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class TribesGUIPage extends GUI.GUIPage native; var(DynamicConfig) EditInline EditConst protected TribesGUIConfig GC "Config class for the GUI"; // Allow pressing of escape to close some pages // Don't expose this since EscapePages tend to be set dynamically var bool bEscapeable "If true, pressing escape will close this menu."; var string PageOpenedAfterEscape "If set, pressing escape will also open this menu."; var bool bSuppressLevelRender "If set, when this page is the active page it will suppress rendering the level behind it"; import enum EInputKey from Engine.Interactions; import enum EInputAction from Engine.Interactions; function InitComponent(GUIComponent MyOwner) { GC = TribesGUIController(Controller).GuiConfig; Super.InitComponent(MyOwner); OnKeyEvent=InternalOnKeyEvent; } function OnPreLevelChange(String DestURL, LevelSummary NewSummary); function DisplayMainMenu() { Controller.CloseAll(); Controller.OpenMenu( class'GameEngine'.default.MainMenuClass ); } function Quit() { //may need to add saving info routines here TribesGUIController(Controller).Quit(); } function GameStart() { //start of game hook TribesGUIController(Controller).GameStart(); } function GameAbort() { //end of game hook -- should signal GameEvent OnMissionFailed here ... TODO! //TribesGUIController(Controller).Repo.OnMissionEnded(); } function GameRestart() { //end of game hook //TribesGUIController(Controller).Repo.OnMissionEnded(); TribesGUIController(Controller).GameStart(); } function GameResume() { //resume game hook TribesGUIController(Controller).GameResume(); } function bool InternalOnKeyEvent(out byte Key, out byte State, float delta) { if( bEscapeable && bVisible && bActiveInput && Key == EInputKey.IK_Escape && State == EInputAction.IST_Press ) { Controller.CloseMenu(); if (PageOpenedAfterEscape != "") Controller.OpenMenu(PageOpenedAfterEscape); return true; } return false; } defaultproperties { WinTop=0 WinLeft=0 WinWidth=1 WinHeight=1 bAcceptsInput=true bPersistent=true DialogClassName="TribesGui.TribesGUIDlg" bSuppressLevelRender=false } |
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