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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. * * Profile login screen for UT3. */ class UTUIFrontEnd_LoginScreen extends UTUIFrontEnd_CustomScreen Config(Game) native(UIFrontEnd); var string CreateProfileScene; var transient UIEditBox UserNameEditBox; var transient UIEditBox PasswordEditBox; /** Reference to the local login checkbox. */ var transient UICheckbox LocalLoginCheckBox; /** Reference to the save password checkbox. */ var transient UICheckbox SavePasswordCheckBox; /** Reference to the autologin checkbox. */ var transient UICheckbox AutoLoginCheckBox; var transient UTUIScene_MessageBox MessageBoxReference; var transient EOnlineServerConnectionStatus LoginErrorCode; /** if TRUE, logic procedure will begin automatically as soon as the menu completes its opening animation */ var transient bool bLoginOnShow; /** Whether or not to autofill in the password field for the user. */ var config bool bSavePassword; /** Whether or not to autologin for the user. */ var config bool bAutoLogin; /** Array of player names that have logged in previously on this machine. */ var config array<string> PlayerNames; /** PostInitialize event - Sets delegates for the scene. */ event PostInitialize( ) { Super.PostInitialize(); UserNameEditBox = UIEditBox(FindChild('txtUserName',true)); UserNameEditBox.NotifyActiveStateChanged=OnNotifyActiveStateChanged; UserNameEditBox.OnSubmitText=OnSubmitText; UserNameEditBox.StringRenderComponent.bIgnoreMarkup = true; UserNameEditBox.MaxCharacters = GS_USERNAME_MAXLENGTH; UserNameEditBox.SetDataStoreBinding(""); PasswordEditBox = UIEditBox(FindChild('txtPassword',true)); PasswordEditBox.NotifyActiveStateChanged=OnNotifyActiveStateChanged; PasswordEditBox.OnSubmitText=OnSubmitText; PasswordEditbox.StringRenderComponent.bIgnoreMarkup = true; PasswordEditBox.MaxCharacters = GS_PASSWORD_MAXLENGTH; PasswordEditBox.SetDataStoreBinding(""); PasswordEditBox.SetValue(""); // If we have any player names stored, set the default editbox text to the first name in the array. if(PlayerNames.length > 0) { UserNameEditBox.SetDataStoreBinding(PlayerNames[0]); PasswordEditBox.SetFocus(None); } SavePasswordCheckBox = UICheckbox(FindChild('chkSavePassword',true)); SavePasswordCheckBox.SetValue(default.bSavePassword); SavePasswordCheckBox.OnValueChanged=OnSavePasswordCheckBox_ValueChanged; AutoLoginCheckBox = UICheckbox(FindChild('chkAutoLogin',true)); AutoLoginCheckBox.SetValue(default.bAutoLogin); AutoLoginCheckBox.OnValueChanged=OnAutoLoginCheckBox_ValueChanged; LocalLoginCheckBox = UICheckbox(FindChild('chkLocal',true)); //LocalLoginCheckBox.OnValueChanged=OnLocalLoginCheckBox_ValueChanged; //LocalLoginCheckBox.SetVisibility(false); // Handle saved passwords and auto login CheckLoginProperties(); } /** Checks to see if we should autopopuplate the password box or autologin. */ native function CheckLoginProperties(); /** Sets up the scene's button bar. */ function SetupButtonBar() { ButtonBar.Clear(); ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.Login>", OnButtonBar_Login); ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.PlayOffline>", OnButtonBar_PlayOffline); ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.CreateProfileLoginScreen>", OnButtonBar_CreateProfile); if(IsConsole(CONSOLE_PS3)) { ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.Keyboard>", OnButtonBar_ShowKeyboard); } } /** Callback for when the show animation has completed for this scene. */ function OnMainRegion_Show_UIAnimEnd(UIObject AnimTarget, int AnimIndex, UIAnimationSeq AnimSeq) { Super.OnMainRegion_Show_UIAnimEnd(AnimTarget,AnimIndex,AnimSeq); if(bLoginOnShow) { bLoginOnShow=false; OnLogin(); } } /** * Callback for when the savepassword checkbox changes value. * * @param Sender Object that sent the event * @param PlayerIndex Index of the player that performed the action. */ function OnSavePasswordCheckBox_ValueChanged(UIObject Sender, int PlayerIndex) { if(SavePasswordCheckBox.IsChecked()==false) { AutoLoginCheckBox.SetValue(false); } } /** * Callback for when the autologin checkbox changes value. * * @param Sender Object that sent the event * @param PlayerIndex Index of the player that performed the action. */ function OnAutoLoginCheckBox_ValueChanged(UIObject Sender, int PlayerIndex) { if(AutoLoginCheckBox.IsChecked()) { SavePasswordCheckBox.SetValue(true); } } /** * Callback for when the local login checkbox changes value. * * @param Sender Object that sent the event * @param PlayerIndex Index of the player that performed the action. */ function OnLocalLoginCheckBox_ValueChanged(UIObject Sender, int PlayerIndex) { PasswordEditBox.SetValue(""); PasswordEditBox.SetEnabled(!LocalLoginCheckBox.IsChecked()); SavePasswordCheckBox.SetEnabled(!LocalLoginCheckBox.IsChecked()); } /** Callback for when the user wants to back out of this screen. */ function OnCancel() { CloseScene(self); } /** Play offline callback, logs the user in offline. */ function OnPlayOffline() { OnLogin(true); } /** Tries to login the user */ function OnLogin(optional bool bLocalLogin=false) { local string UserName; local string Password; local OnlinePlayerInterface PlayerInt; /* - Removed, have a play offline button now. local bool bLocalLogin; bLocalLogin = LocalLoginCheckBox.IsChecked(); */ UserName = StripInvalidUsernameCharacters(UserNameEditBox.GetValue()); Password = PasswordEditBox.GetValue(); // Set the value of save password and auto login bSavePassword = SavePasswordCheckBox.IsChecked(); bAutoLogin = AutoLoginCheckBox.IsChecked(); if (bSavePassword != default.bSavePassword || bAutoLogin != default.bAutoLogin ) { default.bSavePassword = bSavePassword; default.bAutoLogin = bAutoLogin; SaveConfig(); } // Verify contents of user name box if(Len(UserName) > 0 || bLocalLogin) { if(Len(Password) > 0 || bLocalLogin) { // Try logging in LogInternal("UTUIFrontEnd_LoginScreen::OnLogin() - Attempting to login with name '"$UserName$"' bLocalOnly:"@bLocalLogin); PlayerInt = GetPlayerInterface(); if(PlayerInt!=none) { // Set flag SetDataStoreStringValue("<Registry:bChangingLoginStatus>", "1"); // Display a modal messagebox MessageBoxReference = GetMessageBoxScene(); MessageBoxReference.DisplayCancelBox("<Strings:UTGameUI.Generic.LoggingIn>","", OnCancelSelection ); MessageBoxReference.MinimumDisplayTime = 2.0; PlayerInt.AddLoginChangeDelegate(OnLoginChange); PlayerInt.AddLoginFailedDelegate(GetBestControllerId(),OnLoginFailed); PlayerInt.AddLoginCancelledDelegate(OnLoginCancelled); if(PlayerInt.Login(GetBestControllerId(), UserName, Password, bLocalLogin)==false) { LogInternal("UTUIFrontEnd_LoginScreen::OnLogin() - Login call failed."); //OnLoginCancelled(); } } else { LogInternal("UTUIFrontEnd_LoginScreen::OnLogin() - Failed to find player interface."); } } else { DisplayMessageBox("<Strings:UTGameUI.Errors.InvalidPassword_Message>","<Strings:UTGameUI.Errors.InvalidPassword_Title>"); } } else { DisplayMessageBox("<Strings:UTGameUI.Errors." $ (bLocalLogin ? "InvalidUserName_LocalLogin" : "InvalidUserName_Message") $ ">", "<Strings:UTGameUI.Errors.InvalidUserName_Title>"); } } delegate OnCancelSelection(UTUIScene_MessageBox MessageBox, int