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UTGame.UTUIFrontEnd_BindKeysPS3


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/**
 * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
 *
 * Key binding screen for the PS3.
 */
class UTUIFrontEnd_BindKeysPS3 extends UTUIFrontEnd
	dependson(UTProfileSettings);

enum EPossiblePS3Buttons
{
	UTPS3Button_X,
	UTPS3Button_Circle,
	UTPS3Button_Square,
	UTPS3Button_Triangle,
	UTPS3Button_Select,
	UTPS3Button_R1,
	UTPS3Button_R2,
	UTPS3Button_R3,
	UTPS3Button_L1,
	UTPS3Button_L2,
	UTPS3Button_L3,
	UTPS3Button_DPadUp,
	UTPS3Button_DPadDown,
	UTPS3Button_DPadLeft,
	UTPS3Button_DPadRight
};

/** PS3 presets */
struct PS3InputPreset
{
	var array<EDigitalButtonActions> Buttons;
};

var array<EDigitalButtonActions>		Preset1;
var array<EDigitalButtonActions>		Preset2;
var array<EDigitalButtonActions>		Preset3;

var array<PS3InputPreset>	PossiblePresets;
var array<int>				ButtonProfileMappings;

/** Whether or not the user is customizing the entire screen. */
var transient bool bCustomMode;

/** Reference to the string list datastore. */
var transient UTUIDataStore_StringList StringListDataStore;

/** Reference to the option list for this widget */
var transient UTUIOptionList OptionList;
var transient UTUIOptionList PresetList;
var transient array<UILabel> ButtonLabels;
var transient UILabel		 LeftStickLabel;
var transient UILabel		 RightStickLabel;
var transient array<name> LabelNames;

/** Localized labels for the left and right sticks depending on the current analog stick action. */
var transient array<string> LeftStickStrings;
var transient array<string> RightStickStrings;

/** Starting values for the buttons. */
var transient array<int>	ButtonStartingValues;
var transient int			SticksStartingValue;
/** Starting values after presets are considered so we can determine if a change was actually made for warning message. */
var transient array<int>	ButtonStartingValuesStorage;
var transient int			SticksStartingValueStorage;

/** Global scene reference for non intrusive message box scene */
var transient UIScene NonIntrusiveMessageBoxScene;

/** Whether to display the crucialbind warning when closing the lose saved data screen. */
var transient bool bShowCrucialBindWarning;

/** List of what binds are crucial or not. */
var transient array<bool> CrucialBindValues;

/** Delegate to mark the profile as dirty. */
delegate MarkDirty();

/** Post initialize callback. */
event PostInitialize()
{
	local int LabelIdx;
	local int ButtonIdx;
	local int CurrentButton;
	local UILabel LabelObj;
	local UTProfileSettings Profile;

	Profile = UTProfileSettings(GetUTPlayerOwner().OnlinePlayerData.ProfileProvider.Profile);

	Super.PostInitialize();

	// Get widget references
	OptionList = UTUIOptionList(FindChild('lstOptions', true));
	OptionList.OnOptionChanged = OnOptionList_OptionChanged;
	OptionList.OnAcceptOptions = OnAcceptOptions;

	PresetList = UTUIOptionList(FindChild('lstPresets', true));
	PresetList.OnOptionChanged = OnPresetList_OptionChanged;
	PresetList.OnAcceptOptions = OnAcceptOptions;

	for(LabelIdx=0; LabelIdx<LabelNames.length; LabelIdx++)
	{
		LabelObj = UILabel(FindChild(LabelNames[LabelIdx], true));

		if(LabelObj != None)
		{
			ButtonLabels.length = ButtonLabels.length + 1;
			ButtonLabels[ButtonLabels.length-1]=LabelObj;
		}
	}

	LeftStickLabel = UILabel(FindChild('lblLeftStick', true));
	RightStickLabel = UILabel(FindChild('lblRightStick', true));

	StringListDataStore = UTUIDataStore_StringList(GetCurrentUIController().DataStoreManager.FindDataStore('UTStringList'));

