWidgetBinding
WidgetName, WidgetClass
SoundThemeBinding
ThemeName, Theme
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
delegate OnPostAdvance (float DeltaTime)

Functions Summary
functionfloat ActionScriptFloat (string path)
functionint ActionScriptInt (string path)
functionGFxObject ActionScriptObject (string path)
function ActionScriptSetFunction (GFxObject Object, string Member)
functionstring ActionScriptString (string path)
function ActionScriptVoid (string path)
function AddCaptureKey (name key)
function AddFocusIgnoreKey (name key)
function Advance (float time)
function ApplyPriorityBlurEffect (bool bRemoveEffect)
event ApplyPriorityEffect (bool bRequestedBlurState, bool bRequestedHiddenState))
function ApplyPriorityVisibilityEffect (bool bRemoveEffect)
function ClearCaptureKeys ()
function ClearFocusIgnoreKeys ()
function Close (optional bool Unload = TRUE)
event ConditionalClearPause ()))
function ConsoleCommand (string Command ))
functionGFxObject CreateArray ()
functionGFxObject CreateObject (string ASClass, optional class<GFxObject> type)
eventbool FilterButtonInput (int ControllerId, name ButtonName, EInputEvent InputEvent)
function FlushPlayerInput (bool capturekeysonly)
functionGameViewportClient GetGameViewportClient ()
eventLocalPlayer GetLP ()))
eventPlayerController GetPC ()))
functionASValue GetVariable (string path)
functionbool GetVariableArray (string path, int index, out array<ASValue> arg)
functionbool GetVariableBool (string path)
functionbool GetVariableFloatArray (string path, int index, out array<float> arg)
functionbool GetVariableIntArray (string path, int index, out array<int> arg)
functionfloat GetVariableNumber (string path)
functionGFxObject GetVariableObject (string path, optional class<GFxObject> type)
functionstring GetVariableString (string path)
functionbool GetVariableStringArray (string path, int index, out array<string> arg)
function GetVisibleFrameRect (out float x0, out float y0, out float x1, out float y1)
function Init (optional LocalPlayer LocPlay))
functionASValue Invoke (string method, array<ASValue> args)
event OnCleanup ()
event OnClose ()
event OnFocusGained (int LocalPlayerIndex))
event OnFocusLost (int LocalPlayerIndex))
function PlaySoundFromTheme (name EventName, optional name SoundThemeName='default'))
function PostAdvance (float DeltaTime)
event PostWidgetInit ()
function PublishDataStoreValues ()
function RefreshDataStoreBindings ()
function SetAlignment (GFxAlign a)
function SetExternalInterface (Object h))
functionbool SetExternalTexture (string resource, Texture texture)
function SetMovieCanReceiveFocus (bool bCanReceiveFocus)
function SetMovieCanReceiveInput (bool bCanReceiveInput)
function SetMovieInfo (SwfMovie data))
function SetPause (optional bool bPausePlayback = TRUE)
function SetPerspective3D (const out matrix matPersp)
function SetPriority (byte NewPriority)
function SetTimingMode (GFxTimingMode mode)
function SetVariable (string path, ASValue Arg)
functionbool SetVariableArray (string path, int index, array<ASValue> Arg)
function SetVariableBool (string path, bool b)
functionbool SetVariableFloatArray (string path, int index, array<float> Arg)
functionbool SetVariableIntArray (string path, int index, array<int> Arg)
function SetVariableNumber (string path, float f)
function SetVariableObject (string path, GFxObject Object)
function SetVariableString (string path, string s)
functionbool SetVariableStringArray (string path, int index, array<string> Arg)
function SetView3D (const out matrix matView)
function SetViewport (int x, int y, int width, int height)
function SetViewScaleMode (GFxScaleMode SM)
function SetWidgetPathBinding (GFxObject WidgetToBind, name Path)
eventbool Start (optional bool StartPaused = false)
eventbool WidgetInitialized (name WidgetName, name WidgetPath, GFxObject Widget)
eventbool WidgetUnloaded (name WidgetName, name WidgetPath, GFxObject Widget)
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

ASUClasses Source code

var private const native transient Map ASUClasses;

