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/** * UISceneClient used when playing a game. * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class GameUISceneClient extends UISceneClient within UIInteraction native(UIPrivate) config(UI); #linenumber 11 /** * the list of scenes currently open. A scene corresponds to a top-level UI construct, such as a menu or HUD * There is always at least one scene in the stack - the transient scene. The transient scene is used as the * container for all widgets created by unrealscript and is always rendered last. */ var const transient array<UIScene> ActiveScenes; /** * The mouse cursor that is currently being used. Updated by scenes & widgets as they change states by calling ChangeMouseCursor. */ var const transient UITexture CurrentMouseCursor; /** * Determines whether the cursor should be rendered. Set by UpdateMouseCursor() */ var const transient bool bRenderCursor; /** Cached DeltaTime value from the last Tick() call */ var const transient float LatestDeltaTime; /** The time (in seconds) that the last "key down" event was recieved from a key that can trigger double-click events */ var const transient double DoubleClickStartTime; /** * The location of the mouse the last time a key press was received. Used to determine when to simulate a double-click * event. */ var const transient IntPoint DoubleClickStartPosition; /** Textures for general use by the UI */ var const transient Texture DefaultUITexture[EUIDefaultPenColor]; /** * map of controllerID to list of keys which were pressed when the UI began processing input * used to ignore the initial "release" key event from keys which were already pressed when the UI began processing input. */ var const transient native Map_Mirror InitialPressedKeys{TMap<INT,TArray<FName> >}; /** * Indicates that the input processing status of the UI has potentially changed; causes UpdateInputProcessingStatus to be called * in the next Tick(). */ var const transient bool bUpdateInputProcessingStatus; /** * Indicates that the input processing status of the UI has potentially changed; causes UpdateCursorRenderStatus to be called * in the next Tick(). */ var const transient bool bUpdateCursorRenderStatus; /** Controls whether debug input commands are accepted */ var config bool bEnableDebugInput; /** Controls whether debug information about the scene is rendered */ var config bool bRenderDebugInfo; /** Controls whether debug information is rendered at the top or bottom of the screen */ var globalconfig bool bRenderDebugInfoAtTop; /** Controls whether debug information is rendered about the active control */ var globalconfig bool bRenderActiveControlInfo; /** Controls whether debug information is rendered about the currently focused control */ var globalconfig bool bRenderFocusedControlInfo; /** Controls whether debug information is rendered about the targeted control */ var globalconfig bool bRenderTargetControlInfo; /** Controls whether a widget must be visible to become the debug target */ var globalconfig bool bSelectVisibleTargetsOnly; var globalconfig bool bInteractiveMode; var globalconfig bool bDisplayFullPaths; var globalconfig bool bShowWidgetPath; var globalconfig bool bShowRenderBounds; var globalconfig bool bShowCurrentState; var globalconfig bool bShowMousePos; /** * A multiplier value (between 0.0 and 1.f) used for adjusting the transparency of scenes rendered behind scenes which have * bRenderParentScenes set to TRUE. The final alpha used for rendering background scenes is cumulative. */ var config float OverlaySceneAlphaModulation; /** * Controls whether a widget can become the scene client's ActiveControl if it isn't in the top-most/focused scene. * False allows widgets in background scenes to become the active control. */ var config bool bRestrictActiveControlToFocusedScene; /** * For debugging - the widget that is currently being watched. */ var const transient UIScreenObject DebugTarget; /** Holds a list of all available animations for an object */ var transient array<UIAnimationSeq> AnimSequencePool; /** Holds a list of UIObjects