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GUI2K4.UT2K4Tab_MainMP


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//==============================================================================
//  Created on: 12/11/2003
//  Host Multiplayer implementation of maplist tab
//  This version allows configuration of maplists
//
//  Written by Ron Prestenback
//  © 2003, Epic Games, Inc. All Rights Reserved
//==============================================================================

class UT2K4Tab_MainMP extends UT2K4Tab_MainBase;
/*
// Maplist controls
var automated GUIListBox        lb_ActiveMaps, lb_AllMaps;
var automated GUIButton         b_Add, b_AddAll, b_Remove, b_RemoveAll, b_MoveUp, b_MoveDown,
                                b_New, b_Delete, b_Load, b_Save, b_Use;
var automated GUIEditBox        ed_MapName;
var automated GUIComboBox       co_Maplist;
var automated GUILabel          LB1,LB2;

var GUIButton SizingButton;

function InitComponent(GUIController MyController, GUIComponent MyOwner)
{
    Super.InitComponent(MyController, MyOwner);

    if (lb_AllMaps.List != None)
    {
        lb_AllMaps.List.bDropSource = True;
        lb_AllMaps.List.bDropTarget = True;
        lb_AllMaps.List.OnDblClick = ModifyMapList;
        lb_AllMaps.List.OnDragDrop = RemoveDragDrop;
        lb_AllMaps.List.AddLinkObject( b_Add, True );
        lb_AllMaps.List.CheckLinkedObjects = InternalCheckLinkedObj;
    }

    if (lb_ActiveMaps.List != None)
    {
        lb_ActiveMaps.List.bDropSource = True;
        lb_ActiveMaps.List.bDropTarget = True;
        lb_ActiveMaps.List.OnDblClick = ModifyMapList;
        lb_ActiveMaps.List.OnDragDrop = AddDragDrop;
        lb_ActiveMaps.List.AddLinkObject( b_Remove, True );
        lb_ActiveMaps.List.AddLinkObject( b_MoveUp, True );
        lb_ActiveMaps.List.AddLinkObject( b_MoveDown, True );
        lb_ActiveMaps.List.CheckLinkedObjects = InternalCheckLinkedObj;
    }

    co_Maplist.List.bInitializeList = False;
    GetSizingButton();

}

function GUIButton GetSizingButton()
{
    if ( IsLarger( SizingButton, b_New) )
        SizingButton = b_New;
    if ( IsLarger( SizingButton, b_Delete) )
        SizingButton = b_Delete;
    if ( IsLarger( SizingButton, b_Load) )
        SizingButton = b_Load;
    if ( IsLarger( SizingButton, b_Save) )
        SizingButton = b_Save;
    if ( IsLarger( SizingButton, b_Use) )
        SizingButton = b_Use;

    return SizingButton;
}

protected function bool IsLarger(GUIButton Current, GUIButton Test)
{
    // <hack>
    Test.bBoundToParent = False;
    Test.bScaleToParent = False;
    // </hack>

    if ( Current == None || Len(Test.Caption) > Len(Current.Caption) )
        return true;

    return false;
}
protected function SetSize(GUIButton But, coerce float L, coerce float T, coerce float W, coerce float H)
{
    if ( But == None )
        return;

    But.WinTop = T;
    But.WinLeft = L;
    But.WinWidth = W;
    But.WinHeight = H;
}


// Called when a new gametype is selected
function InitGameType()
{
    local int i;
    local array<CacheManager.GameRecord> Games;
    local bool bReload;

    // Save any maplist that was currently configured before changing the gametype.
    StoreMapList();

    // Get a list of all gametypes.
    class'CacheManager'.static.GetGameTypeList(Games);
    for (i = 0; i < Games.Length; i++)
    {
        if (Games[i].ClassName ~= Controller.LastGameType)
        {
            bReload = CurrentGameType.MapPrefix != Games[i].MapPrefix;
            CurrentGameType = Games[i];
            GameIndex = MapHandler.GetGameIndex(CurrentGameType.ClassName);
            break;
        }
    }

    if ( i == Games.Length )
        return;

