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Make widget summary more readable
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Several custom widgets are supplied to assist with some common challenges:
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* [OptionWidgetBase](OptionWidget.md)
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* [Option Widget](OptionWidget.md)
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This widget base class adds "option switch" functionality, allowing a user to
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A widget that adds "option switch" functionality, allowing a user to
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select one of a number of options by moving through them in a linear list.
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It handles both mouse and gamepad by automatically switching styles between
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separate clickable arrows for mouse, and a unified left/right rocker style
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for gamepads. Styleable in Blueprint subclasses.
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* [InputImage](InputImage.md)
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* [Input Prompts](InputImage.md)
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This custom Image widget takes an Action or Axis name and will automatically
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A custom Image widget that takes an Action or Axis name and will automatically
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display the image for an associated bound control, based on the currently
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active input method. Dynamically switches as input method changes.
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* [FocusableButton](FocusableButton.md)
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* [Menu System](Menus.md)
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A couple of classes to make it easy to create multi-level on-screen menus
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with a simple "back" navigation. They're compatible with mouse and gamepad/keyboard
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navigation and deal with a bunch of edge cases around switching between those.
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Menus can change the game pause state, alter input modes and change the
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mouse pointer visibility, on both opening and closing, to make it easier
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to implement this common behaviour.
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* [Focusable Button](FocusableButton.md)
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A refined Button widget which raises focus events you can listen to, and
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which can apply the "Hovered" style to itself when focused (very important
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for gamepad navigation).
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* [FocusablePanel](FocusablePanel.md)
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* [Focusable Panel](FocusablePanel.md)
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A Panel widget which can make sure that something is selected when a
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gamepad is in use, and resists loss of focus. Has a default focus widget,
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and also remembers the last focus widget if you switch away & back
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without destroying it.
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* [MenuBase](Menus.md)
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A specialised [FocusablePanel](FocusablePanel.md) which adds the ability
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to be part of a contextual [MenuStack](Menus.md), and which
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as it becomes the top of the stack can automatically grab focus if you
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like. Each menu level can change game pause state, alter input modes, and change
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the mouse pointer visibility if required (although if you're doing this for
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the entire menu system, then best to use the parent MenuStack to do it).
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* [MenuStack](Menus.md)
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A container for and stack of [MenuBase](Menus.md) instances, making it
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easy to create multi-level on-screen menus with a simple "back" navigation.
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Stacks can change the game pause state, alter input modes and change the
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mouse pointer visibility, on both opening and closing, to make it easier
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to create menu systems with this common behaviour.
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