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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. * * Generic Message Box Scene for UT3 */ class UTUIScene_MessageBox extends UTUIScene native(UI); #linenumber 9 const MESSAGEBOX_MAX_POSSIBLE_OPTIONS = 4; const CANCEL_BUTTON_MARKUP_STRING = "<Strings:UTGameUI.Generic.Cancel>"; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** Whether you want the message box's dialog and title to position itself to the center of the screen or not. */ var() bool bRepositionMessageToCenter; /** Message box message. */ var transient UILabel MessageLabel; /** Message box title markup. */ var transient UILabel TitleLabel; /** Reference to the owning widget that has all of the content of the message box scene. */ var transient UIObject BackgroundImage; /** Reference to the scroll window that holds the message label. */ var transient UIObject ScrollWindow; /** References to the scene's buttonbar. */ var transient UTUIButtonBar ButtonBar; /** Array of potential options markup. */ var transient array<string> PotentialOptions; /** Arrays of key's that trigger each potential option. */ struct native PotentialOptionKeys { var array<name> Keys; }; var transient array<PotentialOptionKeys> PotentialOptionKeyMappings; /** Whether or not the message box is fully visible. */ var transient bool bFullyVisible; /** Stores which option the user selected. */ var transient int PreviouslySelectedOption; /** Index of the player that selected the option. */ var transient int SelectingPlayer; /** Index of the option that is selected by default, valid for PC only. */ var transient int DefaultOptionIdx; /** The time the message box was fully displayed. */ var transient float DisplayTime; /** The minimum amount of time to display modal message boxes for. */ var transient float MinimumDisplayTime; /** How long to take to display/hide the message box. */ var transient float FadeDuration; /** Direction we are currently fading, positive is fade in, negative is fade out, 0 is not fading. */ var transient int FadeDirection; /** Time fading started. */ var transient float FadeStartTime; /** Flag that lets the dialog know it should hide itself. */ var transient bool bHideOnNextTick; /** Flag which is used natively to recalculate the dialog button positions */ var bool bRepositionButtons; /** * The user has made a selection of the choices available to them. */ delegate OnSelection(UTUIScene_MessageBox MessageBox, int SelectedOption, int PlayerIndex); /** Delegate called after the message box has been competely closed. */ delegate OnClosed(); /** Delegate to trap any input to the message box. */ delegate bool OnMBInputKey( const out InputEventParameters EventParms ); event Initialized() { Super.Initialized(); // for some reason the scene's event component serialized the DisabledEventAliases array with 0 elements, so make sure that Closed is in the list EventProvider.DisabledEventAliases.AddItem('CloseScene'); } /** Sets delegates for the scene. */ event PostInitialize() { Super.PostInitialize(); // Setup a key handling delegate. // Store references to key objects. MessageLabel = UILabel(FindChild('lblMessage',true)); TitleLabel = UILabel(FindChild('lblTitle',true)); ButtonBar = UTUIButtonBar(Findchild('pnlButtonBar', true)); ScrollWindow = FindChild('pnlScrollFrame', true); BackgroundImage = FindChild('imgBackground', true); } /** * Sets the potential options for a message box. * * @param InPotentialOptions Potential options the user has to choose from. * @param InPotentialOptionsKeyMappings Button keys that map to the options specified, usually this can be left to defaults. */ function SetPotentialOptions(array<string> InPotentialOptions, optional array<PotentialOptionKeys> InPotentialOptionKeyMappings) { PotentialOptions = InPotentialOptions; } /** * Sets the potential