    // Refresh the custom maplist combo
    ReloadCustomMaplists();

    if ( bReload )
        InitMaps();
    else InitMaplist();
}

// Query the CacheManager for the maps that correspond to this gametype, then fill the main list
function InitMaps( optional string MapPrefix )
{
    local int i, j;
    local bool bTemp;
    local string Package, Item;
    local array<string> LinkSetupNames;
    local DecoText DT;

    // Make sure we have a map prefix
    if ( MapPrefix == "" )
        MapPrefix = GetMapPrefix();

    // Temporarily disable notification in all components
    bTemp = Controller.bCurMenuInitialized;
    Controller.bCurMenuInitialized = False;

    // Get the list of maps for the current gametype
    class'CacheManager'.static.GetMapList( Maps, MapPrefix );
    lb_AllMaps.List.Clear();

    for ( i = 0; i < Maps.Length; i++ )
    {
        DT = None;

        // If this was a UT2003 map, then it will have deco text associated with it - load the deco text
        if ( class'CacheManager'.static.Is2003Content(Maps[i].MapName) )
        {
            if ( Maps[i].TextName != "" )
            {
                if ( !Divide(Maps[i].TextName, ".", Package, Item) )
                {
                    Package = "XMaps";
                    Item = Maps[i].TextName;
                }

                DT = class'xUtil'.static.LoadDecoText( Package, Item );
            }
        }

        // Otherwise, if we only want to display official maps, and this map isn't an official map, skip it
        else if ( bOnlyShowOfficial && !class'CacheManager'.static.IsBPContent(Maps[i].MapName) && !class'CacheManager'.static.Is2004Content(Maps[i].MapName) )
            continue;

        Item = "";
        if ( CurrentGameType.MapPrefix ~= "ONS" && Controller.bExpertMode )
        {
            j = InStr(Maps[i].ExtraInfo, "LinkSetups=");
            if ( j != -1 )
                Item = Mid(Maps[i].ExtraInfo, j + 11);

            if ( Item == "" )
                lb_AllMaps.List.Add(Maps[i].MapName);   // Change this line to 'Item = DefaultText;' to list default link setup when there are none in the list
            else
            {
                //Add official setups
                Split(Item, ";", LinkSetupNames);
                for ( j = 0; j < LinkSetupNames.Length; j++ )
                    lb_AllMaps.List.Add( Maps[i].MapName @ "(" $ LinkSetupNames[j] @ LinkText $ ")", DT,"?LinkSetup=" $ LinkSetupNames[j] );
                lb_AllMaps.List.Add(Maps[i].MapName @ "(" $ AutoSelectText @ LinkText $ ")", DT);
            }

            //Add custom setups
            LinkSetupNames = GetPerObjectNames(Maps[i].MapName, "ONSPowerLinkCustomSetup");
            for ( j = 0; j < LinkSetupNames.Length; j++ )
                lb_AllMaps.List.Add( Maps[i].MapName @ "(" $ LinkSetupNames[j] @ LinkText $ ")", DT,"?LinkSetup=" $ LinkSetupNames[j] );

        }
        else lb_AllMaps.List.Add( Maps[i].MapName, DT );
    }

    InitMapList();
    Controller.bCurMenuInitialized = bTemp;
}

// Fill the Active & Inactive lists with the appropriate maps
function InitMapList()
{
    local class<MapList> MLClass;
    local MapList ML;
    local string MaplistClass;
    local int i;
    local array<string> NewActiveMaps;

    // Disable OnChange calls
    lb_ActiveMaps.List.bNotify = False;
    lb_AllMaps.List.bNotify = False;

    // Clear the active list
    lb_AllMaps.List.LoadFrom( lb_ActiveMaps.List );
    lb_ActiveMaps.List.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);

    // This should never actually happen, since MapHandler will always create default lists.
    if ( NewActiveMaps.Length == 0 )
    {
        MaplistClass = GetMaplistClass();
        if ( MaplistClass != "" )
            MLClass = class<MapList>(DynamicLoadObject(MaplistClass, class'class'));

        if (MLClass!=None)
        {
            ML = PlayerOwner().spawn(MLClass);
            if (ML!=None)
                NewActiveMaps = ML.Maps;
        }
    }

    for ( i = 0; i < NewActiveMaps.Length; i++ )
        AddMap(NewActiveMaps[i]);

    CurrentMaplistLoaded();
    lb_ActiveMaps.List.bNotify = True;
    lb_AllMaps.List.bNotify = True;
}

// Fill the custom maplist selection combo with the custom maplists for this gametype
function ReloadCustomMaplists(optional string CurrentMaplist)
{
    local int i, Index, Current;
    local array<string> Ar;

    // Disable OnChange calls
    co_Maplist.List.bNotify = False;

    Index = MapHandler.GetGameIndex(CurrentGameType.ClassName);
    Ar = MapHandler.GetMapListNames(Index);

    Current = MapHandler.GetRecordIndex(Index, CurrentMaplist);
    if ( Current == -1 )
        Current = MapHandler.GetActiveList(Index);

    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);

    co_Maplist.List.bNotify = True;
}

// =====================================================================================================================
// =====================================================================================================================
//  Utility functions - handles all special stuff that should happen whenever events are received on the page
// =====================================================================================================================
// =====================================================================================================================

// Do not allow two lists to both have valid indexes at the same time - we use whichever map is selected in any
// of the three lists to determine the starting map for the game.
/*
function UpdateIndexes( GUIListBase List )
{
    local bool bTemp;

    // Disable notification
    bTemp = Controller.bCurMenuInitialized;
    Controller.bCurMenuInitialized = False;

    if ( List == lb_AllMaps.List && lb_AllMaps.List.IsValid() )
        lb_ActiveMaps.List.SetIndex(-1);

    else if ( List == lb_ActiveMaps.List && lb_ActiveMaps.List.IsValid() )
        lb_AllMaps.List.SetIndex(-1);

    Controller.bCurMenuInitialized = bTemp;
}
*/
event SetVisibility( bool bIsVisible )
{
    Super.SetVisibility(bIsVisible);

    if ( bIsVisible )
        CheckSaveStatus();
}

function string Play()
{
    local int i;

    StoreMapList();

    i = MapHandler.GetActiveMap(GameIndex,RecordIndex);
    if ( lb_ActiveMaps.List.IsValidIndex(i) )
        return GetMapURL(lb_ActiveMaps.List, i);
    else return GetMapURL(lb_ActiveMaps.List, 0);
}

// Mapname has value only when initializing list
function bool AddMap(optional string MapName)
{
    local int i;
    local array<GUIListElem> PendingElements;


    if ( MapName != "" )
    {
        lb_AllMaps.List.bNotify = False;
        for ( i = 0; i < lb_AllMaps.List.Elements.Length; i++ )
            if ( MapName ~= (StripMapName(lb_AllMaps.List.Elements[i].Item) $ lb_AllMaps.List.Elements[i].ExtraStrData) )
                break;

        if ( i != lb_AllMaps.List.Elements.Length )
        {
            PendingElements[0] = lb_AllMaps.List.Elements[i];
            lb_AllMaps.List.RemoveElement(PendingElements[0],,True);
            lb_ActiveMaps.List.AddElement(PendingElements[0]);

            // Do not call call MapHandler.AddMap() since MapName only has a value when adding maps FROM maphandler
            // MapHandler.AddMap(GameIndex, RecordIndex, StripMapName(PendingElements[0].Item) $ PendingElements[0].ExtraStrData);
        }
        else log("AddMap() didn't find map named"@MapName);
    }

    else
    {
        if ( !lb_AllMaps.List.IsValid() )
            return false;

