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// ==================================================================== // Class: TribesGui.TribesMPEscapeMenu // // Menu to load map from entry screen. // ==================================================================== class TribesMPEscapeMenu extends TribesGUIPage ; import enum EInputKey from Engine.Interactions; import enum EInputAction from Engine.Interactions; var(TribesGui) private EditInline Config GUIButton ResumeGameButton "A component of this page which has its behavior defined in the code for this page's class."; var(TribesGui) private EditInline Config GUIButton DisconnectButton "A component of this page which has its behavior defined in the code for this page's class."; var(TribesGui) private EditInline Config GUIButton OptionsButton "A component of this page which has its behavior defined in the code for this page's class."; var(TribesGui) private EditInline Config GUIButton QuitButton "A component of this page which has its behavior defined in the code for this page's class."; var(TribesGui) private EditInline Config GUITabControl MyTabControl "A component of this page which has its behavior defined in the code for this page's class."; var(TribesGui) private EditInline Config TribesMPPlayersPanel MPPlayersPanel "A component of this page which has its behavior defined in the code for this page's class."; var(TribesGui) private EditInline Config TribesMPAdminPanel MPAdminPanel "A component of this page which has its behavior defined in the code for this page's class."; var(TribesGui) private EditInline Config TribesMPStatsPanel MPStatsPanel "A component of this page which has its behavior defined in the code for this page's class."; var(TribesGui) private EditInline Config TribesMPWeaponStatsPanel MPWeaponStatsPanel "A component of this page which has its behavior defined in the code for this page's class."; var(TribesGui) private EditInline Config TribesMPGameStatsPanel MPGameStatsPanel "A component of this page which has its behavior defined in the code for this page's class."; var(TribesGui) private EditInline Config TribesMPHintsPanel MPHintsPanel "A component of this page which has its behavior defined in the code for this page's class."; var(TribesGui) private EditInline Config GUILabel ServerNameLabel "A component of this page which has its behavior defined in the code for this page's class."; var(TribesGui) private EditInline Config GUILabel EmailLabel "A component of this page which has its behavior defined in the code for this page's class."; function InitComponent(GUIComponent MyOwner) { Super.InitComponent(MyOwner); ResumeGameButton.OnClick=InternalOnClick; DisconnectButton.OnClick=InternalOnClick; OptionsButton.OnClick=InternalOnClick; QuitButton.OnClick=InternalOnClick; OnActivate=InternalOnActivate; } event HandleParameters(string Param1, string Param2, optional int param3) { local int i; if (Param1 == "") return; // First param is name of panel to open for (i=0; i<MyTabControl.MyTabs.Length; i++) { if (MyTabControl.MyTabs[i].TabPanel.isA(Name(Param1))) { MyTabControl.OpenTab(MyTabControl.MyTabs[i].TabPanel); return; } } } function InternalOnActivate() { // Hard code the hiding of admin panel, which is #5 //if (PlayerOwner().PlayerReplicationInfo.bAdmin) // MyTabControl.MyTabs[4].TabHeader.Show(); //else // MyTabControl.MyTabs[4].TabHeader.Hide(); ServerNameLabel.Caption = PlayerOwner().GameReplicationInfo.ServerName; EmailLabel.Caption = PlayerOwner().GameReplicationinfo.AdminEmail; } function InternalOnClick(GUIComponent Sender) { switch (Sender) { case DisconnectButton: TribesGuiController(Controller).PlayerDisconnect(); Controller.CloseAll(); Controller.OpenMenu("TribesGui.TribesMultiplayerMenu", "TribesMultiplayerMenu"); break; case ResumeGameButton: Controller.CloseAll(); break; case OptionsButton: Controller.OpenMenu("TribesGui.TribesOptionsMenu", "TribesOptionsMenu", "TribesMPEscapeMenu"); break; case QuitButton: Quit(); break; } } function int getKeyCode(string key) { local int i; // If it's a single character, assume we can just fetch the ascii representation if (Len(key) == 1) return Asc(Key); // Otherwise, do some hacky special processing to handle F-keys and TAB, which are the most likely // keys that useers will want to bind to the MP escape panels if (Left(key, 1) ~= "f") { i = int(Right(key, 1)); return EInputKey.IK_F1 + i - 1; } if (key ~= "TAB") return EInputKey.IK_Tab; } function bool InternalOnKeyEvent(out byte Key, out byte State, float delta) { local PlayerCharacterController pcc; local int gameStatsKey, myStatsKey, adminKey; pcc = PlayerCharacterController(PlayerOwner()); gameStatsKey = getKeyCode(pcc.gameStatsKey); myStatsKey = getKeyCode(pcc.myStatsKey); adminKey = getKeyCode(pcc.adminKey); if( bVisible && bActiveInput && State == EInputAction.IST_Press ) { switch(Key) { case EInputKey.IK_Escape: Controller.CloseAll(); return true; // michaelj: Moved closing to PCC so it's not hard-coded case gameStatsKey: if (MyTabControl.ActiveTab.TabPanel == MPPlayersPanel) Controller.CloseAll(); else MyTabControl.OpenTab(MPPlayersPanel); return true; case myStatsKey: if (MyTabControl.ActiveTab.TabPanel == MPStatsPanel) Controller.CloseAll(); else MyTabControl.OpenTab(MPStatsPanel); return true; case adminKey: if (MyTabControl.ActiveTab.TabPanel == MPAdminPanel) Controller.CloseAll(); else MyTabControl.OpenTab(MPAdminPanel); return true; } //MyTabControl.OpenTab(MyTabControl.MyTabs[i].TabPanel); } return Super.InternalOnKeyEvent(Key, State, delta); } defaultproperties { OnKeyEvent=InternalOnKeyEvent } |
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