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UTGame.UTUITabPage_GameSettings


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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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Class file time: tr 31-1-2018 17:18:50.000 - Creation time: sk 18-3-2018 10:01:27.591 - Created with UnCodeX