	PossiblePresets.length=3;
	PossiblePresets[0].Buttons = Preset1;
	PossiblePresets[1].Buttons = Preset2;
	PossiblePresets[2].Buttons = Preset3;


	// Get all of the starting values
	Profile.GetProfileSettingValueId(class'UTProfileSettings'.const.UTPID_GamepadBinding_AnalogStickPreset, SticksStartingValue);
	ButtonStartingValues.length = UTPS3Button_MAX;
	for(ButtonIdx=0; ButtonIdx<UTPS3Button_MAX; ButtonIdx++)
	{
		Profile.GetProfileSettingValueId(ButtonProfileMappings[ButtonIdx],CurrentButton);
		ButtonStartingValues[ButtonIdx]=CurrentButton;
	}

	CheckForPreset();
	UpdateButtonLabels();

	// Get all of the starting values for storage so that we can determine if a change actually happened when exiting.
	Profile.GetProfileSettingValueId(class'UTProfileSettings'.const.UTPID_GamepadBinding_AnalogStickPreset, SticksStartingValueStorage);
	ButtonStartingValuesStorage.length = UTPS3Button_MAX;
	for(ButtonIdx=0; ButtonIdx<UTPS3Button_MAX; ButtonIdx++)
	{
		Profile.GetProfileSettingValueId(ButtonProfileMappings[ButtonIdx],CurrentButton);
		ButtonStartingValuesStorage[ButtonIdx]=CurrentButton;
	}
}

/** Callback to setup the buttonbar for this scene. */
function SetupButtonBar()
{
	ButtonBar.Clear();
	ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.Back>", OnButtonBar_Back);
	ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.Accept>", OnButtonBar_Accept);

	if(bCustomMode)
	{
		ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.Presets>", OnButtonBar_ToggleCustomMode);
	}
	else
	{
		ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.Customize>", OnButtonBar_ToggleCustomMode);
	}
}

/** Checks to see if we are in a preset mode.  If so, it sets the appropriate variables and displays the preset selector instead of the custom selector. */
function CheckForPreset()
{
	local int PresetIdx;
	local int ButtonIdx;
	local int CurrentButton;
	local bool bFoundPreset;
	local UTProfileSettings Profile;

	Profile = UTProfileSettings(GetUTPlayerOwner().OnlinePlayerData.ProfileProvider.Profile);
	bCustomMode = true;

	// Loop through all presets and see if our current config matches any of them.
	for(PresetIdx=0; PresetIdx<PossiblePresets.length; PresetIdx++)
	{
		bFoundPreset=true;

		for(ButtonIdx=0; ButtonIdx<UTPS3Button_MAX; ButtonIdx++)
		{
			if(Profile.GetProfileSettingValueId(ButtonProfileMappings[ButtonIdx],CurrentButton) && PossiblePresets[PresetIdx].Buttons[ButtonIdx]!=CurrentButton)
			{
				LogInternal("Preset Mismatch: Preset:"@PresetIdx@"Button"@ButtonIdx@"Expected"@PossiblePresets[PresetIdx].Buttons[ButtonIdx]@"Found"@CurrentButton);
				bFoundPreset=false;
				break;
			}
		}

		if(bFoundPreset)
		{
			LogInternal("Found Preset: "$PresetIdx);
			bCustomMode=false;
			StringListDataStore.SetCurrentValueIndex('PS3ButtonPresets', PresetIdx);
			PresetList.RefreshAllOptions();
			break;
		}
	}

	ModeChanged();
}

/** Updates the labels for the buttons on the 360 controller diagram. */
function UpdateButtonLabels()
{
	local int CurrentPreset;
	local UTProfileSettings Profile;
	local int LabelIdx;
	local string StickLabel;
	local string ButtonLabel;


	Profile = UTProfileSettings(GetUTPlayerOwner().OnlinePlayerData.ProfileProvider.Profile);

	for(LabelIdx=0; LabelIdx<ButtonLabels.length; LabelIdx++)
	{
		ButtonLabels[LabelIdx].RefreshSubscriberValue();
	}

