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/** * Copyright 1998-2007 Epic Games, Inc. All Rights Reserved. * * Tab page for a server browser. */ class UTUITabPage_ServerBrowser extends UTTabPage placeable; #linenumber 10 const SERVERBROWSER_SERVERTYPE_LAN = 0; const SERVERBROWSER_SERVERTYPE_UNRANKED = 1; // for platforms which do not support ranked matches, represents a normal internet match. const SERVERBROWSER_SERVERTYPE_RANKED = 2; // only valid on platforms which support ranked matches /** Reference to the list of servers */ var transient UIList ServerList; /** Reference to the list of rules for the selected server */ var transient UIList DetailsList; /** reference to the list of mutators for the selected server */ var transient UIList MutatorList; /** Reference to a label to display when refreshing. */ var transient UIObject RefreshingLabel; /** Reference to the label which displays the number of servers currently loaded in the list */ var transient UILabel ServerCountLabel; /** Reference to the combobox containing the gametypes */ var transient UTUIComboBox GameTypeCombo; /** Reference to the search datastore. */ var transient UTDataStore_GameSearchBase SearchDataStore; /** Reference to the string list datastore. */ var transient UTUIDataStore_StringList StringListDataStore; /** Reference to the menu item datastore. */ var transient UTUIDataStore_MenuItems MenuItemDataStore; /** Cached online subsystem pointer */ var transient OnlineSubsystem OnlineSub; /** Cached game interface pointer */ var transient OnlineGameInterface GameInterface; /** Indices for the button bar buttons */ var transient int BackButtonIdx, JoinButtonIdx, RefreshButtonIdx, CancelButtonIdx, SpectateButtonIdx, DetailsButtonIdx; /** Indicates that the current gametype was changed externally - submit a new query when possible */ var private transient bool bGametypeOutdated, bSpectate; var protected transient const name SearchDSName; /** * Different actions to take when a query completes. */ var private transient enum EQueryCompletionAction { /** no query action set */ QUERYACTION_None, /** do nothing when the query completes; default behavior */ QUERYACTION_Default, /** * This is set when the user wants to close the scene but we still have active queries. When the queries are completed * (either through being cancelled or receiving all results), close the scene. */ QUERYACTION_CloseScene, /** * This is set when the user has chosen a server from the list. When the queries are completed or cancelled, join the currently selected server. */ QUERYACTION_JoinServer, /** * This is set when the user switches from LAN to Internet or vice versa. When the queries are completed of cancelled, clear all results and reissue the * current query. */ QUERYACTION_RefreshAll, } QueryCompletionAction; /** stores the password entered by the user when attempting to connect to a server with a password */ var private transient string ServerPassword; /** Tooltip which displays the legend for the SB icons */ var private transient UIToolTip ServerBrowserToolTip; /** Go back delegate for this page. */ delegate transient OnBack(); /** Called when the user changes the game type using the combo box */ delegate transient OnSwitchedGameType(); /** * Called when we're about the submit a server query. Usual thing to do is make sure the GameSearch object is up to date */ delegate transient OnPrepareToSubmitQuery( UTUITabPage_ServerBrowser Sender ); /** PostInitialize event - Sets delegates for the page. */ event PostInitialize( ) { local DataStoreClient DSClient; local UTUIList UTComboList; Super.PostInitialize(); // Find the server list. ServerList = UIList(FindChild('lstServers', true)); if(ServerList != none) { ServerList.OnSubmitSelection = OnServerList_SubmitSelection; ServerList.OnValueChanged = OnServerList_ValueChanged; ServerList.OnQueryToolTip = None;//QueryServerBrowserToolTip; ServerList.OnListElementsSorted = ServerListResorted; // the server list's initial sort column if ( ServerList.SortComponent != None ) { ServerList.SortComponent.bReversePrimarySorting = true; } } DetailsList = UIList(FindChild('lstDetails', true)); MutatorList = UIList(FindChild('lstMutators', true)); // Get reference to the refreshing/searching label. RefreshingLabel = FindChild('lblRefreshing', true); if ( RefreshingLabel != None ) { RefreshingLabel.SetVisibility(false); } // get a reference to the server count label ServerCountLabel = UILabel(FindChild('lblServerCount', true)); // get a reference to the combo holding the list of gametypes. GameTypeCombo = UTUIComboBox(FindChild('cmbGameType', true)); if ( GameTypeCombo != None ) { UTComboList = UTUIList(GameTypeCombo.ComboList); // UTUIComboBox sets this flag on its internal list for