        lb_AllMaps.List.bNotify = False;
        PendingElements = lb_AllMaps.List.GetPendingElements(True);
        for ( i = 0; i < PendingElements.Length; i++ )
        {
            lb_AllMaps.List.RemoveElement(PendingElements[i],,True);
            lb_ActiveMaps.List.AddElement(PendingElements[i]);
            MapHandler.AddMap(GameIndex, RecordIndex, StripMapName(PendingElements[i].Item) $ PendingElements[i].ExtraStrData);
        }
    }

    lb_AllMaps.List.bNotify = True;
    lb_AllMaps.List.ClearPendingElements();
    lb_AllMaps.List.SetIndex(lb_AllMaps.List.Index);

    return true;
}

function bool RemoveMap()
{
    local int i;
    local array<GUIListElem> PendingElements;

    if ( !lb_ActiveMaps.List.IsValid() )
        return false;

    lb_ActiveMaps.List.bNotify = False;
    PendingElements = lb_ActiveMaps.List.GetPendingElements( True );
    for ( i = 0; i < PendingElements.Length; i++ )
    {
        lb_ActiveMaps.List.RemoveElement( PendingElements[i],,True );
        lb_AllMaps.List.AddElement( PendingElements[i] );
        MapHandler.RemoveMap( GameIndex, RecordIndex, StripMapName(PendingElements[i].Item) $ PendingElements[i].ExtraStrData );
    }

    lb_ActiveMaps.List.bNotify = True;
    lb_ActiveMaps.List.ClearPendingElements();
    lb_ActiveMaps.List.SetIndex(lb_ActiveMaps.List.Index);

    return true;
}

function bool InternalOnPreDraw(Canvas C)
{
    local float X, Y;
    local float XL, YL;

    if ( !bPositioned )
        return false;

    // Get the largest caption size
    SizingButton.Style.TextSize(C, SizingButton.MenuState, SizingButton.Caption, XL, YL, SizingButton.FontScale);

    // Add a little space
    XL += 15;
    YL += 10;

    // Don't want it to line up exactly on the edge
    X = (co_Maplist.ActualLeft() + co_Maplist.ActualWidth()) - 18;
    Y = (co_Maplist.ActualTop() + co_Maplist.ActualHeight()) + 15;

    // Delete and New go on first row
    X -= XL;
    SetSize(b_Delete, X, Y, XL, YL);
    X -= XL + 3;
    SetSize(b_New, X, Y, XL, YL);

    // Go back to first column - the rest go on the second row
    X += XL + 3;
    Y += YL + 3;
    SetSize(b_Use, X, Y, XL, YL);

    X -= XL + 3;
    SetSize(b_Save, X, Y, XL, YL);

    X -= XL + 3;
    SetSize(b_Load, X, Y, XL, YL);

    return false;
}

// =====================================================================================================================
// =====================================================================================================================
//  OnClick's
// =====================================================================================================================
// =====================================================================================================================

// Called when one of the buttons between the maplists are clicked on
function bool ModifyMapList(GUIComponent Sender)
{
    local int Index;
    local string Str;

    if ( Sender == lb_AllMaps )
    {
        AddMap();
        return true;
    }

    if ( Sender == lb_ActiveMaps )
    {
        RemoveMap();
        return true;
    }

    if ( GUIButton(Sender) == None )
        return false;

    switch ( GUIButton(Sender).Caption )
    {
    case b_Add.Caption:
        return AddMap();

    case b_AddAll.Caption:
        if (lb_AllMaps.ItemCount()==0)
            return true;

        for ( Index = 0; Index < lb_AllMaps.List.ItemCount; Index++ )
            MapHandler.AddMap( GameIndex, RecordIndex, lb_AllMaps.List.GetItemAtIndex(Index) );

        lb_ActiveMaps.List.LoadFrom(lb_AllMaps.List,false);
        lb_AllMaps.List.Clear();

        CheckSaveStatus();
        return true;

    case b_Remove.Caption:
        return RemoveMap();

    case b_RemoveAll.Caption:
        if ( lb_ActiveMaps.ItemCount()==0 )
            return true;

        for ( Index = 0; Index < lb_ActiveMaps.List.ItemCount; Index++ )
            MapHandler.RemoveMap( GameIndex, RecordIndex, lb_ActiveMaps.List.GetItemAtIndex(Index) );

        lb_AllMaps.List.LoadFrom(lb_ActiveMaps.List,false);
        lb_ActiveMaps.List.Clear();