ASUObjects Source code

var private const native transient Map ASUObjects;

bAllowFocus Source code

var bool bAllowFocus;
If TRUE, this movie player will be allowed to accept focus events. Defaults to TRUE

bAllowInput Source code

var bool bAllowInput;
If TRUE, this movie player will be allowed to accept input events. Defaults to TRUE

bAutoPlay Source code

var bool bAutoPlay;
If TRUE, MovieToLoad will be played immediately after loading

bBlurLesserMovies Source code

var bool bBlurLesserMovies;
if true, this movie will try and blur out movies with a lower priority

bCaptureInput Source code

var bool bCaptureInput;
If TRUE, this movie player will capture input

bCloseOnLevelChange Source code

var bool bCloseOnLevelChange;
If TRUE, the movie will be closed on a level change NOTE: ONLY TIMINGMODE TM_REAL movies can stay open during level change

bDiscardNonOwnerInput Source code

var bool bDiscardNonOwnerInput;
If TRUE, any input received from a LocalPlayer that is not the owner of this movieplayer will be discarded and not acted upon This should be used in conjunction with bOnlyOwnerFocusable to make movieplayers that only respond to one player, but consume all input from the other players

bDisplayWithHudOff Source code

var bool bDisplayWithHudOff;
If TRUE, this movie player will render even if bShowHud is FALSE. Usually set to TRUE for menus, and FALSE for HUDs

bEnableGammaCorrection Source code

var public bool bEnableGammaCorrection;
Whether to gamma correct this movie before writing to the destination surface.

bHideLesserMovies Source code

var bool bHideLesserMovies;
If ture, this movie will try and hide movies with a lower priority

bIgnoreBlurEffect Source code

var bool bIgnoreBlurEffect;
If this is true, this movie will ignore any attempts to apply a blur effect to it through the priority system

bIgnoreMouseInput Source code

var bool bIgnoreMouseInput;
IF TRUE, this movie player will ignore mouse input

bIgnoreVisibilityEffect Source code

var bool bIgnoreVisibilityEffect;
If this is true, this movie will ignore any attempts to apply a visibility effect to it through the priority system

bIsPriorityBlurred Source code

var bool bIsPriorityBlurred;
This will be TRUE if the movie is currently blurred via a higher priority movie

bIsPriorityHidden Source code

var bool bIsPriorityHidden;
This will be TRUE if the movie is currently hidden via a higher priority movie

bLogUnhandedWidgetInitializations Source code

var bool bLogUnhandedWidgetInitializations;
If TRUE, widgets that have an initialization callback that are NOT handled by WidgetInitialized() will log out a notification for debugging

bMovieIsOpen Source code

var const bool bMovieIsOpen;
TRUE after Start() is called, FALSE after Close() is called.

bOnlyOwnerFocusable Source code

var bool bOnlyOwnerFocusable;
If TRUE, only the LocalPlayerOwner's input can be directed here

bPauseGameWhileActive Source code

var bool bPauseGameWhileActive;
If TRUE, the game will pause while this scene is up

bWidgetsInitializedThisFrame Source code

var const transient bool bWidgetsInitializedThisFrame;
If TRUE, a widget within this movie player was initialized this frame. This will cause the PostWidgetInit event to be fired after the Advance() of the movie is complete

CaptureKeys Source code

var array<name> CaptureKeys;
List of keys that this movie player is listening for, and will capture (i.e. not send on to the game)

DataStoreBindings Source code

var array<GFxDataStoreBinding> DataStoreBindings;

DataStoreSubscriber Source code

var private transient GFxDataStoreSubscriber DataStoreSubscriber;

ExternalInterface Source code

var public Object ExternalInterface;
Object that should receive ExternalInterface calls from ActionScript. If unspecified, all ExternalInterface calls will be routed through the movie player itself

ExternalTextures Source code

var array<ExternalTexture> ExternalTextures;
Array of ExternalTexture bindings that will automatically replaced when the movie player loads a new movie

FocusIgnoreKeys Source code

var array<name> FocusIgnoreKeys;
If this is a focus movie, all input will be sent to the movie EXCEPT these keys

LocalPlayerOwnerIndex Source code

var public transient int LocalPlayerOwnerIndex;
Index into the GamePlayers array for the LocalPlayer who owns this movie

MovieInfo Source code

var SwfMovie MovieInfo;
Reference to the movie currently being played

NextASUObject Source code

var private const transient int NextASUObject;

ObjectValues Source code

var array<GFxObject> ObjectValues;
All GFxObjects created during the lifetime of GFxMoviePlayer

pCaptureKeys Source code

var const native transient pointer pCaptureKeys;

pFocusIgnoreKeys Source code

var const native transient pointer pFocusIgnoreKeys;

pMovie Source code

var const native transient pointer pMovie;
GFx Internals

Priority Source code

var private byte Priority;
The priority of this movie player. Used to determine render and focus order when multiple movie players are open simultaneously

