Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 00104 00105 00106 00107 00108 00109 00110 00111 00112 00113 00114 00115 00116 00117 00118 00119 00120 00121 00122 00123 00124 00125 00126 00127 00128 00129 00130 00131 00132 00133 00134 00135 00136 00137 00138 00139 00140 00141 00142 00143 00144 00145 00146 00147 00148 00149 00150 00151 00152 00153 00154 00155 00156 00157 00158 00159 00160 00161 00162 00163 00164 00165 00166 00167 00168 00169 00170 00171 00172 00173 00174 00175 00176 00177 00178 00179 00180 00181 00182 00183 00184 00185 00186 00187 00188 00189 00190 00191 |
/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. * * Tab page for a user's Network settings. */ class UTUITabPage_NetworkSettings extends UTUITabPage_Options placeable; /** Reference to the character creation scene. */ var string PlayerConfigScene; var string NewCharacterScene; /** Post initialization event - Setup widget delegates.*/ event PostInitialize() { Super.PostInitialize(); // Set the button tab caption. SetDataStoreBinding("<Strings:UTGameUI.Settings.Player>"); } /** Callback allowing the tabpage to setup the button bar for the current scene. */ function SetupButtonBar(UTUIButtonBar ButtonBar) { if ( class'UIInteraction'.static.IsMenuLevel() ) { ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.CustomizePlayerButtonBar>", OnButtonBar_CustomizePlayer); } ConditionallyAppendKeyboardButton(ButtonBar); ConditionallyAppendDefaultsButton(ButtonBar); } /** @return bool Returns whether or not this user has saved character data. */ function bool HasSavedCharacterData() { local bool bHaveLoadedCharData; local string CharacterDataStr; bHaveLoadedCharData = false; if(GetDataStoreStringValue("<OnlinePlayerData:ProfileData.CustomCharData>", CharacterDataStr, none, GetPlayerOwner())) { if(Len(CharacterDataStr) > 0) { bHaveLoadedCharData = true; } } return bHaveLoadedCharData; } /** Shows the player customization scene. */ function OnShowPlayerScene() { local UTUIScene_MessageBox MessageBoxReference; local array<string> MessageBoxOptions; local array<PotentialOptionKeys> PotentialOptionKeyMappings; local UTUIScene UTScene; UTScene = UTUIScene(GetScene()); if(UTScene != None) { if ( UTScene.GetWorldInfo().IsDemoBuild() ) { UTScene.DisplayMessageBox("Custom characters are not available in the demo version of UT3."); } else { // Check to see if we have any saved char data if(HasSavedCharacterData()) { // Pop up a message box asking the user if they want to edit their character or randomly generate one. MessageBoxReference = UTScene.GetMessageBoxScene(); if(MessageBoxReference != none) { MessageBoxOptions.AddItem("<Strings:UTGameUI.CharacterCustomization.CreateNewCharacter>"); MessageBoxOptions.AddItem("<Strings:UTGameUI.CharacterCustomization.EditExistingCharacter>"); MessageBoxOptions.AddItem("<Strings:UTGameUI.Generic.Cancel>"); PotentialOptionKeyMappings.length = 3; PotentialOptionKeyMappings[0].Keys.AddItem('XboxTypeS_X'); PotentialOptionKeyMappings[1].Keys.AddItem('XboxTypeS_A'); PotentialOptionKeyMappings[2].Keys.AddItem('XboxTypeS_B'); PotentialOptionKeyMappings[2].Keys.AddItem('Escape'); MessageBoxReference.SetPotentialOptionKeyMappings(PotentialOptionKeyMappings); MessageBoxReference.SetPotentialOptions(MessageBoxOptions); MessageBoxReference.Display("<Strings:UTGameUI.CharacterCustomization.CreateNewChar_Message>", "<Strings:UTGameUI.CharacterCustomization.CreateNewChar_Title>", OnStartNewCharacter_Confirm); } } else { UTScene.OpenSceneByName(NewCharacterScene); } } } } /** Messagebox confirmation of whether or not to create a new character or edit an existing one. */ function OnStartNewCharacter_Confirm(UTUIScene_MessageBox MessageBox, int SelectedOption, int PlayerIndex) { local UTUIScene UTScene; UTScene = UTUIScene(GetScene()); if(UTScene != None) { switch(SelectedOption) { case 0: UTScene.OpenSceneByName(NewCharacterScene); break; case 1: UTScene.OpenSceneByName(PlayerConfigScene); break; default: // Do nothing } } } function bool OnButtonBar_CustomizePlayer(UIScreenObject InButton, int PlayerIndex) { OnShowPlayerScene(); return true; } /** Callback for when an option is focused, by default tries to set the description label for this tab page. */ function OnOptionList_OptionFocused(UIScreenObject InObject, UIDataProvider OptionProvider) { Super.OnOptionList_OptionFocused(InObject, OptionProvider); UTUIFrontEnd(GetScene()).SetupButtonBar(); } /** * 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') { OnShowPlayerScene(); bResult=true; } else if(EventParms.InputKeyName=='XboxTypeS_X') { OnShowKeyboard(); bResult=true; } } return bResult; } defaultproperties { PlayerConfigScene="UI_Scenes_FrontEnd.Scenes.CharacterCustomization" NewCharacterScene="UI_Scenes_ChrisBLayout.Scenes.CharacterFaction" 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_NetworkSettings" ObjectArchetype=UTUITabPage_Options'UTGame.Default__UTUITabPage_Options' } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |