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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. * * Multiplayer Scene for UT3. */ class UTUIFrontEnd_Multiplayer extends UTUIFrontEnd_BasicMenu dependson(UTCustomChar_Data) dependson(UTUIScene_MessageBox); const MULTIPLAYER_OPTION_QUICKMATCH = 0; const MULTIPLAYER_OPTION_JOINGAME = 1; const MULTIPLAYER_OPTION_JOINGAMELAN = 2; const MULTIPLAYER_OPTION_HOSTGAME = 3; /** Reference to the quick match scene. */ var string QuickMatchScene; /** Reference to the host game scene. */ var string HostScene; /** Reference to the join game scene. */ var string JoinScene; /** Reference to the character selection scene. */ var string CharacterSelectionScene; /** Reference to the settings panels scene. */ var string SettingsPanelsScene; /** indicates that the player's profile should be saved */ var transient bool bProfileNeedsSaving; /** Whether or not we have already displayed the new player message box to the user. */ var transient bool bDisplayedNewPlayerMessageBox; /** @return bool Returns whether or not this user has saved character data. */ function bool HasSavedCharacterData() { local bool bHaveLoadedCharData; local string CharacterDataStr; bHaveLoadedCharData = false; if( GetDataStoreStringValue("<OnlinePlayerData:ProfileData.CustomCharData>", CharacterDataStr, Self, GetPlayerOwner()) && Len(CharacterDataStr) > 0 ) { bHaveLoadedCharData = true; } return bHaveLoadedCharData; } /** Called when the screen has finished showing. */ function OnMainRegion_Show_UIAnimEnd(UIObject AnimTarget, int AnimIndex, UIAnimationSeq AnimSeq) { Super.OnMainRegion_Show_UIAnimEnd(AnimTarget, AnimIndex, AnimSeq); if ( AnimTarget.AnimStack[AnimIndex].SeqRef.SeqName == 'SceneShowInitial' ) { if ( CheckLoginAndError(GetPlayerControllerId(GetPlayerIndex()), true, ,"<Strings:UTGameUI.Errors.OnlineRequiredForInternet_Message>") ) { PerformMultiplayerChecks(); } else { GetSceneClient().bKillRestoreMenuProgression = true; } } } /** * Checks various conditions required to play online and displays the relevant messages to the user if any online features * will be disabled. */ function PerformMultiplayerChecks() { local UTProfileSettings Profile; local UTUIScene_MessageBox MessageBoxReference; local int CurrentValue, ControllerId; local string ChatRestrictionValue; local OnlinePlayerInterface PlayerInt; Profile = GetPlayerProfile(); if ( Profile != None ) { if(!IsConsole() &&(!Profile.GetProfileSettingValueInt(class'UTProfileSettings'.const.UTPID_FirstTimeMultiplayer, CurrentValue) || CurrentValue!=1) ) { CurrentValue = 1; Profile.SetProfileSettingValueInt(class'UTProfileSettings'.const.UTPID_FirstTimeMultiplayer, CurrentValue); MarkProfileDirty(true); MessageBoxReference = GetMessageBoxScene(); MessageBoxReference.DisplayAcceptBox("<Strings:UTGameUI.MessageBox.FirstTimeMultiplayer_Message>", "<Strings:UTGameUI.MessageBox.FirstTimeMultiplayer_Title>", OnFirstTimeMultiplayer_Confirm); } else { if (!GetDataStoreStringValue("<Registry:PerformedChatRestrictionCheck>", ChatRestrictionValue, Self, GetPlayerOwner()) || ChatRestrictionValue != "1") { ChatRestrictionValue = "1"; SetDataStoreStringValue("<Registry:PerformedChatRestrictionCheck>", ChatRestrictionValue, Self, GetPlayerOwner()); ControllerId = GetPlayerOwner().ControllerId; PlayerInt = GetPlayerInterface(); if ( IsLoggedIn(ControllerId, true) && PlayerInt != None && PlayerInt.CanCommunicate(ControllerId) == FPL_Disabled ) { GetMessageBoxScene().DisplayAcceptBox("<Strings:UTGameUI.Errors.CommunicationRequired_Message>", "<Strings:UTGameUI.Errors.CommunicationRequired_Title>", OnChatRestrictionConfirm); } else { OnChatRestrictionConfirm(None, 0, GetPlayerIndex()); } } // See if the current player hasn't setup a character yet. else if ( !bDisplayedNewPlayerMessageBox ) { bDisplayedNewPlayerMessageBox=true; DisplayNewPlayerMessageBox(); } } } } /** Callback for when the login changes after showing the login UI. */ function OnLoginUI_LoginChange() { Super.OnLoginUI_LoginChange(); PerformMultiplayerChecks(); } /** * Delegate used in notifying the UI/game that the manual login failed after showing the login UI. * * @param LocalUserNum the controller number of the associated user * @param ErrorCode the async error code that occurred */ function OnLoginUI_LoginFailed(byte LocalUserNum,EOnlineServerConnectionStatus ErrorCode) { Super.OnLoginUI_LoginFailed(LocalUserNum, ErrorCode); PerformMultiplayerChecks(); } /** * Called when the user dismisses the "you can't chat online" message box */ function OnChatRestrictionConfirm(UTUIScene_MessageBox MessageBox, int SelectedOption, int PlayerIndex) { if(bDisplayedNewPlayerMessageBox==false) { bDisplayedNewPlayerMessageBox=true; DisplayNewPlayerMessageBox(); } } /** * Callback when the user dismisses the firsttime multiplayer message box. */ function OnFirstTimeMultiplayer_Confirm(UTUIScene_MessageBox MessageBox, int SelectedOption, int PlayerIndex) { OpenSceneByName(SettingsPanelsScene, false, OnSettingsSceneOpened); } /** Callback for when the settings scene has opened. */ function OnSettingsSceneOpened(UIScene OpenedScene, bool bInitialActivation) { local UTUIFrontEnd_SettingsPanels PanelSceneInst; PanelSceneInst = UTUIFrontEnd_SettingsPanels(OpenedScene); PanelSceneInst.OnMarkProfileDirty = MarkProfileDirty; PanelSceneInst.TabControl.ActivatePage(PanelSceneInst.NetworkTab, GetBestPlayerIndex()); PanelSceneInst.OnSceneDeactivated = SettingsSceneClosed; PanelSceneInst.OnNotifyOptionChanged = OnSettingValueChanged; } function SettingsSceneClosed( UIScene DeactivatedScene ) { if ( bProfileNeedsSaving ) { MarkProfileDirty(false); UTGameUISceneClient(GetSceneClient()).ShowSaveProfileScene(GetUTPlayerOwner()); } PerformMultiplayerChecks(); } /** Handler for the OnOptionChanged delegate of the first time settings panel; called when the user changes the value for an option */ function OnSettingValueChanged(UIScreenObject InObject, name OptionName, int PlayerIndex) { local UIDataStorePublisher Publisher; local array<UIDataStore> Unused; Publisher = UIDataStorePublisher(InObject); if ( Publisher != None ) { Publisher.SaveSubscriberValue(Unused); } } /** * Called when the profile has been modified and needs to be saved. */ function MarkProfileDirty( optional bool bDirty=true ) { bProfileNeedsSaving = bDirty; } /** Displays a messagebox if the player doesn't have a custom character set. */ function DisplayNewPlayerMessageBox() { local UTUIScene_MessageBox MessageBoxReference; local array<string> MessageBoxOptions; local array<PotentialOptionKeys> PotentialOptionKeyMappings; if( !HasSavedCharacterData() ) { if ( GetWorldInfo().IsDemoBuild() ) // In demo builds just generate a random character. { OnFirstTimeCharacter_Confirm(None,0,GetPlayerIndex()); } else { // Pop up a message box asking the user if they want to edit their character or randomly generate one. MessageBoxReference = GetMessageBoxScene(); if(MessageBoxReference != none) { MessageBoxOptions.AddItem("<Strings:UTGameUI.CharacterCustomization.RandomlyGenerate>"); MessageBoxOptions.AddItem("<Strings:UTGameUI.CharacterCustomization.CreateCharacter>"); MessageBoxOptions.AddItem("<Strings:UTGameUI.Generic.Cancel>"); PotentialOptionKeyMappings.length = 3; PotentialOptionKeyMappings[0].Keys.AddItem('XboxTypeS_X'); PotentialOptionKeyMappings[1].Keys.AddItem('XboxTypeS_A'); PotentialOptionKeyMappings[2].Keys.AddItem('XboxTypeS_B'); PotentialOptionKeyMappings[2].Keys.AddItem('Escape'); MessageBoxReference.SetPotentialOptionKeyMappings(PotentialOptionKeyMappings); MessageBoxReference.SetPotentialOptions(MessageBoxOptions); MessageBoxReference.Display("<Strings:UTGameUI.MessageBox.FirstTimeCharacter_Message>", "<Strings:UTGameUI.MessageBox.FirstTimeCharacter_Title>", OnFirstTimeCharacter_Confirm); } } } } /** * Callback