        CheckSaveStatus();
        return true;

    case b_MoveUp.Caption:
        if ( !lb_ActiveMaps.List.IsValid() )
            return true;

        Index = lb_ActiveMaps.List.Index;
        Str = GetMapURL(lb_ActiveMaps.List, -1);
        if (index>0)
        {
            lb_ActiveMaps.List.Swap(index,index-1);
            lb_ActiveMaps.List.SetIndex(Index - 1);
        }

        // We've hit the top, disable the Move Up button
        if ( lb_ActiveMaps.List.Index <= 0 )
            DisableComponent(b_MoveUp);

        else if ( lb_ActiveMaps.List.Index < lb_ActiveMaps.List.ItemCount - 1 )
            EnableComponent(b_MoveDown);

        MapHandler.ShiftMap(GameIndex, RecordIndex, Str, -1);
        CheckSaveStatus();

        return true;

    case b_MoveDown.Caption:
        if ( !lb_ActiveMaps.List.IsValid() )
            return true;

        Index = lb_ActiveMaps.List.Index;
        Str = GetMapURL(lb_ActiveMaps.List, -1);

        if (index<lb_ActiveMaps.ItemCount()-1)
        {
            lb_ActiveMaps.List.Swap(index,index+1);
            lb_ActiveMaps.List.SetIndex(Index + 1);
        }

        // We've hit the bottom, disable the Move Down button
        if ( lb_ActiveMaps.List.Index >= lb_ActiveMaps.List.ItemCount - 1 )
            DisableComponent(b_MoveDown);

        else if ( lb_ActiveMaps.List.Index > 0 )
            EnableComponent(b_MoveUp);

        MapHandler.ShiftMap(GameIndex, RecordIndex, Str, 1);
        CheckSaveStatus();

        return true;
    }

    return false;
}

// Called when one of the custom maplist management buttons are clicked
function bool CustomMaplistClick(GUIComponent Sender)
{
    local int i;
    local array<string> Ar;
    local string Str;

    switch ( Sender )
    {
        case b_New:
            Str = co_Maplist.GetText();

            // Build an array of strings containing the active maps
            Ar.Length = lb_ActiveMaps.List.ItemCount;
            for (i = 0; i < lb_ActiveMaps.List.ItemCount; i++)
                Ar[i] = StripMapName(lb_ActiveMaps.List.Elements[i].Item) $ lb_ActiveMaps.List.Elements[i].ExtraStrData;

            // Since we are creating a new list, instead of changing this one, reset the old one
            MapHandler.ResetList(GameIndex, RecordIndex);
            RecordIndex = MapHandler.AddList(CurrentGameType.ClassName, Str, Ar);

            // Reload maplist names, set the editbox's text to the new maplist's title
            ReloadCustomMaplists(Str);

            // Reload the maplist
            InitMaplist();
            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
            ReloadCustomMaplists(Str);
            InitMaplist();
            break;

        case b_Load:
            // Load the currently selected list.
            InitMaplist();
            break;

        case b_Save:
            // Might be renaming list, might be saving it...
            Str = co_Maplist.GetText();
            UpdateCustomMapList(Str);

            // Reload the maplist names in case we renamed the maplist
            ReloadCustomMaplists(Str);
            CheckSaveStatus();
            break;

        case b_Use:
            // Copy the currently loaded list to the game's main maplist
            MapHandler.ApplyMapList(GameIndex, RecordIndex);
            CurrentMaplistLoaded();
            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)
{
    local string Str;
    local int Index;

    if ( Sender != co_Maplist )
        return;

    Str = co_Maplist.GetText();

    // If the name in the edit box doesn't match the list's selected item
    if ( Str != co_Maplist.List.Get() )
        TypingNewName();

    else
    {
        // The name shown is the currently selected item of the list
        Index = MapHandler.GetRecordIndex(GameIndex, Str);

