unreal.InputKeySelector
¶
- class unreal.InputKeySelector(outer=None, name='None')¶
Bases:
unreal.Widget
A widget for selecting a single key or a single key with a modifier.
C++ Source:
Module: UMG
File: InputKeySelector.h
Editor Properties: (see get_editor_property/set_editor_property)
accessible_behavior
(SlateAccessibleBehavior): [Read-Write] Accessible Behavior: Whether or not the widget is accessible, and how to describe it. If set to custom, additional customization options will appear.accessible_summary_behavior
(SlateAccessibleBehavior): [Read-Write] Accessible Summary Behavior: How to describe this widget when it’s being presented through a summary of a parent widget. If set to custom, additional customization options will appear.accessible_summary_text
(Text): [Read-Write] Accessible Summary Text: When AccessibleSummaryBehavior is set to Custom, this is the text that will be used to describe the widget.accessible_text
(Text): [Read-Write] Accessible Text: When AccessibleBehavior is set to Custom, this is the text that will be used to describe the widget.allow_gamepad_keys
(bool): [Read-Write] Allow Gamepad Keys: When true gamepad keys are allowed in the input chord representing the selected key, otherwise they are ignored.allow_modifier_keys
(bool): [Read-Write] Allow Modifier Keys: input chord representing the selected key, if false modifier keys are ignored.can_children_be_accessible
(bool): [Read-Write] Can Children be Accessible: Whether or not children of this widget can appear as distinct accessible widgets.clipping
(WidgetClipping): [Read-Write] Clipping: Controls how the clipping behavior of this widget. Normally content that overflows the bounds of the widget continues rendering. Enabling clipping prevents that overflowing content from being seen.NOTE: Elements in different clipping spaces can not be batched together, and so there is a performance cost to clipping. Do not enable clipping unless a panel actually needs to prevent content from showing up outside its bounds.
cursor
(MouseCursor): [Read-Write] Cursor: The cursor to show when the mouse is over the widgetescape_keys
(Array(Key)): [Read-Write] Escape Keys: When true gamepad keys are allowed in the input chord representing the selected key, otherwise they are ignored.flow_direction_preference
(FlowDirectionPreference): [Read-Write] Flow Direction Preference: Allows you to set a new flow directionis_enabled
(bool): [Read-Write] Is Enabled: Sets whether this widget can be modified interactively by the useris_volatile
(bool): [Read-Write] Is Volatile: If true prevents the widget or its child’s geometry or layout information from being cached. If this widget changes every frame, but you want it to still be in an invalidation panel you should make it as volatile instead of invalidating it every frame, which would prevent the invalidation panel from actually ever caching anything.key_selection_text
(Text): [Read-Write] Key Selection Text: Sets the text which is displayed while selecting keys.margin
(Margin): [Read-Write] Margin: The amount of blank space around the text used to display the currently selected key.navigation
(WidgetNavigation): [Read-Write] Navigation: The navigation object for this widget is optionally created if the user has configured custom navigation rules for this widget in the widget designer. Those rules determine how navigation transitions can occur between widgets.no_key_specified_text
(Text): [Read-Write] No Key Specified Text: Sets the text to display when no key text is available or not selecting a key.on_is_selecting_key_changed
(OnIsSelectingKeyChanged): [Read-Write] On Is Selecting Key Changed: Called whenever the key selection mode starts or stops.on_key_selected
(OnKeySelected): [Read-Write] On Key Selected: Called whenever a new key is selected by the user.override_accessible_defaults
(bool): [Read-Write] Override Accessible Defaults: Override all of the default accessibility behavior and text for this widget.override_cursor
(bool): [Read-Write] Override Cursorrender_opacity
(float): [Read-Write] Render Opacity: The opacity of the widgetrender_transform
(WidgetTransform): [Read-Write] Render Transform: The render transform of the widget allows for arbitrary 2D transforms to be applied to the widget.render_transform_pivot
(Vector2D): [Read-Write] Render Transform Pivot: The render transform pivot controls the location about which transforms are applied. This value is a normalized coordinate about which things like rotations will occur.selected_key
(InputChord): [Read-Write] Selected Key: The currently selected key chord.slot
(PanelSlot): [Read-Write] Slot: The parent slot of the UWidget. Allows us to easily inline edit the layout controlling this widget.text_style
(TextBlockStyle): [Read-Write] Text Style: The button style used at runtimetool_tip_text
(Text): [Read-Write] Tool Tip Text: Tooltip text to show when the user hovers over the widget with the mousetool_tip_widget
(Widget): [Read-Only] Tool Tip Widget: Tooltip widget to show when the user hovers over the widget with the mousevisibility
(SlateVisibility): [Read-Write] Visibility: The visibility of the widgetwidget_style
(ButtonStyle): [Read-Write] Widget Style: The button style used at runtime
- property allow_gamepad_keys¶
[Read-Only] Allow Gamepad Keys: When true gamepad keys are allowed in the input chord representing the selected key, otherwise they are ignored.
- Type
(bool)
- property allow_modifier_keys¶
[Read-Only] Allow Modifier Keys: input chord representing the selected key, if false modifier keys are ignored.
- Type
(bool)
- property escape_keys¶
[Read-Only] Escape Keys: When true gamepad keys are allowed in the input chord representing the selected key, otherwise they are ignored.
- get_is_selecting_key() bool ¶
Returns true if the widget is currently selecting a key, otherwise returns false.
- Return type
- property key_selection_text¶
[Read-Only] Key Selection Text: Sets the text which is displayed while selecting keys.
- Type
(Text)
- property margin¶
[Read-Only] Margin: The amount of blank space around the text used to display the currently selected key.
- Type
(Margin)
- property no_key_specified_text¶
[Read-Only] No Key Specified Text: Sets the text to display when no key text is available or not selecting a key.
- Type
(Text)
- property on_is_selecting_key_changed¶
[Read-Write] On Is Selecting Key Changed: Called whenever the key selection mode starts or stops.
- Type
- property on_key_selected¶
[Read-Write] On Key Selected: Called whenever a new key is selected by the user.
- Type
- property selected_key¶
[Read-Only] Selected Key: The currently selected key chord.
- Type
- set_allow_gamepad_keys(allow_gamepad_keys) None ¶
Sets whether or not gamepad keys are allowed in the selected key.
- Parameters
allow_gamepad_keys (bool) –
- set_allow_modifier_keys(allow_modifier_keys) None ¶
Sets whether or not modifier keys are allowed in the selected key.
- Parameters
allow_modifier_keys (bool) –
- set_key_selection_text(key_selection_text) None ¶
Sets the text which is displayed while selecting keys.
- Parameters
key_selection_text (Text) –
- set_no_key_specified_text(no_key_specified_text) None ¶
Sets the text to display when no key text is available or not selecting a key.
- Parameters
no_key_specified_text (Text) –
- set_selected_key(selected_key) None ¶
Sets the currently selected key.
- Parameters
selected_key (InputChord) –
- set_text_block_visibility(visibility) None ¶
Sets the visibility of the text block.
- Parameters
visibility (SlateVisibility) –
- property text_style¶
[Read-Write] Text Style: The button style used at runtime
- Type
- property widget_style¶
[Read-Write] Widget Style: The button style used at runtime
- Type