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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. * * UI scene that allows the user to select which bots they want to play with. */ class UTUIFrontEnd_BotSelection extends UTUIFrontEnd; /** List of available maps. */ var transient UIList AvailableList; var transient UIImage ListBackground_Available; /** List of enabled maps. */ var transient UIList EnabledList; var transient UIImage ListBackground_Enabled; /** The last focused UI List. */ var transient UIList LastFocused; /** Label describing the currently selected mutator. */ var transient UILabel DescriptionLabel; /** Arrow images. */ var transient UIImage ShiftRightImage; var transient UIImage ShiftLeftImage; /** Reference to the customchar datastore */ var transient UTUIDataStore_CustomChar CharacterDataStore; /** Delegate or when the user accepts their current bot selection set. */ delegate OnAcceptedBots(); /** Post initialization event - Setup widget delegates.*/ event PostInitialize() { Super.PostInitialize(); // Store widget references AvailableList = UIList(FindChild('lstAvailable', true)); AvailableList.OnValueChanged = OnAvailableList_ValueChanged; AvailableList.OnSubmitSelection = OnAvailableList_SubmitSelection; AvailableList.NotifyActiveStateChanged = OnList_NotifyActiveStateChanged; AvailableList.OnRawInputKey=OnBotList_RawInputKey; EnabledList = UIList(FindChild('lstEnabled', true)); EnabledList.OnValueChanged = OnEnabledList_ValueChanged; EnabledList.OnSubmitSelection = OnEnabledList_SubmitSelection; EnabledList.NotifyActiveStateChanged = OnList_NotifyActiveStateChanged; EnabledList.OnRawInputKey=OnBotList_RawInputKey; DescriptionLabel = UILabel(FindChild('lblDescription', true)); ShiftRightImage = UIImage(FindChild('imgArrowLeft', true)); ShiftLeftImage = UIImage(FindChild('imgArrowRight', true)); ListBackground_Available = UIImage(FindChild('imgAvailable', true)); ListBackground_Enabled = UIImage(FindChild('imgEnabled', true)); // Get reference to the menu datastore CharacterDataStore = UTUIDataStore_CustomChar(GetCurrentUIController().DataStoreManager.FindDataStore('UTCustomChar')); // Load the bot list from INI LoadBotList(); } /** Sets up the button bar for the parent scene. */ function SetupButtonBar() { ButtonBar.Clear(); ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.Cancel>", OnButtonBar_Back); ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.Accept>", OnButtonBar_Accept); if(LastFocused==EnabledList) { if(EnabledList.Items.length > 0) { ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.RemoveBot>", OnButtonBar_MoveBot); } } else { if(AvailableList.Items.length > 0) { ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.AddBot>", OnButtonBar_MoveBot); } } } /** Loads the bot list from UTGame.default */ function LoadBotList() { local int LocateIdx; local int BotIdx; CharacterDataStore.ActiveBots.length = 0; for(BotIdx=0; BotIdx<class'UTGame'.default.ActiveBots.length; BotIdx++) { LocateIdx = CharacterDataStore.FindValueInProviderSet('AllCharacters', 'FriendlyName', class'UTGame'.default.ActiveBots[BotIdx].BotName); if(LocateIdx != INDEX_NONE) { CharacterDataStore.ActiveBots.AddItem(LocateIdx); } } OnBotListChanged(); } /** Saves out the current list bot bot names to use to UTGame.default */ function SaveBotList() { local int BotIdx; local string BotName; class'UTGame'.default.ActiveBots.length = 0; for(BotIdx=0; BotIdx<CharacterDataStore.ActiveBots.length; BotIdx++) { if(CharacterDataStore.GetValueFromProviderSet('AllCharacters', 'FriendlyName', CharacterDataStore.ActiveBots[BotIdx], BotName)) { class'UTGame'.default.ActiveBots.length=class'UTGame'.default.ActiveBots.length+1; class'UTGame'.default.ActiveBots[class'UTGame'.default.ActiveBots.length-1].BotName=BotName; } } // Save the config for this class. class'UTGame'.static.StaticSaveConfig(); } /** Called whenever one of the bot lists changes. */ function OnBotListChanged() { local int EnabledIndex; local int AvailableIndex; AvailableIndex = AvailableList.Index; EnabledIndex = EnabledList.Index; // Have both lists refresh their subscriber values AvailableList.RefreshSubscriberValue(); EnabledList.RefreshSubscriberValue(); AvailableList.SetIndex(AvailableIndex); EnabledList.SetIndex(EnabledIndex); } /** Clears the enabled bot list. */ function OnClearBots() { CharacterDataStore.ActiveBots.length=0; OnBotListChanged(); // Set focus to the available list. AvailableList.SetFocus(none); OnSelectedBotChanged(); } /** Updates widgets when the currently selected bot changes. */ function OnSelectedBotChanged() { UpdateDescriptionLabel(); SetupButtonBar(); // Update arrows if(LastFocused==EnabledList) { ShiftLeftImage.SetEnabled(false); ShiftRightImage.SetEnabled(true); } else { ShiftLeftImage.SetEnabled(true); ShiftRightImage.SetEnabled(false); } } /** Callback for when the user tries to move a bot from one list to another. */ function OnMoveBot() { local int BotId; if(LastFocused==AvailableList) { if(AvailableList.Items.length > 0) { BotId = AvailableList.GetCurrentItem(); if(CharacterDataStore.ActiveBots.Find(BotId)==INDEX_NONE) { CharacterDataStore.ActiveBots.AddItem(BotId); OnBotListChanged(); if(AvailableList.Items.length==0 && AvailableList.IsFocused()) { EnabledList.SetFocus(none); } } } } else { if(EnabledList.Items.length > 0) { BotId = EnabledList.GetCurrentItem(); if(CharacterDataStore.ActiveBots.Find(BotId)!