	// Analog Sticks
	if(Profile.GetProfileSettingValueId(class'UTProfileSettings'.const.UTPID_GamepadBinding_AnalogStickPreset, CurrentPreset))
	{
		// Left Stick
		if(Profile.GetProfileSettingValue(class'UTProfileSettings'.const.UTPID_GamepadBinding_LeftThumbstickPressed, ButtonLabel))
		{
			StickLabel=LeftStickStrings[CurrentPreset]$"<Strings:UTGameUI.AnalogStick.Press> "$ButtonLabel;
			LeftStickLabel.SetDataStoreBinding(StickLabel);
		}

		// Right Stick
		if(Profile.GetProfileSettingValue(class'UTProfileSettings'.const.UTPID_GamepadBinding_RightThumbstickPressed, ButtonLabel))
		{
			StickLabel=RightStickStrings[CurrentPreset]$"<Strings:UTGameUI.AnalogStick.Press> "$ButtonLabel;
			RightStickLabel.SetDataStoreBinding(StickLabel);
		}
	}

}

/** Returns the index of the first crucial bind not bound. Returns -1 if all is good. */
function int GetFirstUnboundCrucialBind()
{
	local int Idx;
	local UTProfileSettings Profile;

	Profile = UTProfileSettings(GetUTPlayerOwner().OnlinePlayerData.ProfileProvider.Profile);

	for (Idx = 0; Idx < CrucialBindValues.length; Idx++)
	{
		if (CrucialBindValues[Idx])
		{
			if (!Profile.ActionIsBound(EDigitalButtonActions(Idx)))
			{
				return Idx;
			}
		}
	}

	return -1;
}

/** Will first check to see if there are any unbound crucial binds and close the scene if not.  Returns true if successfully closing. */
function bool CheckForCrucialBindsAndClose()
{
	local int CrucialBindIdx;
	local UTUIScene_MessageBox MessageBoxReference;
	local array<string> MessageBoxOptions;
	local string CrucialBindTitle;
	local UTProfileSettings Profile;

	Profile = UTProfileSettings(GetUTPlayerOwner().OnlinePlayerData.ProfileProvider.Profile);

	CrucialBindIdx = GetFirstUnboundCrucialBind();
	if (CrucialBindIdx == -1)
	{
		CloseScene(self);
		return true;
	}
	else
	{
		MessageBoxReference = GetMessageBoxScene(NonIntrusiveMessageBoxScene);

		if(MessageBoxReference != none)
		{
			MessageBoxOptions.AddItem("<Strings:UTGameUI.ButtonCallouts.Next>");
			MessageBoxReference.SetPotentialOptions(MessageBoxOptions);
			CrucialBindTitle = Profile.GetActionName(EDigitalButtonActions(CrucialBindIdx));
			MessageBoxReference.Display("<Strings:UTGameUI.MessageBox.CrucialBindErrorMsg>", CrucialBindTitle);
		}

		MessageBoxReference = None;
	}

	return false;
}

/** Confirmation for the exit game dialog. */
function OnMenu_LoseChanges_Confirm(UTUIScene_MessageBox MessageBox, int SelectedItem, int PlayerIndex)
{
	local int ButtonIdx;
	local UTProfileSettings Profile;

	if(SelectedItem==0)
	{
		Profile = UTProfileSettings(GetUTPlayerOwner().OnlinePlayerData.ProfileProvider.Profile);

		// Revert settings
		Profile.SetProfileSettingValueId(class'UTProfileSettings'.const.UTPID_GamepadBinding_AnalogStickPreset, SticksStartingValue);

		for(ButtonIdx=0; ButtonIdx<UTPS3Button_MAX; ButtonIdx++)
		{
			Profile.SetProfileSettingValueId(ButtonProfileMappings[ButtonIdx], ButtonStartingValues[ButtonIdx]);
		}

		PresetList.RefreshAllOptions();
		OptionList.RefreshAllOptions();

		CheckForCrucialBindsAndClose();
		bShowCrucialBindWarning = true;
	}
	else
	{
		bShowCrucialBindWarning = false;
	}
}

/** Called when the back dialog is closed. */
function OnBackSceneDeactivated( UIScene DeactivatedScene )
{
	if (bShowCrucialBindWarning)
	{
		CheckForCrucialBindsAndClose();
	}
}

