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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. * * Tab page for a user's Game settings. */ class UTUITabPage_GameSettings extends UTUITabPage_Options placeable; /** String reference to the bot selection scene. */ var transient string BotSelectionScene; /** String reference to the mutator scene. */ var transient string MutatorScene; /** Whether or not we have the bot settings button visible. */ var transient bool bAllowBotSelection; /** If a mod gametype has been selected, and the mod has specified a custom settings scene; this holds the value for loading that scene */ var transient string CurModSettingsScene; /** Post initialization event - Setup widget delegates.*/ event PostInitialize() { Super.PostInitialize(); // Set the button tab caption. SetDataStoreBinding("<Strings:UTGameUI.FrontEnd.TabCaption_GameSettings>"); // Anytime an option is changed, save its value immediately OptionList.OnOptionChanged=OnOptionChanged; } /** Callback for when an option has changed. */ function OnOptionChanged(UIScreenObject InObject, name OptionName, int PlayerIndex) { local UTUIScene_MidGameMenu UTSceneOwner; local UIDataStorePublisher Publisher; local array<UIDataStore> OutDataStores; Publisher = UIDataStorePublisher(InObject); if ( Publisher != None ) { Publisher.SaveSubscriberValue(OutDataStores); UTSceneOwner = UTUIScene_MidGameMenu(GetScene()); if ( UTSceneOwner != None ) { UTSceneOwner.bNeedsProfileSave = true; } } } /** Sets up the button bar for the parent scene. */ function SetupButtonBar(UTUIButtonBar ButtonBar) { local int NumBotsIndex; if(GetScene().SceneTag=='InstantAction') { // Only allow bot selection if we have a bot team option. NumBotsIndex=OptionList.GetObjectInfoIndexFromName('NumBots_DM'); if(NumBotsIndex != INDEX_NONE) { ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.BotSelection>", OnButtonBar_BotSelection); bAllowBotSelection=true; } } else { bAllowBotSelection=false; } if(UTUIScene(GetScene()).GetWorldInfo().IsDemoBuild()==false) { ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.SelectMutators>", OnButtonBar_Mutators); // Setup the mod settings button (if necessary) if (CurModSettingsScene != "") ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.ModSettings>", OnButtonBar_ModSettings); } } /** Shows the bot configuration scene. */ function OnShowBotSelection() { if(bAllowBotSelection) { UTUIScene(GetScene()).OpenSceneByName(BotSelectionScene, false, OnBotSelection_Opened); } } /** Shows the mutator scene. */ function OnShowMutators() { UTUIScene(GetScene()).OpenSceneByName(MutatorScene, false); } /** * Callback for when the bot scene has opened. * * @param SceneRef Reference to the scene that was opened. * @param bInitialActivation Whether or not this is the first time the scene has been viewed since it has been opened. */ function OnBotSelection_Opened(UIScene OpenedScene, bool bInitialActivation) { if(OpenedScene != None) { UTUIFrontEnd_BotSelection(OpenedScene).OnAcceptedBots = OnBotsSelected; } } /** Callback for when the user selects a set of bots. */ function OnBotsSelected() { local int ObjectIndex; // Update the number of bots option. ObjectIndex = OptionList.GetObjectInfoIndexFromName('NumBots_DM'); if(ObjectIndex != INDEX_NONE) { UIDataStoreSubscriber(OptionList.GeneratedObjects[ObjectIndex].OptionObj).RefreshSubscriberValue(); } } /** Buttonbar Callbacks. */ function bool OnButtonBar_BotSelection(UIScreenObject InButton, int PlayerIndex) { OnShowBotSelection(); return true; } function bool OnButtonBar_Mutators(UIScreenObject InButton, int PlayerIndex) { OnShowMutators(); return true; } function bool OnButtonBar_ModSettings(UIScreenObject InButton, int PlayerIndex) { UTUIScene(GetScene()).OpenSceneByName(CurModSettingsScene, false); 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') // Show bot screen { OnShowBotSelection(); bResult=true; } else if(EventParms.InputKeyName=='XboxTypeS_X') // Show mutator screen { if(UTUIScene(GetScene()).GetWorldInfo().IsDemoBuild()==false) { OnShowMutators(); } bResult=true; } } return bResult; } defaultproperties { Begin Object Class=UIComp_Event Name=WidgetEventComponent ObjName=WidgetEventComponent Archetype=UIComp_Event'UTGame.Default__UTUITabPage_Options:WidgetEventComponent' ObjectArchetype=UIComp_Event'UTGame.Default__UTUITabPage_Options:WidgetEventComponent' End Object EventProvider=WidgetEventComponent Name="Default__UTUITabPage_GameSettings" ObjectArchetype=UTUITabPage_Options'UTGame.Default__UTUITabPage_Options' } |
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