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//============================================================================= // Menu: An in-game menu. // This is a built-in Unreal class and it shouldn't be modified. // // Serves as a generic menu master class. Can be used with any style // of menu implementation. Offers menu services such as reading input. // Not dependent on any visual style. //============================================================================= class Menu extends Actor native; var Menu ParentMenu; var int Selection; var() int MenuLength; var bool bConfigChanged; var bool bExitAllMenus; var PlayerPawn PlayerOwner; var() localized string HelpMessage[24]; var() localized string MenuList[24]; var() localized string LeftString; var() localized string RightString; var() localized string CenterString; var() localized string EnabledString; var() localized string DisabledString; var() localized string MenuTitle; var() localized string YesString; var() localized string NoString; function bool ProcessSelection(); function bool ProcessLeft(); function bool ProcessRight(); function bool ProcessYes(); function bool ProcessNo(); function SaveConfigs(); function PlaySelectSound(); function PlayModifySound(); function PlayEnterSound(); function ProcessMenuInput( coerce string InputString ); function ProcessMenuUpdate( coerce string InputString ); function ProcessMenuEscape(); function ProcessMenuKey( int KeyNo, string KeyName ); function MenuTick( float DeltaTime ); function MenuInit(); function DrawMenu(canvas Canvas); function ExitAllMenus() { while ( Hud(Owner).MainMenu != None ) Hud(Owner).MainMenu.ExitMenu(); } function Menu ExitMenu() { Hud(Owner).MainMenu = ParentMenu; if ( bConfigChanged ) SaveConfigs(); if ( ParentMenu == None ) { PlayerOwner.bShowMenu = false; PlayerOwner.Player.Console.GotoState(''); if( Level.Netmode == NM_Standalone ) PlayerOwner.SetPause(False); } Destroy(); } function SetFontBrightness(canvas Canvas, bool bBright) { if ( bBright ) { Canvas.DrawColor.R = 255; Canvas.DrawColor.G = 255; Canvas.DrawColor.B = 255; } else Canvas.DrawColor = Canvas.Default.DrawColor; } function MenuProcessInput( byte KeyNum, byte ActionNum ) { if ( KeyNum == EInputKey.IK_Escape ) { PlayEnterSound(); ExitMenu(); return; } else if ( KeyNum == EInputKey.IK_Up ) { PlaySelectSound(); Selection--; if ( Selection < 1 ) Selection = MenuLength; } else if ( KeyNum == EInputKey.IK_Down ) { PlaySelectSound(); Selection++; if ( Selection > MenuLength ) Selection = 1; } else if ( KeyNum == EInputKey.IK_Enter ) { bConfigChanged=true; if ( ProcessSelection() ) PlayEnterSound(); } else if ( KeyNum == EInputKey.IK_Left ) { bConfigChanged=true; if ( ProcessLeft() ) PlayModifySound(); } else if ( KeyNum == EInputKey.IK_Right ) { bConfigChanged=true; if ( ProcessRight() ) PlayModifySound(); } else if ( Chr(KeyNum) ~= left(YesString, 1) ) { bConfigChanged=true; if ( ProcessYes() ) PlayModifySound(); } else if ( Chr(KeyNum) ~= left(NoString, 1) ) { bConfigChanged=true; if ( ProcessNo() ) PlayModifySound(); } if ( bExitAllMenus ) ExitAllMenus(); } defaultproperties { Selection=1 HelpMessage(1)="This menu has not yet been implemented." LeftString="Left" RightString="Right" CenterString="Center" EnabledString="Enabled" DisabledString="Disabled" YesString="yes" NoString="no" bHidden=True } |
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