        // We selected the currently loaded maplist
        if ( RecordIndex == Index )
            CurrentMaplistLoaded();

        else SelectedItemFromList();
    }
}

// =====================================================================================================================
// =====================================================================================================================
//  Misc. Events
// =====================================================================================================================
// =====================================================================================================================

// Called when a map is dragged from the inactive list to the active list
function bool AddDragDrop(GUIComponent Sender)
{
    local array<GUIListElem> Ar;
    local int i, idx;

    if ( Sender == lb_ActiveMaps.List )
    {
        idx = lb_ActiveMaps.List.DropIndex;
        if ( !lb_ActiveMaps.List.IsValidIndex(idx) )
            idx = lb_ActiveMaps.List.ItemCount;

        if ( Controller.DropSource == lb_AllMaps.List )
            Ar = lb_AllMaps.List.GetPendingElements();

        else if ( Controller.DropSource == lb_ActiveMaps.List )
        {
            Ar = lb_ActiveMaps.List.GetPendingElements();
            for ( i = 0; i < Ar.Length; i++ )
            {
                MapHandler.RemoveMap(GameIndex, RecordIndex, StripMapName(Ar[i].Item) $ Ar[i].ExtraStrData);
                lb_ActiveMaps.List.RemoveElement(Ar[i]);
            }
        }
        // Always insert in reverse order to maintain correct map order
        for ( i = Ar.Length - 1; i >= 0; i-- )
            MapHandler.InsertMap(GameIndex, RecordIndex, StripMapName(Ar[i].Item) $ Ar[i].ExtraStrData, idx);

        lb_ActiveMaps.List.InternalOnDragDrop(lb_ActiveMaps.List);
        return true;
    }

    return false;
}

// Called when maps are dragged from the active list to the inactive list.
function bool RemoveDragDrop(GUIComponent Sender)
{
    local array<GUIListElem> Ar;
    local int i;

    if ( Sender == lb_AllMaps.List )
    {
        if ( Controller.DropSource != lb_ActiveMaps.List )
            return false;

        Ar = lb_ActiveMaps.List.GetPendingElements();
        for (i = 0; i < Ar.Length; i++)
            MapHandler.RemoveMap(GameIndex, RecordIndex, StripMapName(Ar[i].Item) $ Ar[i].ExtraStrData);

        return lb_AllMaps.List.InternalOnDragDrop(Sender);
    }

    return false;
}

// 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 ( lb_AllMaps.List.ItemCount > 0 )
        EnableComponent(b_AddAll);
    else DisableComponent(b_AddAll);

    if ( lb_ActiveMaps.List.ItemCount > 0 )
        EnableComponent(b_RemoveAll);
    else DisableComponent(b_RemoveAll);

    if ( lb_ActiveMaps.List.Index == 0 )
        DisableComponent(b_MoveUp);
    else if ( lb_ActiveMaps.List.Index == lb_ActiveMaps.List.ItemCount - 1 )
        DisableComponent(b_MoveDown);

    if ( lb_ActiveMaps.List.ItemCount > 0 )
    {
        EnableComponent( b_Primary );
        EnableComponent( b_Secondary );
    }
    else
    {
        DisableComponent(b_Primary);
        DisableComponent(b_Secondary);
    }

}

function InternalOnCreateComponent(GUIComponent NewComp, GUIComponent Sender)
{
    if ( moButton(Sender) != None && GUILabel(NewComp) != None )
    {
        GUILabel(NewComp).TextColor = WhiteColor;
        moButton(Sender).InternalOnCreateComponent(NewComp, Sender);
    }
}

function bool HandleContextSelect(GUIContextMenu Sender, int Index)
{
    if ( Sender != None )
    {
        switch ( Index )
        {
        case 0:
            AddMap();
            break;

        case 1:
            RemoveMap();
            break;

