Source

UnrealMagicOfDoomOhYeah / UIScene.txt

Engine/Classes/UIScene.uc
class UIScene extends UIScreenObject

    event AddedChild( UIScreenObject WidgetOwner, UIObject NewChild )
    event RemovedChild( UIScreenObject WidgetOwner, UIObject OldChild, optional array<UIObject> ExclusionSet )
    event SceneActivated( bool bInitialActivation )
    event SceneDeactivated()
    event SetVisibility( bool bIsVisible )
    event UIAnimationEnded( UIScreenObject Sender, name AnimName, int TrackTypeMask )
    event UIAnimationStarted( UIScreenObject Sender, name AnimName, int TrackTypeMask, optional bool bSetAnimatingFlag=true )
    event UIObject GetFocusHint( optional bool bQueryOnly );
    event UIScene OpenScene( UIScene SceneToOpen, optional LocalPlayer ScenePlayerOwner=GetPlayerOwner(), optional byte ForcedPriority, optional bool bSkipAnimation=false, optional delegate<OnSceneActivated> SceneDelegate=None)
    event bool CloseScene( optional UIScene SceneToClose=Self, optional bool bCloseChildScenes=true, optional bool bForceCloseImmediately )
    final event CalculateInputMask()
    function BeginSceneLostFocusAnimation()
    function BeginSceneOpenAnimation()
    function BeginSceneRegainedFocusAnimation()
    function BeginSceneRegainingFocusAnimation()
    function DebugShowAnimators()
    function LogCurrentState( int Indent )
    function LogRenderBounds( int Indent )
    function NotifyControllerStatusChanged( int ControllerId, bool bConnected )
    function NotifyGameSessionEnded()
    function NotifyLinkStatusChanged( bool bConnected )
    function NotifyOnlineServiceStatusChanged( EOnlineServerConnectionStatus NewConnectionStatus )
    function NotifyPlayerAdded( int PlayerIndex, LocalPlayer AddedPlayer )
    function NotifyPlayerRemoved( int PlayerIndex, LocalPlayer RemovedPlayer )
    function NotifyPreClientTravel( string TravelURL, ETravelType TravelType, bool bIsSeamless );
    function NotifyStorageDeviceChanged()
    function OnCloseAnimationComplete( UIScreenObject Sender, name AnimName, int TrackTypeMask )
    function OnCloseAnimationComplete_IgnoreChildScenes( UIScreenObject Sender, name AnimName, int TrackTypeMask )
    function OnLostFocusAnimationComplete( UIScreenObject Sender, name AnimName, int TrackTypeMask )
    function OnOpenAnimationComplete( UIScreenObject Sender, name AnimName, int TrackTypeMask )
    function OnRegainedFocusAnimationComplete( UIScreenObject Sender, name AnimName, int TrackTypeMask )
    function OnRegainingFocusAnimationComplete( UIScreenObject Sender, name AnimName, int TrackTypeMask )
    function SceneCreated( UIScene CreatedScene );
    function bool BeginSceneAnimation( name AnimationSequenceName, optional delegate<OnUIAnim_TrackCompleted> TrackCompletedDelegate )
    function bool BeginSceneCloseAnimation( bool bCloseChildScenes )
    function bool NotifyLoginStatusChanged( int ControllerId, ELoginStatus NewStatus )
    function bool StopSceneAnimation( name AnimationSequenceName, optional bool bFinalize=true )
    function int FindAnimatorIndex( UIScreenObject SearchObj )
    native final function LoadSceneDataValues();
    native final function LogDockingStack() const;
    native final function RebuildDockingStack();
    native final function ResolveScenePositions();
    native final function SaveSceneDataValues( optional bool bUnbindSubscribers );
    native final function SceneDataStore GetSceneDataStore();
    native final function SetSceneInputMode( EScreenInputMode NewInputMode );
    native final function UIContextMenu GetActiveContextMenu() const;
    native final function UIContextMenu GetDefaultContextMenu();
    native final function UIDataStore ResolveDataStore( Name DataStoreTag, optional LocalPlayer InPlayerOwner );
    native final function UIScene GetNextScene( bool bRequireMatchingPlayerOwner=true, optional bool bIgnoreUnfocusedScenes );
    native final function UIScene GetPreviousScene( bool bRequireMatchingPlayerOwner=true, optional bool bIgnoreUnfocusedScenes );
    native final function UnbindSubscribers();
    native final function bool IsSceneActive( optional bool bTopmostScene ) const;
    native final function bool RegisterTickableObject( UITickableObject ObjectToRegister, optional int InsertIndex=INDEX_NONE );
    native final function bool SetActiveContextMenu( UIContextMenu NewContextMenu, int PlayerIndex );
    native final function bool ShouldRenderParentScenes() const;
    native final function bool UnregisterTickableObject( UITickableObject ObjectToRemove );
    native final function int FindTickableObjectIndex( UITickableObject ObjectToFind ) const;
    native final noexport function EUIPostProcessGroup GetScenePostProcessGroup() const;
    native final noexport function ForceImmediateSceneUpdate();
    native final noexportheader function EScreenInputMode GetSceneInputMode( optional bool bMemberValueOnly );
    native final noexportheader function ESplitscreenRenderMode GetSceneRenderMode() const;
    native final noexportheader function SetSceneRenderMode( ESplitscreenRenderMode NewRenderMode );
    native static function WorldInfo GetWorldInfo();