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// ==================================================================== // Class: XInterface.UT2SettingsPage // Parent: XInterface.GUIPage // // <Enter a description here> // ==================================================================== class UT2SettingsPage extends UT2K3GUIPage; #exec OBJ LOAD FILE=InterfaceContent.utx var localized string VideoTabLabel, VideoTabHint, DetailsTabLabel, DetailsTabHint, AudioTabLabel, AudioTabHint, PlayerTabLabel, PlayerTabHint, NetworkTabLabel, NetworkTabHint, ControlsTabLabel, ControlsTabHint, IForceTabLabel, IForceTabHint, WeaponsTabLabel, WeaponsTabHint, GameTabLabel, GameTabHint, HudTabLabel, HudTabHint, SpeechBinderTabLabel, SpeechBinderTabHint; var Tab_WeaponPref pWeaponPref; var Tab_PlayerSettings pPlayer; var Tab_NetworkSettings pNetwork; var float SavedPitch; function InitComponent(GUIController MyController, GUIComponent MyOwner) { local GUITabControl TabC; local rotator PlayerRot; Super.Initcomponent(MyController, MyOwner); // Set camera's pitch to zero when menu initialised (otherwise spinny weap goes kooky) PlayerRot = PlayerOwner().Rotation; SavedPitch = PlayerRot.Pitch; PlayerRot.Pitch = 0; PlayerOwner().SetRotation(PlayerRot); TabC = GUITabControl(Controls[1]); GUITitleBar(Controls[0]).DockedTabs = TabC; TabC.AddTab(VideoTabLabel,"xinterface.Tab_VideoSettings",,VideoTabHint,true); TabC.AddTab(DetailsTabLabel,"xinterface.Tab_DetailSettings",,DetailsTabHint); TabC.AddTab(AudioTabLabel,"xinterface.Tab_AudioSettings",,AudioTabHint); pPlayer = Tab_PlayerSettings(TabC.AddTab(PlayerTabLabel,"xinterface.Tab_PlayerSettings",,PlayerTabHint)); pNetwork = Tab_NetworkSettings(TabC.AddTab(NetworkTabLabel,"xinterface.Tab_NetworkSettings",,NetworkTabHint)); TabC.AddTab(ControlsTabLabel,"xinterface.Tab_ControlSettings",,ControlsTabHint); // if ( MyPlayer.ForceFeedbackSupported() ) -- Restore later TabC.AddTab(IForceTabLabel,"xinterface.Tab_IForceSettings",,IForceTabHint); pWeaponPref = Tab_WeaponPref(TabC.AddTab(WeaponsTabLabel,"xinterface.Tab_WeaponPref",,WeaponsTabHint)); TabC.AddTab(HudTabLabel,"xinterface.Tab_HudSettings",,HudTabHint); TabC.AddTab(GameTabLabel,"xinterface.Tab_GameSettings",,GameTabHint); TabC.AddTab(SpeechBinderTabLabel,"xinterface.Tab_SpeechBinder",,SpeechBinderTabHint); } function TabChange(GUIComponent Sender) { if (GUITabButton(Sender)==none) return; GUITitleBar(Controls[0]).SetCaption(GUITitleBar(default.Controls[0]).GetCaption()@"|"@GUITabButton(Sender).Caption); } event ChangeHint(string NewHint) { GUITitleBar(Controls[2]).SetCaption(NewHint); } function InternalOnReOpen() { local GUITabControl TabC; TabC = GUITabControl(Controls[1]); if ( (TabC.ActiveTab!=None) && (TabC.ActiveTab.MyPanel!