Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

UTGame.UTUIFrontEnd_LaunchGame


00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
00089
00090
00091
00092
00093
00094
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105
00106
00107
00108
00109
00110
00111
00112
00113
00114
00115
00116
00117
00118
00119
00120
00121
00122
00123
00124
00125
00126
00127
00128
00129
00130
00131
00132
00133
00134
00135
00136
00137
00138
00139
00140
00141
00142
00143
00144
00145
00146
00147
00148
00149
00150
00151
00152
00153
00154
00155
00156
00157
00158
00159
00160
00161
00162
00163
00164
00165
00166
00167
00168
00169
00170
00171
00172
00173
00174
00175
00176
00177
00178
00179
00180
00181
00182
00183
00184
00185
00186
00187
00188
00189
00190
00191
00192
00193
00194
00195
00196
00197
00198
00199
00200
00201
00202
00203
00204
00205
00206
00207
00208
00209
00210
00211
00212
00213
00214
00215
00216
00217
00218
00219
00220
00221
00222
00223
00224
00225
00226
00227
00228
00229
00230
00231
00232
00233
00234
00235
00236
00237
00238
00239
00240
00241
00242
00243
00244
00245
00246
00247
00248
00249
00250
00251
00252
00253
00254
00255
00256
00257
00258
00259
00260
00261
00262
00263
00264
00265
00266
00267
00268
00269
00270
00271
00272
00273
00274
00275
00276
00277
00278
00279
00280
00281
00282
00283
00284
00285
00286
00287
00288
00289
00290
00291
00292
00293
00294
00295
00296
00297
00298
00299
00300
00301
00302
00303
00304
00305
00306
00307
00308
00309
00310
00311
00312
00313
00314
00315
00316
00317
00318
00319
00320
00321
00322
00323
00324
00325
00326
00327
00328
00329
00330
/**
 * 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'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: tr 31-1-2018 17:18:36.000 - Creation time: sk 18-3-2018 10:01:26.922 - Created with UnCodeX