that have animations being applied to them */ var transient array<UIObject> AnimSubscribers; /** Will halt the restoring of the menu progression */ var transient bool bKillRestoreMenuProgression; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // 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(cpptext) // (cpptext) // (cpptext) // (cpptext) /* == Delegates == */ /* == Natives == */ /** * @return the current netmode, or NM_MAX if there is no valid world */ native static final function WorldInfo.ENetMode GetCurrentNetMode(); /** * Get a reference to the transient scene, which is used to contain transient widgets that are created by unrealscript * * @return pointer to the UIScene that owns transient widgets */ native final function UIScene GetTransientScene() const; /** * Creates an instance of the scene class specified. Used to create scenes from unrealscript. Does not initialize * the scene - you must call OpenScene, passing in the result of this function as the scene to be opened. * * @param SceneClass the scene class to open * @param SceneTag if specified, the scene will be given this tag when created * @param SceneTemplate if specified, will be used as the template for the newly created scene if it is a subclass of SceneClass * * @return a UIScene instance of the class specified */ native final noexport function coerce UIScene CreateScene( class<UIScene> SceneClass, optional name SceneTag, optional UIScene SceneTemplate ); /** * Create a temporary widget for presenting data from unrealscript * * @param WidgetClass the widget class to create * @param WidgetTag the tag to assign to the widget. * @param Owner the UIObject that should contain the widget * * @return a pointer to a fully initialized widget of the class specified, contained within the transient scene * @todo - add support for metacasting using a property flag (i.e. like spawn auto-casts the result to the appropriate type) */ native final function coerce UIObject CreateTransientWidget( class<UIObject> WidgetClass, Name WidgetTag, optional UIObject Owner ); /** * Searches through the ActiveScenes array for a UIScene with the tag specified * * @param SceneTag the name of the scene to locate * @param SceneOwner if specified, only scenes that have the specified SceneOwner will be considered. * * @return pointer to the UIScene that has a SceneName matching SceneTag, or NULL if no scenes in the ActiveScenes * stack have that name */ native final function UIScene FindSceneByTag( name SceneTag, optional LocalPlayer SceneOwner ) const; /** * Triggers a call to UpdateInputProcessingStatus on the next Tick(). */ native final function RequestInputProcessingUpdate(); /** * Triggers a call to UpdateCursorRenderStatus on the next Tick(). */ native final function RequestCursorRenderUpdate(); /** * Callback which allows the UI to prevent unpausing if scenes which require pausing are still active. * @see PlayerController.SetPause */ native final function bool CanUnpauseInternalUI(); /** * Changes this scene client's ActiveControl to the specified value, which might be NULL. If there is already an ActiveControl * * @param NewActiveControl the widget that should become to ActiveControl, or NULL to clear the ActiveControl. * * @return TRUE if the ActiveControl was updated successfully. */ native function bool SetActiveControl( UIObject NewActiveControl ); /* == Events == */ /** * Toggles the game's paused state if it does not match the desired pause state. * * @param bDesiredPauseState TRUE indicates that the game should be paused. */ event ConditionalPause( bool bDesiredPauseState ) { local PlayerController PlayerOwner; if ( GamePlayers.Length > 0 ) { PlayerOwner = GamePlayers[0].Actor; if ( PlayerOwner != None ) { if ( bDesiredPauseState != PlayerOwner.IsPaused() ) { PlayerOwner.SetPause(bDesiredPauseState, CanUnpauseInternalUI); } } } } /** * Returns whether widget tooltips should be displayed. */ event bool CanShowToolTips() { // if tooltips are disabled globally, can't show them if ( bDisableToolTips ) return false; // the we're currently dragging a slider or resizing a list