some reason - unset it so that the combobox works like // it's supposed to. if ( UTComboList != None ) { UTComboList.bAllowSaving = true; } } // Get a reference to the datastore we are working with. // @todo: This should probably come from the list. DSClient = class'UIInteraction'.static.GetDataStoreClient(); if ( DSClient != None ) { SearchDataStore = UTDataStore_GameSearchBase(DSClient.FindDataStore(SearchDSName)); StringListDataStore = UTUIDataStore_StringList(DSClient.FindDataStore('UTStringList')); MenuItemDataStore = UTUIDataStore_MenuItems(DSClient.FindDataStore('UTMenuItems')); } // Store a reference to the game interface OnlineSub = class'GameEngine'.static.GetOnlineSubsystem(); if (OnlineSub != None) { GameInterface = OnlineSub.GameInterface; } // Set the button tab caption. SetDataStoreBinding("<Strings:UTGameUI.JoinGame.Servers>"); AdjustLayout(); UpdateServerCount(); } /** * Causes this page to become (or no longer be) the tab control's currently active page. * * @param PlayerIndex the index [into the Engine.GamePlayers array] for the player that wishes to activate this page. * @param bActivate TRUE if this page should become the tab control's active page; FALSE if it is losing the active status. * @param bTakeFocus specify TRUE to give this panel focus once it's active (only relevant if bActivate = true) * * @return TRUE if this page successfully changed its active state; FALSE otherwise. */ event bool ActivatePage( int PlayerIndex, bool bActivate, optional bool bTakeFocus=true ) { local bool bResult; bResult = Super.ActivatePage(PlayerIndex, bActivate, bTakeFocus); if ( bResult && bActivate ) { if ( GameTypeCombo != None ) { GameTypeCombo.OnValueChanged = OnGameTypeChanged; } if ( bGametypeOutdated ) { NotifyGameTypeChanged(); bGametypeOutdated = false; } } return bResult; } /** * Called when the owning scene is being closed - provides a hook for the tab page to ensure it's cleaned up all external * references (i.e. delegates, etc.) */ function Cleanup() { Assert(QueryCompletionAction == QUERYACTION_None); if ( GameInterface != None ) { GameInterface.ClearJoinOnlineGameCompleteDelegate(OnJoinGameComplete); GameInterface.ClearFindOnlineGamesCompleteDelegate(OnFindOnlineGamesCompleteDelegate); } // if we're leaving the server browser area - clear all stored server query searches if ( SearchDataStore != None ) { SearchDataStore.ClearAllSearchResults(); } } /** * Adjusts the layout of the scene based on the current platform */ function AdjustLayout() { local UTUIScene UTOwnerScene; local UIObject DetailsContainer, BackgroundContainer; UTOwnerScene = UTUIScene(GetScene()); if ( UTOwnerScene != None && IsConsole() ) { // if we're on a console, a few things need to change in the scene // we need to hide the gametype combo if ( GameTypeCombo != None ) { GameTypeCombo.SetVisibility(false); } // hide the details panels DetailsContainer = FindChild('pnlDetailsContainer',true); if ( DetailsContainer != None ) { DetailsContainer.SetVisibility(false); } // redock the server count label to the bottom of the background panel BackgroundContainer = FindChild('pnlBackgroundContainer', true); if ( BackgroundContainer != None ) { ServerCountLabel.SetDockTarget(UIFACE_Bottom, BackgroundContainer, UIFACE_Bottom); } } } /** * Wrapper for grabbing a reference to a button bar button. */ final function UTUIButtonBarButton GetButtonBarButton( int ButtonIndex ) { local UTUIFrontEnd UTOwnerScene; local UTUIButtonBarButton Result; UTOwnerScene = UTUIFrontEnd(GetScene()); if (UTOwnerScene != None && UTOwnerScene.ButtonBar != None) { if ( ButtonIndex >= 0 && ButtonIndex < ArrayCount(UTOwnerScene.ButtonBar.Buttons) ) { Result = UTOwnerScene.ButtonBar.Buttons[ButtonIndex]; } } return Result; } /** Sets buttons for the scene. */ function SetupButtonBar(UTUIButtonBar ButtonBar) { ButtonBar.Clear(); if ( SearchDataStore != None && SearchDataStore.HasOutstandingQueries() ) { BackButtonIdx = INDEX_NONE; CancelButtonIdx = ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.CancelSearch>", OnButtonBar_CancelQuery); } else { CancelButtonIdx = INDEX_NONE; BackButtonIdx = ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.Back>", OnButtonBar_Back); } JoinButtonIdx = ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.JoinServer>", OnButtonBar_JoinServer); SpectateButtonIdx = ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.SpectateServer>", OnButtonBar_SpectateServer); RefreshButtonIdx = ButtonBar.AppendButton("<Strings:UTGameUI.ButtonCallouts.Refresh>", OnButtonBar_Refresh); if ( IsConsole() ) { DetailsButtonIdx = ButtonBar.AppendButton( "<Strings:UTGameUI.ButtonCallouts.ServerDetails>", OnButtonBar_ServerDetails ); } UpdateButtonStates(); } /** * Updates the enabled state of certain