Legacy:P2Screen - Unreal Wiki

# Legacy:P2Screen

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Postal 2 :: Interactions >> Interaction >> 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: Legacy Class (P2)

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