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//============================================================================== // Created on: 12/18/2003 // Description // // Written by Ron Prestenback // © 2003, Epic Games, Inc. All Rights Reserved //============================================================================== class MaplistEditor extends FloatingWindow; var() editconst noexport array<MaplistRecord.MapItem> Maps; var() editconst noexport CacheManager.GameRecord CurrentGameType; var() editconst noexport MaplistManager MapHandler; var() editconst noexport int GameIndex, RecordIndex; // Maplist controls var automated GUITreeListBox lb_ActiveMaps, lb_AllMaps; var automated GUIButton b_Add, b_AddAll, b_Remove, b_RemoveAll, b_MoveUp, b_MoveDown, b_New, b_Delete, b_Rename; var automated GUIEditBox ed_MapName; var automated GUIComboBox co_Maplist; var automated GUISectionBackground sb_MapList, sb_Avail, sb_Active; var() editconst noexport GUITreeList li_Active, li_Avail; // Set by tabpanel that opened this page. var UT2K4Tab_MainSP MainPanel; var bool bOnlyShowCustom; var bool bOnlyShowOfficial; var() localized string InvalidMaplistClassText, NewMaplistPageCaption, MaplistEditCaption, RenameMaplistPageCaption, LinkText, AutoSelectText; var() localized string BonusVehicles; function InitComponent(GUIController MyController, GUIComponent MyOwner) { Super.InitComponent(MyController, MyOwner); li_Active = lb_ActiveMaps.List; li_Avail = lb_AllMaps.List; if (li_Avail != None) { //;; li_Avail.bDropSource = True; //;; li_Avail.bDropTarget = True; li_Avail.OnDblClick = ModifyMapList; li_Avail.OnDragDrop = RemoveDragDrop; li_Avail.AddLinkObject( b_Add, True ); li_Avail.bSorted = True; li_Avail.CheckLinkedObjects = InternalCheckLinkedObj; } if (li_Active != None) { //;; li_Active.bDropSource = True; //;; li_Active.bDropTarget = True; li_Active.OnDblClick = ModifyMapList; li_Active.OnDragDrop = AddDragDrop; li_Active.AddLinkObject( b_Remove, true ); li_Active.AddLinkObject( b_MoveUp, True ); li_Active.AddLinkObject( b_MoveDown, True ); li_Active.bSorted = False; li_Active.CheckLinkedObjects = InternalCheckLinkedObj; li_Active.bGroupItems = False; } sb_Avail.ManageComponent(lb_AllMaps); sb_Active.ManageComponent(lb_ActiveMaps); co_Maplist.List.bInitializeList = False; SetupSizingCaption(); } function SetupSizingCaption() { local string str; str = b_New.Caption; if ( Len(b_Rename.Caption) > Len(str) ) str = b_Rename.Caption; if ( Len(b_Delete.Caption) > Len(str) ) str = b_Delete.Caption; b_New.SizingCaption = str; b_Rename.SizingCaption = str; b_Delete.SizingCaption = str; } function Initialize( MaplistManager InHandler ) { MapHandler = InHandler; // Find the cache record for the current gametype if ( InitGameType() ) { ReloadAvailable(); // Refresh the custom maplist combo RefreshMaplistNames(); // this will cause the active list to be reloaded } } // Called when a new gametype is selected function bool InitGameType() { local int i; local array<CacheManager.GameRecord> Games; // Get a list of all gametypes. class'CacheManager'.static.GetGameTypeList(Games); for (i = 0; i < Games.Length; i++) { if (Games[i].ClassName ~= Controller.LastGameType) { CurrentGameType = Games[i]; GameIndex = MapHandler.GetGameIndex(CurrentGameType.ClassName); break; } } return i < Games.Length; } function bool OrigONSMap(string MapName) { if ( MapName ~= "ONS-ArcticStronghold" || MapName ~= "ONS-Crossfire" || MapName ~= "ONS-Dawn" || MapName ~= "ONS-Dria" || MapName ~= "ONS-FrostBite" || MapName ~= "ONS-Primeval" || MapName ~= "ONS-RedPlanet" || MapName ~= "ONS-Severance" || MapName ~= "ONS-Torlan" ) return true; return false; } // Query the CacheManager for the maps that correspond to this gametype, then fill the 'available' list function ReloadAvailable() { local int i, j; local array<string> CustomLinkSetups; if ( MapHandler.GetAvailableMaps(GameIndex, Maps) ) { li_Avail.bNotify = False; li_Avail.Clear(); for ( i = 0; i < Maps.Length; i++ ) { if ( class'CacheManager'.static.IsDefaultContent(Maps[i].MapName) ) { if ( bOnlyShowCustom ) continue; } else if ( bOnlyShowOfficial ) continue; if ( Maps[i].Options.Length > 0 ) { // Add the "auto link setup" item li_Avail.AddItem( AutoSelectText @ LinkText, Maps[i].MapName $ "?LinkSetup=Random", Maps[i].MapName ); // Now add all custom link setups for ( j = 0; j < Maps[i].Options.Length; j++ ) li_Avail.AddItem(Maps[i].Options[j].Value @ LinkText, Maps[i].MapName $ "?LinkSetup=" $ Maps[i].Options[j].Value, Maps[i].MapName ); } else li_Avail.AddItem( Maps[i].MapName, Maps[i].MapName ); if ( CurrentGameType.MapPrefix == "ONS" ) { CustomLinkSetups = GetPerObjectNames( Maps[i].MapName, "ONSPowerLinkCustomSetup" ); for ( j = 0; j < CustomLinkSetups.Length; j++ ) li_Avail.AddItem( CustomLinkSetups[j] @ LinkText, Maps[i].MapName $ "?LinkSetup=" $ CustomLinkSetups[j], Maps[i].MapName ); if ( OrigONSMap(Maps[i].MapName) && Controller.bECEEdition ) { li_Avail.AddItem( Maps[i].MapName$BonusVehicles, Maps[i].MapName$"?BonusVehicles=true" ); // Now add all custom link setups for ( j = 0; j < Maps[i].Options.Length; j++ ) li_Avail.AddItem(Maps[i].Options[j].Value @ LinkText, Maps[i].MapName $ "?LinkSetup=" $ Maps[i].Options[j].Value$"?BonusVehicles=true" , Maps[i].MapName$BonusVehicles ); CustomLinkSetups = GetPerObjectNames( Maps[i].MapName, "ONSPowerLinkCustomSetup" ); for ( j = 0; j < CustomLinkSetups.Length; j++ ) li_Avail.AddItem( CustomLinkSetups[j] @ LinkText, Maps[i].MapName $ "?LinkSetup=" $ CustomLinkSetups[j]$"?BonusVehicles=true", Maps[i].MapName$BonusVehicles ); } } } } if ( li_Avail.bSorted ) li_Avail.Sort(); li_Avail.bNotify = True; } singular function ReloadActive() { local int i; local array<string> NewActiveMaps; // disable OnChange() calls li_Active.bNotify = False; li_Avail.bNotify = False; // Move all maps that are in 'active' list back to the 'avail' list // li_Avail.LoadFrom(li_Active); li_Active.Clear(); // Update the current custom maplist index RecordIndex = MapHandler.GetRecordIndex(GameIndex, co_Maplist.GetText()); // Get the list of active maps from the MaplistManager NewActiveMaps = MapHandler.GetMapList(GameIndex, RecordIndex); for ( i = 0; i < NewActiveMaps.Length; i++ ) AddMap(NewActiveMaps[i]); li_Active.bNotify = True; li_Avail.bNotify = True; } // Fill the custom maplist selection combo with the custom maplists for this gametype function RefreshMaplistNames(optional string CurrentMaplist) { local int i, Index, Current; local array<string> Ar; Index = MapHandler.GetGameIndex(CurrentGameType.ClassName); Ar = MapHandler.GetMapListNames(Index); Current = MapHandler.GetRecordIndex(Index, CurrentMaplist); if ( Current == -1 ) Current = MapHandler.GetActiveList(Index); // Disable OnChange() calls co_Maplist.List.bNotify = False; co_Maplist.List.Clear(); for ( i = 0; i < Ar.Length; i++ ) co_Maplist.AddItem(Ar[i]); co_Maplist.List.bNotify = True; CurrentMaplist = MapHandler.GetMaplistTitle(Index, Current); co_Maplist.SetText(CurrentMaplist, True); } // ===================================================================================================================== // ===================================================================================================================== // Utility