column or something, don't display tooltips // if ( ActivePage != None && ActivePage.bCaptureMouse ) // return false; // // if we're currently in the middle of a drag-n-drop operation, don't show tooltips // if ( DropSource != None || DropTarget != None ) // return false; return true; } /* == Unrealscript == */ /** * Called when the current map is being unloaded. Cleans up any references which would prevent garbage collection. */ function NotifyGameSessionEnded() { local int i; local array<UIScene> CurrentlyActiveScenes; local string OutStringValue; local OnlineSubsystem OnlineSub; local OnlineGameSettings GameSettings; local bool bIsLanClient; // Determine if we are a client in a LAN game OnlineSub = class'GameEngine'.static.GetOnlineSubsystem(); if (OnlineSub != None && OnlineSub.GameInterface != None) { GameSettings = OnlineSub.GameInterface.GetGameSettings(); if (GetDataStoreStringValue("<Registry:LanClient>", OutStringValue) && OutStringValue == "1") { SetDataStoreStringValue("<Registry:LanClient>", "0"); bIsLanClient = GameSettings.bIsLanMatch; } } // Do not save menu progression if we are a LAN client - doing so // would bring us back to the Internet Game search after disconnecting if ( !bIsLanClient ) { SaveMenuProgression(); } // copy the list of active scenes into a temporary array in case scenes start removing themselves when // they receive this notification CurrentlyActiveScenes = ActiveScenes; // starting with the most recently opened scene (or the top-most, anyway), notify them all that the // map is about to change for ( i = CurrentlyActiveScenes.Length - 1; i >= 0; i-- ) { if ( CurrentlyActiveScenes[i] != None ) { CurrentlyActiveScenes[i].NotifyGameSessionEnded(); } else { CurrentlyActiveScenes.Remove(i,1); } } // if any scenes are still open (usually due to not calling Super.NotifyGameSessionEnded()) try to close them again for ( i = CurrentlyActiveScenes.Length - 1; i >= 0; i-- ) { if ( CurrentlyActiveScenes[i].bCloseOnLevelChange ) { CurrentlyActiveScenes[i].CloseScene(CurrentlyActiveScenes[i], true, true); } } } /** * Called when a system level connection change notification occurs. * * @param ConnectionStatus the new connection status. */ function NotifyOnlineServiceStatusChanged( EOnlineServerConnectionStatus NewConnectionStatus ) { local UIScene Scene; Scene = GetActiveScene(); if ( Scene != None ) { Scene.NotifyOnlineServiceStatusChanged(NewConnectionStatus); } } /** * Called when the status of the platform's network connection changes. */ function NotifyLinkStatusChanged( bool bConnected ) { local UIScene Scene; Scene = GetActiveScene(); if ( Scene != None ) { Scene.NotifyLinkStatusChanged(bConnected); } } /** * Called when a new player has been added to the list of active players (i.e. split-screen join) * * @param PlayerIndex the index [into the GamePlayers array] where the player was inserted * @param AddedPlayer the player that was added */ function NotifyPlayerAdded( int PlayerIndex, LocalPlayer AddedPlayer ) { local int SceneIndex; // notify all currently active scenes about the new player for ( SceneIndex = 0; SceneIndex < ActiveScenes.Length; SceneIndex++ ) { ActiveScenes[SceneIndex].CreatePlayerData(PlayerIndex, AddedPlayer); } } /** * Called when a player has been removed from the list of active players (i.e. split-screen players) * * @param PlayerIndex the index [into the GamePlayers array] where the player was located * @param RemovedPlayer the player that was removed */ function NotifyPlayerRemoved( int PlayerIndex, LocalPlayer RemovedPlayer ) { local int SceneIndex; // notify all currently active scenes about the player removal for ( SceneIndex = 0; SceneIndex < ActiveScenes.Length; SceneIndex++ ) { ActiveScenes[SceneIndex].RemovePlayerData(PlayerIndex, RemovedPlayer); } } /** * Returns the currently active scene */ function UIScene GetActiveScene() { local UIScene TopmostScene; if (ActiveScenes.Length > 0) { TopmostScene = ActiveScenes[ActiveScenes.Length-1]; } return TopmostScene; } /** * Stores the list of currently active scenes which are restorable to the Registry data store for