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// ==================================================================== // Class: Engine.BaseGUIController // // This is just a stub class that should be subclassed to support menus. // // Written by Joe Wilcox // (c) 2002, Epic Games, Inc. All Rights Reserved // ==================================================================== class BaseGUIController extends Interaction Native; cpptext { virtual void InitializeController(); } var Material DefaultPens[3]; // Contain to hold some default pens for drawing purposes var bool bIsConsole; // If True, we are running on a console // If this is true, then GUIPages will NOT receive // PreDraw()/Draw()/ClientDraw() calls. This allows you to disable rendering // of the GUI while keeping correct GUI state. It is intended to be used by // CheatManagers, for example to hide all GUI pages so that screenshots can be // taken. // // It's called bHackDoNotRenderGUIPages so that people don't use it as a // fundamental part of GUI state management. var bool bHackDoNotRenderGUIPages; // Delegates Delegate OnAdminReply(string Reply); // Called By PlayerController #if IG_GUI_LAYOUT //dkaplan- Notification of Level Changes #if IG_TRIBES3 // dbeswick: needed reference to the level event PreLevelChange(string DestURL, LevelSummary NewSummary); event PostLevelChange(LevelInfo newLevel, bool bSaveGame); event PostPrecache() { OnPostPrecache(); } Delegate OnPostPrecache(); // Paul: handle suppression of level rendering event bool ShouldSuppressLevelRender() { return false; } #else event PreLevelChange(); event PostLevelChange(); #endif #endif // ================================================ // OpenMenu - Opens a new menu and places it on top of the stack #if IG_GUI_LAYOUT //dkaplan-extra optional param for passing ints (used by gui dialogues) event bool OpenMenu(string NewMenuName, optional string MenuNameOverride, optional string Param1, optional string Param2, optional int param3 ) #else event bool OpenMenu(string NewMenuName, optional string Param1, optional string Param2) #endif { return false; } // ================================================ // Create a bunch of menus at start up event AutoLoadMenus(); // Subclass me #if IG_TRIBES3 // Alex: event AutoLoadMenuClass(class<Object> menuClass); #endif // ================================================ // Replaces a menu in the stack. returns true if success #if IG_GUI_LAYOUT //dkaplan-extra optional param for passing ints (used by gui dialogues) event bool ReplaceMenu(string NewMenuName, optional string MenuNameOverride, optional string Param1, optional string Param2, optional int param3 ) #else event bool ReplaceMenu(string NewMenuName, optional string Param1, optional string Param2) #endif { return false; } #if IG_GUI_LAYOUT //dkaplan-removed annoying unused param event bool CloseMenu() // Close the top menu. returns true if success. #else event bool CloseMenu(optional bool bCanceled) // Close the top menu. returns true if success. #endif { return true; } #if IG_GUI_LAYOUT //dkaplan-removed annoying unused param event CloseAll(); #else event CloseAll(bool bCancel); #endif #if IG_SHARED // dbeswick: added remove of menu by name function RemoveMenu(string MenuName); #endif function SetControllerStatus(bool On) { bActive = On; bVisible = On; bRequiresTick=On; // Add code to pause/unpause/hide/etc the game here. } event InitializeController(); // Should be subclassed. #if !IG_GUI_LAYOUT //dkaplan- big bad hacks do nothing... bye bye event bool NeedsMenuResolution(); // Big Hack that should be subclassed event SetRequiredGameResolution(string GameRes); #endif #if IG_TRIBES3 // michaelj: Added ability to inform GUIPages of gameplay messages // Needed this in the base class in Engine because the message needs to be generated // by Engine's PlayerController (Gameplay's PlayerCharacterController doesn't appear // to get instantiated in Entry) function onGameplayMessage(Message msg) { } #endif #if IG_MOJO // david: added event called when a mojo cutscene finished event OnMojoFinished(); #endif #if IG_TRIBES3 // dbeswick: all download notification is done through the GUI system //////////////////////////////////////////////////////////////////////////////// // Network //////////////////////////////////////////////////////////////////////////////// event OnProgress(string Str1, string Str2) { } #endif #if IG_TRIBES3 // dbeswick: make sure network URLs go through the join screen for gamespy compatibility // return false to abort the browse event bool OnNetworkBrowse(string URL, string ProfileOption, bool bSelectProfile) { return true; } #endif #if IG_TRIBES3 // dbeswick: event bool IsPageActive(string MenuClass) { return false; } #endif defaultproperties { bHackDoNotRenderGUIPages=false; bNativeEvents=True bActive=False bRequiresTick=False bVisible=False DefaultPens(0)=Texture'Engine_res.MenuWhite' DefaultPens(1)=Texture'Engine_res.MenuBlack' DefaultPens(2)=Texture'Engine_res.MenuGray' } |
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