SelectedOption, int PlayerIndex) { OnLoginFailed(0, OSCS_NotConnected); } /** Clears login delegates. */ function ClearLoginDelegates() { local OnlinePlayerInterface PlayerInt; PlayerInt = GetPlayerInterface(); PlayerInt.ClearLoginChangeDelegate(OnLoginChange); PlayerInt.ClearLoginFailedDelegate(GetPlayerOwner().ControllerId,OnLoginFailed); PlayerInt.ClearLoginCancelledDelegate(OnLoginCancelled); // Clear flag SetDataStoreStringValue("<Registry:bChangingLoginStatus>", "0"); } /** * Delegate used in login notifications */ function OnLoginChange() { local int NameIdx; local int FindIdx; local string UserName; // Close the modal messagebox MessageBoxReference.OnClosed = OnLoginChange_Closed; MessageBoxReference.Close(); // Store the player names in a config array so we can show a list of recent logins. UserName = StripInvalidUsernameCharacters(UserNameEditBox.GetValue()); SavePassword(PasswordEditBox.GetValue()); // See if the name is already in the list, if so we will push it to the top. PlayerNames = class'UTUIFrontEnd_LoginScreen'.default.PlayerNames; FindIdx=INDEX_NONE; for(NameIdx=0; NameIdx<PlayerNames.length; NameIdx++) { if(PlayerNames[NameIdx]==UserName) { FindIdx=NameIdx; break; } } // If the name doesnt exist, increase the array length, but cap it at some number and shift all existing names down by 1. if(FindIdx==INDEX_NONE) { if(PlayerNames.length < 10) { PlayerNames.length = PlayerNames.length + 1; } FindIdx=PlayerNames.length-1; } for(NameIdx=FindIdx; NameIdx>=1; NameIdx--) { PlayerNames[NameIdx]=PlayerNames[NameIdx-1]; } PlayerNames[0] = UserName; default.PlayerNames=PlayerNames; SaveConfig(); } /** Callback for when the login message closes for login change. */ function OnLoginChange_Closed() { local string OutValue; MessageBoxReference = none; ClearLoginDelegates(); //Now that we are successfully logged in, open the url from the command line if one was specified if(!GetDataStoreStringValue("<Registry:LaunchedCmdLineURL>", OutValue)) { //Successful or no we don't want to call this code again SetDataStoreStringValue("<Registry:LaunchedCmdLineURL>", "1"); } // Logged in successfully so close the login scene. CloseScene(self); } /** * Delegate used to notify when a login request was cancelled by the user */ function OnLoginCancelled() { // Close the modal messagebox MessageBoxReference.OnClosed = OnLoginCancelled_Closed; MessageBoxReference.Close(); } /** Callback for when the login cancelled messagebox has closed. */ function OnLoginCancelled_Closed() { MessageBoxReference = none; ClearLoginDelegates(); } /** * Delegate used in notifying the UI/game that the manual login failed * * @param LocalUserNum the controller number of the associated user * @param ErrorCode the async error code that occurred */ function OnLoginFailed(byte LocalUserNum,EOnlineServerConnectionStatus ErrorCode) { // Close the modal messagebox LoginErrorCode=ErrorCode; MessageBoxReference.OnClosed=OnLoginFailed_Closed; MessageBoxReference.Close(); } /** Callback for when the login message closes. */ function OnLoginFailed_Closed() { MessageBoxReference=None; // Display an error message switch(LoginErrorCode) { case OSCS_ConnectionDropped: DisplayMessageBox("<Strings:UTGameUI.Errors.ConnectionLost_Message>","<Strings:UTGameUI.Errors.ConnectionLost_Title>"); break; case OSCS_NoNetworkConnection: DisplayMessageBox("<Strings:UTGameUI.Errors.LinkDisconnected_Message>","<Strings:UTGameUI.Errors.Error_Title>"); break; case OSCS_ServiceUnavailable: DisplayMessageBox("<Strings:UTGameUI.Errors.ServiceUnavailable_Message>","<Strings:UTGameUI.Errors.ServiceUnavailable_Title>"); break; case