functions - handles all special stuff that should happen whenever events are received on the page // ===================================================================================================================== // ===================================================================================================================== event Closed(GUIComponent Sender, bool bCancelled) { local int i; // Save and apply any changes that were made to the maplist StoreMaplists(); //set the selected map on the main panel's maplist to the first map in this maplist so that if the user //starts the game immediately after closing this page, he will always start on the first map in the list if (MainPanel != None) { i = MainPanel.li_Maps.FindIndexByValue(li_Active.GetValueAtIndex(0)); if (i != -1) MainPanel.li_Maps.SetIndex(i); } Super.Closed(Sender, bCancelled); } // Mapname has value only when initializing list function bool AddMap(optional string MapName) { local int i, j; local array<int> Indexes; local array<GUITreeNode> PendingElements; local MaplistRecord.MapItem Item; local string MN; if ( MapName != "" ) { li_Avail.bNotify = False; Indexes = li_Avail.GetIndexList(); // TODO This will only work reliably if there are no additional command line paramters on the map's name for ( i = 0; i < Indexes.Length; i++ ) if ( li_Avail.ValidSelectionAt(Indexes[i]) && MapName ~= li_Avail.GetValueAtIndex(Indexes[i]) ) break; if ( i < Indexes.Length ) { PendingElements[0] = li_Avail.Elements[Indexes[i]]; //;; li_Avail.RemoveItemAt(Indexes[i],True); un-hack // unhack -- i = li_Active.FindIndexByValue(PendingElements[0].Value); if ( i == -1 ) { class'MaplistRecord'.static.CreateMapItem(PendingElements[0].Value, Item); MN = Item.MapName; for ( i = 0; i < Item.Options.Length; i++ ) { if (Item.Options[i].Key ~= "BonusVehicles") MN $="(BV)"; } for ( i = 0; i < Item.Options.Length; i++ ) { if ( Item.Options[i].Key ~= "LinkSetup" ) { li_Active.AddItem(MN @ "-" @ Item.Options[i].Value, Item.FullURL,,True); break; } } if ( i == Item.Options.Length ) { if ( CurrentGameType.MapPrefix ~= "ONS" ) li_Active.AddItem(MN @ "-" @ AutoSelectText, Item.MapName,,True); else li_Active.AddItem( MN, Item.MapName, , True); //;; li_Active.AddItem( PendingElements[0].Value, PendingElements[0].Value, PendingElements[0].ParentCaption, True ); } } else li_Active.SilentSetIndex(i); // -- unhack // do not call call MapHandler.AddMap() since MapName only has a value when adding maps FROM maphandler } else { log("AddMap() didn't find map named"@MapName,'MapHandler'); MapHandler.RemoveMap(GameIndex,RecordIndex,MapName); } } else { if ( !li_Avail.IsValid() ) return false; li_Avail.bNotify = False; PendingElements = li_Avail.GetPendingElements(True); for ( i = 0; i < PendingElements.Length; i++ ) { if ( li_Avail.ValidSelection() ) { j = li_Active.FindIndexByValue(PendingElements[i].Value);//;;-- if ( j == -1 )//;;-- { class'MaplistRecord'.static.CreateMapItem(PendingElements[i].Value, Item);//;;-- MN = Item.MapName; for ( j = 0; j < Item.Options.Length; j++ ) { if (Item.Options[j].Key ~= "BonusVehicles") MN $="(BV)"; } for ( j = 0; j < Item.Options.Length; j++ )//;;-- { if ( Item.Options[j].Key ~= "LinkSetup" )//;;-- { li_Active.AddItem(MN @ "-" @ Item.Options[j].Value, Item.FullURL,,True);//;;-- break;//;;-- } } if ( j == Item.Options.Length ) { li_Active.AddItem( MN, Item.MapName, , True); } } else li_Active.SilentSetIndex(j);//;;-- //;; li_Avail.RemoveElement(PendingElements[i],,True); //;; li_Active.AddItem(PendingElements[i].Caption, PendingElements[i].Value, PendingElements[i].ParentCaption, True); MapHandler.AddMap(GameIndex, RecordIndex, PendingElements[i].Value); } } } li_Avail.bNotify = True; li_Avail.ClearPendingElements(); li_Avail.SetIndex(li_Avail.Index); return true; } function bool RemoveMap() { local int i; local array<GUITreeNode> PendingElements; if ( !li_Active.IsValid() ) return false; li_Active.bNotify = False; PendingElements = li_Active.GetPendingElements( True ); for ( i = 0; i < PendingElements.Length; i++ ) { if ( li_Active.ValidSelection() ) { li_Active.RemoveElement(PendingElements[i],,True); //;; li_Avail.AddElement(PendingElements[i]); MapHandler.RemoveMap( GameIndex, RecordIndex, PendingElements[i].Value ); } } li_Active.bNotify = True; li_Active.ClearPendingElements(); li_Active.SetIndex(li_Active.Index); return true; } function bool ButtonPreDraw(Canvas C) { local float X,W,BW,L; W = sb_MapList.ActualWidth() - sb_MapList.ImageOffset[0] - sb_MapList.ImageOffset[2]; X = W - sb_MapList.ImageOffset[2]; BW = b_New.ActualWidth() + b_Rename.ActualWidth() + b_Delete.ActualWidth() + 6; L = X - BW; b_New.WinLeft=L; L+= b_New.ActualWidth()+3; b_Rename.WinLeft=L; L+= b_Rename.ActualWidth()+3; b_Delete.WinLeft=L; b_New.WinTop=0.180846; b_Rename.WinTop=0.180846; b_Delete.WinTop=0.180846; co_MapList.WinLeft = sb_MapList.ActualLeft() + sb_MapList.ImageOffset[0]; co_MapList.WinTop=0.125467; co_MapList.WinWidth=0.802485; W = (sb_Avail.WinWidth / 2)-(sb_Avail.WinWidth*0.02); b_AddAll.WinLeft = sb_Avail.WinLeft; b_AddAll.WinWidth = W; b_Add.WinLeft = sb_Avail.WinLeft + sb_Avail.WinWidth - W; b_Add.WinWidth = w; W = (sb_Active.WinWidth / 2)-(sb_Active.WinWidth*0.02); b_MoveUp.WinLeft = sb_Active.WinLeft; b_MoveUp.WinWidth = w; b_Remove.WinLeft = sb_Active.WinLeft; b_Remove.WinWidth = w; b_MoveDown.WinLeft = sb_Active.WinLeft + sb_Active.WinWidth - w; b_MoveDown.WinWidth = w; b_RemoveAll.WinLeft = sb_Active.WinLeft + sb_Active.WinWidth - w; b_RemoveAll.WinWidth = w; return false; } function RenameMaplist( optional bool bCancelled ) { local string str; str = Controller.ActivePage.GetDataString(); if ( !bCancelled && str != "" ) { UpdateCustomMaplist(str); // Reload the maplist names in case we renamed the maplist RefreshMaplistNames(str); } } function CreateNewMaplist( optional bool bCancelled ) { local string str, warning; local array<string> Ar; str = Controller.ActivePage.GetDataString(); if ( !bCancelled && str != "" ) { // Build an array of strings containing the active maps if ( MapHandler.GetDefaultMaps(CurrentGameType.MapListClassName, Ar) && Ar.Length > 0 ) { // Since we are creating a new list, instead of changing this one, reset the old one RecordIndex = MapHandler.AddList(CurrentGameType.ClassName, str, Ar); // Reload maplist names, set the editbox's text to the new maplist's title RefreshMaplistNames(Str); } else { warning = Repl(InvalidMaplistClassText, "%name%", str); warning = Repl(warning, "%game%", CurrentGameType.ClassName); warning = Repl(warning, "%mapclass%", CurrentGameType.MaplistClassName); warn( warning ); } } } // ===================================================================================================================== // ===================================================================================================================== // OnClick's // ===================================================================================================================== // ===================================================================================================================== // Called when one of the buttons between the maplists are clicked on singular function bool