        case 3:
            bOnlyShowOfficial = !bOnlyShowOfficial;
            InitMaps();
            ch_OfficialMapsOnly.SetComponentValue(bOnlyShowOfficial, True);
            break;
        }
    }

    return true;
}

// =====================================================================================================================
// =====================================================================================================================
//  Custom Maplist Interface
// =====================================================================================================================
// =====================================================================================================================

function StoreMapList()
{
    MapHandler.ApplyMaplist(GameIndex, RecordIndex);
}

// Pass in NewName to rename the list
function UpdateCustomMaplist(optional string NewName)
{
    if ( NewName == "" )
        NewName = co_Maplist.GetText();

    if ( !(MapHandler.GetMapListTitle(GameIndex, RecordIndex) == 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
    if ( MapHandler.GetActiveList(GameIndex) == RecordIndex )
        MapHandler.ApplyMaplist(GameIndex, RecordIndex);

    else MapHandler.SaveMapList(GameIndex, RecordIndex);
}

// Can save & create new, cannot load, delete, or use
function TypingNewName()
{
    DisableComponent(b_Load);
    DisableComponent(b_Delete);
    DisableComponent(b_Use);

    EnableComponent(b_Save);
    EnableComponent(b_New);
}

// Called when we've selected an item, but haven't clicked on load yet
// Can only load
function SelectedItemFromList()
{
    DisableComponent(b_Delete);
    DisableComponent(b_Save);
    DisableComponent(b_Use);
    DisableComponent(b_New);

    EnableComponent(b_Load);
}

// Called when the loaded maplist matches the combobox
// Can do everything but load
// bActive is true if the loaded maplist is the active maplist as well
function CurrentMaplistLoaded()
{
    DisableComponent(b_Load);

    EnableComponent(b_New);
    EnableComponent(b_Delete);

    if ( RecordIndex == MapHandler.GetActiveList(GameIndex)  )
        DisableComponent(b_Use);
    else EnableComponent(b_Use);

    CheckSaveStatus();
}

function ListChanged(GUIComponent Sender)
{
    CheckSaveStatus();
}

function CheckSaveStatus()
{
    if ( MapHandler.MaplistDirty(GameIndex, RecordIndex) )
        EnableComponent(b_Save);
    else DisableComponent(b_Save);
}

DefaultProperties
{
    OnPreDraw=InternalOnPreDraw
// =====================================================================================================================
// =====================================================================================================================
//  Maplist Components
// =====================================================================================================================
// =====================================================================================================================
    Begin Object Class=GUIListBox Name=InactiveMaps
        WinWidth=0.368359
        WinHeight=0.753669
        WinLeft=0.025781
        WinTop=0.108021
        bVisibleWhenEmpty=true
        bSorted=True
        TabOrder=0
        OnChange=ListChanged
    End Object
    lb_AllMaps=InactiveMaps

    Begin Object Class=GUIListBox Name=ActiveMaps
        WinWidth=0.368359
        WinHeight=0.662671
        WinLeft=0.605861
        WinTop=0.108021
        bVisibleWhenEmpty=true
        TabOrder=8
        OnChange=ListChanged
    End Object
    lb_ActiveMaps=ActiveMaps

    Begin Object Class=GUIButton Name=IAMapListUp
        Caption="Up"
        Hint="Move this map higher up in the list"
        WinWidth=0.145000
        WinHeight=0.050000
        WinLeft=0.425000
        WinTop=0.146718
        OnClick=ModifyMapList
        OnClickSound=CS_Up
        TabOrder=1
    End Object
    b_MoveUp=IAMapListUp

    Begin Object Class=GUIButton Name=IAMapListAll
        Caption="Add All"
        Hint="Add all maps to your map list"
        WinWidth=0.145
        WinHeight=0.05
        WinLeft=0.425
        WinTop=0.388905
        OnClick=ModifyMapList
        OnClickSound=CS_Up
        TabOrder=2
    End Object
    b_AddAll=IAMapListAll