OSCS_UpdateRequired: DisplayMessageBox("<Strings:UTGameUI.Errors.UpdateRequired_Message>","<Strings:UTGameUI.Errors.UpdateRequired_Title>"); break; case OSCS_ServersTooBusy: DisplayMessageBox("<Strings:UTGameUI.Errors.ServersTooBusy_Message>","<Strings:UTGameUI.Errors.ServersTooBusy_Title>"); break; case OSCS_DuplicateLoginDetected: DisplayMessageBox("<Strings:UTGameUI.Errors.DuplicateLogin_Message>","<Strings:UTGameUI.Errors.DuplicateLogin_Title>"); break; case OSCS_InvalidUser: DisplayMessageBox("<Strings:UTGameUI.Errors.InvalidUserLogin_Message>","<Strings:UTGameUI.Errors.InvalidUserLogin_Title>"); break; default: break; } ClearLoginDelegates(); } /** Displays the account creation scene */ function OnCreateProfile() { OpenSceneByName(CreateProfileScene); } /** Shows the online keyboard. */ function OnShowKeyboard() { local OnlinePlayerInterface PlayerInt; PlayerInt = GetPlayerInterface(); if(PlayerInt != None) { if(UserNameEditBox.IsFocused()) { ShowKeyboard(UserNameEditBox, Localize("KeyboardPrompts", "LoginScreen_Name_Title", "UTGameUI"), Localize("KeyboardPrompts", "LoginScreen_Name_Message", "UTGameUI"), false, true, UserNameEditBox.GetValue(), GS_USERNAME_MAXLENGTH); } else if(PasswordEditBox.IsFocused()) { ShowKeyboard(PasswordEditBox, Localize("KeyboardPrompts", "LoginScreen_Password_Title", "UTGameUI"), Localize("KeyboardPrompts", "LoginScreen_Password_Message", "UTGameUI"), true, true, PasswordEditBox.GetValue(), GS_PASSWORD_MAXLENGTH); } } } /** Buttonbar Callbacks. */ function bool OnButtonBar_Cancel(UIScreenObject InButton, int InPlayerIndex) { OnCancel(); return true; } function bool OnButtonBar_PlayOffline(UIScreenObject InButton, int InPlayerIndex) { OnPlayOffline(); return true; } function bool OnButtonBar_Login(UIScreenObject InButton, int InPlayerIndex) { OnLogin(); return true; } function bool OnButtonBar_CreateProfile(UIScreenObject InButton, int InPlayerIndex) { OnCreateProfile(); return true; } function bool OnButtonBar_ShowKeyboard(UIScreenObject InButton, int InPlayerIndex) { OnShowKeyboard(); return true; } /** * Called when the user presses enter (or any other action bound to UIKey_SubmitText) while this editbox has focus. * * @param Sender the editbox that is submitting text * @param PlayerIndex the index of the player that generated the call to SetValue; used as the PlayerIndex when activating * UIEvents; if not specified, the value of GetBestPlayerIndex() is used instead. * * @return if TRUE, the editbox will clear the existing value of its textbox. */ function bool OnSubmitText( UIEditBox Sender, int PlayerIndex ) { OnLogin(); return false; } /** * 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') { OnPlayOffline(); bResult=true; } else if(EventParms.InputKeyName=='XboxTypeS_Y') { OnCreateProfile(); bResult=true; } else if(EventParms.InputKeyName=='XboxTypeS_X') { OnShowKeyboard(); bResult=true; } } return bResult; } defaultproperties { CreateProfileScene="UI_Scenes_FrontEnd.Scenes.CreateProfile" bSavePassword=True bAutoLogin=True PlayerNames(0)="HellDragon" PlayerNames(1)= bSaveSceneValuesOnClose=False Begin Object Class=UIComp_Event Name=SceneEventComponent ObjName=SceneEventComponent Archetype=UIComp_Event'UTGame.Default__UTUIFrontEnd_CustomScreen:SceneEventComponent' ObjectArchetype=UIComp_Event'UTGame.Default__UTUIFrontEnd_CustomScreen:SceneEventComponent' End Object EventProvider=SceneEventComponent Name="Default__UTUIFrontEnd_LoginScreen" ObjectArchetype=UTUIFrontEnd_CustomScreen'UTGame.Default__UTUIFrontEnd_CustomScreen' } |
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