ModifyMapList(GUIComponent Sender) { local int Index, NewIndex; local string Str; if ( Sender == lb_AllMaps || Sender == li_Avail ) { if ( li_Avail.ValidSelection() ) AddMap(); else li_Avail.InternalDblClick(li_Avail); return true; } if ( Sender == lb_ActiveMaps || Sender == li_Active ) { if ( li_Active.ValidSelection() ) RemoveMap(); else li_Active.InternalDblClick(li_Active); return true; } if ( GUIButton(Sender) == None ) return false; switch ( Sender ) { case b_Add: return AddMap(); case b_AddAll: if (lb_AllMaps.ItemCount()==0) return true; // watch out for low flying hacks li_Avail.bNotify = False;//;;-- li_Active.bNotify = False;//;;-- for ( Index = 0; Index < li_Avail.ItemCount; Index++ ) { if ( li_Avail.ValidSelectionAt(Index) ) { li_Avail.SilentSetIndex(Index); //;;-- AddMap();//;;-- //;; MapHandler.AddMap( GameIndex, RecordIndex, li_Avail.GetValueAtIndex(Index) ); } } li_Avail.bNotify = True; //;;-- li_Active.bNotify = True;//;;-- //;; li_Active.LoadFrom(li_Avail); //;; li_Avail.Clear(); return true; case b_Remove: return RemoveMap(); case b_RemoveAll: if ( lb_ActiveMaps.ItemCount()==0 ) return true; li_Avail.bNotify = False;//;;-- li_Active.bNotify = False;//;;-- for ( Index = 0; Index < li_Active.ItemCount; Index++ ) if ( li_Active.ValidSelectionAt(Index) ) MapHandler.RemoveMap( GameIndex, RecordIndex, li_Active.GetValueAtIndex(Index) ); li_Active.Clear(); //;;-- li_Avail.bNotify = True; li_Active.bNotify = True; //;; li_Avail.LoadFrom(li_Active); //;; li_Active.Clear(); return true; case b_MoveUp: if ( !li_Active.IsValid() ) return true; Index = li_Active.Index; Str = li_Active.GetValue(); if ( Index > 0 && li_Active.Swap(index,index-1) ) { NewIndex = li_Active.FindIndexByValue(str); li_Active.SetIndex(NewIndex); MapHandler.ShiftMap(GameIndex, RecordIndex, Str, -1); } return true; case b_MoveDown: if ( !li_Active.IsValid() ) return true; Index = li_Active.Index; Str = li_Active.GetValue(); if ( Index < li_Active.ItemCount - 1 && li_Active.Swap(Index, Index+1) ) { NewIndex = li_Active.FindIndexByValue(Str); li_Active.SetIndex(NewIndex); MapHandler.ShiftMap(GameIndex, RecordIndex, Str, 1); } return true; } return false; } // Called when one of the custom maplist management buttons are clicked function bool CustomMaplistClick(GUIComponent Sender) { local string Str; switch ( Sender ) { case b_New: if ( Controller.OpenMenu(Controller.RequestDataMenu, NewMaplistPageCaption, MaplistEditCaption) ) Controller.ActivePage.OnClose = CreateNewMaplist; break; case b_Delete: // Remove the currently loaded maplist RecordIndex = MapHandler.RemoveList(GameIndex, RecordIndex); // Get the name of the now-current maplist Str = MapHandler.GetMapListTitle(GameIndex, RecordIndex); // Reload maplist names, set the editbox's text to the new maplist's title RefreshMaplistNames(Str); ReloadAvailable(); ReloadActive(); break; case b_Rename: if ( Controller.OpenMenu(Controller.RequestDataMenu, RenameMaplistPageCaption, MaplistEditCaption) ) { Controller.ActivePage.SetDataString( co_Maplist.Get() ); Controller.ActivePage.OnClose = RenameMaplist; } break; } return true; } // ===================================================================================================================== // ===================================================================================================================== // OnChange's // ===================================================================================================================== // ===================================================================================================================== // Called