/** Delegate for when the user accepts either option or preset list. */
function OnAcceptOptions(UIScreenObject InObject, int PlayerIndex)
{
	OnAccept();
}

/** Delegate for when the user changes one of the options in this option list. */
function OnOptionList_OptionChanged(UIScreenObject InObject, name OptionName, int PlayerIndex)
{
	local array<UIDataStore> BoundDataStores;
	local int OptionIdx;

	UIDataStorePublisher(InObject).SaveSubscriberValue(BoundDataStores);

	// Make sure both stick configuration vars have the same value.
	if(OptionName=='StickConfiguration_KeysPS3')
	{
		OptionIdx = OptionList.GetObjectInfoIndexFromName('StickConfiguration_PresetsPS3');
		if(OptionIdx != INDEX_NONE)
		{
			UIDataStoreSubscriber(OptionList.GeneratedObjects[OptionIdx].OptionObj).RefreshSubscriberValue();
		}
	}

	UpdateButtonLabels();

	PresetList.RefreshAllOptions();
}

/** Delegate for when the user changes one of the options in the preset list. */
function OnPresetList_OptionChanged(UIScreenObject InObject, name OptionName, int PlayerIndex)
{
	local array<UIDataStore> BoundDataStores;
	local int OptionIdx;

	UIDataStorePublisher(InObject).SaveSubscriberValue(BoundDataStores);

	if(OptionName=='StickConfiguration_PresetsPS3')
	{
		// Make sure both stick configuration vars have the same value.
		OptionIdx = OptionList.GetObjectInfoIndexFromName('StickConfiguration_KeysPS3');
		if(OptionIdx != INDEX_NONE)
		{
			UIDataStoreSubscriber(OptionList.GeneratedObjects[OptionIdx].OptionObj).RefreshSubscriberValue();
		}
	}



	SaveSceneDataValues();
	SetPresetValues();
}

/** Sets the buttons to the current preset setting */
function SetPresetValues()
{
	local int CurrentPreset;
	local UTProfileSettings Profile;
	local int ButtonIdx;

	Profile = UTProfileSettings(GetUTPlayerOwner().OnlinePlayerData.ProfileProvider.Profile);

	CurrentPreset = StringListDataStore.GetCurrentValueIndex('PS3ButtonPresets');
	for(ButtonIdx=0; ButtonIdx<UTPS3Button_MAX; ButtonIdx++)
	{
		Profile.SetProfileSettingValueId(ButtonProfileMappings[ButtonIdx], PossiblePresets[CurrentPreset].Buttons[ButtonIdx]);
	}

	OptionList.RefreshAllOptions();

	UpdateButtonLabels();
}

/** Whether the bindings have changed or not. */
function bool BindingsHaveChanged()
{
	local UTProfileSettings Profile;
	local int ButtonIdx, CurrentButton, StickValue;

	Profile = UTProfileSettings(GetUTPlayerOwner().OnlinePlayerData.ProfileProvider.Profile);

	// Check the sticks.
	Profile.GetProfileSettingValueId(class'UTProfileSettings'.const.UTPID_GamepadBinding_AnalogStickPreset, StickValue);
	if ( StickValue != SticksStartingValueStorage )
	{
		return true;
	}

	// Check the buttons.
	for(ButtonIdx=0; ButtonIdx<UTPS3Button_MAX; ButtonIdx++)
	{
		Profile.GetProfileSettingValueId(ButtonProfileMappings[ButtonIdx],CurrentButton);
		if (CurrentButton != ButtonStartingValuesStorage[ButtonIdx])
		{
			return true;
		}
	}

	return false;
}

/** Callback for when the user wants to exit this screen. */
function OnBack()
{
	local UTUIScene_MessageBox MessageBoxReference;
	local array<string> MessageBoxOptions;

	if (BindingsHaveChanged())
	{
		MessageBoxReference = GetMessageBoxScene();

		if(MessageBoxReference != none)
		{
			MessageBoxOptions.AddItem("<Strings:UTGameUI.ButtonCallouts.Accept>");
			MessageBoxOptions.AddItem("<Strings:UTGameUI.ButtonCallouts.Cancel>");