retrieval when * returning back to the front end menus. */ function SaveMenuProgression() { local DataStoreClient DSClient; local UIDataStore_Registry RegistryDS; local UIDynamicFieldProvider RegistryProvider; local int i; local UIScene SceneResource, CurrentScene, NextScene; local string ScenePathName; // can only restore menu progression in the front-end if ( class'UIInteraction'.static.IsMenuLevel() ) { DSClient = class'UIInteraction'.static.GetDataStoreClient(); if ( DSClient != None ) { RegistryDS = UIDataStore_Registry(DSClient.FindDataStore('Registry')); if ( RegistryDS != None ) { RegistryProvider = RegistryDS.GetDataProvider(); if ( RegistryProvider != None ) { // clear out any existing values. RegistryProvider.ClearCollectionValueArray('MenuProgression'); LogInternal("Storing menu progression (" $ ActiveScenes.Length @ "open scenes)",'DevUI'); for ( i = 0; i < ActiveScenes.Length - 1; i++ ) { // for each open scene, check to see if the next scene in the stack is configured to be restored //@todo - this assumes that the scene stack is completely linear; this code may need to be altered // if your game doesn't have a linear scene progression. CurrentScene = ActiveScenes[i]; NextScene = ActiveScenes[i + 1]; if ( CurrentScene != None && NextScene != None && CurrentScene != NextScene ) { // for each scene, we use the scene's tag as the "key" or CellTag in the Registry's 'MenuProgression' // collection array. if the next scene in the stack can be restored, store the path name of its // archetype as the value for this scene's entry in the menu progression. Basically we just want to // remember which scene should be opened next when this scene is opened. if ( NextScene.bMenuLevelRestoresScene ) { SceneResource = UIScene(NextScene.ObjectArchetype); if ( SceneResource != None ) { ScenePathName = PathName(SceneResource); if ( RegistryProvider.InsertCollectionValue( 'MenuProgression', ScenePathName, INDEX_NONE, false, false, CurrentScene.SceneTag) ) { LogInternal("Storing" @ ScenePathName @ "as next menu in progression for" @ CurrentScene.SceneTag,'DevUI'); //@todo - call a function in NextScene to notify it that it has been placed in the list of // scenes that will be restored. This allows the scene to store additional information, // such as the currently active tab page [for scenes which have tab controls]. } else { WarnInternal("Failed to store scene '" $ ScenePathName $ "' menu progression in Registry"); break; } } } } } } } } } } /** * Clears out any existing stored menu progression values. */ function ClearMenuProgression() { local DataStoreClient DSClient; local UIDataStore_Registry RegistryDS; local UIDynamicFieldProvider RegistryProvider; DSClient = class'UIInteraction'.static.GetDataStoreClient(); if ( DSClient != None ) { RegistryDS = UIDataStore_Registry(DSClient.FindDataStore('Registry')); if ( RegistryDS != None ) { RegistryProvider = RegistryDS.GetDataProvider(); if ( RegistryProvider != None ) { // clear out the stored menu progression RegistryProvider.ClearCollectionValueArray('MenuProgression'); } } } } /** * Re-opens the scenes which were saved off to the Registry data store. Should be called from your game's main front-end * menu. * * @param BaseScene the scene to use as the starting point for restoring scenes; if not specified, uses the currently * active scene. */ function RestoreMenuProgression( optional UIScene BaseScene ) { local DataStoreClient DSClient; local UIDataStore_Registry RegistryDS; local UIDynamicFieldProvider RegistryProvider; local UIScene CurrentScene, NextSceneTemplate, SceneInstance; local string ScenePathName; local bool bHasValidNetworkConnection; bKillRestoreMenuProgression = false; // can only restore menu progression in the front-end if ( class'UIInteraction'.static.IsMenuLevel() ) { // if no BaseScene was specified, use the currently active scene. if ( BaseScene == None && IsUIActive() ) { BaseScene = ActiveScenes[ActiveScenes.Length - 1]; } if ( BaseScene != None ) { DSClient = class'UIInteraction'.static.GetDataStoreClient(); if ( DSClient != None ) { RegistryDS = UIDataStore_Registry(DSClient.FindDataStore('Registry')); if ( RegistryDS != None ) { RegistryProvider = RegistryDS.GetDataProvider(); if ( RegistryProvider != None ) { LogInternal("Restoring menu progression from '" $ PathName(BaseScene) $ "'",'DevUI'); bHasValidNetworkConnection = class'UIInteraction'.static.HasLinkConnection(); CurrentScene = BaseScene; while ( CurrentScene != None && !bKillRestoreMenuProgression ) { ScenePathName = ""; // get the path name of the scene that should come after CurrentScene if ( RegistryProvider.GetCollectionValue('MenuProgression', 0, ScenePathName, false, CurrentScene.SceneTag) ) { if ( ScenePathName != "" ) { // found it - open the scene. NextSceneTemplate = UIScene(DynamicLoadObject(ScenePathName, class'UIScene')); if ( NextSceneTemplate != None ) { // if this scene requires a network connection and we don't have one, if ( NextSceneTemplate.bRequiresNetwork && !bHasValidNetworkConnection ) { break; } SceneInstance = CurrentScene.OpenScene(NextSceneTemplate, true); if ( SceneInstance != None ) { CurrentScene = SceneInstance; //@todo - notify the scene that it has been restored. This allows the scene to perform // additional custom initialization, such as activating a specific page in a tab control, for example. } else { WarnInternal("Failed to restore scene '" $ PathName(NextSceneTemplate) $ "': call to OpenScene failed."); break; } } else { WarnInternal("Failed to restore scene '" $ ScenePathName $ "' by name: call to DynamicLoadObject() failed."); break; } } else { LogInternal(Name$"::"$GetFuncName()@"'MenuProgression' value was empty for '" $ PathName(CurrentScene) $ "'",'DevUI'); break; } } else { LogInternal(Name$"::"$GetFuncName()@"No 'MenuProgression' found in the Registry data store for '" $ CurrentScene.SceneTag $ "'",'DevUI'); break; } } // clear out the stored menu progression RegistryProvider.ClearCollectionValueArray('MenuProgression'); } } } } } } exec function ShowDockingStacks() { local int i; for ( i = 0; i < ActiveScenes.Length; i++ ) { ActiveScenes[i].LogDockingStack(); } } exec function ShowRenderBounds() { local int i; for ( i = 0; i < ActiveScenes.Length; i++ ) { ActiveScenes[i].LogRenderBounds(0); } } exec function ShowMenuStates() { local int i; for ( i = 0; i < ActiveScenes.Length; i++ ) { ActiveScenes[i].LogCurrentState(0); } } exec function ToggleDebugInput( optional bool bEnable=!bEnableDebugInput ) { bEnableDebugInput = bEnable; LogInternal((bEnableDebugInput ? "Enabling" : "Disabling") @ "debug input processing"); } exec function CreateMenu( class<UIScene> SceneClass, optional int PlayerIndex=INDEX_NONE ) { local UIScene Scene; local LocalPlayer SceneOwner; LogInternal("Attempting to create script menu '" $ SceneClass $"'"); Scene = CreateScene(SceneClass); if ( Scene != None ) { if ( PlayerIndex != INDEX_NONE ) { SceneOwner = GamePlayers[PlayerIndex]; } OpenScene(Scene, SceneOwner); } else { LogInternal("Failed to create menu '" $ SceneClass $"'"); } } exec function OpenMenu( string MenuPath, optional int PlayerIndex=INDEX_NONE ) { local UIScene Scene; local LocalPlayer SceneOwner; LogInternal("Attempting to load menu by name '" $ MenuPath $"'"); Scene = UIScene(DynamicLoadObject(MenuPath, class'UIScene')); if ( Scene != None ) { if ( PlayerIndex != INDEX_NONE ) { SceneOwner = GamePlayers[PlayerIndex]; } OpenScene(Scene,SceneOwner); } else { LogInternal("Failed to load menu '" $ MenuPath $"'"); } } exec function CloseMenu( name SceneName ) { local int i; for ( i = 0; i < ActiveScenes.Length; i++ ) { if ( ActiveScenes[i].SceneTag == SceneName ) { LogInternal("Closing scene '"$ ActiveScenes[i].GetWidgetPathName() $ "'"); CloseScene(ActiveScenes[i]); return; } } LogInternal("No scenes found in ActiveScenes array with name matching '"$SceneName$"'"); } exec function ShowDataStoreField( string DataStoreMarkup ) { local string Value; if ( class'UIRoot'.static.GetDataStoreStringValue(DataStoreMarkup, Value) ) { LogInternal("Successfully retrieved value for markup string (" $ DataStoreMarkup $ "): '" $ Value $ "'"); } else { LogInternal("Failed to resolve value for data store markup (" $ DataStoreMarkup $ ")"); } } exec function RefreshFormatting() { local UIScene ActiveScene; ActiveScene = GetActiveScene(); if ( ActiveScene != None ) { LogInternal("Forcing a formatting update and scene refresh for" @ ActiveScene); ActiveScene.RequestFormattingUpdate(); } } /** * Debug console command for dumping all registered data stores to the log * * @param bFullDump specify TRUE to show detailed information about each registered data store. */ exec function ShowDataStores( optional bool bVerbose ) { LogInternal("Dumping data store info to log - if you don't see any results, you probably need to unsuppress DevDataStore"); if ( DataStoreManager != None ) { DataStoreManager.DebugDumpDataStoreInfo(bVerbose); } else { LogInternal(Self @ "has a NULL DataStoreManager!",'DevDataStore'); } } exec function ShowMenuProgression() { local DataStoreClient DSClient; local UIDataStore_Registry RegistryDS; local UIDynamicFieldProvider RegistryProvider; local array<string> Values; local array<name> SceneTags; local int SceneIndex, MenuIndex; LogInternal("Current stored menu progression:"); DSClient = class'UIInteraction'.static.GetDataStoreClient(); if ( DSClient != None ) { RegistryDS = UIDataStore_Registry(DSClient.FindDataStore('Registry')); if ( RegistryDS != None ) { RegistryProvider = RegistryDS.GetDataProvider(); if ( RegistryProvider != None ) { if ( RegistryProvider.GetCollectionValueSchema('MenuProgression', SceneTags) ) { for ( SceneIndex = 0; SceneIndex < SceneTags.Length; SceneIndex++ ) { if ( RegistryProvider.GetCollectionValueArray('MenuProgression', Values, false, SceneTags[SceneIndex]) ) { for ( MenuIndex = 0; MenuIndex < Values.Length; MenuIndex++ ) { LogInternal(" Scene:" @ SceneTags[SceneIndex] @ "Menu" @ MenuIndex $ ":" @ Values[MenuIndex]); } } else { LogInternal("No menu progression data found for scene" @ SceneIndex $ ":" @ SceneTags[SceneIndex]); } } } else { LogInternal("No menu progression data found in the Registry data store"); } } } } } // =============================================== // ANIMATIONS // =============================================== /** * Subscribes a UIObject so that it will receive TickAnim calls */ function AnimSubscribe(UIObject Target) { local int i; i = AnimSubscribers.Find(Target); if (i == INDEX_None ) { LogInternal(">>> Subscribing"@ PathName(Target) @ "at index" @ AnimSubscribers.Length - 1 @ "(" $ AnimSubscribers.Length $ ")",'DevUIAnimation'); AnimSubscribers[AnimSubscribers.Length] = Target; } else { LogInternal(">>> Subscribing " $ PathName(Target) @ "failed because it was already in the stack at" @ i @ "(" $ AnimSubscribers.Length $ ")",'DevUIAnimation'); } } /** * UnSubscribe a UIObject so that it will receive TickAnim calls */ function AnimUnSubscribe(UIObject Target) { local int i; i = AnimSubscribers.Find(Target); if (i != INDEX_None ) { LogInternal("<<< UnSubscribing"@ PathName(Target) @ "from position" @ i @ "(" $ AnimSubscribers.Length $ ")",'DevUIAnimation'); AnimSubscribers.Remove(i,1); } else { LogInternal("<<< UnSubscribing" @ PathName(Target) @ "failed because it wasn't in the AnimSubscribers list" @ "(" $ AnimSubscribers.Length $ ")",'DevUIAnimation'); } } /** * Attempt to find an animation in the AnimSequencePool. * * @Param SequenceName The sequence to find * @returns the sequence if it was found otherwise returns none */ function UIAnimationSeq AnimLookupSequence(name SequenceName) { local int i; for (i=0;i<AnimSequencePool.Length;i++) { if ( AnimSequencePool[i].SeqName == SequenceName ) { return AnimSequencePool[i]; } } return none; } defaultproperties { bEnableDebugInput=True bRenderDebugInfoAtTop=True bRenderActiveControlInfo=True bRenderFocusedControlInfo=True bRenderTargetControlInfo=True bSelectVisibleTargetsOnly=True bDisplayFullPaths=True bShowWidgetPath=True bShowRenderBounds=True bShowCurrentState=True bShowMousePos=True bRestrictActiveControlToFocusedScene=True OverlaySceneAlphaModulation=0.450000 Name="Default__GameUISceneClient" ObjectArchetype=UISceneClient'Engine.Default__UISceneClient' } |
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