when we've selected a new item in the custom maplist combo, or typed in a new name function MaplistSelectChange(GUIComponent Sender) { ReloadActive(); } // ===================================================================================================================== // ===================================================================================================================== // Misc. Events // ===================================================================================================================== // ===================================================================================================================== // Called when a map is dragged from the inactive list to the active list function bool AddDragDrop(GUIComponent Sender) { local array<GUITreeNode> Ar; local int i, idx; if ( Sender == li_Active ) { idx = li_Active.DropIndex; if ( !li_Active.IsValidIndex(idx) ) idx = li_Active.ItemCount; if ( Controller.DropSource == li_Avail ) Ar = li_Avail.GetPendingElements(); else if ( Controller.DropSource == li_Active ) { Ar = li_Active.GetPendingElements(); for ( i = 0; i < Ar.Length; i++ ) { if ( Ar[i].Value == "" ) continue; MapHandler.RemoveMap(GameIndex, RecordIndex, Ar[i].Value); li_Active.RemoveElement(Ar[i]); } } // Always insert in reverse order to maintain correct map order for ( i = Ar.Length - 1; i >= 0; i-- ) { if ( Ar[i].Value == "" ) { Ar.Remove(i,1); continue; } MapHandler.InsertMap(GameIndex, RecordIndex, Ar[i].Value, idx); } li_Active.InternalOnDragDrop(li_Active); return true; } return false; } // Called when maps are dragged from the active list to the inactive list. function bool RemoveDragDrop(GUIComponent Sender) { local array<GUITreeNode> Ar; local int i; if ( Sender == li_Avail ) { if ( Controller.DropSource != li_Active ) return false; Ar = li_Active.GetPendingElements(); for (i = 0; i < Ar.Length; i++) { if ( Ar[i].Value == "" ) continue; MapHandler.RemoveMap(GameIndex, RecordIndex, Ar[i].Value); } return li_Avail.InternalOnDragDrop(Sender); } return false; } function AddMapOption( string MapName, string OptionName, optional string Value ) { } // This function overrides GUIList default behavior because we only want to disable the AddAll and RemoveAll // if those lists are empty function InternalCheckLinkedObj( GUIListBase List ) { if ( List.IsValid() ) List.EnableLinkedObjects(); else List.DisableLinkedObjects(); if ( li_Avail.ItemCount > 0 ) EnableComponent(b_AddAll); else DisableComponent(b_AddAll); if ( li_Active.ItemCount > 0 ) EnableComponent(b_RemoveAll); else DisableComponent(b_RemoveAll); if ( li_Active.Index == 0 ) DisableComponent(b_MoveUp); else if ( li_Active.Index == li_Active.ItemCount - 1 ) DisableComponent(b_MoveDown); } function InternalOnCreateComponent(GUIComponent NewComp, GUIComponent Sender) { if ( moButton(Sender) != None && GUILabel(NewComp) != None ) { GUILabel(NewComp).TextColor = WhiteColor; moButton(Sender).InternalOnCreateComponent(NewComp, Sender); } Super.InternalOnCreateComponent(NewComp,Sender); } // ===================================================================================================================== // ===================================================================================================================== // Custom Maplist Interface // ===================================================================================================================== // ===================================================================================================================== function StoreMaplists() { local int i, idx; // Apply the currently selected maplist to the real game's maplist MapHandler.ApplyMaplist(GameIndex, RecordIndex); for ( i = 0; i < co_Maplist.ItemCount(); i++ ) { // Now save all the rest of the maplists idx = MapHandler.GetRecordIndex(GameIndex, co_Maplist.List.GetItemAtIndex(i)); if ( idx != RecordIndex ) MapHandler.SaveMapList(GameIndex,idx); } } // Pass in NewName to rename the list function UpdateCustomMaplist(optional string NewName) { if ( NewName != "" ) RecordIndex = MapHandler.RenameList(GameIndex, RecordIndex, NewName); // If we're saving this gametype's active list, be sure to apply the changes to the real maplist MapHandler.SaveMapList(GameIndex, RecordIndex); } function string GetMapPrefix() { return CurrentGameType.MapPrefix; } function string GetMapListClass() { return CurrentGameType.MapListClassName; } function int FindCacheRecordIndex(string MapName) { local int i; for (i = 0; i < Maps.Length; i++) if (Maps[i].MapName == MapName) return i; return -1; } event Free() { MapHandler = None; MainPanel = None; Super.Free(); } defaultproperties { Begin Object Class=GUITreeListBox Name=ActiveMaps bVisibleWhenEmpty=Wahr OnCreateComponent=ActiveMaps.InternalOnCreateComponent WinTop=0.108021 WinLeft=0.605861 WinWidth=0.368359 TabOrder=7 End Object lb_ActiveMaps=GUITreeListBox'GUI2K4.MaplistEditor.ActiveMaps' Begin Object Class=GUITreeListBox Name=InactiveMaps bVisibleWhenEmpty=Wahr bSorted=Wahr OnCreateComponent=InactiveMaps.InternalOnCreateComponent WinTop=0.138078 WinLeft=0.113794 WinWidth=0.380394 WinHeight=0.662671 TabOrder=4 End Object lb_AllMaps=GUITreeListBox'GUI2K4.MaplistEditor.InactiveMaps' Begin Object Class=GUIButton Name=AddButton Caption="Add" Hint="Add the selected maps to your map list" WinTop=0.852538 WinLeft=0.263743 WinWidth=0.203807 WinHeight=0.056312 TabOrder=6 bScaleToParent=Wahr bRepeatClick=Wahr OnClickSound=CS_Up OnClick=MaplistEditor.ModifyMapList OnKeyEvent=AddButton.InternalOnKeyEvent End Object b_Add=GUIButton'GUI2K4.MaplistEditor.AddButton' Begin Object Class=GUIButton Name=AddAllButton Caption="Add All" Hint="Add all maps to your map list" WinTop=0.852538 WinLeft=0.045006 WinWidth=0.190232 WinHeight=0.056312 TabOrder=5 bScaleToParent=Wahr OnClickSound=CS_Up OnClick=MaplistEditor.ModifyMapList OnKeyEvent=AddAllButton.InternalOnKeyEvent End Object b_AddAll=GUIButton'GUI2K4.MaplistEditor.AddAllButton' Begin Object Class=GUIButton Name=RemoveButton Caption="Remove" AutoSizePadding=(HorzPerc=0.500000) Hint="Remove the selected maps from your map list" WinTop=0.898111 WinLeft=0.543747 WinWidth=0.191554 WinHeight=0.056312 TabOrder=10 bScaleToParent=Wahr bRepeatClick=Wahr OnClickSound=CS_Down OnClick=MaplistEditor.ModifyMapList OnKeyEvent=RemoveButton.InternalOnKeyEvent End Object b_Remove=GUIButton'GUI2K4.MaplistEditor.RemoveButton' Begin Object Class=GUIButton Name=RemoveAllButton Caption="Remove All" Hint="Remove all maps from your map list" WinTop=0.898111 WinLeft=0.772577 WinWidth=0.191554 WinHeight=0.056312 TabOrder=11 bScaleToParent=Wahr OnClickSound=CS_Down OnClick=MaplistEditor.ModifyMapList OnKeyEvent=RemoveAllButton.InternalOnKeyEvent End Object b_RemoveAll=GUIButton'GUI2K4.MaplistEditor.RemoveAllButton' Begin Object Class=GUIButton Name=MoveUpButton Caption="Up" Hint="Move this map higher up in the list" WinTop=0.852538 WinLeft=0.772577 WinWidth=0.191554 WinHeight=0.056312 TabOrder=9 bScaleToParent=Wahr bRepeatClick=Wahr OnClickSound=CS_Up OnClick=MaplistEditor.ModifyMapList OnKeyEvent=MoveUpButton.InternalOnKeyEvent End Object b_MoveUp=GUIButton'GUI2K4.MaplistEditor.MoveUpButton' Begin Object Class=GUIButton Name=MoveDownButton