			MessageBoxReference.SetPotentialOptions(MessageBoxOptions);
			MessageBoxReference.Display("<Strings:UTGameUI.MessageBox.LoseChangesWarning_Message>", "<Strings:UTGameUI.MessageBox.LoseChangesWarning_Title>", OnMenu_LoseChanges_Confirm, 1);
		}

		MessageBoxReference = None;
	}
	else
	{
		CheckForCrucialBindsAndClose();
	}
}

/** Callback for when the user wants to save their options. */
function OnAccept()
{
	local int PlayerIndex;
	local UTPlayerController UTPC;

	PlayerIndex = GetPlayerIndex();

	// Force widgets to save their new values back to the profile.
	SaveSceneDataValues(FALSE);

	// Clear the bind key cache in the controller
	UTPC = GetUTPlayerOwner(PlayerIndex);
	if (UTPC != none)
	{
		UTPC.ClearStringAliasBindingMapCache();
	}

	// Mark the screen for saving if successfully closing and a change was made.
	if ( CheckForCrucialBindsAndClose() && BindingsHaveChanged() )
	{
		MarkDirty();
	}
}

/** Handles visiblity/focus changes depending on which mode we are in. */
function ModeChanged()
{
	if(IsGame())
	{
		if(bCustomMode)
		{
			PresetList.SetVisibility(false);
			OptionList.SetVisibility(true);

			OptionList.SetFocus(none);
		}
		else
		{
			PresetList.SetVisibility(true);
			OptionList.SetVisibility(false);

			PresetList.SetFocus(none);

			SetPresetValues();
		}

		SetupButtonBar();
	}
}

/** Toggles between preset and custom modes. */
function OnToggleCustomMode()
{
	local UTUIScene_MessageBox MessageBoxReference;
	local array<string> MessageBoxOptions;

	if(bCustomMode)
	{
		MessageBoxReference = GetMessageBoxScene();

		if(MessageBoxReference != none)
		{
			MessageBoxOptions.AddItem("<Strings:UTGameUI.ButtonCallouts.Accept>");
			MessageBoxOptions.AddItem("<Strings:UTGameUI.ButtonCallouts.Cancel>");

			MessageBoxReference.SetPotentialOptions(MessageBoxOptions);
			MessageBoxReference.Display("<Strings:UTGameUI.MessageBox.ResetToPreset_Message>", "<Strings:UTGameUI.MessageBox.ResetToPreset_Title>", OnSwitchMode_Confirm);
		}
	}
	else
	{
		bCustomMode = !bCustomMode;
		ModeChanged();
	}
}

/** Confirmation for the switch mode dialog. */
function OnSwitchMode_Confirm(UTUIScene_MessageBox MessageBox, int SelectedItem, int PlayerIndex)
{
	if(SelectedItem==0)
	{
		bCustomMode = !bCustomMode;
		ModeChanged();
	}
}

/** Button bar callbacks. */
function bool OnButtonBar_Accept(UIScreenObject InButton, int PlayerIndex)
{
	OnAccept();

	return true;
}

function bool OnButtonBar_ToggleCustomMode(UIScreenObject InButton, int PlayerIndex)
{
	OnToggleCustomMode();

	return true;
}

function bool OnButtonBar_Back(UIScreenObject InButton, int PlayerIndex)
{
	OnBack();

	return true;
}


/**
 * Provides a hook for unrealscript to respond to input using actual input key names (i.e. Left, Tab, etc.)
 *
 * Called when an input key event is received which this widget responds to and is in the correct state to process.  The
 * keys and states widgets receive input for is managed through the UI editor's key binding dialog (F8).
 *
 * This delegate is called BEFORE kismet is given a chance to process the input.
 *
 * @param	EventParms	information about the input event.
 *
 * @return	TRUE to indicate that this input key was processed; no further processing will occur on this input key event.
 */
function bool HandleInputKey( const out InputEventParameters EventParms )
{
	local bool bResult;

	bResult = false;


