Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
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 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 00104 00105 00106 00107 00108 00109 00110 00111 00112 00113 00114 00115 00116 00117 00118 00119 00120 00121 00122 00123 00124 00125 00126 00127 00128 00129 00130 00131 00132 00133 00134 00135 00136 00137 00138 00139 00140 00141 00142 00143 00144 00145 00146 00147 00148 00149 00150 00151 00152 00153 00154 00155 00156 00157 00158 |
class UT2K4Browser_RulesList extends ServerBrowserMCList; var array<GameInfo.KeyValuePair> Rules; // Move to PlayInfo??? Perhaps make use of Localize()? var localized string TrueString; var localized string FalseString; var localized string ServerModeString; var localized string DedicatedString; var localized string NonDedicatedString; var localized string AdminNameString; var localized string AdminEmailString; var localized string PasswordString; var localized string GameStatsString; var localized string GameSpeedString; var localized string MutatorString; var localized string BalanceTeamsString; var localized string PlayersBalanceTeamsString; var localized string FriendlyFireString; var localized string GoalScoreString; var localized string TimeLimitString; var localized string MinPlayersString; var localized string TranslocatorString; var localized string WeaponStayString; var localized string MapVotingString; var localized string KickVotingString; function MyOnDrawItem(Canvas Canvas, int i, float X, float Y, float W, float H, bool bSelected, bool bPending) { local float CellLeft, CellWidth; local GUIStyles DrawStyle; if (bSelected) { SelectedStyle.Draw(Canvas, MSAT_Pressed, X, Y-2, W, H+2); DrawStyle = SelectedStyle; } else DrawStyle = Style; GetCellLeftWidth( 0, CellLeft, CellWidth ); DrawStyle.DrawText( Canvas, MenuState, CellLeft, Y, CellWidth, H, TXTA_Left, LocalizeRules(Rules[SortData[i].SortItem].Key), FontScale ); GetCellLeftWidth( 1, CellLeft, CellWidth ); DrawStyle.DrawText( Canvas, MenuState, CellLeft, Y, CellWidth, H, TXTA_Left, LocalizeRules(Rules[SortData[i].SortItem].Value), FontScale ); } function bool InternalOnKeyEvent(out byte Key, out byte State, float delta) { if( Super.InternalOnKeyEvent(Key, State, delta) ) return true; if( State==3 ) { switch( EInputKey(Key) ) { case IK_Enter: tp_MyPage.li_Server.Connect(false); return true; case IK_F5: //IK_F5 tp_MyPage.RefreshList(); return true; } } return false; } function string LocalizeRules( string code ) { switch( caps(code) ) { case "TRUE": return TrueString; case "FALSE": return FalseString; case "SERVERMODE": return ServerModeString; case "DEDICATED": return DedicatedString; case "NON-DEDICATED": return NonDedicatedString; case "ADMINNAME": return AdminNameString; case "ADMINEMAIL": return AdminEmailString; case "PASSWORD": return PasswordString; case "GAMESTATS": return GameStatsString; case "GAMESPEED": return GameSpeedString; case "MUTATOR": return MutatorString; case "BALANCETEAMS": return BalanceTeamsString; case "PLAYERSBALANCETEAMS": return PlayersBalanceTeamsString; case "FRIENDLYFIRE": return FriendlyFireString; case "GOALSCORE": return GoalScoreString; case "TIMELIMIT": return TimeLimitString; case "MINPLAYERS": return MinPlayersString; case "TRANSLOCATOR": return TranslocatorString; case "WEAPONSTAY": return WeaponStayString; case "MAPVOTING": return MapVotingString; case "KICKVOTING": return KickVotingString; } return code; } function AddNewRule(GameInfo.KeyValuePair NewRule) { Rules[Rules.Length] = NewRule; AddedItem(); } function Clear() { ItemCount = 0; Rules.Remove(0, Rules.Length); Super.Clear(); } function string GetSortString( int i ) { local string S; if (SortColumn == 1) { S = LocalizeRules(Rules[i].Value); S = Left(S, 10); } else { S = LocalizeRules(Rules[i].Key); S = Left(S, 10); } return S; } defaultproperties { TrueString="Enabled" FalseString="Disabled" ServerModeString="Server Mode" DedicatedString="Dedicated" NonDedicatedString="Non-Dedicated" AdminNameString="Server Admin" AdminEmailString="Admin Email" PasswordString="Requires Password" GameStatsString="UT2004 Stats" GameSpeedString="Game Speed" MutatorString="Mutator" BalanceTeamsString="Bots Balance Teams" PlayersBalanceTeamsString="Balance Teams" FriendlyFireString="Friendly Fire" GoalScoreString="Goal Score" TimeLimitString="Time Limit" MinPlayersString="Minimum Players (bots)" TranslocatorString="Translocator" WeaponStayString="Weapons Stay" MapVotingString="Map Voting" KickVotingString="Kick Voting" ColumnHeadings(0)="Setting" ColumnHeadings(1)="Value" InitColumnPerc(0)=0.500000 InitColumnPerc(1)=0.500000 ExpandLastColumn=True } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |