예제 #1
0
/// <summary>@return true if any descendant widget is focused by a specific user.</summary>
        public bool HasUserFocusedDescendants(APlayerController PlayerController)
        {
            CheckIsValid();
            int ___ret = HasUserFocusedDescendants(_this.Get(), PlayerController);

            return(___ret != 0);
        }
예제 #2
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/// <summary>
/// Gets the player controller associated with this UI.
/// @return The player controller that owns the UI.
/// </summary>
        public APlayerController GetOwningPlayer()
        {
            CheckIsValid();
            IntPtr ___ret = GetOwningPlayer(_this.Get());

            if (___ret == IntPtr.Zero)
            {
                return(null);
            }
            APlayerController ___ret2 = new APlayerController()
            {
                _this = ___ret
            }; return(___ret2);
        }
 /// <summary>Setup an input mode that allows only player input / player controller to respond to user input.</summary>
 public static void SetInputMode_GameOnly(APlayerController Target)
 {
     SetInputMode_GameOnly(IntPtr.Zero, Target);
 }
예제 #4
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/// <summary>
/// Sets the local player associated with this UI via PlayerController reference.
/// @param LocalPlayerController The PlayerController of the local player you want to be the conceptual owner of this UI.
/// </summary>
        public void SetOwningPlayer(APlayerController LocalPlayerController)
        {
            CheckIsValid();
            SetOwningPlayer(_this.Get(), LocalPlayerController);
        }
예제 #5
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 /// <summary>
 /// Sets the local player associated with this UI via PlayerController reference.
 /// @param LocalPlayerController The PlayerController of the local player you want to be the conceptual owner of this UI.
 /// </summary>
 public extern void SetOwningPlayer(APlayerController LocalPlayerController);
 /// <summary>
 /// Called when seamless traveling and the specified PC is being replaced by this one
 /// <para>copy over data that should persist </para>
 /// (not called if PlayerController is the same for the from and to GameModes)
 /// </summary>
 public override void SeamlessTravelFrom(APlayerController oldPC)
 {
 }
예제 #7
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/// <summary>
/// Gets the mouse position of the player controller, scaled by the DPI.  If you're trying to go from raw mouse screenspace coordinates
/// to fullscreen widget space, you'll need to transform the mouse into DPI Scaled space.  This function performs that scaling.
/// MousePositionScaledByDPI = MousePosition * (1 / ViewportScale).
/// </summary>
        public static bool GetMousePositionScaledByDPI(APlayerController Player, out float LocationX, out float LocationY)
        {
            int ___ret = GetMousePositionScaledByDPI(IntPtr.Zero, Player, out LocationX, out LocationY);

            return(___ret != 0);
        }
예제 #8
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 /// <summary>
 /// Unregister a player from the online service session
 /// </summary>
 /// <param name="exitingPlayer">the player to unregister</param>
 public override void UnregisterPlayer(APlayerController exitingPlayer)
 {
 }
예제 #9
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 /// <summary>
 /// Called when a PlayerController logs out of game.
 /// </summary>
 /// <param name="pC">player controller currently logging out</param>
 public override void NotifyLogout(APlayerController pC)
 {
 }
예제 #10
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 /// <summary>
 /// Exit the current game
 /// @param       SpecificPlayer  The specific player to quit the game. If not specified, player 0 will quit.
 /// </summary>
 public extern static void QuitGame(UObject WorldContextObject, APlayerController SpecificPlayer, EQuitPreference QuitPreference);
예제 #11
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 /// <summary>
 /// Executes a console command, optionally on a specific controller
 /// @param       Command                 Command to send to the console
 /// @param       SpecificPlayer  If specified, the console command will be routed through the specified player
 /// </summary>
 public extern static void ExecuteConsoleCommand(UObject WorldContextObject, FString Command, APlayerController SpecificPlayer);
예제 #12
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 /// <summary>
 /// Gets the mouse position of the player controller, scaled by the DPI.  If you're trying to go from raw mouse screenspace coordinates
 /// to fullscreen widget space, you'll need to transform the mouse into DPI Scaled space.  This function performs that scaling.
 /// MousePositionScaledByDPI = MousePosition * (1 / ViewportScale).
 /// </summary>
 public extern static bool GetMousePositionScaledByDPI(APlayerController Player, out float LocationX, out float LocationY);
예제 #13
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 /// <summary>
 /// Gets the projected world to screen position for a player, then converts it into a widget
 /// position, which takes into account any quality scaling.
 /// @param PlayerController The player controller to project the position in the world to their screen.
 /// @param WorldLocation The world location to project from.
 /// @param ScreenPosition The position in the viewport with quality scale removed and DPI scale remove.
 /// @return true if the position projects onto the screen.
 /// </summary>
 public extern static bool ProjectWorldLocationToWidgetPosition(APlayerController PlayerController, FVector WorldLocation, out FVector2D ScreenPosition);
예제 #14
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 /// <summary>@return true if this widget is focused by a specific user.</summary>
 public extern bool HasUserFocus(APlayerController PlayerController);
예제 #15
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 /// <summary>@return true if any descendant widget is focused by a specific user.</summary>
 public extern bool HasUserFocusedDescendants(APlayerController PlayerController);
예제 #16
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 /// <summary>Sets the focus to this widget for a specific user</summary>
 public extern void SetUserFocus(APlayerController PlayerController);
        /// <summary>Creates a widget</summary>
        public static UUserWidget Create(UObject WorldContextObject, TSubclassOf <UUserWidget> WidgetType, APlayerController OwningPlayer)
        {
            IntPtr ___ret = Create(IntPtr.Zero, WorldContextObject, WidgetType.NativeClass, OwningPlayer);

