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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. * * Player stats scene for UT3. */ class UTUIFrontEnd_PlayerStats extends UTUIFrontEnd; /** The index to use for getting detailed stats information for a specific result row on the leaderboard in the previous screen. */ var transient int StatsIndex; /** Reference to the various tab pages. */ var transient UTUITabPage_StatsGeneral GeneralTab; var transient UTUITabPage_StatsWeapons WeaponsTab; var transient UTUITabPage_StatsVehicles VehiclesTab; var transient UTUITabPage_StatsVehicleWeapons VehicleWeaponsTab; var transient UTUITabPage_StatsRewards RewardsTab; /** Reference to the stats datastore. */ var transient UTDataStore_OnlineStats StatsDataStore; /** Player name label. */ var transient UILabel PlayerNameLabel; /** PostInitialize event - Sets delegates for the scene. */ event PostInitialize() { Super.PostInitialize(); // Get widget references PlayerNameLabel = UILabel(FindChild('lblPlayerName', true)); // Add tab pages to tab control GeneralTab = UTUITabPage_StatsGeneral(FindChild('pnlGeneral', true)); if(GeneralTab != none) { TabControl.InsertPage(GeneralTab, 0, 0, false); } WeaponsTab = UTUITabPage_StatsWeapons(FindChild('pnlWeapons', true)); if(WeaponsTab != none) { TabControl.InsertPage(WeaponsTab, 0, 1, false); } VehiclesTab = UTUITabPage_StatsVehicles(FindChild('pnlVehicles', true)); if(VehiclesTab != none) { TabControl.InsertPage(VehiclesTab, 0, 2, false); } VehicleWeaponsTab = UTUITabPage_StatsVehicleWeapons(FindChild('pnlVehicleWeapons', true)); if(VehicleWeaponsTab != none) { TabControl.InsertPage(VehicleWeaponsTab, 0, 3, false); } RewardsTab = UTUITabPage_StatsRewards(FindChild('pnlRewards', true)); if(RewardsTab != none) { TabControl.InsertPage(RewardsTab, 0, 4, false); } StatsDataStore = UTDataStore_OnlineStats(FindDataStore('UTLeaderboards', GetPlayerOwner())); PlayerNameLabel.SetDataStoreBinding(StatsDataStore.DetailsPlayerNick); } /** Scene activated event, sets up the title for the scene. */ event SceneActivated(bool bInitialActivation) { Super.SceneActivated(bInitialActivation); //Make sure the stats list is active for scroll wheel support UTUITabPage_StatsPage(TabControl.ActivePage).StatsList.SetFocus(none); } /** Setup the scene's button bar. */ function SetupButtonBar() { if(ButtonBar!=None) { ButtonBar.Clear(); ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.Back>", OnButtonBar_Back); ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.GamerCard>", OnButtonBar_PlayerCard); } } /** Callback to show the player card for this player. */ function OnPlayerCard() { ShowPlayerCard(StatsDataStore.DetailsPlayerNetId,StatsDataStore.DetailsPlayerNick); } /** Callback for when the user wants to exit the scene. */ function OnBack() { CloseScene(self); } /** * 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') { OnBack(); bResult=true; } if(EventParms.InputKeyName=='XboxTypeS_Y') { OnPlayerCard(); bResult=true; } } return bResult; } /** Buttonbar Callbacks. */ function bool OnButtonBar_Back(UIScreenObject InButton, int PlayerIndex) { OnBack(); return true; } function bool OnButtonBar_PlayerCard(UIScreenObject InButton, int PlayerIndex) { OnPlayerCard(); return true; } /** * 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 ) { // Start a stats read for the page we just activated UTUITabPage_StatsPage(NewlyActivePage).ReadStats(); Super.OnPageActivated(Sender, NewlyActivePage, PlayerIndex); } 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_PlayerStats" ObjectArchetype=UTUIFrontEnd'UTGame.Default__UTUIFrontEnd' } |
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