	if(EventParms.EventType==IE_Released)
	{
		if(EventParms.InputKeyName=='XboxTypeS_B' || EventParms.InputKeyName=='Escape')
		{
			OnBack();
			bResult=true;
		}
		else if(EventParms.InputKeyName=='XboxTypeS_A')
		{
			OnAccept();
			bResult=true;
		}
		else if(EventParms.InputKeyName=='XboxTypeS_Y')
		{
			OnToggleCustomMode();
			bResult=true;
		}
	}


	return bResult;
}

defaultproperties
{
   Preset1(0)=DBA_Jump
   Preset1(1)=DBA_ToggleMelee
   Preset1(2)=DBA_Use
   Preset1(3)=DBA_ShowMap
   Preset1(4)=DBA_ShowScores
   Preset1(5)=DBA_NextWeapon
   Preset1(6)=DBA_Fire
   Preset1(7)=DBA_BestWeapon
   Preset1(8)=DBA_WeaponPicker
   Preset1(9)=DBA_AltFire
   Preset1(10)=DBA_Jump
   Preset1(11)=DBA_TriggerHero
   Preset1(12)=DBA_FeignDeath
   Preset1(13)=DBA_ShowCommandMenu
   Preset1(14)=DBA_ToggleSpeaking
   Preset2(0)=DBA_Jump
   Preset2(1)=DBA_ToggleMelee
   Preset2(2)=DBA_Use
   Preset2(3)=DBA_ShowMap
   Preset2(4)=DBA_ShowScores
   Preset2(5)=DBA_Fire
   Preset2(6)=DBA_NextWeapon
   Preset2(7)=DBA_BestWeapon
   Preset2(8)=DBA_AltFire
   Preset2(9)=DBA_WeaponPicker
   Preset2(10)=DBA_Jump
   Preset2(11)=DBA_TriggerHero
   Preset2(12)=DBA_FeignDeath
   Preset2(13)=DBA_ShowCommandMenu
   Preset2(14)=DBA_ToggleSpeaking
   Preset3(0)=DBA_Jump
   Preset3(1)=DBA_ToggleMelee
   Preset3(2)=DBA_Use
   Preset3(3)=DBA_ShowMap
   Preset3(4)=DBA_ShowScores
   Preset3(5)=DBA_Fire
   Preset3(6)=DBA_AltFire
   Preset3(7)=DBA_BestWeapon
   Preset3(8)=DBA_WeaponPicker
   Preset3(9)=DBA_NextWeapon
   Preset3(10)=DBA_Jump
   Preset3(11)=DBA_TriggerHero
   Preset3(12)=DBA_FeignDeath
   Preset3(13)=DBA_ShowCommandMenu
   Preset3(14)=DBA_ToggleSpeaking
   ButtonProfileMappings(0)=429
   ButtonProfileMappings(1)=430
   ButtonProfileMappings(2)=431
   ButtonProfileMappings(3)=432
   ButtonProfileMappings(4)=433
   ButtonProfileMappings(5)=434
   ButtonProfileMappings(6)=436
   ButtonProfileMappings(7)=438
   ButtonProfileMappings(8)=435
   ButtonProfileMappings(9)=437
   ButtonProfileMappings(10)=439
   ButtonProfileMappings(11)=440
   ButtonProfileMappings(12)=441
   ButtonProfileMappings(13)=442
   ButtonProfileMappings(14)=443
   Begin Object Class=UIComp_Event Name=SceneEventComponent ObjName=SceneEventComponent Archetype=UIComp_Event'UTGame.Default__UTUIFrontEnd:SceneEventComponent'
      ObjectArchetype=UIComp_Event'UTGame.Default__UTUIFrontEnd:SceneEventComponent'
   End Object
   EventProvider=SceneEventComponent
   Name="Default__UTUIFrontEnd_BindKeysPS3"
   ObjectArchetype=UTUIFrontEnd'UTGame.Default__UTUIFrontEnd'
}

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Class file time: tr 31-1-2018 17:18:48.000 - Creation time: sk 18-3-2018 10:01:26.415 - Created with UnCodeX