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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. * * Friend request scene for UT3, allows the player to send a friend request. */ class UTUIScene_SendFriendRequest extends UTUIFrontEnd_CustomScreen; /** References to the editboxes on the screen. */ var transient UIEditBox UserNameEditBox; var transient UIEditBox MessageEditBox; /** Person to send the friend invite to. */ var transient string TargetPlayerName; var transient UniqueNetId TargetPlayerNetId; event PostInitialize() { Super.PostInitialize(); UserNameEditBox = UIEditBox(FindChild('txtUserName',true)); UserNameEditBox.NotifyActiveStateChanged=OnNotifyActiveStateChanged; UserNameEditBox.OnSubmitText=OnSubmitText; MessageEditBox = UIEditBox(FindChild('txtMessage',true)); MessageEditBox.NotifyActiveStateChanged=OnNotifyActiveStateChanged; MessageEditBox.OnSubmitText=OnSubmitText; UserNameEditBox.MaxCharacters = GS_USERNAME_MAXLENGTH; UserNameEditBox.SetDataStoreBinding(""); UserNameEditBox.SetValue(""); MessageEditBox.MaxCharacters = GS_MESSAGE_MAXLENGTH; MessageEditBox.SetDataStoreBinding(Localize("PlayerCard","DefaultFriendRequestMessage", "UTGameUI")); MessageEditBox.SetValue(Localize("PlayerCard","DefaultFriendRequestMessage", "UTGameUI")); } /** Sets up the scene's button bar. */ function SetupButtonBar() { ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.Cancel>", OnButtonBar_Cancel); ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.SendFriendRequest>", OnButtonBar_SendFriendRequest); if(IsConsole(CONSOLE_PS3)) { ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.Keyboard>", OnButtonBar_ShowKeyboard); } } /** Sets who the message should be sent to. */ function SetTargetPlayer(UniqueNetId InTargetPlayerNetId, string InTargetPlayerName) { TargetPlayerName = InTargetPlayerName; TargetPlayerNetId = InTargetPlayerNetId; UserNameEditBox.SetDataStoreBinding(InTargetPlayerName); UserNameEditBox.SetValue(InTargetPlayerName); } /** Callback for when the user wants to back out of this screen. */ function OnCancel() { CloseScene(self); } /** Sends the actual friend request. */ function OnSendFriendRequest() { local OnlinePlayerInterface PlayerInt; local string Message; local string LocalPlayerName; Message = MessageEditBox.GetValue(); TargetPlayerName = TrimWhitespace(UserNameEditBox.GetValue()); if(Len(TargetPlayerName) > 0) { if( GetDataStoreStringValue("<OnlinePlayerData:PlayerNickName>", LocalPlayerName, self, GetPlayerOwner()) && (Caps(LocalPlayerName) != Caps(TargetPlayerName)) ) { PlayerInt = GetPlayerInterface(); if(PlayerInt != None) { PlayerInt.AddAddFriendByNameCompleteDelegate(GetPlayerOwner().ControllerId,OnAddFriendByNameComplete); if(PlayerInt.AddFriendByName(GetPlayerOwner().ControllerId, TargetPlayerName, Message)==false) { OnAddFriendByNameComplete(false); } } } else { DisplayMessageBox("<Strings:UTGameUI.Errors.CannotSendFriendRequestToYourself_Message>","<Strings:UTGameUI.Errors.CannotSendFriendRequestToYourself_Title>"); } } else { DisplayMessageBox("<Strings:UTGameUI.Errors.InvalidFriendName_Message>","<Strings:UTGameUI.Errors.InvalidFriendName_Title>"); } } /** * Called when a friend invite arrives for a local player * * @param bWasSuccessful true if successfully added, false if not found or failed */ function OnAddFriendByNameComplete(bool bWasSuccessful) { local string FormattedMsg; local UTUIScene_MessageBox MessageBoxRef; if(bWasSuccessful) { FormattedMsg = Repl(Localize("MessageBox", "FriendRequestSent_Message", "UTGameUI"), "`PlayerName`", TargetPlayerName); MessageBoxRef = DisplayMessageBox(FormattedMsg,"<Strings:UTGameUI.MessageBox.FriendRequestSent_Title>"); MessageBoxRef.OnClosed = OnRequestSentMessageClosed; } else { FormattedMsg = Repl(Localize("MessageBox", "FriendRequestFailed_Message", "UTGameUI"), "`PlayerName`", TargetPlayerName); MessageBoxRef = DisplayMessageBox(FormattedMsg,"<Strings:UTGameUI.MessageBox.FriendRequestFailed_Title>"); MessageBoxRef.OnClosed = OnRequestSentMessageClosed; } GetPlayerInterface().ClearAddFriendByNameCompleteDelegate(GetPlayerOwner().ControllerId,OnAddFriendByNameComplete); } /** Called when the user has closed the request sent box. */ function OnRequestSentMessageClosed() { CloseScene(self); } /** Shows the online keyboard. */ function OnShowKeyboard() { if(UserNameEditBox.IsFocused()) { ShowKeyboard(UserNameEditBox, Localize("KeyboardPrompts", "FriendRequestName_Title", "UTGameUI"), Localize("KeyboardPrompts", "FriendRequestName_Message", "UTGameUI"), false, true, UserNameEditBox.GetValue(), GS_USERNAME_MAXLENGTH); } else if(MessageEditBox.IsFocused()) { ShowKeyboard(MessageEditBox, Localize("KeyboardPrompts", "FriendRequestMessage_Title", "UTGameUI"), Localize("KeyboardPrompts", "FriendRequestMessage_Message", "UTGameUI"), false, true, MessageEditBox.GetValue(), GS_MESSAGE_MAXLENGTH); } } /** Buttonbar Callbacks. */ function bool OnButtonBar_Cancel(UIScreenObject InButton, int InPlayerIndex) { OnCancel(); return true; } function bool OnButtonBar_SendFriendRequest(UIScreenObject InButton, int InPlayerIndex) { OnSendFriendRequest(); return true; } function bool OnButtonBar_ShowKeyboard(UIScreenObject InButton, int InPlayerIndex) { OnShowKeyboard(); return true; } /** * Called when the user presses enter (or any other action bound to UIKey_SubmitText) while this editbox has focus. * * @param Sender the editbox that is submitting text * @param PlayerIndex the index of the player that generated the call to SetValue; used as the PlayerIndex when activating * UIEvents; if not specified, the value of GetBestPlayerIndex() is used instead. * * @return if TRUE, the editbox will clear the existing value of its textbox. */ function bool OnSubmitText( UIEditBox Sender, int PlayerIndex ) { OnSendFriendRequest(); return false; } /** * 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) { if(EventParms.InputKeyName=='XboxTypeS_B' || EventParms.InputKeyName=='Escape') { OnCancel(); bResult=true; } else if(EventParms.InputKeyName=='XboxTypeS_X') { OnShowKeyboard(); bResult=true; } } return bResult; } defaultproperties { Begin Object Class=UIComp_Event Name=SceneEventComponent ObjName=SceneEventComponent Archetype=UIComp_Event'UTGame.Default__UTUIFrontEnd_CustomScreen:SceneEventComponent' ObjectArchetype=UIComp_Event'UTGame.Default__UTUIFrontEnd_CustomScreen:SceneEventComponent' End Object EventProvider=SceneEventComponent Name="Default__UTUIScene_SendFriendRequest" ObjectArchetype=UTUIFrontEnd_CustomScreen'UTGame.Default__UTUIFrontEnd_CustomScreen' } |
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