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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTUIScene_COptions extends UTUIFrontEnd config(Game); var transient UILabel MenuLabel; var transient UILabel SkillDesc; var transient UIPanel LanGamePanel; var transient UICheckBox SkillLevels[4]; var transient UICheckBox LanPlay; var transient bool bNetworkOk; var transient bool bNewGame; /** Reference to the settings datastore that we will use to create the game. */ var transient UIDataStore_OnlineGameSettings SettingsDataStore; var localized string SkillDescriptions[4]; var transient string LaunchURL; var transient bool bWasPublic; var transient int ChapterToLoad; var transient bool bIgnoreChange; var string ChapterURLs[5]; event PostInitialize( ) { local int i; bNetworkOk = HasLinkConnection(); LogInternal("[Network]"@bNetworkOK ? "Network Is Available" : "Network is not Available"); Super.PostInitialize(); for (i=0;i<4;i++) { SkillLevels[i] = UICheckBox( FindChild( name("Check"$i), true)); SkillLevels[i].OnValueChanged = SkillLevelChanged; } SettingsDataStore = UIDataStore_OnlineGameSettings(FindDataStore('UTGameSettings')); SkillDesc = UILabel(FindChild('Description',true)); LanGamePanel = UIPanel(FindChild('LanGamePanel',true)); LanPlay = UICheckBox( FindChild('LanPlay',true)); MenuLabel = UILabel(FindChild('Title',true)); // this used to be set here, so we'll need to clear it in case it got serialized OnPreRenderCallback=None; } /** * Handler for the 'show' animation completed. */ function OnMainRegion_Show_UIAnimEnd( UIObject AnimTarget, int AnimIndex, UIAnimationSeq AnimSeq ) { Super.OnMainRegion_Show_UIAnimEnd(AnimTarget, AnimIndex, AnimSeq); if ( AnimTarget.AnimStack[AnimIndex].SeqRef.SeqName == 'SceneShowInitial' ) { // make sure we can't choose "internet" if we aren't signed in online ValidateServerType(); } } /** * Enables / disables the "server type" control based on whether we are signed in online. */ function ValidateServerType() { local int PlayerIndex, PlayerControllerID; local string OnlineProfileRequiredMessage; OnlineProfileRequiredMessage = "<Strings:UTGameUI.Errors.OnlineRequiredForInternet_Message>"; // find the "MatchType" control (contains the "LAN" and "Internet" options); if we aren't signed in online, // don't have a link connection, or not allowed to play online, don't allow them to select one. PlayerIndex = GetPlayerIndex(); PlayerControllerID = GetPlayerControllerId( PlayerIndex ); if (!CheckLoginAndError(PlayerControllerID,true,,OnlineProfileRequiredMessage) || !CheckOnlinePrivilegeAndError( PlayerControllerID ) ) { if ( LanPlay != None ) { // check the lan checkbox LanPlay.SetValue(true, PlayerIndex); // now disable it LanPlay.DisableWidget(PlayerIndex); } if ( LanGamePanel != None ) { LanGamePanel.DisableWidget(PlayerIndex); } } else { CheckNatTypeAndDisplayError(PlayerControllerID); } } /** Callback for when the login changes after showing the login UI. */ function OnLoginUI_LoginChange() { local int PlayerIndex, PlayerControllerId; local bool bCanPlayOnline; local UIPanel SkillContainerPanel; PlayerIndex = GetPlayerIndex(); PlayerControllerID = GetPlayerControllerId( PlayerIndex ); if ( IsLoggedIn(PlayerControllerId, true) ) { // we just connected to the online service // check online parental restrictions and NAT settings bCanPlayOnline = CanPlayOnline(PlayerControllerId) && GetNATType() < NAT_Strict; if ( bCanPlayOnline ) { if ( LanPlay != None ) { LanPlay.EnableWidget(PlayerIndex); } if ( LanGamePanel != None ) { LanGamePanel.EnableWidget(PlayerIndex); } } } if ( !bCanPlayOnline ) { if ( LanPlay != None ) { if ( LanPlay.IsFocused(PlayerIndex) ) { SkillContainerPanel = UIPanel(FindChild('OptionPanel', true)); SkillContainerPanel.SetFocus(None, PlayerIndex); } // check the lan checkbox LanPlay.SetValue(true, PlayerIndex); // now disable it LanPlay.DisableWidget(PlayerIndex); } if ( LanGamePanel != None ) { LanGamePanel.DisableWidget(PlayerIndex); } } Super.OnLoginUI_LoginChange(); } function SkillLevelChanged( UIObject Sender, int PlayerIndex ) { local int i; local UTProfileSettings Profile; Profile = GetPlayerProfile(); if (!bIgnoreChange) { bIgnoreChange = true; for (i=0;i<4;i++) { if ( SkillLevels[i] == Sender ) { SkillLevels[i].SetValue(true); SkillDesc.SetValue(SkillDescriptions[i]); Profile.SetCampaignSkillLevel(i); } else { SkillLevels[i].SetValue(false); } } bIgnoreChange = false; } } function bool AllowInternetPlay() { // local OnlineSubsystem OnlineSub; local LocalPlayer LP; // Check NAT. If we are behind a strict nat, disable internet play /* OnlineSub = class'GameEngine'.static.GetOnlineSubsystem(); if ( OnlineSub != None && OnlineSub.SystemInterface.GetNATType() >= NAT_Strict ) { return false; } */ LP = GetPlayerOwner(); if ( LP == None ) { return false; } if ( !IsLoggedIn(LP.ControllerID,true) ) { LogInternal("[Network] Not Logged in!"); return false; } if (!CanPlayOnline(LP.ControllerID) ) { LogInternal("[Netowrk] User Is Restricted from Online"); return false; } return true; } /** Sets up the button bar for the scene. */ function SetupButtonBar() { if(ButtonBar != None) { ButtonBar.Clear(); ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.Back>", OnButtonBar_Back); if ( bNetworkOk ) { ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.StartPrivateGame>", OnButtonBar_Start); ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.StartPublicGame>", OnButtonBar_StartPublic); } else { ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.StartGame>", OnButtonBar_Start); } if (!IsConsole()) { ButtonBar.Buttons[1].SetFocus(none); } // Setup mouse boundaries, based upon the first button bar button // NOTE: This is done through code instead of the UIEditor, to avoid patching the campaign packages if (ButtonBar.Buttons[0] != none) { MouseBounds.bFullscreenOnly = False; SetMouseBounds(UIFACE_Right,,, ButtonBar.Buttons[0]); SetMouseBounds(UIFACE_Bottom,,, ButtonBar.Buttons[0]); } } } function Configure(bool bIsNewGame, int InChapterToLoad) { local UTProfileSettings Profile; local int Skill; local string s; bNewGame = bIsNewGame; s = "[<Strings:UTGameUI.Campaign.CampaignOptionsPrefix>" @ (bIsNewGame ? "<Strings:UTGameUI.Campaign.CampaignTitleA>]" : "<Strings:UTGameUI.Campaign.CampaignTitleB>]"); GetTitleLabel().SetDataStoreBinding(Caps(s)); Profile = GetPlayerProfile(); if ( bIsNewGame ) { if ( Profile != none ) { Profile.NewGame(); } } Skill = Profile.GetCampaignSkillLevel(); SkillLevels[Skill].SetValue( true ); ChapterToLoad = InChapterToLoad; } function bool OnButtonBar_Start(UIScreenObject InButton, int InPlayerIndex) { StartGame(InPlayerIndex, false); return true; } function bool OnButtonBar_StartPublic(UIScreenObject InButton, int InPlayerIndex) { StartGame(InPlayerIndex, true); return true; } function StartGame(int InPlayerIndex, bool bPublic) { local UTProfileSettings Profile; local int Skill; local bool bInternetAllowed; Profile = GetPlayerProfile(); if ( Profile != none ) { Skill = Profile.GetCampaignSkillLevel(); SavePlayerProfile(0); } Skill *= 2; if (ChapterToLoad != INDEX_None) { LaunchURL = "open "$ChapterURLs[ChapterToLoad]$"?Difficulty="$Skill$"?MaxPlayers=" $ 4; } else { if ( bNewGame ) { LaunchURL = "open UTM-MissionSelection?SPI=0?SPResult=1?Difficulty="$Skill$"?MaxPlayers=" $ 4; } else { LaunchURL = "open UTM-MissionSelection?Difficulty="$Skill$"?MaxPlayers=" $ 4; } } bWasPublic = bPublic; if ( bNetworkOk ) { LaunchURL $= "?Listen"; // We have a profile, see if we can play on the net.... bInternetAllowed = AllowInternetPlay(); if ( LanPlay.IsChecked() || bInternetAllowed ) { CreateOnlineGame(InPlayerIndex, bPublic, LanPlay.IsChecked() || !bInternetAllowed); } else { ShowOnlinePrivilegeError(); } } else { ConsoleCommand(LaunchURL); } } function ShowOnlinePrivilegeError() { DisplayMessageBox("<Strings:UTGameUI.Errors.CampaignOnlineFailure>","<Strings:UTGameUI.Errors.CampaignOnlineFailure_Title>"); GetMessageBoxScene().OnClosed = MessageBoxClosed; } function MessageBoxClosed() { CreateOnlineGame(0, bWasPublic, true); } /************************ Online Game Interface **************************/ /** Creates the online game and travels to the map we are hosting a server on. */ function CreateOnlineGame(int PlayerIndex, bool bPublic, bool bIsLanMatch) { local OnlineSubsystem OnlineSub; local OnlineGameInterface GameInterface; local OnlineGameSettings GameSettings; // Figure out if we have an online subsystem registered OnlineSub = class'GameEngine'.static.GetOnlineSubsystem(); if (OnlineSub != None) { // Grab the game interface to