button bar buttons depending on whether a server is selected or not. */ function UpdateButtonStates() { local UTUIFrontEnd UTOwnerScene; local UITabControl TabControlOwner; local bool bValidServerSelected, bHasPendingSearches; local int PlayerIndex; TabControlOwner = GetOwnerTabControl(); if ( TabControlOwner != None ) { if ( TabControlOwner.ActivePage == Self ) { UTOwnerScene = UTUIFrontEnd(GetScene()); if (UTOwnerScene != None && UTOwnerScene.ButtonBar != None) { PlayerIndex = UTOwnerScene.GetPlayerIndex(); bHasPendingSearches = SearchDataStore.HasOutstandingQueries(); bValidServerSelected = ServerList != None && ServerList.GetCurrentItem() != INDEX_NONE; if ( CancelButtonIdx != INDEX_NONE ) { if ( bHasPendingSearches ) { UTOwnerScene.ButtonBar.Buttons[CancelButtonIdx].SetEnabled(QueryCompletionAction==QUERYACTION_None, PlayerIndex); } else { UTOwnerScene.ButtonBar.SetButton(CancelButtonIdx, "<Strings:UTGameUI.ButtonCallouts.Back>", OnButtonBar_Back); BackButtonIdx = CancelButtonIdx; CancelButtonIdx = INDEX_NONE; } } else if ( BackButtonIdx != INDEX_NONE ) { if ( bHasPendingSearches ) { UTOwnerScene.ButtonBar.SetButton(BackButtonIdx, "<Strings:UTGameUI.ButtonCallouts.CancelSearch>", OnButtonBar_CancelQuery); CancelButtonIdx = BackButtonIdx; BackButtonIdx = INDEX_NONE; UTOwnerScene.ButtonBar.Buttons[CancelButtonIdx].SetEnabled(QueryCompletionAction==QUERYACTION_None, PlayerIndex); } else { UTOwnerScene.ButtonBar.Buttons[BackButtonIdx].SetEnabled(true, PlayerIndex); } } // we must have a valid server selected in order to activate the Join Server button if ( JoinButtonIdx != INDEX_NONE ) { UTOwnerScene.ButtonBar.Buttons[JoinButtonIdx].SetEnabled(bValidServerSelected, PlayerIndex); } if ( SpectateButtonIdx != INDEX_NONE ) { UTOwnerScene.ButtonBar.Buttons[SpectateButtonIdx].SetEnabled(bValidServerSelected, PlayerIndex); } // the refresh button and gametype combo can only be enabled if there are no searches currently working if ( RefreshButtonIdx != INDEX_NONE && UTOwnerScene.ButtonBar.Buttons[RefreshButtonIdx] != None ) { UTOwnerScene.ButtonBar.Buttons[RefreshButtonIdx].SetEnabled(!bHasPendingSearches, PlayerIndex); } if ( GameTypeCombo != None ) { GameTypeCombo.SetEnabled(!bHasPendingSearches && GetDesiredMatchType() != SERVERBROWSER_SERVERTYPE_LAN, PlayerIndex); } // we must have a valid server selected in order to activate the Server Details button. if (IsConsole() && DetailsButtonIdx != INDEX_NONE && UTOwnerScene.ButtonBar.Buttons[DetailsButtonIdx] != None) { UTOwnerScene.ButtonBar.Buttons[DetailsButtonIdx].SetEnabled(bValidServerSelected, PlayerIndex); } } } else if ( UTUITabPage_ServerBrowser(TabControlOwner.ActivePage) != None ) { UTUITabPage_ServerBrowser(TabControlOwner.ActivePage).UpdateButtonStates(); } } } /** * Determines if the currently selected server is password protected. * * @return TRUE if a valid server is selected and it is password protected; FALSE otherwise. */ function bool ServerIsPrivate() { local bool bResult; local string LockedServerValueString; if ( GetDataStoreStringValue("<" $ SearchDSName $ ":CurrentServerDetails.LockedServer>", LockedServerValueString, GetScene(), GetPlayerOwner()) ) { bResult = bool(LockedServerValueString); } return bResult; } /** * Displays a dialog to the user which allows him to enter the password for the currently selected server. */ private final function PromptForServerPassword() { local UTUIScene UTSceneOwner; local UTUIScene_InputBox PasswordInputScene; ServerPassword = ""; UTSceneOwner = UTUIScene(GetScene()); if ( UTSceneOwner != None ) { PasswordInputScene = UTSceneOwner.GetInputBoxScene(); if ( PasswordInputScene != None ) { PasswordInputScene.SetPasswordMode(true); PasswordInputScene.DisplayAcceptCancelBox( "<Strings:UTGameUI.MessageBox.EnterServerPassword_Message>", "<Strings:UTGameUI.MessageBox.EnterServerPassword_Title>", OnPasswordDialog_Closed ); } else { LogInternal("Failed to open the input box scene (" $ UTSceneOwner.InputBoxScene $ ")"); } } } /** * The user has made a selection of the choices available to them. */ private final function OnPasswordDialog_Closed(UTUIScene_MessageBox MessageBox, int SelectedOption, int PlayerIndex) { local UTUIScene_InputBox PasswordInputScene; PasswordInputScene = UTUIScene_InputBox(MessageBox); if ( PasswordInputScene != None && SelectedOption == 0 ) { // strip out all ServerPassword = class'UTUIFrontEnd_HostGame'.static.StripInvalidPasswordCharacters(PasswordInputScene.GetValue()); ProcessJoin(); } else { ServerPassword = ""; } } /** Joins the currently selected server. */ function JoinServer() { local UTUIScene UTScene; local int CurrentSelection; if ( AllowJoinServer() ) { UTScene = UTUIScene(GetScene()); if(UTScene != None) { CurrentSelection = ServerList.GetCurrentItem(); if ( CurrentSelection >= 0 ) { if ( ServerIsPrivate() && ServerPassword == "" ) { PromptForServerPassword(); } else { ProcessJoin(); } } } } } private function ProcessJoin() { local UTUIScene UTScene; local OnlineGameSearchResult GameToJoin; local int ControllerId, CurrentSelection; UTScene = UTUIScene(GetScene()); if(UTScene.ConditionallyCheckNumControllers()) // Check to make sure that the player has 2 controllers connected if they are trying to join as splitscreen. { if ( GameInterface != None ) { CurrentSelection = ServerList.GetCurrentItem(); if(SearchDataStore.GetSearchResultFromIndex(CurrentSelection, GameToJoin)) { LogInternal(Name$"::"$GetFuncName()@"- Joining Search Result " $ CurrentSelection); // Play the startgame sound PlayUISound('StartGame'); // Check for split screen UTUIScene(GetScene()).ConditionallyStartSplitscreen(); if (GameToJoin.GameSettings != None) { // Set the delegate for notification GameInterface.AddJoinOnlineGameCompleteDelegate(OnJoinGameComplete); // Start the async task ControllerId = GetBestControllerId(); if (!GameInterface.JoinOnlineGame(ControllerId,GameToJoin)) { //@todo - should we do anything here? OnJoinGameComplete will be called even if the call to JoinOnlineGame returns FALSE. } } else { LogInternal(Name$"::"$GetFuncName()@"- Failed to join game because of a NULL GameSettings object in the search result."); OnJoinGameComplete(false); } } else { bSpectate = false; ServerPassword = ""; LogInternal(Name$"::"$GetFuncName()@"- Unable to get search result for index "$CurrentSelection); } } else { bSpectate = false; ServerPassword = ""; LogInternal(Name$"::"$GetFuncName()@"- Unable to join game, GameInterface is NULL!"); } } else { bSpectate = false; ServerPassword = ""; } } /** Callback for when the join completes. */ function OnJoinGameComplete(bool bSuccessful) { local string URL; local UTUIScene UTOwnerScene; LogInternal(Name$"::"$GetFuncName()@"bSuccessful:'"$bSuccessful$"'"); // Figure out if we have an online subsystem registered if (GameInterface != None) { if (bSuccessful) { // Get the platform specific information if (GameInterface.GetResolvedConnectString(URL)) { UTOwnerScene = UTUIScene(GetScene()); // Call the game specific function to appending/changing the URL URL = BuildJoinURL(URL); // @TODO: This is only temporary URL $= "?name=" $ UTOwnerScene.GetPlayerName(); LogInternal(Name$"::"$GetFuncName()@"- Join Game Successful, Traveling: "$URL$""); // Get the resolved URL and build the part to start it UTOwnerScene.ConsoleCommand(URL); } } else { // display error message } // Remove the delegate from the list GameInterface.ClearJoinOnlineGameCompleteDelegate(OnJoinGameComplete); } bSpectate = false; ServerPassword = ""; } /** * Builds the string needed to join a game from the resolved connection: * "open 172.168.0.1" * * NOTE: Overload this method to modify the URL before exec-ing it * * @param ResolvedConnectionURL the platform specific URL information * * @return the final URL to use to open the map */ function string BuildJoinURL(string ResolvedConnectionURL) { local string ConnectURL; ConnectURL = "open " $ ResolvedConnectionURL; if ( ServerPassword != "" ) { ConnectURL $= "?Password=" $ ServerPassword; } if ( bSpectate ) { ConnectURL $= "?SpectatorOnly=1"; } return ConnectURL; } /** * Refreshes the server list by submitting a new query if certain conditions are met. */ function ConditionalRefreshServerList( int PlayerIndex ) { local bool bHasExistingResults, bHasOutstandingQueries; bHasExistingResults = SearchDataStore.HasExistingSearchResults(); bHasOutstandingQueries = SearchDataStore.HasOutstandingQueries(); // if we don't have any results for this gametype yet (either this is our first time switching to it or // we didn't find any servers last time) and we don't have an existing search pending, start a search using the new gametype. if ( !bHasExistingResults && !bHasOutstandingQueries ) { // fire the query! RefreshServerList(PlayerIndex); } else { if ( bHasExistingResults ) { // refresh the list with the items from the currently selected gametype's cached query ServerList.RefreshSubscriberValue(); } // update the server count label with the number of servers received so far for this gametype UpdateServerCount(); } } function int GetDesiredMatchType() { local int Result; // Get the match type based on the platform. if( IsConsole(CONSOLE_XBox360) ) { Result = StringListDataStore.GetCurrentValueIndex('MatchType360'); } else { Result = StringListDataStore.GetCurrentValueIndex('MatchType'); } return Result; } /** called when the list is resorted (can be triggered by manual resort from user input or automatic resort from new elements added */ function ServerListResorted( UIList Sender ) { RefreshDetailsList(); } /** Refreshes the server list. */ function RefreshServerList(int InPlayerIndex, optional int MaxResults=1000) { local OnlineGameSearch GameSearch; local int ValueIndex; if ( !SearchDataStore.HasOutstandingQueries() ) { // Play the refresh sound PlayUISound('RefreshServers'); // Get current filter from the string list datastore GameSearch = SearchDataStore.GetCurrentGameSearch(); // Set max results GameSearch.MaxSearchResults = MaxResults; // Get the match type based on the platform. ValueIndex = GetDesiredMatchType(); switch(ValueIndex) { case SERVERBROWSER_SERVERTYPE_LAN: LogInternal(Name$"::"$GetFuncName()@ "- Searching for a LAN match.",'DevOnline'); GameSearch.bIsLanQuery=TRUE; GameSearch.bUsesArbitration=FALSE; break; case SERVERBROWSER_SERVERTYPE_RANKED: if ( IsConsole(CONSOLE_XBox360) ) { LogInternal(Name$"::"$GetFuncName()@ "- Searching for a ranked match.",'DevOnline'); GameSearch.bIsLanQuery=FALSE; GameSearch.bUsesArbitration=TRUE; break; } // falls through - platform doesn't support ranked matches. case SERVERBROWSER_SERVERTYPE_UNRANKED: LogInternal(Name$"::"$GetFuncName()@ "- Searching for an unranked match.",'DevOnline'); GameSearch.bIsLanQuery=FALSE; GameSearch.bUsesArbitration=FALSE; break; } SubmitServerListQuery(InPlayerIndex); } } /** * Submits a query for the list of servers which match the current configuration. */ function SubmitServerListQuery( int PlayerIndex ) { LogInternal(Name$"::"$GetFuncName()@"QueryActive:'"$SearchDataStore.HasOutstandingQueries()$"'"@"ExistingResults:'"$SearchDataStore.HasExistingSearchResults()$"'",'DevOnline'); OnPrepareToSubmitQuery( Self ); // show the "refreshing" label if(RefreshingLabel != None) { RefreshingLabel.SetVisibility(true); } // Add a delegate for when the search completes. We will use this callback to do any post searching work. GameInterface.AddFindOnlineGamesCompleteDelegate(OnFindOnlineGamesCompleteDelegate); // Start a search if ( !SearchDataStore.SubmitGameSearch(class'UIInteraction'.static.GetPlayerControllerId(PlayerIndex), false) ) { RefreshingLabel.SetVisibility(false); } // update the server count label and button states while we're waiting for the query results UpdateServerCount(); UpdateButtonStates(); } /** * Delegate fired each time a new server is recieved, or when the action completes (if there was an error) * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ function OnFindOnlineGamesCompleteDelegate(bool bWasSuccessful) { local bool bSearchCompleted; bSearchCompleted = !SearchDataStore.HasOutstandingQueries(); LogInternal(Name$"::"$GetFuncName()@ "bWasSuccessful:'"$bWasSuccessful$"'" @ "bSearchCompleted:'"$bSearchCompleted$"'",'DevOnline'); // Hide refreshing label. if ( RefreshingLabel != None ) { RefreshingLabel.SetVisibility(false); } // update the server count label UpdateServerCount(); if ( bSearchCompleted ) { // Clear delegate GameInterface.ClearFindOnlineGamesCompleteDelegate(OnFindOnlineGamesCompleteDelegate); OnFindOnlineGamesComplete(bWasSuccessful); } // update the enabled state of the button bar buttons UpdateButtonStates(); } /** * Delegate fired when the search for an online game has completed * * @param bWasSuccessful true if the async action completed without error, false if there was an error */ function OnFindOnlineGamesComplete(bool bWasSuccessful) { local UTUIScene UTOwnerScene; local UTUIScene_MessageBox MessageBoxScene; UTOwnerScene = UTUIScene(GetScene()); if ( QueryCompletionAction != QUERYACTION_None ) { MessageBoxScene = UTUIScene_MessageBox(UTOwnerScene.MessageBoxScene); if ( MessageBoxScene != None && MessageBoxScene.IsSceneActive(true) ) { MessageBoxScene.OnClosed = MessageBoxClosed; MessageBoxScene.Close(); } else { OnCancelSearchComplete(true); } } } /** * Handler for the message box scene's OnClose delegate when we're displaying a modal dialog while waiting for the active * query to complete. */ function MessageBoxClosed() { // simulate the cancel succeeding - this function does everything we need to do OnCancelSearchComplete(true); } /** * Determine if we're in the right state to join a server (cancels any pending queries, etc.) * * @return TRUE if joining a server should be allowed; FALSE if there a query is still active - will join the server * when it's safe to do so. */ function bool AllowJoinServer() { local bool bResult; bResult = true; if ( GameInterface != None ) { // see if we still have searches pending if ( SearchDataStore != None && SearchDataStore.HasOutstandingQueries() ) { // don't allow the scene to close bResult = false; // we will join the selected server when the query is complete CancelQuery(QUERYACTION_JoinServer); } } return bResult; } /** * Determine if we're in the right state to close the "Join Game" scene (cancels