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P2Screen

Base class for Postal 2's in-game screens.

Properties

Main

Name AfterFadeInScreen
state to use after fading in screen
Name AfterStartupState
state to use after startup
name BackgroundName
name of background texture
Texture BackgroundTex
background texture (set directly or use BackgroundName for dynamic load)
bool bDontPauseGame
don't pause game while screen is running
bool bEndWhenTraveling
whether to end screen when player travels
bool bFadeGameInOut
whether to fade game in/out
bool bFadeScreenInOut
whether to fade screen in/out
bool bWantInputEvents
true to get input events
float FadeInGameTime
time for fading in game
Sound FadeInScreenSound
sound to play when screen fades in
float FadeInScreenTime
float FadeInSongTime
float FadeOutGameTime
time for fading out game
Sound FadeOutScreenSound
sound to play when screen fades out
float FadeOutScreenTime
float FadeOutSongTime
String Message [localized]
message
float MsgFlashRate
message flag rate
float MsgX
message x position (% of screen width)
float MsgY
message y position (% of screen height)
String Song
name of song to play

Hidden

bool bDelayedGoto
whether a delayed goto is being used
bool bEnableLogging
bool bEnableRender
bool bEndNow
whether to end screen
bool bFadeScreen
whether to fade the screen in/out
bool bIsRunning
whether screen is showing
bool bMsgFlashOn
used to flash message on/off
bool bPlayerWantsToEnd
true if player wants to end
bool bShowMsg
whether to show message
bool bTraveling
whether screen was active during travel
bool bTravelRenderMode
bool bWaitForEnd
whether waiting for end before going to state
int ConsecGoodFrames
Name DelayedState
the state to goto after the delay
float DelayTime
how long to delay the state
float FadeDuration
how long fade should take
Material FadeScreenMat
material used to fade screen
float FadeStartTime
time at which fade was started
float FirstFrameTime
string FontInfoClass
which FontInfo class to use
float LastFrameTime
string MinRes [globalconfig]
minimum resolution
float MsgFlashTime
message flag time
float OldPlayerFOV
FOV player was using on way in (abnormal if he was in
name PostSendState
string SavedRes
saved resolution to restore after screen ends
float ScaleX
scaling factor in X
float ScaleY
scaling factor in Y
string SendPlayerURL
int SongHandle [transient]
song handle
int TravelRenderCount
Name WaitState
the state to goto afterwards

Methods

Useful Methods

Start()
Call this to start the screen.
End()
Call this to end the screen. Note that this merely gets the ball rolling and that due to fade outs and such it may take a while for the screen to be fully shutdown.
ShuttingDown()
This is called when this screen is about to shutdown. Derived classes can use this to do any required cleanup.
bool IsRunning()
Check if screen is running. This will be true as long as the screen is active in any way, from the initial fade in through the final fade out.
bool IsEnding()
Check if screen is ending. This indicates that the screen is in the process of ending. Use IsRunning() to determine the actual screen status.
bool ShouldDrawHUD()
This is called by the HUD to see if it should draw itself.
P2Player GetPlayer()
Returns P2Player version of the PlayerController.
P2GameInfoSingle? GetGameSingle()
Returns P2GameInfoSingle version of the GameInfo.
Actor GetSoundActor()
Returns the actor through which sounds should be played. Attempts to use the pawn, unless something like a cinematic is playing, then returns the viewtarget of the player.
float GetSoundDuration(Sound snd)
Same as Actor version.
ShowMsg()
Shows the message
SetFadeIn(float time, optional bool bScreen)
Setup fade-in effect so FadeAlpha goes from 1 to 255 in the specified time. Derived classes are free to use FadeAlpha for any purpose. Setting bScreen causes this class to fade in the full screen from black.
SetFadeOut(float time, optional bool bScreen)
Opposite of SetFadeIn.
DrawScaled(Canvas Canvas, Texture tex, float BackX, float BackY, optional bool bPositionByCenter, optional bool bAlpha,optional float Alpha)
Draw texture at specified position on the background texture. The position and size of the texture is scaled to match the background scaling.

Internal functions

TickFade()
Updates the fade effect. Called by Actor.Tick()

Known Subclasses

  • ClothesScreen?
  • LoadScreen?
  • MapScreen?
  • NewsScreen?
  • PickScreen?
  • StatsScreen?
  • VoteScreen?

Category Class (P2)

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