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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. * * Settings panels scene for UT3. Actually holds all of the configuration panels. */ class UTUIFrontEnd_SettingsPanels extends UTUIFrontEnd; /** References to the tab control and pages. */ var transient UTUITabPage_Options PlayerTab; var transient UTUITabPage_Options VideoTab; var transient UTUITabPage_Options AudioTab; var transient UTUITabPage_Options InputTab; var transient UTUITabPage_Options NetworkTab; var transient UTUITabPage_Options WeaponsTab; var transient UTUITabPage_Options HUDTab; /** Whether or not we have been fully initialized. */ var transient bool bFullyInitialized; /** Set if this menu was loaded from the mid game menu */ var transient bool bFromMidGameMenu; /** The scene to load when the 'Mod Settings' button is clicked (differs depending upon whether this is the main menu settings or midgame settings) */ var string ModSettingsScene; /** * Delegate for when the profile has been modified by something other than the user changing the value of an option. */ delegate OnMarkProfileDirty( optional bool bDirty=true ); /** Delegate for when the user changes one of the options an option list. */ delegate OnNotifyOptionChanged(UIScreenObject InObject, name OptionName, int PlayerIndex); /** PostInitialize event - Sets delegates for the scene. */ event PostInitialize() { Super.PostInitialize(); // Player Settings - @todo: as of right now we dont need this. /*PlayerTab = UTUITabPage_Options(FindChild('pnlPlayer', true)); if(PlayerTab != none) { PlayerTab.SetVisibility(true); PlayerTab.SetDataStoreBinding("<Strings:UTGameUI.Settings.Player>"); TabControl.InsertPage(PlayerTab, 0, INDEX_NONE, true); }*/ // Video Settings VideoTab = UTUITabPage_Options(FindChild('pnlVideo', true)); if(VideoTab != none) { VideoTab.OnOptionChanged = OnOptionChanged; TabControl.InsertPage(VideoTab, 0, 0, false); } // Audio Settings AudioTab = UTUITabPage_Options(FindChild('pnlAudio', true)); if(AudioTab != none) { AudioTab.OnOptionChanged = OnOptionChanged; TabControl.InsertPage(AudioTab, 0, 1, false); } // Input Settings InputTab = UTUITabPage_Options(FindChild('pnlInput', true)); if(InputTab != none) { InputTab.OnOptionChanged = OnOptionChanged; TabControl.InsertPage(InputTab, 0, 2, false); } // Network Settings NetworkTab = UTUITabPage_Options(FindChild('pnlNetwork', true)); if(NetworkTab != none) { NetworkTab.OnOptionChanged = OnOptionChanged; TabControl.InsertPage(NetworkTab, 0, 3, false); } // Weapon Settings WeaponsTab = UTUITabPage_Options(FindChild('pnlWeapons', true)); if(WeaponsTab != none) { WeaponsTab.OnOptionChanged = OnOptionChanged; TabControl.InsertPage(WeaponsTab, 0, 4, false); } // HUD Settings HUDTab = UTUITabPage_Options(FindChild('pnlHUDSettings', true)); if(HUDTab != none) { HUDTab.OnOptionChanged = OnOptionChanged; TabControl.InsertPage(HUDTab, 0, 5, false); } } // Notification that the settings have been opened from the mid game menu function MidGameMenuSetup() { bFromMidGameMenu = True; // Redo the button bar SetupButtonBar(); } /** * Handler for the tab control's OnPageActivated delegate. Sets the flag indicating that the player has viewed the network page * when the network tab 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 UTProfileSettings Profile; local int CurrentValue; Super.OnPageActivated(Sender, NewlyActivePage, PlayerIndex); if ( NewlyActivePage == NetworkTab ) { Profile = GetPlayerProfile(); if (!Profile.GetProfileSettingValueInt(class'UTProfileSettings'.const.UTPID_FirstTimeMultiplayer, CurrentValue) || CurrentValue != 1 ) { Profile.SetProfileSettingValueInt(class'UTProfileSettings'.const.UTPID_FirstTimeMultiplayer, 1); OnMarkProfileDirty(true); } } } /** Handler for the OnOptionChanged delegate of each panel; called when the user changes the value for an option in any panel */ function OnOptionChanged(UIScreenObject InObject, name OptionName, int PlayerIndex) { // propagate the notification upwards OnNotifyOptionChanged(InObject, OptionName, PlayerIndex); } /** 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); } } } /** Setup the scene's button bar. */ function SetupButtonBar() { local LocalPlayer LP; local UTGameReplicationInfo UTGRI; if(ButtonBar != None) { ButtonBar.Clear(); ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.Back>", OnButtonBar_Back); if(TabControl != None) { // Let the current tab page append buttons. UTTabPage(TabControl.ActivePage).SetupButtonBar(ButtonBar); } if (bFromMidGameMenu) { LP = GetPlayerOwner(); ModSettingsScene = ""; if (LP != none && LP.Actor != none) { UTGRI = UTGameReplicationInfo(LP.Actor.WorldInfo.GRI); if (UTGRI != none) ModSettingsScene = UTGRI.ModClientSettingsScene; } if (ModSettingsScene != "") ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.ModSettings>", OnButtonBar_ModSettings); } else { ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.ModSettings>", OnButtonBar_ModSettings); } } } /** On back handler, saves profile settings. */ function OnBack() { CloseScene(Self); } /** Button bar callback. */ function bool OnButtonBar_Back(UIScreenObject InButton, int PlayerIndex) { OnBack(); return true; } function bool OnButtonBar_ModSettings(UIScreenObject InButton, int PlayerIndex) { OpenSceneByName(ModSettingsScene, false); 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; // Let the currently active tab try to handle input first. bResult=UTTabPage(TabControl.ActivePage).HandleInputKey(EventParms); // See if the user wants to close the scene. if(bResult==false && EventParms.EventType==IE_Released) { if(EventParms.InputKeyName=='XboxTypeS_B' || EventParms.InputKeyName=='Escape') { OnBack(); bResult=true; } else if(EventParms.InputKeyName=='XboxTypeS_LeftTrigger') { UTUITabPage_Options(TabControl.ActivePage).OnResetToDefaults(); bResult=true; } } return bResult; } defaultproperties { ModSettingsScene="UI_Scenes_ChrisBLayout.Scenes.ModSettingsScene" bSaveSceneValuesOnClose=False 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_SettingsPanels" ObjectArchetype=UTUIFrontEnd'UTGame.Default__UTUIFrontEnd' } |
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