any pending queries, etc.) * * @return TRUE if closing the scene should be allowed; FALSE if there a query is still active - will close the scene * when it's safe to do so. */ function bool AllowCloseScene() { local bool bResult; bResult = true; if ( GameInterface != None ) { // see if we still have searches pending if ( SearchDataStore != None && SearchDataStore.HasOutstandingQueries() ) { // don't allow the scene to close bResult = false; // we will close the scene when the query is complete CancelQuery(QUERYACTION_CloseScene); } } return bResult; } /** * Fires an asynchronous task to cancels all active queries. * * @param DesiredCancelAction specifies what should happen when the asynchronous task completes. */ function CancelQuery( optional EQueryCompletionAction DesiredCancelAction=QUERYACTION_Default ) { if ( QueryCompletionAction == QUERYACTION_None ) { QueryCompletionAction = DesiredCancelAction; if ( SearchDataStore == None || SearchDataStore.HasOutstandingQueries() ) { // we don't check for none so that we get warning in the log if GameInterface is none (this would be bad) GameInterface.AddCancelFindOnlineGamesCompleteDelegate(OnCancelSearchComplete); GameInterface.CancelFindOnlineGames(); } else if ( SearchDataStore.HasExistingSearchResults() ) { OnCancelSearchComplete(true); } } else { LogInternal("Could not cancel query because query cancel already in progress:" @ GetEnum(enum'EQueryCompletionAction', QueryCompletionAction)); } } /** * Handler for the 'cancel query' asynchronous task completion. Performs the actions dictated by the current QueryCompletionAction, as * set when CancelQuery was called. */ function OnCancelSearchComplete( bool bWasSuccessful ) { local EQueryCompletionAction CurrentAction; local UTUIScene UTOwnerScene; local UTUIScene_MessageBox MessageBoxScene; if ( bWasSuccessful ) { CurrentAction = QueryCompletionAction; QueryCompletionAction = QUERYACTION_None; switch ( CurrentAction ) { case QUERYACTION_CloseScene: UTOwnerScene = UTUIScene(GetScene()); UTOwnerScene.CloseScene(UTOwnerScene); break; case QUERYACTION_JoinServer: JoinServer(); break; case QUERYACTION_RefreshAll: // if we're leaving the server browser area - clear all stored server query searches if ( SearchDataStore != None ) { SearchDataStore.ClearAllSearchResults(); } break; default: // don't do anything - just update the enabled state of the button bar buttons UpdateButtonStates(); break; } } else if ( QueryCompletionAction != QUERYACTION_None ) { // looks like we'll have to wait until the query completes on its own; since we're going to take some action // when the query completes, we'll need to display a dialog to the user so that they know what the holdup is UTOwnerScene = UTUIScene(GetScene()); MessageBoxScene = UTOwnerScene.GetMessageBoxScene(); // show the messagebox scene - when we receive the call to OnFindOnlineGamesCompleteDelegate with HasOutstandingQueries() == false, // the message box will be closed and this method will be called again. MessageBoxScene.DisplayModalBox("<Strings:UTGameUI.MessageBox.QueryPending_Message>"); } } /** * Updates the server count label with the number of servers received so far for the currently selected gametype. */ function UpdateServerCount() { local int ServerCount; local OnlineGameSearch CurrentSearch; if ( ServerCountLabel != None && SearchDataStore != None ) { CurrentSearch = SearchDataStore.GetCurrentGameSearch(); if ( CurrentSearch != None ) { ServerCount = CurrentSearch.Results.Length; } } SetDataStoreStringValue("<SceneData:NumServersReceived>", string(ServerCount), GetScene(), GetPlayerOwner(GetBestPlayerIndex())); if ( ServerCountLabel != None ) { ServerCountLabel.RefreshSubscriberValue(); } } /** Refreshes the game details list using the currently selected item in the server list. */ function RefreshDetailsList() { if ( SearchDataStore != None ) { SearchDataStore.ServerDetailsProvider.SearchResultsRow = ServerList.GetCurrentItem(); } if (DetailsList != None) { DetailsList.RefreshSubscriberValue(); } if (MutatorList != None) { MutatorList.RefreshSubscriberValue(); } } /** * Opens a custom UIScene which displays more verbose details about the server currently selected in the server browser. * Console only. */ function ShowServerDetails() { local int ServerIndex; if ( SearchDataStore != None ) { ServerIndex = SearchDataStore.ServerDetailsProvider.SearchResultsRow; if ( ServerIndex != INDEX_NONE ) { UTUIScene(GetScene()).OpenSceneByName("UI_Scenes_FrontEnd.Popups.ServerDetails"); } else { //@todo - play error sound? this shouldn't happen because we disable the button in this case. } } } /** * 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_X' ) { OnButtonBar_Refresh(GetButtonBarButton(RefreshButtonIdx), EventParms.PlayerIndex); bResult=true; } else