1. ilmenwe
  2. UnrealMagicOfDoomOhYeah

Source

UnrealMagicOfDoomOhYeah / GameViewportClient.txt

Engine/Classes/GameViewportClient.uc
class GameViewportClient extends Object

    event GameSessionEnded()
    event GetSubtitleRegion(out vector2D MinPos, out vector2D MaxPos)
    event LayoutPlayers()
    event LocalPlayer CreatePlayer(int ControllerId, out string OutError, bool bSpawnActor)
    event PostRender(Canvas Canvas)
    event SetProgressMessage(EProgressMessageType MessageType, string Message, optional string Title, optional bool bIgnoreFutureNetworkMessages)
    event Tick(float DeltaTime);
    event bool Init(out string OutError)
    event bool RemovePlayer(LocalPlayer ExPlayer)
    event int InsertInteraction( Interaction NewInteraction, optional int InIndex = -1 )
    exec event SetProgressTime(float T)
    exec function ClearProgressMessages()
    exec function DebugCreatePlayer(int ControllerId)
    exec function DebugRemovePlayer(int ControllerId)
    exec function SSSwapControllers()
    exec function SetConsoleTarget(int PlayerIndex)
    exec function SetSplit( int mode )
    exec function ShowTitleSafeArea()
    final event LocalPlayer FindPlayerByControllerId(int ControllerId)
    final function CalculatePixelCenter( out float out_CenterX, out float out_CenterY, LocalPlayer LPlayer, canvas Canvas, optional bool bUseMaxPercent )
    final function CalculateSafeZoneValues( out float out_Horizontal, out float out_Vertical, canvas Canvas, int LocalPlayerIndex, bool bUseMaxPercent )
    final function GetPixelSizeOfScreen( out float out_Width, out float out_Height, canvas Canvas, int LocalPlayerIndex )
    final function NotifyPlayerAdded( int PlayerIndex, LocalPlayer AddedPlayer )
    final function NotifyPlayerRemoved( int PlayerIndex, LocalPlayer RemovedPlayer )
    final function bool CalculateDeadZoneForAllSides( LocalPlayer LPlayer, Canvas Canvas, out float fTopSafeZone, out float fBottomSafeZone, out float fLeftSafeZone, out float fRightSafeZone, optional bool bUseMaxPercent )
    final function bool HasBottomSafeZone( int LocalPlayerIndex )
    final function bool HasLeftSafeZone( int LocalPlayerIndex )
    final function bool HasRightSafeZone( int LocalPlayerIndex )
    final function bool HasTopSafeZone( int LocalPlayerIndex )
    final function float CalculateDeadZone( LocalPlayer LPlayer, ESafeZoneType SZType, canvas Canvas, optional bool bUseMaxPercent )
    final function int ConvertLocalPlayerToGamePlayerIndex( LocalPlayer LPlayer )
    function DisplayProgressMessage(Canvas Canvas)
    function DrawTitleSafeArea( canvas Canvas )
    function DrawTransition(Canvas Canvas)
    function DrawTransitionMessage(Canvas Canvas,string Message)
    function ESplitScreenType GetSplitscreenConfiguration()
    function NotifyConnectionError( optional string Message=Localize("Errors", "ConnectionFailed", "Engine"), optional string Title=Localize("Errors", "ConnectionFailed_Title", "Engine") )
    function SetSplitscreenConfiguration( ESplitScreenType SplitType )
    function UpdateActiveSplitscreenType()
    function bool CreateInitialPlayer( out string OutError )
    native final function GetViewportSize( out Vector2D out_ViewportSize );
    native final function bool IsFullScreenViewport();
    native final function bool ShouldForceFullscreenViewport() const;
    native function string ConsoleCommand(string Command);
    private final function int AddLocalPlayer( LocalPlayer NewPlayer )
    private final function int RemoveLocalPlayer( LocalPlayer ExistingPlayer )