untyped global const bool EDIT_LOADOUT_SELECTS = true global const string PURCHASE_SUCCESS_SOUND = "UI_Menu_Store_Purchase_Success" global function UICodeCallback_CloseAllMenus global function UICodeCallback_ActivateMenus global function UICodeCallback_LevelInit global function UICodeCallback_LevelLoadingStarted global function UICodeCallback_LevelLoadingFinished global function UICodeCallback_LevelShutdown global function UICodeCallback_OnConnected global function UICodeCallback_OnFocusChanged global function UICodeCallback_NavigateBack global function UICodeCallback_ToggleInGameMenu global function UICodeCallback_TryCloseDialog global function UICodeCallback_UpdateLoadingLevelName global function UICodeCallback_ConsoleKeyboardClosed global function UICodeCallback_ErrorDialog global function UICodeCallback_AcceptInvite global function UICodeCallback_OnDetenteDisplayed global function UICodeCallback_OnSpLogDisplayed global function UICodeCallback_EntitlementsChanged global function UICodeCallback_StoreTransactionCompleted global function UICodeCallback_GamePurchased global function UICodeCallback_PartyUpdated global function UICodeCallback_KeyBindOverwritten global function AdvanceMenu global function OpenSubmenu // REMOVE global function CloseSubmenu // REMOVE global function CloseActiveMenu global function CloseActiveMenuNoParms global function CloseAllMenus global function CloseAllInGameMenus global function CloseAllDialogs global function CloseAllToTargetMenu global function PrintMenuStack global function CleanupInGameMenus global function GetActiveMenu global function GetMenu global function GetPanel global function GetAllMenuPanels global function InitGamepadConfigs global function InitMenus global function AdvanceMenuEventHandler global function PCSwitchTeamsButton_Activate global function PCToggleSpectateButton_Activate global function AddMenuElementsByClassname global function FocusDefault global function SetPanelDefaultFocus global function PanelFocusDefault global function OpenMenuWrapper global function CloseMenuWrapper global function IsLevelMultiplayer global function AddMenuEventHandler global function AddPanelEventHandler global function AddButtonEventHandler global function AddEventHandlerToButton global function AddEventHandlerToButtonClass global function DisableMusic global function EnableMusic global function PlayMusic global function StopMusic global function IsMenuInMenuStack global function GetTopNonDialogMenu global function IsDialog global function IsDialogActive global function IsDialogOnlyActiveMenu global function SetNavUpDown global function SetNavLeftRight global function IsTrialPeriodActive global function LaunchGamePurchaseOrDLCStore global function SetMenuThinkFunc global function PCBackButton_Activate global function RegisterMenuVarInt global function GetMenuVarInt global function SetMenuVarInt global function RegisterMenuVarBool global function GetMenuVarBool global function SetMenuVarBool global function RegisterMenuVarVar global function GetMenuVarVar global function SetMenuVarVar global function AddMenuVarChangeHandler global function InviteFriends global function HACK_DelayedSetFocus_BecauseWhy #if DURANGO_PROG global function OpenXboxPartyApp global function OpenXboxHelp #endif // DURANGO_PROG global function OpenReviewTermsDialog global function ClassicMusic_OnChange global function IsClassicMusicAvailable void function UICodeCallback_CloseAllMenus() { printt( "UICodeCallback_CloseAllMenus" ) CloseAllMenus() // This is usually followed by a call to