if( EventParms.InputKeyName=='XboxTypeS_B' || EventParms.InputKeyName=='Escape' ) { if ( BackButtonIdx != INDEX_NONE ) { OnButtonBar_Back(GetButtonBarButton(BackButtonIdx), EventParms.PlayerIndex); } else if ( CancelButtonIdx != INDEX_NONE ) { OnButtonBar_CancelQuery(GetButtonBarButton(CancelButtonIdx), EventParms.PlayerIndex); } bResult=true; } else if ( EventParms.InputKeyName == 'XboxTypeS_Y' && IsConsole() ) { OnButtonBar_ServerDetails(GetButtonBarButton(DetailsButtonIdx), EventParms.PlayerIndex); bResult = true; } else if ( EventParms.InputKeyName == 'XboxTypeS_LeftTrigger' ) { OnButtonBar_SpectateServer(GetButtonBarButton(SpectateButtonIdx), EventParms.PlayerIndex); bResult = true; } //@todo ronp - cancel search on console? //else } return bResult; } /** ButtonBar - JoinServer */ function bool OnButtonBar_JoinServer(UIScreenObject InButton, int InPlayerIndex) { if ( InButton != None && InButton.IsEnabled(InPlayerIndex) ) { // we must have a valid server selected in order to activate the Join Server button JoinServer(); } return true; } function bool OnButtonBar_SpectateServer(UIScreenObject InButton, int InPlayerIndex) { if ( InButton != None && InButton.IsEnabled(InPlayerIndex) ) { bSpectate = true; // we must have a valid server selected in order to activate the Spectate Server button JoinServer(); } return true; } /** ButtonBar - Back */ function bool OnButtonBar_Back(UIScreenObject InButton, int InPlayerIndex) { if ( InButton != None && InButton.IsEnabled(InPlayerIndex) ) { OnBack(); } return true; } /** ButtonBar - Refresh */ function bool OnButtonBar_Refresh(UIScreenObject InButton, int InPlayerIndex) { if ( InButton != None && InButton.IsEnabled(InPlayerIndex) ) { RefreshServerList(InPlayerIndex); } return true; } function bool OnButtonBar_CancelQuery( UIScreenObject InButton, int inPlayerIndex ) { if ( InButton != None && InButton.IsEnabled(InPlayerIndex) ) { CancelQuery(); } return true; } /** ButtonBar - ServerDetails (console only) */ function bool OnButtonBar_ServerDetails( UIScreenObject InButton, int InPlayerIndex ) { if ( InButton != None && InButton.IsEnabled(InPlayerIndex) ) { ShowServerDetails(); } return true; } /** Server List - Submit Selection. */ function OnServerList_SubmitSelection( UIList Sender, int PlayerIndex ) { OnButtonBar_JoinServer(GetButtonBarButton(JoinButtonIdx), PlayerIndex); } /** Server List - Value Changed. */ function OnServerList_ValueChanged( UIObject Sender, int PlayerIndex ) { RefreshDetailsList(); if ( IsVisible() ) { UpdateButtonStates(); } else { bGametypeOutdated = true; } } /** * Retrieve the index in the game search data store's list of search results for the specified gametype class * * @param GameClassName the path name of the gametype to find; if not specified, uses the currently selected gametype * * @return the index into the UIDataStore_OnlineGameSearch's GameSearchCfgList array for the gametype specified. */ function int GetGameTypeSearchProviderIndex( optional string GameClassName ) { local int ProviderIdx; local string SearchTag; ProviderIdx = INDEX_NONE; if ( GameClassName == "" ) { // if no gametype was specified, use the currently selected gametype GetDataStoreStringValue("<UTGameSettings:CustomGameMode>", GameClassName); } if ( GameClassName != "" && MenuItemDataStore != None && SearchDataStore != None ) { // in order to find the search datastore index for the gametype, we need to get its search tag. This comes from // the menu items data store (for some reason) // first, find the location of this gametype in the UTMenuItems data store's list of gametypes ProviderIdx = MenuItemDataStore.FindValueInProviderSet('GameModeFilter', 'GameMode', GameClassName); // now that we know the index into the UTMenuItems data store, we can retrieve the tag that is used to identify the corresponding // game search configuration in the Game Search data store. if (ProviderIdx != INDEX_NONE && MenuItemDataStore.GetValueFromProviderSet('GameModeFilter', 'GameSearchClass', ProviderIdx, SearchTag) && SearchTag != "") { ProviderIdx = SearchDataStore.FindSearchConfigurationIndex(name(SearchTag)); } else { ProviderIdx = INDEX_NONE; } } return ProviderIdx; } /** * Called when the user changes the currently selected gametype via the gametype combo. * * @param Sender the UIObject whose value changed * @param PlayerIndex the index of the player that generated the call to this method; used as the PlayerIndex when activating * UIEvents; if not specified, the value of GetBestPlayerIndex() is used instead. */ function OnGameTypeChanged( UIObject Sender, int PlayerIndex ) { local int ProviderIdx; local array<UIDataStore> BoundDataStores; local string GameTypeClassName; if (!IsConsole() && IsVisible() && GameTypeCombo != None && GameTypeCombo.ComboList != None // calling SaveSubscriberValue on the combobox list will set the currently selected gametype as the value for the UTMenuItems:GameModeFilter field && GameTypeCombo.ComboList.SaveSubscriberValue(BoundDataStores) // so now we just retrieve this field && GetDataStoreStringValue("<UTMenuItems:GameModeFilterClass>", GameTypeClassName)) { // make sure to update the GameSettings value - this is used to build the join URL SetDataStoreStringValue("<UTGameSettings:CustomGameMode>", GameTypeClassName); // find the index into the UTMenuItems data store for the gametype with the specified class name ProviderIdx = GetGameTypeSearchProviderIndex(GameTypeClassName); LogInternal(Name$"::"$GetFuncName()@"- Game mode filter class set to" @ GameTypeClassName @ "(" $ ProviderIdx $ ")"); if ( ProviderIdx != INDEX_NONE ) { MenuItemDataStore.GameModeFilter = ProviderIdx; // update the online game search data store's current gametype SearchDataStore.SetCurrentByIndex(ProviderIdx, false); OnSwitchedGameType(); ConditionalRefreshServerList(PlayerIndex); } } } /** * Notification that the currently selected gametype was changed externally. Update this tab page to reflect the new * gametype. */ function NotifyGameTypeChanged() { if ( IsVisible() ) { if (GameTypeCombo != None && !IsConsole()) { // update the gametype combo to reflect the currently selected gametype. This will cause OnGameTypeChanged // to be called GameTypeCombo.ComboList.RefreshSubscriberValue(); } else { ConditionalRefreshServerList(GetBestPlayerIndex()); } } else { // set a bool to indicate that a new query should be submitted when this tab page is shown bGametypeOutdated = true; } } /** * Called when this widget (or one of its children) becomes the ActiveControl. Provides a way for child classes or * containers to easily override or short-circuit the standard tooltip that is normally shown. If this delegate is * not assigned to any function, the default tool-tip will be displayed if this widget has a data store binding property * named "ToolTipBinding" which is bound to a valid data store. * * @param Sender the widget that will be displaying the tooltip * @param CustomToolTip to provide a custom tooltip implementation, fill in in this value and return TRUE. The custom * tool tip object will then be activated by native code. * * @return return FALSE to prevent any tool-tips from being shown, including parents. */ function bool QueryServerBrowserTooltip( UIObject Sender, out UIToolTip CustomToolTip ) { local bool bResult; if ( ServerBrowserToolTip == None ) { // create our own tooltip to use in the server browser, since we need to alter some of the settings. ServerBrowserToolTip = UIToolTip(CreateWidget(ServerList, GetScene().DefaultToolTipClass, None, 'SBLegend')); ServerBrowserToolTip.InitializePlayerTracking(); ServerBrowserToolTip.Initialize(GetScene(), ServerList); ServerBrowserToolTip.PostInitialize(); // sb tooltip will be wrapped //<Strings:UTGameUI.JoinGame.IconLegend> //<Fonts:UI_Fonts_Final.Menus.UI_Fonts_Icons>0<Fonts:/> <Fonts:UI_Fonts_Final.Menus.Fonts_Positec>Pure Server<Fonts:/>\n<Fonts:UI_Fonts_Final.Menus.UI_Fonts_Icons>7<Fonts:/> <Fonts:UI_Fonts_Final.Menus.Fonts_Positec>Private Server<Fonts:/>\n<Fonts:UI_Fonts_Final.Menus.UI_Fonts_Icons>6<Fonts:/> <Fonts:UI_Fonts_Final.Menus.Fonts_Positec>Allows Keyboard & Mouse<Fonts:/> ServerBrowserToolTip.StringRenderComponent.SetWrapMode(CLIP_Wrap); ServerBrowserToolTip.StringRenderComponent.SetAutoSizeExtent(UIORIENT_Horizontal, 0.3, 0.0, UIEXTENTEVAL_PercentScene, UIEXTENTEVAL_PercentScene); ServerBrowserToolTip.CanShowToolTip = CheckToolTipPosition; } if ( ServerBrowserToolTip != None ) { CustomToolTip = ServerBrowserToolTip; bResult = true; } return bResult; } /** * Handler for the tooltip's CanShowToolTip delegate. Prevents the tooltip timer from being activated if the cursor is not * over the correct [first] column. * * @param ToolTip the tooltip, duh * * @return TRUE to allow the tooltip to be made visible; FALSE to keep it hidden. */ function bool CheckToolTipPosition( UIToolTip Sender ) { local bool bResult; local CellHitDetectionInfo CellUnderMouse; ServerList.GetResizeColumn(CellUnderMouse); if ( CellUnderMouse.HitColumn == 0 ) { bResult = true; } return bResult; } defaultproperties { Begin Object Class=UIComp_Event Name=WidgetEventComponent ObjName=WidgetEventComponent Archetype=UIComp_Event'UTGame.Default__UTTabPage:WidgetEventComponent' ObjectArchetype=UIComp_Event'UTGame.Default__UTTabPage:WidgetEventComponent' End Object EventProvider=WidgetEventComponent Name="Default__UTUITabPage_ServerBrowser" ObjectArchetype=UTTabPage'UTGame.Default__UTTabPage' } |
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