RenderTextureMode Source code

var public GFxRenderTextureMode RenderTextureMode;

TimingMode Source code

var private GFxTimingMode TimingMode;

WidgetBindings Source code

var array<GFxWidgetBinding> WidgetBindings;

WidgetPathBindings Source code

var const native map WidgetPathBindings;
Stores bindings for forwarding WidgetInitialized() calls on to a specific GFxObject instance for widgets within a certain movie object path. Entries can be added / removed from the widget binding mapping using SetWidgetPathBinding()

GFxMoviePlayer

RenderTexture Source code

var(GFxMoviePlayer) TextureRenderTarget2D RenderTexture;
Texture that the movie should be rendered to. If NULL, the movie will be rendered to the frame buffer.

SoundThemes Source code

var(GFxMoviePlayer) array<SoundThemeBinding> SoundThemes;
Stores an array of bindings between sound theme names and actual UISoundThemes


Enumerations Detail

ASType Source code

enum ASType
{
AS_Undefined, AS_Null, AS_Number, AS_String, AS_Boolean
};
ActionScript type specifiers, for use with ASValue. Note that AS_Number corresponds to a float in UnrealScript.

GFxAlign Source code

enum GFxAlign
{
Align_Center, Align_TopCenter, Align_BottomCenter, Align_CenterLeft, Align_CenterRight, Align_TopLeft, Align_TopRight, Align_BottomLeft, Align_BottomRight
};

GFxRenderTextureMode Source code

enum GFxRenderTextureMode
{
RTM_Opaque, RTM_Alpha, RTM_AlphaComposite
};
Rendering modes for the player - RTM_Opaque: No blending, opaque overlay - RTM_Alpha: Use with BLEND_Translucent, doesn't support add - RTM_AlphaComposite: Use with BLEND_AlphaComposite

GFxScaleMode Source code

enum GFxScaleMode
{
SM_NoScale, SM_ShowAll, SM_ExactFit, SM_NoBorder
};

GFxTimingMode Source code

enum GFxTimingMode
{
TM_Game, TM_Real
};
Timing modes for playback of the movie - TM_Game: Movie will be advanced using the game's delta time (i.e. pausing the game pauses the movie) - TM_Real: Movie will proceed at normal playback speed, disregarding slomo and pause


Structures Detail

ASValue Source code

struct ASValue
{
var(GFxMoviePlayer) bool b;
var(GFxMoviePlayer) float n;
var(GFxMoviePlayer) init string s;
var(GFxMoviePlayer) ASType Type;
};
Generic struct used for passing generic data to and from ActionScript. Should be used as little as possible because of overhead, except in cases where it is unavoidable

ExternalTexture Source code

struct ExternalTexture
{
var(GFxMoviePlayer) string Resource;
var(GFxMoviePlayer) Texture Texture;
};
Stores a mapping between a movie's image resource ("Linkage" identifier on an image resource in the movie) and an Unreal texture resource. This allows runtime remapping of the images used by the movie. Any texture with a linkage identifier can be replaced at runtime using SetExternalTexture()

GFxDataStoreBinding Source code

struct GFxDataStoreBinding
{
var(GFxMoviePlayer) bool bEditable;
var(GFxMoviePlayer) array<name> CellTags;
var(GFxMoviePlayer) string ControlId;
var const transient array<byte> ControlIdUtf8;
var const transient native pointer ControlRef;
var(GFxMoviePlayer) UIDataStoreBinding DataSource;
var const transient array<name> FullCellTags;
var const transient UIListElementProvider ListDataProvider;
var(GFxMoviePlayer) string ModelId;
var const transient array<byte> ModelIdUtf8;
var const transient native pointer ModelRef;
var(GFxMoviePlayer) string VarPath;
};


GFxWidgetBinding Source code

struct GFxWidgetBinding
{
var(GFxMoviePlayer) class<GFxObject> WidgetClass;
var(GFxMoviePlayer) name WidgetName;
};
Widget class binding: To associate a CLIK widget instance in a movie with a particular UnrealScript subclass of GFxObject, add the widget's Flash name here, and specify the class. This will cause the GFxObject parameter of WidgetInitialized() to be created as the appropriate subclass.

