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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. * * Launch game scene for UT3, contains functionality common to instant action and host game flows. */ class UTUIFrontEnd_LaunchGame extends UTUIFrontEnd abstract; /** Reference to the settings datastore that we will use to create the game. */ var transient UIDataStore_OnlineGameSettings SettingsDataStore; /** Reference to the stringlist datastore that we will use to create the game. */ var transient UTUIDataStore_StringList StringListDataStore; /** References to the tab control and pages. */ var transient UTUITabPage_GameModeSelection GameModeTab; var transient UTUITabPage_MapSelection MapTab; var transient UTUITabPage_Options GameSettingsTab; /** Current match settings, used to launch the game. .*/ var transient string MapName; var transient string GameMode; /** Whether or not we're fully initialized yet. */ var transient bool bFullyInitialized; /** Whether or not the option list should be refreshed. */ var transient bool bForceRefreshOptionList; /** The name that this class uses to store the current game profiles settings (for reloading previous menu option settings) */ var string SettingsProfileName; /** PostInitialize event - Sets delegates for the scene. */ event PostInitialize() { local UIObject GameModeList, SafeRegionPnl; Super.PostInitialize(); // Get a reference to the settings datastore. SettingsDataStore = UIDataStore_OnlineGameSettings(FindDataStore('UTGameSettings')); StringListDataStore = UTUIDataStore_StringList(FindDataStore('UTStringList')); // Game mode GameModeTab = UTUITabPage_GameModeSelection(FindChild('pnlGameModeSelection', true)); if(GameModeTab != none) { GameModeTab.OnGameModeSelected = OnGameModeSelected; } // Map MapTab = UTUITabPage_MapSelection(FindChild('pnlMapSelection', true)); if(MapTab != none) { MapTab.OnMapSelected = OnMapSelected; } // Game Settings GameSettingsTab = UTUITabPage_Options(FindChild('pnlGameSettings', true)); if(GameSettingsTab != none) { GameSettingsTab.OnAcceptOptions = OnAcceptGameSettings; } // Set defaults SetDataStoreStringValue("<Registry:SelectedGameMode>", GameMode); MapTab.OnGameModeChanged(); GameModeList = FindChild('lstGameModes',true); SafeRegionPnl = GameModeTab.FindChild('pnlSafeRegion', true); //Make some space for longer names in the game mode list (ITA fix) GameModeList.SetDockTarget(UIFACE_Right, SafeRegionPnl, UIFACE_RIGHT); GameModeList.SetDockPadding(UIFACE_Right, 0); bFullyInitialized=true; bForceRefreshOptionList=true; } /** Scene activation event, always sets focus to current tab page if activating the page for a second time. */ event SceneActivated(bool bInitialActivation) { Super.SceneActivated(bInitialActivation); if(bInitialActivation==false) { if(TabControl.ActivePage != None) { TabControl.ActivePage.SetFocus(none); } } } /** Sets up the button bar for the scene. */ function SetupButtonBar() { local int NumPages, PageIndex; if(ButtonBar != None) { ButtonBar.Clear(); ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.Back>", OnButtonBar_Back); if( TabControl != None && UTTabPage(TabControl.ActivePage) != None ) { //Only show the next button if we aren't on the last page NumPages = TabControl.GetPageCount(); if ( NumPages > 1 ) { PageIndex = TabControl.FindPageIndexByPageRef(TabControl.ActivePage); if ( PageIndex < NumPages - 1 ) { ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.Next>", OnButtonBar_Next); } } if(TabControl.ActivePage != GameModeTab) { ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.QuickStartGame>", OnButtonBar_StartGame); } // Let the current tab page try to setup the button bar UTTabPage(TabControl.ActivePage).SetupButtonBar(ButtonBar); } } } /** Starts the game. */ function OnStartGame(); /** Callback for when the gamemode changes on the game mode selection tab. */ function OnGameModeSelected(string InGameMode, string InDefaultMap, string GameSettingsClass, bool bSelectionSubmitted) { local int i; local UTUITabPage_GameSettings UTSettings; GameMode = InGameMode; MapName = InDefaultMap; // Set the game settings object to use and have it load values from the stored settings profile SettingsDataStore.SetCurrentByName(name(GameSettingsClass)); SettingsDataStore.LoadToCurrentSettings(SettingsProfileName); // If a mod with a custom settings scene was selected, grab the string for loading the settings scene if (GameModeTab != none && GameModeTab.GameModeList != none && GameSettingsTab != none) { i = GameModeTab.GameModeList.GetCurrentItem(); UTSettings = UTUITabPage_GameSettings(GameSettingsTab); if (i != INDEX_None && UTSettings != none) class'UTUIMenuList'.static.GetCellFieldString(GameModeTab.GameModeList, 'ModGameSettingsScene', i, UTSettings.CurModSettingsScene); } // Refresh map list. SetDataStoreStringValue("<Registry:SelectedGameMode>", InGameMode); // Setup the map list on the map tab. MapTab.OnGameModeChanged(); if(bSelectionSubmitted) { ShowNextTab(); } } /** * Called when a new page is activated. * * @param Sender the tab control that activated the page * @param NewlyActivePage the page that was just activated * @param PlayerIndex the index [into the Engine.GamePlayers array] for the player that generated this event. */ function OnPageActivated( UITabControl Sender, UITabPage NewlyActivePage, int PlayerIndex ) { local string OptionSetMarkup; Super.OnPageActivated(Sender, NewlyActivePage, PlayerIndex); if(NewlyActivePage==GameSettingsTab) { // Set the option set to use. if(bFullyInitialized) { OptionSetMarkup = "<UTOptions:"$GameModeTab.GetOptionSet()$">"; if(OptionSetMarkup != GameSettingsTab.OptionList.GetDataStoreBinding() || bForceRefreshOptionList==true) { if(bForceRefreshOptionList) { GameSettingsTab.OptionList.SetDataStoreBinding(""); } bForceRefreshOptionList=false; GameSettingsTab.OptionList.SetDataStoreBinding(OptionSetMarkup); GameSettingsTab.OptionList.InitializeComboboxWidgets(); // needs to be called manually since prepre } GameSettingsTab.OptionList.RefreshAllOptions(); } } else if(NewlyActivePage==MapTab) { if(MapTab.MapCyclePanel.IsVisible()) { MapTab.MapCyclePanel.SelectBestList(); } } } /** Callback for when the user has selected the map. */ function OnMapSelected() { ShowNextTab(); } /** Callback for when the user has accepted the game settings. */ function OnAcceptGameSettings(UIScreenObject InObject, int PlayerIndex) { ShowNextTab(); } /** Shows the previous tab page, if we are at the first tab, then we close the scene. */ function ShowPrevTab() { if(TabControl.ActivatePreviousPage(0,false,false)==false) { CloseScene(self); } } /** Shows the next tab page, if we are at the last tab, then we start the game. */ function ShowNextTab() { // Only let the user continue if they properly setup a map cycle. if(TabControl.ActivePage==MapTab) { if(MapTab.CanBeginMatch()==false) { return; } } if(TabControl.ActivateNextPage(0,false,false)==false) { OnStartGame(); } } /** Buttonbar Callbacks. */ function bool OnButtonBar_StartGame(UIScreenObject InButton, int PlayerIndex) { OnStartGame(); return true; } function bool OnButtonBar_Next(UIScreenObject InButton, int PlayerIndex) { ShowNextTab(); return true; } function bool OnButtonBar_Back(UIScreenObject InButton, int PlayerIndex) { ShowPrevTab(); 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; local UTTabPage CurrentTabPage; // Let the tab page's get first chance at the input CurrentTabPage = UTTabPage(TabControl.ActivePage); bResult=CurrentTabPage.HandleInputKey(EventParms); if(bResult==false) { if(EventParms.EventType==IE_Released) { if(EventParms.InputKeyName=='XboxTypeS_Start') { // Only allow the 'Start' button to start a game if we're not currently on the 'Game Mode' tab. // This is consistent with how the buttons on the bottom bar are configured. if( CurrentTabPage != None && CurrentTabPage != GameModeTab) { OnStartGame(); bResult=true; } } else if(EventParms.InputKeyName=='XboxTypeS_B' || EventParms.InputKeyName=='Escape') { ShowPrevTab(); bResult=true; } } } return bResult; } defaultproperties { bMenuLevelRestoresScene=True 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_LaunchGame" ObjectArchetype=UTUIFrontEnd'UTGame.Default__UTUIFrontEnd' } |
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