Caption="Down" Hint="Move this map lower down in the list" WinTop=0.852538 WinLeft=0.543747 WinWidth=0.191554 WinHeight=0.056312 TabOrder=8 bScaleToParent=Wahr bRepeatClick=Wahr OnClickSound=CS_Down OnClick=MaplistEditor.ModifyMapList OnKeyEvent=MoveDownButton.InternalOnKeyEvent End Object b_MoveDown=GUIButton'GUI2K4.MaplistEditor.MoveDownButton' Begin Object Class=GUIButton Name=NewMaplistButton Caption="NEW" bAutoSize=Wahr Hint="Create a new custom maplist" WinTop=0.102551 WinLeft=0.060671 WinWidth=0.123020 WinHeight=0.056312 TabOrder=1 OnClick=MaplistEditor.CustomMaplistClick OnKeyEvent=NewMaplistButton.InternalOnKeyEvent End Object b_New=GUIButton'GUI2K4.MaplistEditor.NewMaplistButton' Begin Object Class=GUIButton Name=DeleteMaplistButton Caption="DELETE" bAutoSize=Wahr Hint="Delete the currently selected maplist. If this is the last maplist for this gametype, a new default maplist will be generated." WinTop=0.102551 WinLeft=0.318024 WinWidth=0.123020 WinHeight=0.056312 TabOrder=3 OnPreDraw=MaplistEditor.ButtonPreDraw OnClick=MaplistEditor.CustomMaplistClick OnKeyEvent=DeleteMaplistButton.InternalOnKeyEvent End Object b_Delete=GUIButton'GUI2K4.MaplistEditor.DeleteMaplistButton' Begin Object Class=GUIButton Name=RenameMaplistButton Caption="RENAME" bAutoSize=Wahr Hint="Rename the currently selected maplist" WinTop=0.102551 WinLeft=0.189348 WinWidth=0.123020 WinHeight=0.056312 TabOrder=2 OnClick=MaplistEditor.CustomMaplistClick OnKeyEvent=RenameMaplistButton.InternalOnKeyEvent End Object b_Rename=GUIButton'GUI2K4.MaplistEditor.RenameMaplistButton' Begin Object Class=GUIComboBox Name=SelectMaplistCombo bReadOnly=Wahr Hint="Load a existing custom maplist" WinTop=0.109808 WinLeft=0.471550 WinWidth=0.441384 WinHeight=0.045083 TabOrder=0 OnChange=MaplistEditor.MaplistSelectChange OnKeyEvent=SelectMaplistCombo.InternalOnKeyEvent End Object co_Maplist=GUIComboBox'GUI2K4.MaplistEditor.SelectMaplistCombo' Begin Object Class=AltSectionBackground Name=MapListSectionBackground WinTop=0.055162 WinLeft=0.023646 WinWidth=0.943100 WinHeight=0.190595 OnPreDraw=MapListSectionBackground.InternalPreDraw End Object sb_MapList=AltSectionBackground'GUI2K4.MaplistEditor.MapListSectionBackground' Begin Object Class=GUISectionBackground Name=InactiveBackground bFillClient=Wahr Caption="Inactive Maps" WinTop=0.261835 WinLeft=0.034914 WinWidth=0.465432 WinHeight=0.564917 bBoundToParent=Wahr bScaleToParent=Wahr OnPreDraw=InactiveBackground.InternalPreDraw End Object sb_Avail=GUISectionBackground'GUI2K4.MaplistEditor.InactiveBackground' Begin Object Class=GUISectionBackground Name=ActiveBackground bFillClient=Wahr Caption="Active Maps" WinTop=0.261835 WinLeft=0.511243 WinWidth=0.465432 WinHeight=0.564917 bBoundToParent=Wahr bScaleToParent=Wahr OnPreDraw=ActiveBackground.InternalPreDraw End Object sb_Active=GUISectionBackground'GUI2K4.MaplistEditor.ActiveBackground' InvalidMaplistClassText="Could not create new custom maplist %name% because %game% has an invalid maplist class: '%mapclass%'!" NewMaplistPageCaption="Create custom maplist" MaplistEditCaption="Maplist name: " RenameMaplistPageCaption="Rename maplist" LinkText="Link Setup" AutoSelectText="Random" BonusVehicles=" (Bonus Vehicles)" WindowName="Maplist Configuration" MinPageWidth=0.930313 MinPageHeight=0.931305 bResizeWidthAllowed=Falsch bResizeHeightAllowed=Falsch DefaultLeft=0.038125 DefaultTop=0.021680 DefaultWidth=0.930313 DefaultHeight=0.931305 bCaptureInput=Wahr InactiveFadeColor=(B=80,G=80,R=80) WinTop=0.021680 WinLeft=0.038125 WinWidth=0.930313 WinHeight=0.931305 } |
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