verify the subsystem supports it GameInterface = OnlineSub.GameInterface; if (GameInterface != None) { // Play the startgame sound PlayUISound('StartGame'); // Setup server options based on server type. SettingsDataStore.SetCurrentByName('UTGameSettingsCampaign'); GameSettings = SettingsDataStore.GetCurrentGameSettings(); LogInternal("Starting a Campaign --- "); GameSettings.bUsesArbitration=false; LogInternal(" bUseArbitration:"@GameSettings.bUsesArbitration); GameSettings.bAllowJoinInProgress = true; LogInternal(" bAllowJoinInProgress:"@GameSettings.bAllowJoinInProgress); GameSettings.bAllowInvites = true; LogInternal(" bAllowInvites:"@GameSettings.bAllowInvites); GameSettings.bIsLanMatch=bIsLanMatch; LogInternal(" bIsLanMatch:"@GameSettings.bIsLanMatch); if (bPublic) { GameSettings.NumPrivateConnections = 0; GameSettings.NumPublicConnections = 4; GameSettings.bShouldAdvertise = true; } else { GameSettings.NumPrivateConnections = 4; GameSettings.NumPublicConnections = 0; GameSettings.bShouldAdvertise = false; } LogInternal(" bShouldAdvertise:"@GameSettings.bShouldAdvertise); LogInternal(" NumPrivateConnections"@GameSettings.NumPrivateConnections); LogInternal(" NumPublicConnections"@GameSettings.NumPublicConnections); // Create the online game GameInterface.AddCreateOnlineGameCompleteDelegate(OnGameCreated); if(SettingsDataStore.CreateGame(GetPlayerControllerId(PlayerIndex))==false) { GameInterface.ClearCreateOnlineGameCompleteDelegate(OnGameCreated); LogInternal("UTUIScene_COption::CreateOnlineGame - Failed to create online game."); } } else { LogInternal("UTUIScene_COption::CreateOnlineGame - No GameInterface found."); } } else { LogInternal("UTUIScene_COption::CreateOnlineGame - No OnlineSubSystem found."); } } /** Callback for when the game is finish being created. */ function OnGameCreated(bool bWasSuccessful) { local OnlineSubsystem OnlineSub; local OnlineGameInterface GameInterface; // Figure out if we have an online subsystem registered OnlineSub = class'GameEngine'.static.GetOnlineSubsystem(); if (OnlineSub != None) { // Grab the game interface to verify the subsystem supports it GameInterface = OnlineSub.GameInterface; if (GameInterface != None) { // Clear the delegate we set. GameInterface.ClearCreateOnlineGameCompleteDelegate(OnGameCreated); // If we were successful, then travel. if(bWasSuccessful) { ConsoleCommand(LaunchURL); } else { LogInternal("UTUIScene_COption::OnGameCreated - Game Creation Failed."); } } else { LogInternal("UTUIScene_COption::OnGameCreated - No GameInterface found."); } } else { LogInternal("UTUIScene_COption::OnGameCreated - No OnlineSubSystem found."); } } /** * 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 ) { if(EventParms.InputKeyName=='XboxTypeS_Y') { if (EventParms.EventType==IE_Released) { StartGame(EventParms.PlayerIndex,false); } return true; } if( EventParms.InputKeyName=='XboxTypeS_X' && bNetworkOk ) { if (EventParms.EventType==IE_Released) { StartGame(EventParms.PlayerIndex,true); } return true; } if(EventParms.InputKeyName=='XboxTypeS_B' || EventParms.InputKeyName=='Escape') { if (EventParms.EventType==IE_Released) { OnBack(); } return true; } return Super.HandleInputKey(EventParms); } /** Buttonbar Callbacks. */ function bool OnButtonBar_Back(UIScreenObject InButton, int PlayerIndex) { OnBack(); return true; } /** Callback for when the user wants to exit the scene. */ function OnBack() { CloseScene(self); } defaultproperties { SkillDescriptions(0)="Don't feel bad playing on casual. At least you might live long enough to make a difference." SkillDescriptions(1)="So, you feel average today. That's fine. Get some practice, then try something more difficult." SkillDescriptions(2)="That's more like it. Now get in there and do some damage!" SkillDescriptions(3)="ARE YOU INSANE? GIVE UP NOW!" ChapterURLs(0)="UTM-MissionSelection?SPI=0?SPResult=1" ChapterURLs(1)="UTM-MissionSelection?SPI=1?SPResult=1" ChapterURLs(2)="UTM-MissionSelection?SPI=15?SPResult=1" ChapterURLs(3)="UTM-MissionSelection?SPI=24?SPResult=1" ChapterURLs(4)="UTM-MissionSelection?SPI=33?SPResult=1" 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__UTUIScene_COptions" ObjectArchetype=UTUIFrontEnd'UTGame.Default__UTUIFrontEnd' } |
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