=None) ) TabC.ActiveTab.MyPanel.Refresh(); } function bool ButtonClicked(GUIComponent Sender) { if(InternalOnCanClose(false)) { GUITabControl(Controls[1]).ActiveTab.OnDeActivate(); Controller.CloseMenu(true); } return true; } function bool InternalOnCanClose(optional bool bCanceled) { if(!pNetwork.ValidStatConfig()) { GUITabControl(Controls[1]).ActivateTabByName(NetworkTabLabel,true); return false; } else return true; } function bool NotifyLevelChange() { Controller.CloseMenu(true); return Super.NotifyLevelChange(); } function InternalOnClose(optional Bool bCanceled) { local rotator NewRot; // Destroy spinning weapon actor if(pWeaponPref.SpinnyWeap != None) { pWeaponPref.SpinnyWeap.Destroy(); pWeaponPref = None; } // Destroy spinning player model actor if(pPlayer.SpinnyDude != None) { pPlayer.SpinnyDude.Destroy(); pPlayer.SpinnyDude = None; } // Reset player NewRot = PlayerOwner().Rotation; NewRot.Pitch = SavedPitch; PlayerOwner().SetRotation(NewRot); // Save config. pNetwork.ApplyStatConfig(); pPlayer.InternalApply(none); pWeaponPref.WeapApply(none); Super.OnClose(bCanceled); } defaultproperties { Begin Object class=GUITitleBar name=SettingHeader Caption="Settings" StyleName="Header" WinWidth=1 WinHeight=46.000000 WinLeft=0 WinTop=0.036406 Effect=material'CO_Final' End Object Controls(0)=GUITitleBar'SettingHeader' Begin Object Class=GUITabControl Name=SettingTabs WinWidth=1.0 WinLeft=0 WinTop=0.25 WinHeight=48 TabHeight=0.04 // bFillSpace=True OnChange=TabChange; bAcceptsInput=true bDockPanels=true End Object Controls(1)=GUITabControl'SettingTabs' Begin Object class=GUITitleBar name=SettingFooter WinWidth=0.88 WinHeight=0.055 WinLeft=0.12 WinTop=0.93 bUseTextHeight=false StyleName="Footer" Justification=TXTA_Center End Object Controls(2)=GUITitleBar'SettingFooter' Begin Object Class=GUIButton Name=BackButton Caption="BACK" StyleName="SquareMenuButton" Hint="Return to Previous Menu" WinWidth=0.12 WinHeight=0.055 WinLeft=0 WinTop=0.93 OnClick=ButtonClicked End Object Controls(3)=GUIButton'BackButton' Begin Object class=GUIImage Name=LogoSymbol WinWidth=0.26 WinHeight=0.13 WinLeft=0.830079 WinTop=0.800782 Image=material'fbSymbolShader' ImageColor=(R=255,G=255,B=255,A=255); ImageStyle=ISTY_Scaled ImageRenderStyle=MSTY_Alpha bVisible=false End Object Controls(4)=GUIImage'LogoSymbol' OnReOpen=InternalOnReOpen OnClose=InternalOnClose OnCanClose=InternalOnCanClose Background=Material'InterfaceContent.Backgrounds.bg11' WinWidth=1.0 WinHeight=1.0 WinTop=0.0 WinLeft=0.0 VideoTabLabel="Video" DetailsTabLabel="Details" AudioTabLabel="Audio" PlayerTabLabel="Player" NetworkTabLabel="Network" ControlsTabLabel="Controls" IForceTabLabel="Input" WeaponsTabLabel="Weapons" GameTabLabel="Game" HudTabLabel="Hud" SpeechBinderTabLabel="Speech" VideoTabHint="Select your resolution and change your brightness..." DetailsTabHint="Adjust the detail settings for better graphics or faster framerate..." AudioTabHint="Adjust your audio experience..." PlayerTabHint="Configure your UT2003 Avatar..." NetworkTabHint="Configure UT2003 for Online and Lan play..." ControlsTabHint="Configure your controls..." IForceTabHint="Configure misc. input options..." WeaponsTabHint="Adjust your weapon priorities and settings..." GameTabHint="Adjust various game related settings..." HudTabHint="Customize your hud..." SpeechBinderTabHint="Bind messages to keys..." } |
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