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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. * * Title screen scene for UT3, handles attract mode launching. */ class UTUIFrontEnd_TitleScreen extends UTUIScene native(UIFrontEnd); // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** Whether or not we are in the attract mode movie. */ var bool bInMovie; /** Amount of time elapsed since last user input. */ var float TimeElapsed; /** Name of the attract mode movie. */ var() string MovieName; /** Amount of time until the attract movie starts. */ var() float TimeTillAttractMovie; /** Reference to the main menu scene. */ var string MainMenuScene; /** Flag to update the LP array on the next tick. */ var transient bool bUpdatePlayersOnNextTick; event Initialized() { local UISkin Skin; if ( IsGame() ) { // make sure we're using the right skin Skin = UISkin(DynamicLoadObject("UI_Skin_Derived.UTDerivedSkin",class'UISkin')); if ( Skin != none ) { SceneClient.ChangeActiveSkin(Skin); } } Super.Initialized(); } /** Post initialize event - Sets delegates for the scene. */ event PostInitialize() { local UILabel PressStart; Super.PostInitialize(); // Activate kismet for entering scene ActivateLevelEvent('TitleScreenEnter'); RegisterOnlineDelegates(); // Update game player's array with players that were logged in before the game was started. UpdateGamePlayersArray(); PressStart = UILabel(FindChild('lblPressStart', true)); if(!IsConsole()) { PressStart.SetDataStoreBinding("<Strings:UTGameUI.TitleScreen.PressAnyKey>"); } else { PressStart.SetDataStoreBinding("<Strings:UTGameUI.TitleScreen.PressStart>"); } } event SceneActivated(bool bInitialActivation) { Super.SceneActivated(bInitialActivation); // Skip title screen if we are exiting a game. if(bInitialActivation) { CheckTitleSkip(); } } event SceneDeactivated() { Super.SceneDeactivated(); CleanupOnlineDelegates(); } /** Registers online delegates to catch global events such as login changes. */ function RegisterOnlineDelegates() { local OnlineSubsystem OnlineSub; local OnlinePlayerInterface PlayerInterface; // Figure out if we have an online subsystem registered OnlineSub = class'GameEngine'.static.GetOnlineSubsystem(); if (OnlineSub != None) { // Grab the player interface to verify the subsystem supports it PlayerInterface = OnlineSub.PlayerInterface; if (PlayerInterface != None) { PlayerInterface.AddLoginChangeDelegate(OnLoginChange); } } // Update logged in profile labels UpdateProfileLabels(); } /** Cleans up any registered online delegates. */ function CleanupOnlineDelegates() { local OnlineSubsystem OnlineSub; local OnlinePlayerInterface PlayerInterface; // Figure out if we have an online subsystem registered OnlineSub = class'GameEngine'.static.GetOnlineSubsystem(); if (OnlineSub != None) { // Grab the player interface to verify the subsystem supports it PlayerInterface = OnlineSub.PlayerInterface; if (PlayerInterface != None) { PlayerInterface.ClearLoginChangeDelegate(OnLoginChange); } } } /** @return Returns the number of currently logged in controllers. */ event int GetNumLoggedInPlayers() { local int NumLoggedIn; local int ControllerId; NumLoggedIn = 0; for(ControllerId=0; ControllerId<MAX_SUPPORTED_GAMEPADS; ControllerId++) { if(IsLoggedIn(ControllerId)) { NumLoggedIn++; } } return NumLoggedIn; } /** Creates a local player for every signed in controller. */ native function UpdateGamePlayersArray(); /** Checks to see if a frontend error message was set by the game before returning to the main menu, if so, we skip to the main menu and display the message. */ function CheckTitleSkip() { // Skip the title every time now OpenSceneByName(MainMenuScene, true); UpdateProfileLabels(); /* local string OutValue; local bool bShouldAutologin; local string Username, UserPassword; //See if we specified a user/pass for login on the command line //We want to skip the title screen and immediately login bShouldAutologin = CheckForAutoLogin(Username, UserPassword); //Only bypass the title screen if we are trying to autologin OR have been there once before if(GetDataStoreStringValue("<Registry:GoStraightToMainMenu>", OutValue) || bShouldAutologin) { if(OutValue=="1" || bShouldAutologin) { OpenSceneByName(MainMenuScene, true); UpdateProfileLabels(); /** @todo: Maybe use this code to return users deeper in the flow, depending on what their last screen was. InstantActionSceneInst = UTUIFrontEnd_InstantAction(MainMenuSceneInst.OpenSceneByName(MainMenuSceneInst.InstantActionScene, true)); InstantActionSceneInst.TabControl.ActivatePage(InstantActionSceneInst.MapTab, 