SoundThemeBinding Source code

struct SoundThemeBinding
{
var(GFxMoviePlayer) UISoundTheme Theme;
var(GFxMoviePlayer) Name ThemeName;
};
Structure that binds a sound theme name to an actual UISoundTheme to handle sound events from objects in this movie. Sound events can be fired by CLIK widgets or manually by the artist. Each event contains a theme name, and an event to play. This mapping binds the theme names specified by the artist to a UISoundTheme asset, which then binds event names to various sound cues or actions.
Theme:
Corresponding sound theme to handle sound events for this ThemeName
ThemeName:
Name of the sound theme, specified by the artist in the movie


Delegates Detail

OnPostAdvance Source code

delegate OnPostAdvance ( float DeltaTime )
Delegate that if set, will be fired whenever the movie gets an Advance() call.
@param DeltaTime Amount of time the movie has advanced


Functions Detail

ActionScriptFloat Source code

protected native noexport final function float ActionScriptFloat ( string path )

ActionScriptInt Source code

protected native noexport final function int ActionScriptInt ( string path )

ActionScriptObject Source code

protected native noexport final function GFxObject ActionScriptObject ( string path )

ActionScriptSetFunction Source code

protected native noexport final function ActionScriptSetFunction ( GFxObject Object, string Member )
Function property setters Use this function to set function properties in ActionScript to UnrealScript delegates, using the delegate from the calling UnrealScript function. This is a useful method for getting callbacks from ActionScript into UnrealScript. Example: // Sets OtherObject's "onClick" function object to the delegate specified in f function SetOnEvent(GFxObject OtherObject, delegate f) { ActionScriptSetFunction(OtherObject, "onClick"); }

ActionScriptString Source code

protected native noexport final function string ActionScriptString ( string path )

ActionScriptVoid Source code

protected native noexport final function ActionScriptVoid ( string path )
ActionScript function call wrappers These functions, when called from within a UnrealScript function, invoke an ActionScript function with the specified method name, with the parameters of the wrapping UnrealScript function. This is the preferred method for calling ActionScript functions from UnrealScript, as it is faster than Invoke, with less overhead. Example: To call the following ActionScript function from UnrealScript - function MyActionScriptFunction(Param1:String, Param2:Number, Param3:Object):Void; Use the following UnrealScript code - function CallMyActionScriptFunction(string Param1, float Param2, GFxObject Param3) { ActionScriptVoid("_root.MyActionScriptFunction"); }

AddCaptureKey Source code

native final function AddCaptureKey ( name key )
Adds a key to the list of keys that get eaten by the movie being played, and not passed down to the game

AddFocusIgnoreKey Source code

native final function AddFocusIgnoreKey ( name key )
Adds a key to the FocusIgnore list, which prevents key presses from being sent to the movie if this is the focus movie

Advance Source code

native final function Advance ( float time )
Advances the movie by the specified time. After the movie is started via Start(), Advance(0.f) can be called to initialize all the objects on the first frame without actually advancing the movie

ApplyPriorityBlurEffect Source code

function ApplyPriorityBlurEffect ( bool bRemoveEffect )
Applies the priority blur effect to this movie. @bRemoveEffect - will be true if we want to remove the effect

ApplyPriorityEffect Source code

event ApplyPriorityEffect ( bool bRequestedBlurState, bool bRequestedHiddenState) )
Apply any depth effects based on the priority of the scene just opened. @bRequestedBlurState - What should the blur state for this scene be @bRequestedHiddenState - What should the visibility for this scene be

ApplyPriorityVisibilityEffect Source code

function ApplyPriorityVisibilityEffect ( bool bRemoveEffect )
Applies the priority visibility effect to this movie. @bRemoveEffect - will be true if we want to remove the effect

ClearCaptureKeys Source code

native final function ClearCaptureKeys ( )

ClearFocusIgnoreKeys Source code

native final function ClearFocusIgnoreKeys ( )

Close Source code

native final function Close ( optional bool Unload = TRUE )
Close the movie

ConditionalClearPause Source code

final event ConditionalClearPause ( ) )
See whether we need to attempt to unpause the game when the scene closes

ConsoleCommand Source code

function ConsoleCommand ( string Command ) )
Routes a console command through the player's PlayerController
@param Command - The console command to run

CreateArray Source code

native function GFxObject CreateArray ( )

CreateObject Source code

native function GFxObject CreateObject ( string ASClass, optional class<GFxObject> type )
Used to create a new object of a specific ActionScript class. Note that the ASClass specified must be available in the movie you are trying to create it in!