when the user dismisses the firsttime character message box. */ function OnFirstTimeCharacter_Confirm(UTUIScene_MessageBox MessageBox, int SelectedOption, int PlayerIndex) { local CustomCharData CustomData; local string DataString; switch ( SelectedOption ) { case 0: // Randomly generate a character CustomData = class'UTCustomChar_Data'.static.MakeRandomCharData(); DataString = class'UTCustomChar_Data'.static.CharDataToString(CustomData); if(SetDataStoreStringValue("<OnlinePlayerData:ProfileData.CustomCharData>", DataString, Self, GetPlayerOwner())) { UTGameUISceneClient(GetSceneClient()).ShowSaveProfileScene(GetUTPlayerOwner()); MarkProfileDirty(false); } break; case 1: // Open the character selection scene OpenSceneByName(CharacterSelectionScene); bDisplayedNewPlayerMessageBox=false; // Need to recheck for a customized character after the user has closed the player customization screen. break; case 2: // Close this scene CloseScene(self); break; } } /** * Executes a action based on the currently selected menu item. */ function OnSelectItem(int PlayerIndex=GetPlayerIndex()) { local int SelectedItem, ControllerId; local UTUIDataStore_StringList StringListDataStore; local DataStoreClient DSClient; DSClient = class'UIInteraction'.static.GetDataStoreClient(); if ( DSClient != None ) { StringListDataStore = UTUIDataStore_StringList(DSClient.FindDataStore('UTStringList')); } SelectedItem = MenuList.GetCurrentItem(); ControllerId = class'UIInteraction'.static.GetPlayerControllerId(PlayerIndex); switch(SelectedItem) { case MULTIPLAYER_OPTION_QUICKMATCH: if ( CheckLinkConnectionAndError() && CheckLoginAndError(ControllerId, true) ) { OpenSceneByName(QuickMatchScene); } break; case MULTIPLAYER_OPTION_HOSTGAME: if ( CheckLinkConnectionAndError() ) { OpenSceneByName(HostScene); } break; case MULTIPLAYER_OPTION_JOINGAME: if ( CheckLinkConnectionAndError() && CheckLoginAndError(ControllerId, true) ) { StringListDataStore.SetCurrentValueIndex('MatchType', 1); OpenSceneByName(Joinscene); } break; case MULTIPLAYER_OPTION_JOINGAMELAN: if ( CheckLinkConnectionAndError() ) { StringListDataStore.SetCurrentValueIndex('MatchType', 0); OpenSceneByName(Joinscene, false, OnJoinLanScene_Opened); } break; } } /** Callback for when the join scene has opened for LAN. */ function OnJoinLanScene_Opened(UIScene OpenedScene, bool bInitialActivation) { local UTUIFrontEnd_JoinGame JoinSceneInst; // Set a string value to indicate that this is a LAN client, so the // UI is aware of this after we disconnect from the server SetDataStoreStringValue("<Registry:LanClient>", "1"); JoinSceneInst = UTUIFrontEnd_JoinGame(OpenedScene); if ( JoinSceneInst != none && bInitialActivation ) { JoinSceneInst.UseLANMode(); } } defaultproperties { QuickMatchScene="UI_Scenes_ChrisBLayout.Scenes.QuickMatch" HostScene="UI_Scenes_ChrisBLayout.Scenes.HostGame" JoinScene="UI_Scenes_FrontEnd.Scenes.JoinGame" CharacterSelectionScene="UI_Scenes_ChrisBLayout.Scenes.CharacterFaction" SettingsPanelsScene="UI_Scenes_ChrisBLayout.Scenes.SettingsPanels" bRequiresNetwork=True bMenuLevelRestoresScene=True Begin Object Class=UIComp_Event Name=SceneEventComponent ObjName=SceneEventComponent Archetype=UIComp_Event'UTGame.Default__UTUIFrontEnd_BasicMenu:SceneEventComponent' ObjectArchetype=UIComp_Event'UTGame.Default__UTUIFrontEnd_BasicMenu:SceneEventComponent' End Object EventProvider=SceneEventComponent Name="Default__UTUIFrontEnd_Multiplayer" ObjectArchetype=UTUIFrontEnd_BasicMenu'UTGame.Default__UTUIFrontEnd_BasicMenu' } |
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