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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. * * Tab page for a user's friends list. */ class UTUITabPage_FriendsList extends UTTabPage placeable; var transient UIList FriendsList; var string SendFriendRequestScene; /** Post initialization event - Setup widget delegates.*/ event PostInitialize() { local UIDataStore_OnlinePlayerData PlayerData; local UTUIScene OwnerUTScene; Super.PostInitialize(); // Get widget references FriendsList = UIList(FindChild('lstFriends', true)); FriendsList.OnSubmitSelection = OnFriendsList_SubmitSelection; FriendsList.OnValueChanged = OnFriendsList_ValueChanged; // Set the button tab caption. SetDataStoreBinding("<Strings:UTGameUI.Community.Friends>"); OwnerUTScene = UTUIScene(GetScene()); PlayerData = UIDataStore_OnlinePlayerData(OwnerUTScene.FindDataStore('OnlinePlayerData', GetPlayerOwner())); // Tell the friends list to refresh itself if (PlayerData != None && PlayerData.FriendsProvider != None) { PlayerData.FriendsProvider.RefreshFriendsList(); } } /** Callback allowing the tabpage to setup the button bar for the current scene. */ function SetupButtonBar(UTUIButtonBar ButtonBar) { ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.AddFriend>", OnButtonBar_AddFriend); if(FriendsList.GetCurrentItem()!=INDEX_NONE) { ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.Details>", OnButtonBar_Details); ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.RemoveFriend>", OnButtonBar_RemoveFriend); } } /** * Gets the nickname for the currently selected friend. * * @param FriendNick String to store nickname in. * * @return TRUE if a nickname was found, FALSE otherwise. */ function bool GetCurrentFriendNick(out string FriendNick) { local UIDataStore_OnlinePlayerData PlayerData; local int CurrentIndex; local UTUIScene OwnerUTScene; local bool Result; Result = false; CurrentIndex = FriendsList.GetCurrentItem(); if(CurrentIndex!=INDEX_NONE) { OwnerUTScene = UTUIScene(GetScene()); PlayerData = UIDataStore_OnlinePlayerData(OwnerUTScene.FindDataStore('OnlinePlayerData', GetPlayerOwner())); if(PlayerData != None && CurrentIndex < PlayerData.FriendsProvider.FriendsList.length) { FriendNick = PlayerData.FriendsProvider.FriendsList[CurrentIndex].NickName; Result = true; } } return Result; } /** * Gets the netid for the currently selected friend. * * @param FriendNetId Object to store netid in. * * @return TRUE if a netid was found, FALSE otherwise. */ function bool GetCurrentFriendNetId(out UniqueNetId FriendNetId) { local UIDataStore_OnlinePlayerData PlayerData; local int CurrentIndex; local UTUIScene OwnerUTScene; local bool Result; OwnerUTScene = UTUIScene(GetScene()); CurrentIndex = FriendsList.GetCurrentItem(); PlayerData = UIDataStore_OnlinePlayerData(OwnerUTScene.FindDataStore('OnlinePlayerData', GetPlayerOwner())); Result = false; if(PlayerData != None && CurrentIndex < PlayerData.FriendsProvider.FriendsList.length) { FriendNetId = PlayerData.FriendsProvider.FriendsList[CurrentIndex].UniqueId; Result = true; } return Result; } /** Shows the add friend screen for the player. */ function OnAddFriend() { UTUIScene(GetScene()).OpenSceneByName(SendFriendRequestScene); } /** Shows the details screen for the player. */ function OnDetails() { local UIDataStore_OnlinePlayerData PlayerData; local int CurrentIndex; local UTUIScene OwnerUTScene; OwnerUTScene = UTUIScene(GetScene()); CurrentIndex = FriendsList.GetCurrentItem(); PlayerData = UIDataStore_OnlinePlayerData(OwnerUTScene.FindDataStore('OnlinePlayerData', GetPlayerOwner())); if(PlayerData != None && CurrentIndex < PlayerData.FriendsProvider.FriendsList.length) { OwnerUTScene.ShowPlayerCard(PlayerData.FriendsProvider.FriendsList[CurrentIndex].UniqueId, PlayerData.FriendsProvider.FriendsList[CurrentIndex].NickName); } } /** Removes the current friend from the user's friend list. */ function OnRemoveFriend() { local array<string> MessageBoxOptions; local string FinalMsg; local string FriendNick; local UTUIScene_MessageBox MessageBoxReference; if(GetCurrentFriendNick(FriendNick)) { // Display a message to the user to confirm they want to remove the friend. MessageBoxReference = UTUIScene(GetScene()).GetMessageBoxScene(); if(MessageBoxReference != none) { MessageBoxOptions.AddItem("<Strings:UTGameUI.ButtonCallouts.RemoveFriendConfirm>"); MessageBoxOptions.AddItem("<Strings:UTGameUI.ButtonCallouts.Cancel>"); MessageBoxReference.SetPotentialOptions(MessageBoxOptions); FinalMsg = Repl(Localize("MessageBox", "RemoveFriend_Message", "UTGameUI"),"`PlayerName`",FriendNick); MessageBoxReference.Display(FinalMsg, "<Strings:UTGameUI.MessageBox.RemoveFriend_Title>", OnRemoveFriend_Confirm, 1); } MessageBoxReference = None; } } /** Confirmation for the exit game dialog. */ function OnRemoveFriend_Confirm(UTUIScene_MessageBox MessageBox, int SelectedItem, int PlayerIndex) { local UniqueNetId FriendNetId; local OnlinePlayerInterface PlayerInt; local UIDataStore_OnlinePlayerData PlayerData; local UTUIScene OwnerUTScene; PlayerInt = UTUIScene(GetScene()).GetPlayerInterface(); if(SelectedItem==0 && GetCurrentFriendNetId(FriendNetId) && PlayerInt!=None) { PlayerInt.RemoveFriend(GetPlayerOwner().ControllerId, FriendNetId); // Refresh the Friends list OwnerUTScene = UTUIScene(GetScene()); PlayerData = UIDataStore_OnlinePlayerData(OwnerUTScene.FindDataStore('OnlinePlayerData', GetPlayerOwner())); if (PlayerData != None && PlayerData.FriendsProvider != None) PlayerData.FriendsProvider.RefreshFriendsList(); } } /** * Called when the user submits the current list index. * * @param Sender the list that is submitting the selection */ function OnFriendsList_SubmitSelection( UIList Sender, optional int PlayerIndex=0 ) { OnDetails(); } /** Callback for when the user changes the currently selected list item. */ function OnFriendsList_ValueChanged( UIObject Sender, optional int PlayerIndex=0 ) { UTUIFrontEnd(GetScene()).SetupButtonBar(); } /** Buttonbar Callbacks */ function bool OnButtonBar_AddFriend(UIScreenObject InButton, int PlayerIndex) { OnAddFriend(); return true; } function bool OnButtonBar_Details(UIScreenObject InButton, int PlayerIndex) { OnDetails(); return true; } function bool OnButtonBar_RemoveFriend(UIScreenObject InButton, int PlayerIndex) { OnRemoveFriend(); 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; bResult=false; if(EventParms.EventType==IE_Released) { if(EventParms.InputKeyName=='XboxTypeS_Y') { OnAddFriend(); bResult=true; } else if(EventParms.InputKeyName=='XboxTypeS_X') { OnRemoveFriend(); bResult=true; } } return bResult; } defaultproperties { SendFriendRequestScene="UI_Scenes_Common.SendFriendRequest" Begin Object Class=UIComp_Event Name=WidgetEventComponent ObjName=WidgetEventComponent Archetype=UIComp_Event'UTGame.Default__UTTabPage:WidgetEventComponent' ObjectArchetype=UIComp_Event'UTGame.Default__UTTabPage:WidgetEventComponent' End Object EventProvider=WidgetEventComponent Name="Default__UTUITabPage_FriendsList" ObjectArchetype=UTTabPage'UTGame.Default__UTTabPage' } |
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