FilterButtonInput Source code

event bool FilterButtonInput ( int ControllerId, name ButtonName, EInputEvent InputEvent )
Can be overridden to filter input to this movie. Return TRUE to trap the input, FALSE to let it pass through to Gfx

FlushPlayerInput Source code

native final function FlushPlayerInput ( bool capturekeysonly )
Clears out all pressed keys from the player's input

GetGameViewportClient Source code

native final function GameViewportClient GetGameViewportClient ( )

GetLP Source code

event LocalPlayer GetLP ( ) )
Helper function to get the owning local player for this movie
@return The LocalPlayer corresponding to the LocalPlayerOwnerIndex that owns this movie

GetPC Source code

event PlayerController GetPC ( ) )
Helper function to get the owning player controller for this movie
@return The PlayerController corresponding to the LocalPlayerOwnerIndex that owns this movie

GetVariable Source code

native function ASValue GetVariable ( string path )
Accessors for ActionScript / GFx Objects If you know the type of the variable or object you're accessing, it is best to use one of the type specific accessor functions, as they are significantly faster. Avoid using the slower ASValue functions if possible.

GetVariableArray Source code

native function bool GetVariableArray ( string path, int index, out array<ASValue> arg )
Array accessor functions As with the normal member accessor functions, it is always best to use the accessor for the specific type, rather than the generic ASValue implementations

GetVariableBool Source code

native function bool GetVariableBool ( string path )

GetVariableFloatArray Source code

native function bool GetVariableFloatArray ( string path, int index, out array<float> arg )

GetVariableIntArray Source code

native function bool GetVariableIntArray ( string path, int index, out array<int> arg )

GetVariableNumber Source code

native function float GetVariableNumber ( string path )

GetVariableObject Source code

native function GFxObject GetVariableObject ( string path, optional class<GFxObject> type )
Returns a GFxObject for the specified path. If the type parameter is specified, the returned object will be of the specified class. Note the return value is not coerced though, so if you specify a type, you must manually cast the result

GetVariableString Source code

native function string GetVariableString ( string path )

GetVariableStringArray Source code

native function bool GetVariableStringArray ( string path, int index, out array<string> arg )

GetVisibleFrameRect Source code

native final function GetVisibleFrameRect ( out float x0, out float y0, out float x1, out float y1 )

Init Source code

function Init ( optional LocalPlayer LocPlay) )
This should be called when a new GFxMoviePlayer is initialized. Handles the setting up of the LocalPlayerIndex, as well as automatically starting / advancing the movie if desired
@param LocPla - The LocalPlayer that owns this movie

Invoke Source code

native function ASValue Invoke ( string method, array<ASValue> args )
Calls an ActionScript function on the movie, with the values from the args array as its parameters. This is slower than creating a wrapper function to call the ActionScript method using one of the ActionScript*() methods below, but does not require a subclass to implement. Use this for one-off functions, or functions with variable length arguments

OnCleanup Source code

event OnCleanup ( )
Called when the movie is done and removed from the all movie list. So final clean up can be done

OnClose Source code

event OnClose ( )
Called when a movie is closed to allow cleanup and handling

OnFocusGained Source code

event OnFocusGained ( int LocalPlayerIndex) )
Event triggered when focus is given to this MoviePlayer for a given LocalPlayer
@param LocalPlayerIndex - The index of the local player that is now focusing on this MoviePlayer

OnFocusLost Source code

event OnFocusLost ( int LocalPlayerIndex) )
Event triggered when focus is removed from this MoviePlayer for a given LocalPlayer
@param LocalPlayerIndex - The index of the local player that is no longer focusing on this MoviePlayer

PlaySoundFromTheme Source code

function PlaySoundFromTheme ( name EventName, optional name SoundThemeName='default') )
Plays a sound associated with an event from the specified sound theme. Can be used to manually fire off sounds from UnrealScript when it is inconvenient to fire them off from ActionScript
@param EventName - name of the sound event to play
@param SoundThemeName - name of the theme to play the sound from. Defaults to 'default'

PostAdvance Source code

native function PostAdvance ( float DeltaTime )
Called after the movie is advanced, and handles things like calling OnPostAdvance(), if specified
@param DeltaTime Time that the movie was advanced

PostWidgetInit Source code

event PostWidgetInit ( )
Callback when at least one CLIK widget with enableInitCallback set to TRUE has been initialized in a frame

