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UTGame.UTUIFrontEnd_SettingsPanels


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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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Class file time: tr 31-1-2018 17:18:50.000 - Creation time: sk 18-3-2018 10:01:27.055 - Created with UnCodeX