            if (___ret == IntPtr.Zero)
            {
                return(null);
            }
            UUserWidget ___ret2 = new UUserWidget()
            {
                _this = ___ret
            }; return(___ret2);
        }
예제 #18
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 /// <summary>
 /// Returns whether the player is logged in to the currently active online subsystem.
 /// @param Player Specific player's login status to get. May not be supported on all platforms. If null, defaults to the player with ControllerId 0.
 /// </summary>
 public extern static bool IsLoggedIn(APlayerController SpecificPlayer);
예제 #19
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 /// <summary>
 /// Dynamically assign Controller to Player and set viewport.
 /// </summary>
 /// <param name="pC">new player controller to assign to player</param>
 public override void SwitchController(APlayerController pC)
 {
 }
예제 #20
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 /// <summary>
 /// Displays the built-in achievements GUI (iOS and Android only; this function may be renamed or moved in a future release)
 /// @param SpecificPlayer Specific player's achievements to show. May not be supported on all platforms. If null, defaults to the player with ControllerId 0
 /// </summary>
 public extern static void ShowPlatformSpecificAchievementsScreen(APlayerController SpecificPlayer);
예제 #21
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 /// <summary>
 /// Add a player to the admin list of this session
 /// </summary>
 /// <param name="adminPlayer">player to add to the list</param>
 public override void AddAdmin(APlayerController adminPlayer)
 {
 }
 public FLocalPlayerContext(APlayerController inPlayerController) :
     base(E_CreateStruct_FLocalPlayerContext_APlayerController(inPlayerController), false)
 {
 }
예제 #23
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 /// <summary>
 /// Called by GameMode::PostLogin to give session code chance to do work after PostLogin
 /// </summary>
 /// <param name="newPlayer">player logging in</param>
 public override void PostLogin(APlayerController newPlayer)
 {
 }
예제 #24
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/// <summary>Sets the focus to this widget for a specific user</summary>
        public void SetUserFocus(APlayerController PlayerController)
        {
            CheckIsValid();
            SetUserFocus(_this.Get(), PlayerController);
        }
예제 #25
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 /// <summary>
 /// Called when seamless traveling and we are being replaced by the specified PC
 /// <para>clean up any persistent state (post process chains on LocalPlayers, for example) </para>
 /// (not called if PlayerController is the same for the from and to GameModes)
 /// </summary>
 public override void SeamlessTravelTo(APlayerController newPC)
 {
 }
예제 #26
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 public override void StartNewPlayer(APlayerController newPlayer)
 {
 }
예제 #27
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/// <summary>
/// Gets the projected world to screen position for a player, then converts it into a widget
/// position, which takes into account any quality scaling.
/// @param PlayerController The player controller to project the position in the world to their screen.
/// @param WorldLocation The world location to project from.
/// @param ScreenPosition The position in the viewport with quality scale removed and DPI scale remove.
/// @return true if the position projects onto the screen.
/// </summary>
        public static bool ProjectWorldLocationToWidgetPosition(APlayerController PlayerController, FVector WorldLocation, out FVector2D ScreenPosition)
        {
            int ___ret = ProjectWorldLocationToWidgetPosition(IntPtr.Zero, PlayerController, ref WorldLocation, out ScreenPosition);

            return(___ret != 0);
        }
예제 #28
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 /// <summary>
 /// Pushes this actor on to the stack of input being handled by a PlayerController.
 /// @param PlayerController The PlayerController whose input events we want to receive.
 /// </summary>
 public extern virtual void EnableInput(APlayerController PlayerController);
예제 #29
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 /// <summary>
 /// SetViewTarget of player control on server change
 /// </summary>
 public override void SetSeamlessTravelViewTarget(APlayerController pC)
 {
 }
예제 #30
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 /// <summary>
 /// Add PlayerState to the inactive list, remove from the active list
 /// </summary>
 public override void AddInactivePlayer(APlayerState playerState, APlayerController pC)
 {
 }