PublishDataStoreValues Source code

native function PublishDataStoreValues ( )

RefreshDataStoreBindings Source code

native function RefreshDataStoreBindings ( )

SetAlignment Source code

native final function SetAlignment ( GFxAlign a )

SetExternalInterface Source code

function SetExternalInterface ( Object h) )
Set a handler for ActionScript ExternalInterface calls for the movie being played. If no handler is specified, calls will be processed by this GFxMoviePlayer

SetExternalTexture Source code

native function bool SetExternalTexture ( string resource, Texture texture )
Specifies a resource (linkage identifier in the movie) to be replaced by the specified texture

SetMovieCanReceiveFocus Source code

native final function SetMovieCanReceiveFocus ( bool bCanReceiveFocus )
Sets whether or not a movie is allowed to receive focus. Defaults to true

SetMovieCanReceiveInput Source code

native final function SetMovieCanReceiveInput ( bool bCanReceiveInput )
Sets whether or not a movie is allowed to receive input. Defaults to true

SetMovieInfo Source code

function SetMovieInfo ( SwfMovie data) )
Set movie to play (for script-created objects)

SetPause Source code

native function SetPause ( optional bool bPausePlayback = TRUE )
Pauses / unpauses the movie playback

SetPerspective3D Source code

native final function SetPerspective3D ( const out matrix matPersp )

SetPriority Source code

native function SetPriority ( byte NewPriority )

SetTimingMode Source code

native function SetTimingMode ( GFxTimingMode mode )
Sets the timing mode of the movie to either advance with game time (respecting game pause and time dilation), or real time (disregards game pause and time dilation)

SetVariable Source code

native function SetVariable ( string path, ASValue Arg )

SetVariableArray Source code

native function bool SetVariableArray ( string path, int index, array<ASValue> Arg )

SetVariableBool Source code

native function SetVariableBool ( string path, bool b )

SetVariableFloatArray Source code

native function bool SetVariableFloatArray ( string path, int index, array<float> Arg )

SetVariableIntArray Source code

native function bool SetVariableIntArray ( string path, int index, array<int> Arg )

SetVariableNumber Source code

native function SetVariableNumber ( string path, float f )

SetVariableObject Source code

native function SetVariableObject ( string path, GFxObject Object )

SetVariableString Source code

native function SetVariableString ( string path, string s )

SetVariableStringArray Source code

native function bool SetVariableStringArray ( string path, int index, array<string> Arg )

SetView3D Source code

native final function SetView3D ( const out matrix matView )
3D View functions

SetViewport Source code

native final function SetViewport ( int x, int y, int width, int height )
Sets the viewport location and size for the movie being played

SetViewScaleMode Source code

native final function SetViewScaleMode ( GFxScaleMode SM )

SetWidgetPathBinding Source code

final native function SetWidgetPathBinding ( GFxObject WidgetToBind, name Path )
Sets a widget to handle WidgetInitialized() callbacks for a given widget path. Used when you want a specific widget within the movie to handle WidgetInitialized() calls for its own children. The most derived path handler will be called for any given widget Example: For WidgetInitialized() on the widget with the path _level0.a.b.c.d, if a path binding was set for _level0.a and _level0.a.b, the widget bound to path _level0.a.b would receive the call Passing in None for WidgetToBind will remove a Widget from being bound to that path

Start Source code

virtual native event bool Start ( optional bool StartPaused = false )
Start playing the movie. Returns false if there were load errors. Can be overridden to perform other setup, but be sure to call Super.Start() first.

WidgetInitialized Source code

event bool WidgetInitialized ( name WidgetName, name WidgetPath, GFxObject Widget )
Callback when a CLIK widget with enableInitCallback set to TRUE is initialized. Returns TRUE if the widget was handled, FALSE if not.

WidgetUnloaded Source code

event bool WidgetUnloaded ( name WidgetName, name WidgetPath, GFxObject Widget )
Callback when a CLIK widget with enableInitCallback set to TRUE is unloaded. Returns TRUE if the widget was handled, FALSE if not.


Defaultproperties

defaultproperties
{
    bEnableGammaCorrection=FALSE
    bDisplayWithHudOff=TRUE
	bLogUnhandedWidgetInitializations=TRUE

	bAllowInput=TRUE
	bAllowFocus=TRUE

	bCloseOnLevelChange=TRUE

	Priority=1
}

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Creation time: ti 22-3-2011 19:56:50.333 - Created with UnCodeX