=INDEX_NONE) { CharacterDataStore.ActiveBots.RemoveItem(BotId); // If we removed all of the enabled mutators, set focus back to the available list. if(CharacterDataStore.ActiveBots.length==0 && EnabledList.IsFocused()) { AvailableList.SetFocus(none); } OnBotListChanged(); } } } OnSelectedBotChanged(); } /** Callback for the bot lists, captures the accept button before the list gets to it. */ function bool OnBotList_RawInputKey( const out InputEventParameters EventParms ) { local bool bResult; bResult = false; if(EventParms.EventType==IE_Released && EventParms.InputKeyName=='XboxTypeS_A') { OnAccept(); bResult = true; } return bResult; } /** The user has finished setting up their cycle and wants to save changes. */ function OnAccept() { local int NumBots; // Save out the bot list to INI SaveBotList(); // Update num bots option NumBots = EnabledList.GetItemCount(); SetDataStoreStringValue("<UTGameSettings:NumBots>", string(NumBots)); // Let the previous scene know we accepted our changes. OnAcceptedBots(); CloseScene(self); } /** The user wants to back out of the map cycle scene. */ function OnBack() { CloseScene(self); } /** Updates the description label. */ function UpdateDescriptionLabel() { local string NewDescription; local int SelectedItem; SelectedItem = LastFocused.GetCurrentItem(); if(class'UTUIMenuList'.static.GetCellFieldString(LastFocused, 'Description', SelectedItem, NewDescription)) { DescriptionLabel.SetDataStoreBinding(NewDescription); } } /** * Callback for when the user selects a new item in the available list. */ function OnAvailableList_ValueChanged( UIObject Sender, int PlayerIndex ) { OnSelectedBotChanged(); } /** * Callback for when the user submits the selection on the available list. */ function OnAvailableList_SubmitSelection( UIList Sender, optional int PlayerIndex=GetBestPlayerIndex() ) { OnMoveBot(); } /** Callback for when the object's active state changes. */ function OnList_NotifyActiveStateChanged( UIScreenObject Sender, int PlayerIndex, UIState NewlyActiveState, optional UIState PreviouslyActiveState ) { local UIList ListSender; ListSender = UIList(Sender); if ( ListSender != None ) { if ( UIState_Focused(NewlyActiveState) != None ) { LastFocused = ListSender; OnSelectedBotChanged(); // for visual effect - the disabled state of these images contains the data to make the background image appear focused if ( ListSender == EnabledList ) { if ( ListBackground_Enabled != None ) { ListBackground_Enabled.SetEnabled(false, PlayerIndex); } } else { if ( ListBackground_Available != None ) { ListBackground_Available.SetEnabled(false, PlayerIndex); } } } else if ( UIState_Focused(PreviouslyActiveState) != None && !ListSender.IsFocused(PlayerIndex) ) { // for visual effect - the enabled state of these images contains the data to make the background image appear not-focused if ( ListSender == EnabledList ) { if ( ListBackground_Enabled != None ) { ListBackground_Enabled.SetEnabled(true, PlayerIndex); } } else { if ( ListBackground_Available != None ) { ListBackground_Available.SetEnabled(true, PlayerIndex); } } } } } /** * Callback for when the user selects a new item in the enabled list. */ function OnEnabledList_ValueChanged( UIObject Sender, int PlayerIndex ) { OnSelectedBotChanged(); } /** * Callback for when the user submits the selection on the enabled list. */ function OnEnabledList_SubmitSelection( UIList Sender, optional int PlayerIndex=GetBestPlayerIndex() ) { OnMoveBot(); } /** Buttonbar Callbacks. */ function bool OnButtonBar_Accept(UIScreenObject InButton, int PlayerIndex) { OnAccept(); return true; } function bool OnButtonBar_Back(UIScreenObject InButton, int PlayerIndex) { OnBack(); return true; } function bool OnButtonBar_ClearBots(UIScreenObject InButton, int PlayerIndex) { OnClearBots(); return true; } function bool OnButtonBar_MoveBot(UIScreenObject InButton, int PlayerIndex) { OnMoveBot(); 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_A' || EventParms.InputKeyName=='XboxTypeS_Enter') // Accept Cycle { OnAccept(); bResult=true; } if(EventParms.InputKeyName=='XboxTypeS_B' || EventParms.InputKeyName=='Escape') // Cancel { OnBack(); bResult=true; } else if(EventParms.InputKeyName=='XboxTypeS_Y') // Move map { OnMoveBot(); bResult=true; } else if(EventParms.InputKeyName=='XboxTypeS_X') // Clear map cycle { OnClearBots(); bResult=true; } } return bResult; } defaultproperties { 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_BotSelection" ObjectArchetype=UTUIFrontEnd'UTGame.Default__UTUIFrontEnd' } |
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