0); */ } } // Clear the display flag. SetDataStoreStringValue("<Registry:GoStraightToMainMenu>", "1"); */ } /** Sets PlayerIndex 0's controller id to be the specified controller id, this makes it so that the specified controller can control all of the menus. */ function SetMainControllerId(int ControllerId) { local LocalPlayer LP; LogInternal("UTUIFrontEnd_TitleScreen::SetMainControllerId - Setting main controller ID to "$ControllerId); LP = GetPlayerOwner(0); LP.SetControllerId(ControllerId); UpdateProfileLabels(); } /** Updates the profile labels. */ event UpdateProfileLabels() { local UIScene BackgroundScene; local LocalPlayer LP; local OnlinePlayerInterface PlayerInt; local UIObject PanelPC; local UIObject PanelConsole; local UILabel PlayerLabel1; local UILabel PlayerLabel2; PlayerInt=GetPlayerInterface(); BackgroundScene = GetSceneClient().FindSceneByTag('MainMenu'); if(BackgroundScene != None) { PanelPC = BackgroundScene.FindChild('imgNameBGPC',true); PanelConsole = BackgroundScene.FindChild('imgNameBGConsole',true); if(!IsConsole(CONSOLE_Xbox360)) { PlayerLabel1 = UILabel(BackgroundScene.FindChild('lblPlayerNamePC', true)); PanelPC.SetVisibility(true); PanelConsole.SetVisibility(false); } else { PlayerLabel1 = UILabel(BackgroundScene.FindChild('lblPlayerName1', true)); PlayerLabel2 = UILabel(BackgroundScene.FindChild('lblPlayerName2', true)); PanelPC.SetVisibility(false); PanelConsole.SetVisibility(true); } // Player 1 if ( PlayerLabel1 != None ) { LP = GetPlayerOwner(0); if(LP != None && IsLoggedIn(LP.ControllerId)) { if(IsLoggedIn(LP.ControllerId, true)) { PlayerLabel1.SetDataStoreBinding(PlayerInt.GetPlayerNickname(LP.ControllerId)); } else { PlayerLabel1.SetDataStoreBinding("<OnlinePlayerData:PlayerNickName> <Strings:UTGameUI.Generic.OfflineProfile>"); } } else { PlayerLabel1.SetDataStoreBinding("<Strings:UTGameUI.Generic.NotLoggedIn>"); } } // Player 2 if(PlayerLabel2 != None) { LP = GetPlayerOwner(1); if(LP != None && IsLoggedIn(LP.ControllerId)) { if(IsLoggedIn(LP.ControllerId, true)) { PlayerLabel2.SetDataStoreBinding(PlayerInt.GetPlayerNickname(LP.ControllerId)); } else { PlayerLabel2.SetDataStoreBinding("<OnlinePlayerData:PlayerNickName> <Strings:UTGameUI.Generic.OfflineProfile>"); } } else { PlayerLabel2.SetDataStoreBinding("<Strings:UTGameUI.Generic.NotLoggedIn>"); } } } } /** Called when the profile read has completed for any player. */ function OnProfileReadComplete() { UpdateProfileLabels(); } /** Called any time any player changes their current login status. */ function OnLoginChange() { // Update the game player's array bUpdatePlayersOnNextTick = 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; bResult=false; if(EventParms.EventType==IE_Released && (IsConsole(CONSOLE_Xbox360) || EventParms.ControllerId==0)) { if(bInMovie) { if(!IsConsole() || EventParms.InputKeyName=='XboxTypeS_A' || EventParms.InputKeyName=='XboxTypeS_B' || EventParms.InputKeyName=='XboxTypeS_X' || EventParms.InputKeyName=='XboxTypeS_Y' || EventParms.InputKeyName=='XboxTypeS_Start' || EventParms.InputKeyName=='Enter' || EventParms.InputKeyName=='LeftMouseButton') { StopMovie(); } } else { if(!IsConsole() || EventParms.InputKeyName=='XboxTypeS_A' || EventParms.InputKeyName=='XboxTypeS_Start' || EventParms.InputKeyName=='Enter' || EventParms.InputKeyName=='LeftMouseButton') { // Set main controller id. if(IsConsole(CONSOLE_Xbox360)) { SetMainControllerId(EventParms.ControllerId); bResult=true; } else { SetMainControllerId(0); bResult=true; } if(bResult) { // Activate kismet for exiting scene ActivateLevelEvent('TitleScreenExit'); OpenSceneByName(MainMenuScene); UpdateProfileLabels(); } } else { TimeElapsed=0.0; } } } return bResult; } /** Starts the attract mode movie. */ native function StartMovie(); /** Stops the currently playing movie. */ native function StopMovie(); /** Checks to see if a movie is done playing. */ native function UpdateMovieStatus(); defaultproperties { TimeTillAttractMovie=90.000000 MainMenuScene="UI_Scenes_ChrisBLayout.Scenes.MainMenu" Begin Object Class=UIComp_Event Name=SceneEventComponent ObjName=SceneEventComponent Archetype=UIComp_Event'UTGame.Default__UTUIScene:SceneEventComponent' ObjectArchetype=UIComp_Event'UTGame.Default__UTUIScene:SceneEventComponent' End Object EventProvider=SceneEventComponent __OnRawInputKey__Delegate=Default__UTUIFrontEnd_TitleScreen.HandleInputKey Name="Default__UTUIFrontEnd_TitleScreen" ObjectArchetype=UTUIScene'UTGame.Default__UTUIScene' } |
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