option key mappings for a message box, usually this can be left to defaults. * * @param InPotentialOptions Potential options the user has to choose from. * @param InPotentialOptionsKeyMappings Button keys that map to the options specified, usually this can be left to defaults. */ function SetPotentialOptionKeyMappings(array<PotentialOptionKeys> InPotentialOptionKeyMappings) { PotentialOptionKeyMappings=InPotentialOptionKeyMappings; } /** * Changes the title for this messagebox. * * @param NewTitle the new title for the message box */ function SetTitle(string NewTitle) { TitleLabel.SetDatastoreBinding(NewTitle); } /** * Sets the current message for this messagebox. * * @param NewMessage New message for the messagebox. */ function SetMessage(string NewMessage) { local int i; // NOTE: GetValue should return the processed string, i.e. without markups i = Len(MessageLabel.GetValue()); MessageLabel.SetDatastoreBinding(NewMessage); // If the new label is bigger than the last, recalculate button positions (otherwise buttons may overlap text) if (Len(MessageLabel.GetValue()) > i) bRepositionButtons = True; } /** * Wrapper for setting the OnSelection delegate. */ function SetSelectionDelegate( delegate<OnSelection> InSelectionDelegate ) { OnSelection = InSelectionDelegate; } /** * Closes the message box, used for modal message boxes. * * @param bSimulateCancel specify TRUE to generate a cancel button press event; otherwise, whichever button is in * the last slot (e.g. PotentialOptions[0]) will appear to have been pressed). * @param PlayerIndex the index of the player that generated the close event. */ function Close( optional bool bSimulateCancel, optional int PlayerIndex=GetBestPlayerIndex() ) { local int CancelButtonIndex; if ( bSimulateCancel ) { CancelButtonIndex = Max(0, FindCancelButtonIndex()); OptionSelected(CancelButtonIndex, PlayerIndex); } else { bHideOnNextTick = true; } } /** * Displays a message box that has the default button layout; useful when you may be reusing the same scene instance * * @param Message Message for the message box. Should be datastore markup. * @param Title Title for the message box. Should be datastore markup. * @param InSelectionDelegate Delegate to call when the user dismisses the message box. */ function DisplayAcceptBox(string Message, optional string Title="", optional delegate<OnSelection> InSelectionDelegate) { PotentialOptions = default.PotentialOptions; PotentialOptionKeyMappings = default.PotentialOptionKeyMappings; Display(Message,Title,InSelectionDelegate); } /** * Displays a message box that has a cancel button only. * * @param Message Message for the message box. Should be datastore markup. * @param Title Title for the message box. Should be datastore markup. * @param InSelectionDelegate Delegate to call when the user dismisses the message box. */ function DisplayCancelBox(string Message, optional string Title="", optional delegate<OnSelection> InSelectionDelegate) { if ( !bFullyVisible ) { PotentialOptions.length = 1; PotentialOptions[0]=CANCEL_BUTTON_MARKUP_STRING; PotentialOptionKeyMappings.length = 1; PotentialOptionKeyMappings[0].Keys.length=2; PotentialOptionKeyMappings[0].Keys[0]='XboxTypeS_B'; PotentialOptionKeyMappings[0].Keys[1]='Escape'; Display(Message,Title,InSelectionDelegate); } else { if ( PotentialOptions.Length != 1 || PotentialOptions[0] != CANCEL_BUTTON_MARKUP_STRING ) { PotentialOptions.length = 1; PotentialOptions[0]=CANCEL_BUTTON_MARKUP_STRING; PotentialOptionKeyMappings.length = 1; PotentialOptionKeyMappings[0].Keys.length=2; PotentialOptionKeyMappings[0].Keys[0]='XboxTypeS_B'; PotentialOptionKeyMappings[0].Keys[1]='Escape'; SetupButtonBar(); } SetTitle(Title); SetMessage(Message); SetSelectionDelegate(InSelectionDelegate); } } /** * Displays a message box that has an accept and cancel button. * * @param Message Message