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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTGameUISceneClient extends GameUISceneClient dependson(UTSeqObj_SPMission) dependson(UTUIScene_SaveProfile) dependson(UTUIScene_TutorialMessage) dependson(UTUIScene_TimedTutorialMessage) native(UI); /** Debug values */ var(Debug) bool bShowRenderTimes; var float PreRenderTime; var float RenderTime; var float TickTime; var float AnimTime; var float AvgTime; var float AvgRenderTime; var float FrameCount; var float StringRenderTime; /** Holds a copy of the current mission info */ var transient EMissionData CurrentMissionData; /** Holds the mission briefing */ var transient string MissionText; var UTUIScene_SaveProfile SaveProfileTemplate; var UTUIScene_TutorialMessage TutorialTemplate; var UTUIScene_TimedTutorialMessage TimedTutorialTemplate; /** Toast message to display. */ var transient string ToastMessage; /** The time the toast message was displayed at. */ var transient float ShowStartTime; /** The priority of the currently displaying toast message */ var transient int CurrentPriority; /** * This is true if the first frame of the toast message has been drawn. * We need to know this because sometimes toast messages are shown durring movies (meaning they aren't displayed) * and on the first frame we need to reset ShowStartTime so that the toast message is actually displayed. */ var transient bool bFirstFrame; /** Whether or not the toast is visible. */ var transient bool bToastVisible; /** The time the toast message started hiding itself. */ var transient float HideStartTime; /** Whether or not we are hiding the toast. */ var transient bool bHidingToast; /** Amount of time to display the toast for. */ var transient float ToastDuration; /** Amount of time toast takes to transition. */ var transient float ToastTransitionTime; /** Toast image information. */ var transient Font ToastFont; var transient Texture2D ToastImage; var transient float ToastImageU; var transient float ToastImageV; var transient float ToastImageUL; var transient float ToastImageVL; /** Scale of toast message background image and text */ var transient float ToastScale; /** Toast colors */ var transient LinearColor ToastColor; var transient LinearColor ToastTextColor; /** Whether or not to dim the entire screen, used for the network dialog on ps3. */ var transient bool bDimScreen; var transient name LastModifierCardUsed; /** * Indicates whether we've checked that the user's machine meets the min specs. */ var globalconfig bool bPerformedMinSpecCheck; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** * Returns the WorldInfo */ native static function WorldInfo GetWorldInfo(); native function bool IsInSeamlessTravel(); function NotifyGameSessionEnded() { Super.NotifyGameSessionEnded(); ChangeActiveSkin(UISkin'UI_InGameHud.UTHUDSkin'); } /** * Sets the current mission data */ function SetCurrentMission(EMissionData NewMissionData) { CurrentMissionData = NewMissionData; } /** @return TRUE if there are any scenes currently accepting input, FALSE otherwise. */ native function bool IsUIAcceptingInput(); /** * Displays the Saving Profile scene * * @param PlayerOwner Player to save profile info for. * * @return Returns a ref to the scene if one was shown, otherwise, returns None. */ function UTUIScene_SaveProfile ShowSaveProfileScene(UTPlayerController PlayerOwner) { local UIScene Result; local UIDataStore_OnlinePlayerData PlayerDataStore; Result = None; if(PlayerOwner != None) { // Only show the scene on consoles. if ( class'UIRoot'.static.IsConsole() ) { OpenScene(SaveProfileTemplate,LocalPlayer(PlayerOwner.Player),Result); } else { PlayerDataStore = UIDataStore_OnlinePlayerData(DataStoreManager.FindDataStore('OnlinePlayerData', LocalPlayer(PlayerOwner.Player))); if(PlayerDataStore != none) { PlayerDataStore.SaveProfileData(); } } } return UTUIScene_SaveProfile(Result); } /** * Sets the current message for this scene. * * @param Message Message to display * @param ToastTime How long to display the message for. A value of < 0 will make the message stay up forever until hidden manually, and any subsequent calls wont override the existing message. */ function SetToastMessage(string Message, optional float ToastTime=6.0f, optional int Priority=0) { if(bToastVisible==false) { bToastVisible = true; bHidingToast = false; ToastDuration = ToastTime; ToastMessage = Message; ShowStartTime = GetWorldInfo().RealTimeSeconds; bFirstFrame = false; CurrentPriority = Priority; } else if(ToastDuration > 0.0f && Priority >= CurrentPriority) { ToastMessage = Message; ShowStartTime = GetWorldInfo().RealTimeSeconds + ToastTransitionTime; CurrentPriority = Priority; } } /** Called when the toast is complete and ready to be hidden. */ event FinishToast() { HideStartTime = GetWorldInfo().RealTimeSeconds; bHidingToast = true; bFirstFrame = false; CurrentPriority = 0; } defaultproperties { bPerformedMinSpecCheck=True SaveProfileTemplate=UTUIScene_SaveProfile'UI_Scenes_Common.SaveProfile' TutorialTemplate=UTUIScene_TutorialMessage'UI_InGameHud.Menus.TutorialMessage' TimedTutorialTemplate=UTUIScene_TimedTutorialMessage'UI_InGameHud.Menus.TimedTutorialMessage' Name="Default__UTGameUISceneClient" ObjectArchetype=GameUISceneClient'Engine.Default__GameUISceneClient' } |
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