    Begin Object Class=GUIButton Name=IAMapListAdd
        Caption="Add"
        Hint="Add the selected maps to your map list"
        WinWidth=0.145
        WinHeight=0.05
        WinLeft=0.425
        WinTop=0.323801
        OnClick=ModifyMapList
        OnClickSound=CS_Up
        TabOrder=3
    End Object
    b_Add=IAMapListAdd

    Begin Object Class=GUIButton Name=IAMapListRemove
        Caption="Remove"
        Hint="Remove the selected maps from your map list"
        WinWidth=0.145
        WinHeight=0.05
        WinLeft=0.425
        WinTop=0.493072
        OnClick=ModifyMapList
        OnClickSound=CS_Down
        TabOrder=4
    End Object
    b_Remove=IAMapListRemove

    Begin Object Class=GUIButton Name=IAMapListClear
        Caption="Remove All"
        Hint="Remove all maps from your map list"
        WinWidth=0.145
        WinHeight=0.05
        WinLeft=0.425
        WinTop=0.558176
        OnClick=ModifyMapList
        OnClickSound=CS_Down
        TabOrder=5
    End Object
    b_RemoveAll=IAMapListClear

    Begin Object Class=GUIButton Name=IAMapListDown
        Caption="Down"
        Hint="Move this map lower down in the list"
        WinWidth=0.145000
        WinHeight=0.050000
        WinLeft=0.425000
        WinTop=0.727450
        OnClick=ModifyMapList
        OnClickSound=CS_Down
        TabOrder=6
    End Object
    b_MoveDown=IAMapListDown

    Begin Object Class=GUIComboBox Name=SelectMaplist
        Hint="Load another maplist or change the name of the currently loaded maplist."
        OnChange=MaplistSelectChange
        WinWidth=0.335802
        WinHeight=0.040000
        WinLeft=0.630479
        WinTop=0.797917
        TabOrder=7
    End Object

    Begin Object Class=GUIButton Name=NewMaplist
        Caption="NEW"
        Hint="Create new custom maplist, using the configured name and active maps"
        OnClick=CustomMaplistClick
        WinWidth=0.096076
        WinHeight=0.050000
        WinLeft=0.772357
        WinTop=0.859114
        TabOrder=8
    End Object

    Begin Object Class=GUIButton Name=DeleteMaplist
        Caption="DELETE"
        Hint"Delete the currently selected maplist.  If this is the last maplist for this gametype, a new default maplist will be generated."
        OnClick=CustomMaplistClick
        WinWidth=0.094120
        WinHeight=0.050000
        WinLeft=0.868247
        WinTop=0.863021
        TabOrder=9
    End Object

    Begin Object Class=GUIButton Name=LoadMaplist
        Caption="LOAD"
        Hint="Load the currently selected maplist"
        OnClick=CustomMaplistClick
        WinWidth=0.096076
        WinHeight=0.050000
        WinLeft=0.679403
        WinTop=0.915104
        TabOrder=10
    End Object

    Begin Object Class=GUIButton Name=SaveMaplist
        Caption="SAVE"
        Hint="Save the selected maps to the currently loaded maplist.  If this is the active maplist, it will applied to the game's map rotation."
        OnClick=CustomMaplistClick
        WinWidth=0.096076
        WinHeight=0.050000
        WinLeft=0.772357
        WinTop=0.915104
        TabOrder=11
    End Object

    Begin Object Class=GUIButton Name=UseMaplist
        Caption="USE"
        Hint="Save & apply this custom maplist to the game's map rotation"
        OnClick=CustomMaplistClick
        WinWidth=0.094120
        WinHeight=0.050000
        WinLeft=0.869226
        WinTop=0.915104
        TabOrder=12
    End Object

    b_New=NewMaplist
    b_Delete=DeleteMaplist
    b_Load=LoadMaplist
    b_Save=SaveMaplist
    b_Use=UseMaplist
    co_Maplist=SelectMaplist
}
*/

defaultproperties
{
}

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Class file time: Tue 24/10/2006 17:13:18.000 - Creation time: Wed 7/2/2007 19:16:57.593 - Created with UnCodeX