for the message box. Should be datastore markup. * @param Title Title for the message box. Should be datastore markup. * @param InSelectionDelegate Delegate to call when the user dismisses the message box. */ function DisplayAcceptCancelBox(string Message, optional string Title="", optional delegate<OnSelection> InSelectionDelegate) { PotentialOptions.length = 2; PotentialOptions[0]="<strings:UTGameUI.Generic.OK>"; PotentialOptions[1]=CANCEL_BUTTON_MARKUP_STRING; PotentialOptionKeyMappings.length = 2; PotentialOptionKeyMappings[0].Keys.length=1; PotentialOptionKeyMappings[0].Keys[0]='XboxTypeS_A'; PotentialOptionKeyMappings[1].Keys.length=2; PotentialOptionKeyMappings[1].Keys[0]='XboxTypeS_B'; PotentialOptionKeyMappings[1].Keys[1]='Escape'; Display(Message, Title, InSelectionDelegate); } /** Displays a message box that has no buttons and must be closed by the scene that opened it. */ function DisplayModalBox(string Message, optional string Title="", optional float InMinDisplayTime=2.0f) { // If we're not shown yet, do the fade in animation, otherwise just update the text. if ( !bFullyVisible ) { // This is a ship requirement, we need to display modal dialogs for a minimum amount of time. MinimumDisplayTime = InMinDisplayTime; PotentialOptions.length = 0; PotentialOptionKeyMappings.length = 0; ButtonBar.SetVisibility(false); Display(Message,Title); } else { DefaultOptionIdx = INDEX_NONE; SetSelectionDelegate(None); SetTitle(Title); SetMessage(Message); if ( PotentialOptions.Length > 0 ) { PotentialOptions.Length = 0; PotentialOptionKeyMappings.Length = 0; ButtonBar.SetVisibility(false); SetupButtonBar(); } } } /** * Displays the message box. * * @param Message Message for the message box. Should be datastore markup. * @param Title Title for the message box. Should be datastore markup. * @param InSelectionDelegate Delegate to call when the user dismisses the message box. */ function Display(string Message, optional string Title="", optional delegate<OnSelection> InSelectionDelegate, optional int InDefaultOptionIdx=INDEX_NONE) { local int OptionIdx; LogInternal(Name$"::"$GetFuncName()@"Message:'"$Message$"'"@"Title:'"$Title$"'"@"DelegateValid:'"$InSelectionDelegate!=None$"'"@"InDefaultOptionIdx:'"$InDefaultOptionIdx$"'",'DevUI'); SetTitle(Title); SetMessage(Message); SetSelectionDelegate(InSelectionDelegate); DefaultOptionIdx = InDefaultOptionIdx; SetupButtonBar(); // Set focus to the default option if(PotentialOptions.length > 0) { OptionIdx = PotentialOptions.Length - 1 - Max(0, DefaultOptionIdx); ButtonBar.Buttons[OptionIdx].SetFocus(none); } // Start showing the scene. // only call BlockUIInput if we aren't already performing a fade animation; otherwise, the number of calls to BeginShow // won't match the number of calls to OnShowComplete, so we end up blocking more than we unblock if ( FadeDirection == 0 ) { GetUTInteraction().BlockUIInput(true); } BeginShow(); } /** * Sets up the buttons that should be visible in the bar across the bottom of the scene. */ function SetupButtonBar() { local int OptionIdx; // Setup buttons. We only show enough buttons to cover each of the options the user specified. ButtonBar.Clear(); for(OptionIdx=0; OptionIdx<MESSAGEBOX_MAX_POSSIBLE_OPTIONS && OptionIdx<PotentialOptions.length; OptionIdx++) { // Reverse the index when displaying buttons so cancel is always shown to the far left. ButtonBar.AppendButton(PotentialOptions[PotentialOptions.length-OptionIdx-1], OnOptionButton_Clicked); } } /** * 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; local int OptionIdx; local int ButtonIdx; local array<name> KeyMappings; bResult=false; if(bFullyVisible) { // Give the mb delegate first chance at input bResult = OnMBInputKey(EventParms); if( !bResult ) { if(EventParms.EventType==IE_Released) { // See if the key pressed is mapped to any of the potential options. for(OptionIdx=0; OptionIdx<PotentialOptions.length && OptionIdx<MESSAGEBOX_MAX_POSSIBLE_OPTIONS && OptionIdx<PotentialOptionKeyMappings.length && bResult==false; OptionIdx++) { KeyMappings=PotentialOptionKeyMappings[OptionIdx].Keys; for(ButtonIdx=0; ButtonIdx<KeyMappings.length; ButtonIdx++) { if(EventParms.InputKeyName==KeyMappings[ButtonIdx]) { OptionSelected(OptionIdx, EventParms.PlayerIndex); bResult = true; break; } } } } } } return bResult; } /** Starts showing the message box. */ native function BeginShow(); /** Called when the dialog has finished showing itself. */ event OnShowComplete() { //`Log("UTUIMessageBox::OnShowComplete() - Finished showing messagebox"); GetUTInteraction().BlockUIInput(false); bFullyVisible = true; FadeDirection = 0; } /** Starts hiding the message box. */ native function BeginHide(); /** Called when the dialog is finished hiding itself. */ event OnHideComplete() { //`Log("UTUIMessageBox::OnHideComplete() - Finished hiding messagebox"); FadeDirection = 0; // Close ourselves. CloseScene(self, true); // Fire the OnClosed delegate OnClosed(); // and clear it OnClosed = None; // Fire the OnSelection delegate OnSelection(Self, PreviouslySelectedOption, SelectingPlayer); } /** * Callback for the OnClicked event. * * @param EventObject Object that issued the event. * @param PlayerIndex Player that performed the action that issued the event. * * @return return TRUE to prevent the kismet OnClick event from firing. */ function bool OnOptionButton_Clicked(UIScreenObject EventObject, int PlayerIndex) { local int OptionIdx; if(bFullyVisible) { for(OptionIdx=0; OptionIdx<MESSAGEBOX_MAX_POSSIBLE_OPTIONS; OptionIdx++) { if(EventObject==ButtonBar.Buttons[OptionIdx]) { // Need to reverse the index OptionSelected(PotentialOptions.length-OptionIdx-1, PlayerIndex); break; } } } return false; } /** * Called when a user has chosen one of the possible options available to them. * Begins hiding the dialog and calls the On * * @param OptionIdx Index of the selection option. * @param PlayerIndex Index of the player that selected the option. */ function OptionSelected(int OptionIdx, int PlayerIndex) { PreviouslySelectedOption=OptionIdx; SelectingPlayer=PlayerIndex; bHideOnNextTick = true; } /** * Determines the index of the button corresponding to the cancel button. * * @param CancelButtonMarkupString if a custom markup string was used for the cancel button, it can be specified here; * otherwise the default markup string for the cancel button is used. * * @return the index of the button used to cancel this dialog, or INDEX_NONE if a cancel button wasn't found. */ function int FindCancelButtonIndex( optional string CancelButtonMarkupString ) { if ( CancelButtonMarkupString == "" ) { CancelButtonMarkupString = CANCEL_BUTTON_MARKUP_STRING; } return PotentialOptions.Find(CancelButtonMarkupString); } // Reposition buttons upon resolution change function OnResolutionChanged(const out Vector2D OldViewportsize, const out Vector2D NewViewportSize) { bRepositionButtons = True; } defaultproperties { bRepositionMessageToCenter=True bRenderParentScenes=True bPauseGameWhileActive=False DefaultContextMenuClass=Class'Engine.UIContextMenu' SceneRenderMode=SPLITRENDER_Fullscreen Begin Object Class=UIComp_Event Name=WidgetEventComponent ObjName=WidgetEventComponent Archetype=UIComp_Event'Engine.Default__UIComp_Event' DisabledEventAliases(0)="CloseScene" Name="WidgetEventComponent" ObjectArchetype=UIComp_Event'Engine.Default__UIComp_Event' End Object EventProvider=WidgetEventComponent __OnRawInputKey__Delegate=Default__UTUIScene_MessageBox.HandleInputKey __NotifyResolutionChanged__Delegate=Default__UTUIScene_MessageBox.OnResolutionChanged Name="Default__UTUIScene_MessageBox" ObjectArchetype=UTUIScene'UTGame.Default__UTUIScene' } |
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