Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation
previous class next class | frames no frames

# TribesGUI.TribesGUIPage

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

    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
    }

Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation
previous class next class | frames no frames

Class file time: st 16.4.2014 10:20:44.000 - Creation time: st 23.5.2018 00:10:48.284 - Created with UnCodeX