UICodeCallback_ActivateMenus(). } // Bringing up the console will cause this, and it probably shouldn't void function UICodeCallback_ActivateMenus() { if ( IsConnected() ) return printt( "UICodeCallback_ActivateMenus:", uiGlobal.activeMenu && Hud_GetHudName( uiGlobal.activeMenu ) ) if ( uiGlobal.menuStack.len() == 0 ) { AdvanceMenu( GetMenu( "MainMenu" ) ) } if ( uiGlobal.activeMenu == GetMenu( "MainMenu" ) ) Signal( uiGlobal.signalDummy, "OpenErrorDialog" ) PlayMusic() #if DURANGO_PROG Durango_LeaveParty() #endif // DURANGO_PROG } void function UICodeCallback_ToggleInGameMenu() { if ( !IsFullyConnected() ) return var activeMenu = uiGlobal.activeMenu bool isMP = IsLevelMultiplayer( GetActiveLevel() ) bool isLobby = IsLobby() var ingameMenu if ( isMP ) { ingameMenu = GetMenu( "InGameMPMenu" ) } else { // Disable this callback for this special case menu so players can't skip it. var spTitanTutorialMenu = GetMenu( "SPTitanLoadoutTutorialMenu" ) if ( activeMenu == spTitanTutorialMenu ) return ingameMenu = GetMenu( "InGameSPMenu" ) } if ( IsDialog( uiGlobal.activeMenu ) ) { // Do nothing if a dialog is showing } else if ( TeamTitanSelectMenuIsOpen() ) { if ( uiGlobal.activeMenu == GetMenu( "TeamTitanSelectMenu" ) ) { // Do nothing here either } else { CloseActiveMenu() } } else if ( ( isMP && !isLobby ) || !isMP ) { if ( !activeMenu ) AdvanceMenu( ingameMenu ) else CloseAllInGameMenus() } } // Return true to show load screen, false to not show load screen. // levelname can be "" because the level to load isn't always known when the load screen starts bool function UICodeCallback_LevelLoadingStarted( string levelname ) { printt( "UICodeCallback_LevelLoadingStarted: " + levelname ) CloseAllDialogs() uiGlobal.loadingLevel = levelname StopMusic() if ( uiGlobal.playingVideo ) Signal( uiGlobal.signalDummy, "PlayVideoEnded" ) if ( uiGlobal.playingCredits ) Signal( uiGlobal.signalDummy, "PlayingCreditsDone" ) // kill lingering postgame summary since persistent data may not be available at this point Signal( uiGlobal.signalDummy, "PGDisplay" ) #if CONSOLE_PROG if ( !Console_IsSignedIn() ) return false #endif return true } // Return true to show load screen, false to not show load screen. bool function UICodeCallback_UpdateLoadingLevelName( string levelname ) { printt( "UICodeCallback_UpdateLoadingLevelName: " + levelname ) #if CONSOLE_PROG if ( !Console_IsSignedIn() ) return false #endif return true } void function UICodeCallback_LevelLoadingFinished( bool error ) { printt( "UICodeCallback_LevelLoadingFinished: " + uiGlobal.loadingLevel + " (" + error + ")" ) if ( !IsLobby() ) { HudChat_ClearTextFromAllChatPanels() ResetActiveChatroomLastModified() } else { uiGlobal.lobbyFromLoadingScreen = true } uiGlobal.loadingLevel = "" Signal( uiGlobal.signalDummy, "LevelFinishedLoading" ) } void function UICodeCallback_LevelInit( string levelname ) { Assert( IsConnected() ) StopVideo() uiGlobal.loadedLevel = levelname printt( "UICodeCallback_LevelInit: " + uiGlobal.loadedLevel ) if ( !uiGlobal.loadoutsInitialized ) { string gameModeString = GetConVarString( "mp_gamemode" ) if ( gameModeString != "solo" ) { InitStatsTables() } } InitItems() if ( IsMultiplayer() ) { ShWeaponXP_Init() ShTitanXP_Init() ShFactionXP_Init() } else { SPObjectiveStringsInit() } #if DEV UpdatePrecachedSPWeapons() #endif if ( !uiGlobal.loadoutsInitialized ) { string gameModeString = GetConVarString( "mp_gamemode" ) if ( gameModeString != "solo" ) { DeathHints_Init() InitDefaultLoadouts() CreateChallenges() uiGlobal.loadoutsInitialized = true } } if ( IsLevelMultiplayer( levelname ) || IsLobbyMapName( levelname ) ) { thread UpdateCachedLoadouts() thread UpdateCachedNewItems() thread InitUISpawnLoadoutIndexes() if ( !uiGlobal.eventHandlersAdded ) { uiGlobal.eventHandlersAdded = true } UI_GetAllChallengesProgress() bool isLobby = IsLobbyMapName( levelname ) string gameModeString = GetConVarString( "mp_gamemode" ) if ( gameModeString == "" ) gameModeString = "" Assert( gameModeString == GetConVarString( "mp_gamemode" ) ) Assert( gameModeString != "" ) int gameModeId = GameMode_GetGameModeId( gameModeString ) int mapId = eMaps.invalid if ( levelname in getconsttable().eMaps ) { mapId = expect int( getconsttable().eMaps[ levelname ] ) } else { // Don't worry about this until we have to consider R2 Durango TCRs (10/2015) //if ( !IsTestMap() ) // CodeWarning( "No map named '" + levelname + "' exists in eMaps, all shipping maps should be in this enum" ) } int difficultyLevelId = 0 int roundId = 0 if ( isLobby ) Durango_OnLobbySessionStart( gameModeId, difficultyLevelId ) else Durango_OnMultiplayerRoundStart( gameModeId, mapId, difficultyLevelId, roundId, 0 ) } else { // SP loadout stuff UI_GetAllChallengesProgress() // TODO: Can this be moved so we don't call it twice? It's called above. SP_ResetObjectiveStringIndex() // Since this persists thru level load, we need to explicitely clear it. } if ( IsMultiplayer() ) { foreach ( callbackFunc in uiGlobal.onLevelInitCallbacks ) { thread callbackFunc() } } thread UpdateMenusOnConnect( levelname ) uiGlobal.previousLevel = uiGlobal.loadedLevel uiGlobal.previousPlaylist = GetCurrentPlaylistName() } void function UICodeCallback_LevelShutdown() { Signal( uiGlobal.signalDummy, "LevelShutdown" ) printt( "UICodeCallback_LevelShutdown: " + uiGlobal.loadedLevel ) StopVideo() if ( uiGlobal.loadedLevel != "" ) CleanupInGameMenus() uiGlobal.loadedLevel = "" uiGlobal.mapSupportsMenuModelsUpdated = false uiGlobal.sp_showAlternateMissionLog = false } void function UICodeCallback_NavigateBack() { if ( uiGlobal.activeMenu == null ) return if ( IsDialog( uiGlobal.activeMenu ) ) { if ( uiGlobal.menuData[ uiGlobal.activeMenu ].dialogData.noChoice || uiGlobal.menuData[ uiGlobal.activeMenu ].dialogData.forceChoice || Time() < uiGlobal.dialogInputEnableTime ) return } Assert( uiGlobal.activeMenu in uiGlobal.menuData ) if ( uiGlobal.menuData[ uiGlobal.activeMenu ].navBackFunc != null ) { thread uiGlobal.menuData[ uiGlobal.activeMenu ].navBackFunc() return } if ( uiGlobal.activeMenu.GetType() == "submenu" ) // REMOVE { CloseSubmenu() return } CloseActiveMenu( true ) } // Called when IsConnected() will start returning true. void function UICodeCallback_OnConnected() { } void function UICodeCallback_OnFocusChanged( var oldFocusedPanel, var newFocusedPanel ) { } // Accepting an origin invite closes dialogs, or aborts if they can't be closed bool function UICodeCallback_TryCloseDialog() { if ( !IsDialog( uiGlobal.activeMenu ) ) return true if ( uiGlobal.menuData[ uiGlobal.activeMenu ].dialogData.forceChoice ) return false CloseAllDialogs() Assert( !IsDialog( uiGlobal.activeMenu ) ) return true } void function UICodeCallback_ConsoleKeyboardClosed() { switch ( uiGlobal.activeMenu ) { case GetMenu( "EditPilotLoadoutMenu" ): string oldName = GetPilotLoadoutName( GetCachedPilotLoadout( uiGlobal.editingLoadoutIndex ) ) string newName = GetPilotLoadoutRenameText() // strip doesn't work on UTF-8 strings // newName = strip( newName ) // Remove leading/trailing whitespace if ( newName == "" ) // If all whitespace entered reset to previous name newName = oldName SetPilotLoadoutName( newName ) SelectPilotLoadoutRenameText() if ( newName != oldName ) EmitUISound( "Menu.Accept" ) // No callback when cancelled so for now assume name was changed break default: break } } void function UICodeCallback_OnDetenteDisplayed() { // thread PlayDetentSound() //} // //void function PlayDetentSound() //{ // WaitFrame() // otherwise gets killed off by code pause // WaitFrame() // otherwise gets killed off by code pause // EmitUISound( "Pilot_Killed_Indicator" ) } void function UICodeCallback_OnSpLogDisplayed() { } void function UICodeCallback_ErrorDialog( string errorDetails ) { printt( "UICodeCallback_ErrorDialog: " + errorDetails ) thread OpenErrorDialog( errorDetails ) } void function UICodeCallback_AcceptInviteThread( string accesstoken ) { printt( "UICodeCallback_AcceptInviteThread '" + accesstoken + "'") #if PS4_PROG if ( !Ps4_PSN_Is_Loggedin() ) { Ps4_LoginDialog_Schedule(); while( Ps4_LoginDialog_Running() ) WaitFrame() if ( !Ps4_PSN_Is_Loggedin() ) return; } if( Ps4_CheckPlus_Schedule() ) { while( Ps4_CheckPlus_Running() ) WaitFrame() if( !Ps4_CheckPlus_Allowed() ) { if( Ps4_CheckPlus_GetLastRequestResults() != 0 ) { return } if( Ps4_ScreenPlusDialog_Schedule() ) { while( Ps4_ScreenPlusDialog_Running() ) WaitFrame() if( !Ps4_ScreenPlusDialog_Allowed() ) return; } else { return; } } } #endif // #if PS4_PROG SubscribeToChatroomPartyChannel( accesstoken ); } void function UICodeCallback_AcceptInvite( string accesstoken ) { printt( "UICodeCallback_AcceptInvite '" + accesstoken + "'") thread UICodeCallback_AcceptInviteThread( accesstoken ) } // TODO: replaceCurrent should not be an option. It should be a different function. void function AdvanceMenu( var menu, bool replaceCurrent = false ) { //foreach ( index, menu in uiGlobal.menuStack ) //{ // if ( menu != null ) // printt( "menu index " + index + " is named " + menu.GetDisplayName() ) //} if ( uiGlobal.activeMenu ) { // Don't open the same menu again if it's already open if ( uiGlobal.activeMenu == menu ) return // Opening a normal menu while a dialog is open Assert( !IsDialog( uiGlobal.activeMenu ), "Tried opening menu: " + Hud_GetHudName( menu ) + " when uiGlobal.activeMenu was: " + Hud_GetHudName( uiGlobal.activeMenu ) ) } if ( uiGlobal.activeMenu && !IsDialog( menu ) ) // Dialogs show on top so don't close existing menu when opening them { SetBlurEnabled( false ) if ( replaceCurrent ) { CloseMenuWrapper( uiGlobal.activeMenu ) uiGlobal.menuStack.pop() } else { CloseMenu( uiGlobal.activeMenu ) printt( Hud_GetHudName( uiGlobal.activeMenu ), "menu closed" ) } } if ( IsDialog( menu ) && uiGlobal.activeMenu ) SetFooterPanelVisibility( uiGlobal.activeMenu, false ) uiGlobal.menuStack.push( menu ) uiGlobal.activeMenu = menu uiGlobal.lastMenuNavDirection = MENU_NAV_FORWARD if ( uiGlobal.activeMenu ) { if ( !IsLobby() && !uiGlobal.mapSupportsMenuModels ) SetBlurEnabled( true ) OpenMenuWrapper( uiGlobal.activeMenu, true ) } Signal( uiGlobal.signalDummy, "ActiveMenuChanged" ) } void function SetFooterPanelVisibility( var menu, bool visible ) { if ( !Hud_HasChild( menu, "FooterButtons" ) ) return var panel = Hud_GetChild( menu, "FooterButtons" ) Hud_SetVisible( panel, visible ) } void function OpenSubmenu( var menu, bool updateMenuPos = true ) { Assert( menu ) Assert( menu.GetType() == "submenu" ) if ( uiGlobal.activeMenu ) { // Don't open the same menu again if it's already open if ( uiGlobal.activeMenu == menu ) return } local submenuPos = Hud_GetAbsPos( GetFocus() ) uiGlobal.menuStack.push( menu ) uiGlobal.activeMenu = menu OpenMenuWrapper( uiGlobal.activeMenu, true ) if ( updateMenuPos ) { var vguiButtonFrame = Hud_GetChild( uiGlobal.activeMenu, "ButtonFrame" ) Hud_SetPos( vguiButtonFrame, submenuPos[0], submenuPos[1] ) } uiGlobal.lastMenuNavDirection = MENU_NAV_FORWARD Signal( uiGlobal.signalDummy, "ActiveMenuChanged" ) } void function CloseSubmenu( bool openStackMenu = true ) { if ( !uiGlobal.activeMenu ) return if ( uiGlobal.activeMenu.GetType() != "submenu" ) return CloseMenuWrapper( uiGlobal.activeMenu ) uiGlobal.menuStack.pop() uiGlobal.lastMenuNavDirection = MENU_NAV_FORWARD if ( uiGlobal.menuStack.len() ) { uiGlobal.activeMenu = uiGlobal.menuStack.top() // This runs any OnOpen function for the menu and sets focus, but doesn't actually open the menu because it is already open if ( openStackMenu ) OpenMenuWrapper( uiGlobal.activeMenu, false ) } else { uiGlobal.activeMenu = null } Signal( uiGlobal.signalDummy, "ActiveMenuChanged" ) } void function CloseActiveMenuNoParms() { CloseActiveMenu() } void function CloseActiveMenu( bool cancelled = false, bool openStackMenu = true ) { bool updateBlur = true bool wasDialog = false if ( uiGlobal.activeMenu ) { if ( IsDialog( uiGlobal.activeMenu ) ) { updateBlur = false wasDialog = true uiGlobal.dialogInputEnableTime = 0.0 if ( uiGlobal.dialogCloseCallback ) { uiGlobal.dialogCloseCallback( cancelled ) uiGlobal.dialogCloseCallback = null } } if ( updateBlur ) SetBlurEnabled( false ) CloseMenuWrapper( uiGlobal.activeMenu ) } uiGlobal.menuStack.pop() if ( uiGlobal.menuStack.len() ) uiGlobal.activeMenu = uiGlobal.menuStack.top() else uiGlobal.activeMenu = null uiGlobal.lastMenuNavDirection = MENU_NAV_BACK if ( wasDialog ) { if ( uiGlobal.activeMenu ) SetFooterPanelVisibility( uiGlobal.activeMenu, true ) if ( IsDialog( uiGlobal.activeMenu ) ) openStackMenu = true else openStackMenu = false } if ( uiGlobal.activeMenu ) { if ( uiGlobal.activeMenu.GetType() == "submenu" ) { Hud_SetFocused( uiGlobal.menuData[ uiGlobal.activeMenu ].lastFocus ) } else if ( openStackMenu ) { OpenMenuWrapper( uiGlobal.activeMenu, false ) if ( updateBlur && !IsLobby() && !uiGlobal.mapSupportsMenuModels ) SetBlurEnabled( true ) } } Signal( uiGlobal.signalDummy, "ActiveMenuChanged" ) } void function CloseAllMenus() { if ( IsDialog( uiGlobal.activeMenu ) ) CloseActiveMenu( true ) if ( uiGlobal.activeMenu && uiGlobal.activeMenu.GetType() == "submenu" ) CloseSubmenu( false ) if ( uiGlobal.activeMenu ) { SetBlurEnabled( false ) CloseMenuWrapper( uiGlobal.activeMenu ) } uiGlobal.menuStack = [] uiGlobal.activeMenu = null uiGlobal.lastMenuNavDirection = MENU_NAV_BACK Signal( uiGlobal.signalDummy, "ActiveMenuChanged" ) } void function CloseAllInGameMenus() { while ( uiGlobal.activeMenu ) { if ( uiGlobal.activeMenu.GetType() == "submenu" ) CloseSubmenu( false ) CloseActiveMenu( true, false ) } } void function CloseAllDialogs() { while ( IsDialog( uiGlobal.activeMenu ) ) CloseActiveMenu( true ) } void function CloseAllToTargetMenu( var targetMenu ) { while ( uiGlobal.activeMenu != targetMenu ) CloseActiveMenu( true, false ) } void function PrintMenuStack() { array stack = clone uiGlobal.menuStack stack.reverse() printt( "MENU STACK:" ) foreach ( menu in stack ) { if ( menu ) printt( " ", Hud_GetHudName( menu ) ) else printt( " null" ) } } // Happens on any level load void function UpdateMenusOnConnect( string levelname ) { EndSignal( uiGlobal.signalDummy, "LevelShutdown" ) // HACK fix because UICodeCallback_LevelInit() incorrectly runs when disconnected by client error. Test with "script_error_client" while a level is loaded. CloseAllDialogs() var mainMenu = GetMenu( "MainMenu" ) if ( IsMenuInMenuStack( mainMenu ) && !IsMenuInMenuStack( null ) ) CloseAllToTargetMenu( mainMenu ) Assert( uiGlobal.activeMenu != null || uiGlobal.menuStack.len() == 0 ) AdvanceMenu( null ) // TODO: The order things are called in should be predictable so this isn't needed while ( !uiGlobal.mapSupportsMenuModelsUpdated ) { //printt( Time(), "beginning waitframe, uiGlobal.mapSupportsMenuModelsUpdated is:", uiGlobal.mapSupportsMenuModelsUpdated ) WaitFrame() //printt( Time(), "ended waitframe, uiGlobal.mapSupportsMenuModelsUpdated is:", uiGlobal.mapSupportsMenuModelsUpdated ) } if ( IsLevelMultiplayer( levelname ) ) { bool isLobby = IsLobbyMapName( levelname ) if ( isLobby ) { if ( IsPrivateMatch() ) { AdvanceMenu( GetMenu( "PrivateLobbyMenu" ) ) } else { AdvanceMenu( GetMenu( "LobbyMenu" ) ) } thread UpdateAnnouncementDialog() } else { UI_SetPresentationType( ePresentationType.INACTIVE ) } } } bool function IsMenuInMenuStack( var searchMenu ) { foreach ( menu in uiGlobal.menuStack ) { // loading a map pushes a null sentinel onto the menu stack if ( !menu ) continue if ( menu == searchMenu ) return true } return false } var function GetTopNonDialogMenu() { array menuArray = clone uiGlobal.menuStack menuArray.reverse() foreach ( menu in menuArray ) { if ( menu == null || IsDialog( menu ) ) continue return menu } return null } void function CleanupInGameMenus() { Signal( uiGlobal.signalDummy, "CleanupInGameMenus" ) CloseAllInGameMenus() Assert( uiGlobal.activeMenu == null ) if ( uiGlobal.menuStack.len() ) { if ( uiGlobal.loadingLevel == "" ) CloseActiveMenu() // Disconnected. Remove stack null and open main menu. else CloseActiveMenu( true, false ) // Level to level transition. Remove stack null and DON'T open main menu. } } var function GetActiveMenu() { return uiGlobal.activeMenu } var function GetMenu( string menuName ) { return uiGlobal.menus[ menuName ] } var function GetPanel( string panelName ) { return uiGlobal.panels[ panelName ] } array function GetAllMenuPanels( var menu ) { array menuPanels foreach ( panel in uiGlobal.allPanels ) { if ( Hud_GetParent( panel ) == menu ) menuPanels.append( panel ) } return menuPanels } void function InitGamepadConfigs() { uiGlobal.buttonConfigs = [ { orthodox = "gamepad_button_layout_default.cfg", southpaw = "gamepad_button_layout_default_southpaw.cfg" } ] uiGlobal.buttonConfigs.append( { orthodox = "gamepad_button_layout_bumper_jumper.cfg", southpaw = "gamepad_button_layout_bumper_jumper_southpaw.cfg" } ) uiGlobal.buttonConfigs.append( { orthodox = "gamepad_button_layout_bumper_jumper_alt.cfg", southpaw = "gamepad_button_layout_bumper_jumper_alt_southpaw.cfg" } ) uiGlobal.buttonConfigs.append( { orthodox = "gamepad_button_layout_pogo_stick.cfg", southpaw = "gamepad_button_layout_pogo_stick_southpaw.cfg" } ) uiGlobal.buttonConfigs.append( { orthodox = "gamepad_button_layout_button_kicker.cfg", southpaw = "gamepad_button_layout_button_kicker_southpaw.cfg" } ) uiGlobal.buttonConfigs.append( { orthodox = "gamepad_button_layout_circle.cfg", southpaw = "gamepad_button_layout_circle_southpaw.cfg" } ) uiGlobal.buttonConfigs.append( { orthodox = "gamepad_button_layout_ninja.cfg", southpaw = "gamepad_button_layout_ninja_southpaw.cfg" } ) uiGlobal.buttonConfigs.append( { orthodox = "gamepad_button_layout_custom.cfg", southpaw = "gamepad_button_layout_custom.cfg" } ) uiGlobal.stickConfigs = [] uiGlobal.stickConfigs.append( "gamepad_stick_layout_default.cfg" ) uiGlobal.stickConfigs.append( "gamepad_stick_layout_southpaw.cfg" ) uiGlobal.stickConfigs.append( "gamepad_stick_layout_legacy.cfg" ) uiGlobal.stickConfigs.append( "gamepad_stick_layout_legacy_southpaw.cfg" ) foreach ( key, val in uiGlobal.buttonConfigs ) { VPKNotifyFile( "cfg/" + val.orthodox ) VPKNotifyFile( "cfg/" + val.southpaw ) } foreach ( key, val in uiGlobal.stickConfigs ) VPKNotifyFile( "cfg/" + val ) ExecCurrentGamepadButtonConfig() ExecCurrentGamepadStickConfig() SetStandardAbilityBindingsForPilot( GetLocalClientPlayer() ) } void function InitMenus() { InitGlobalMenuVars() SpShWeaponsInit() AddMenu( "MainMenu", $"resource/ui/menus/main.menu", InitMainMenu, "#MAIN" ) AddPanel( GetMenu( "MainMenu" ), "EstablishUserPanel", InitEstablishUserPanel ) AddPanel( GetMenu( "MainMenu" ), "MainMenuPanel", InitMainMenuPanel ) // stub void functionref() InitModMenu = void function(){} AddMenu( "ModListMenu", $"resource/ui/menus/modlist.menu", InitModMenu, "#MENU_MODS" ) AddMenu( "PlayVideoMenu", $"resource/ui/menus/play_video.menu", InitPlayVideoMenu ) AddMenu( "LobbyMenu", $"resource/ui/menus/lobby.menu", InitLobbyMenu, "#LOBBY" ) // stub void functionref() InitServerBrowserMenu = void function(){} AddMenu( "ServerBrowserMenu", $"resource/ui/menus/server_browser.menu", InitServerBrowserMenu, "#MENU_SERVER_BROWSER" ) AddMenu( "FDMenu", $"resource/ui/menus/playlist_fd.menu", InitFDPlaylistMenu ) AddMenu( "TeamTitanSelectMenu", $"resource/ui/menus/team_titan_select.menu", InitTeamTitanSelectMenu ) AddMenu( "PlaylistMenu", $"resource/ui/menus/playlist.menu", InitPlaylistMenu ) AddMenu( "PlaylistMixtapeMenu", $"resource/ui/menus/playlist_mixtape.menu", InitPlaylistMixtapeMenu ) AddMenu( "PlaylistMixtapeChecklistMenu", $"resource/ui/menus/playlist_mixtape_checklist.menu", InitPlaylistMixtapeChecklistMenu ) AddMenu( "SinglePlayerDevMenu", $"resource/ui/menus/singleplayer_dev.menu", InitSinglePlayerDevMenu, "SINGLE PLAYER DEV" ) AddMenu( "SinglePlayerMenu", $"resource/ui/menus/singleplayer.menu", InitSinglePlayerMenu, "SINGLE PLAYER" ) AddMenu( "SearchMenu", $"resource/ui/menus/search.menu", InitSearchMenu ) AddMenu( "GammaMenu", $"resource/ui/menus/gamma.menu", InitGammaMenu, "#BRIGHTNESS" ) AddMenu( "CommunitiesMenu", $"resource/ui/menus/community.menu", InitCommunitiesMenu ) AddMenu( "Notifications", $"resource/ui/menus/notifications.menu", InitNotificationsMenu ) AddMenu( "MyNetworks", $"resource/ui/menus/communities_mine.menu", InitMyNetworksMenu ) AddMenu( "InboxFrontMenu", $"resource/ui/menus/inbox_front.menu", InitInboxFrontMenu ) AddMenu( "Inbox", $"resource/ui/menus/inbox.menu", InitInboxMenu ) AddMenu( "BrowseCommunities", $"resource/ui/menus/communities_browse.menu" ) AddMenu( "CommunityEditMenu", $"resource/ui/menus/community_edit.menu" ) AddMenu( "CommunityAdminSendMessage", $"resource/ui/menus/community_sendMessage.menu" ) AddMenu( "CommunityAdminInviteRequestMenu", $"resource/ui/menus/community_inviteRequest.menu" ) #if NETWORK_INVITE AddMenu( "InviteFriendsToNetworkMenu", $"resource/ui/menus/invite_friends.menu", InitInviteFriendsToNetworkMenu ) #endif AddMenu( "InGameMPMenu", $"resource/ui/menus/ingame_mp.menu", InitInGameMPMenu ) AddMenu( "InGameSPMenu", $"resource/ui/menus/ingame_sp.menu", InitInGameSPMenu ) AddMenu( "Dialog", $"resource/ui/menus/dialog.menu", InitDialogMenu ) AddMenu( "AnnouncementDialog", $"resource/ui/menus/dialog_announcement.menu", InitAnnouncementDialog ) AddMenu( "ConnectingDialog", $"resource/ui/menus/dialog_connecting.menu", InitConnectingDialog ) AddMenu( "DataCenterDialog", $"resource/ui/menus/dialog_datacenter.menu", InitDataCenterDialogMenu ) AddMenu( "EULADialog", $"resource/ui/menus/dialog_eula.menu", InitEULADialog ) AddMenu( "ReviewTermsDialog", $"resource/ui/menus/dialog_review_terms.menu", InitReviewTermsDialog ) AddMenu( "RegistrationDialog", $"resource/ui/menus/dialog_registration.menu", InitRegistrationDialog ) AddMenu( "AdvocateGiftDialog", $"resource/ui/menus/dialog_advocate_gift.menu", InitAdvocateGiftDialog ) AddMenu( "ControlsMenu", $"resource/ui/menus/controls.menu", InitControlsMenu, "#CONTROLS" ) AddMenu( "ControlsAdvancedLookMenu", $"resource/ui/menus/controls_advanced_look.menu", InitControlsAdvancedLookMenu, "#CONTROLS_ADVANCED_LOOK" ) AddMenu( "GamepadLayoutMenu", $"resource/ui/menus/gamepadlayout.menu", InitGamepadLayoutMenu ) #if PC_PROG AddMenu_WithCreateFunc( "MouseKeyboardBindingsMenu", $"resource/ui/menus/mousekeyboardbindings.menu", InitMouseKeyboardMenu, CreateKeyBindingMenu ) AddMenu( "AudioMenu", $"resource/ui/menus/audio.menu", InitAudioMenu, "#AUDIO" ) AddMenu_WithCreateFunc( "VideoMenu", $"resource/ui/menus/video.menu", InitVideoMenu, CreateVideoOptionsMenu ) #elseif CONSOLE_PROG AddMenu( "AudioVideoMenu", $"resource/ui/menus/audio_video.menu", InitAudioVideoMenu, "#AUDIO_VIDEO" ) #endif AddMenu( "AdvancedHudMenu", $"resource/ui/menus/advanced_hud.menu", InitAdvancedHudMenu, "#ADVANCED_HUD" ) AddMenu( "PilotLoadoutsMenu", $"resource/ui/menus/pilotloadouts.menu", InitPilotLoadoutsMenu ) AddMenu( "TitanLoadoutsMenu", $"resource/ui/menus/titanloadouts.menu", InitTitanLoadoutsMenu ) AddMenu( "EditPilotLoadoutsMenu", $"resource/ui/menus/pilotloadouts.menu", InitEditPilotLoadoutsMenu ) AddMenu( "EditTitanLoadoutsMenu", $"resource/ui/menus/titanloadouts.menu", InitEditTitanLoadoutsMenu ) AddMenu( "EditPilotLoadoutMenu", $"resource/ui/menus/editpilotloadout.menu", InitEditPilotLoadoutMenu ) AddMenu( "EditTitanLoadoutMenu", $"resource/ui/menus/edittitanloadout.menu", InitEditTitanLoadoutMenu ) AddMenu( "SPTitanLoadoutMenu", $"resource/ui/menus/sptitanloadout.menu", InitSPTitanLoadoutMenu ) AddMenu( "SPTitanLoadoutTutorialMenu", $"resource/ui/menus/sptitanloadout_tutorial.menu", InitSPTitanLoadoutTutorialMenu ) AddMenu( "SuitSelectMenu", $"resource/ui/menus/suitselect.menu", InitSuitSelectMenu ) AddMenu( "WeaponSelectMenu", $"resource/ui/menus/weaponselect.menu", InitWeaponSelectMenu ) AddMenu( "CategorySelectMenu", $"resource/ui/menus/categoryselect.menu", InitCategorySelectMenu ) AddMenu( "AbilitySelectMenu", $"resource/ui/menus/abilityselect.menu", InitAbilitySelectMenu ) AddMenu( "PassiveSelectMenu", $"resource/ui/menus/passiveselect.menu", InitPassiveSelectMenu ) AddSubmenu( "ModSelectMenu", $"resource/ui/menus/modselect.menu", InitModSelectMenu ) AddMenu( "CamoSelectMenu", $"resource/ui/menus/camoselect.menu", InitCamoSelectMenu ) AddMenu( "NoseArtSelectMenu", $"resource/ui/menus/noseartselect.menu", InitNoseArtSelectMenu ) AddMenu( "CallsignCardSelectMenu", $"resource/ui/menus/callsigncardselect.menu", InitCallsignCardSelectMenu ) AddMenu( "CallsignIconSelectMenu", $"resource/ui/menus/callsigniconselect.menu", InitCallsignIconSelectMenu ) AddMenu( "BoostStoreMenu", $"resource/ui/menus/booststore.menu", InitBoostStoreMenu ) AddMenu( "PrivateLobbyMenu", $"resource/ui/menus/private_lobby.menu", InitPrivateMatchMenu, "#PRIVATE_MATCH" ) AddMenu( "MapsMenu", $"resource/ui/menus/map_select.menu", InitMapsMenu ) AddMenu( "ModesMenu", $"resource/ui/menus/mode_select.menu", InitModesMenu ) AddMenu( "MatchSettingsMenu", $"resource/ui/menus/match_settings.menu", InitMatchSettingsMenu ) AddMenu( "Advocate_Letter", $"resource/ui/menus/advocate_letter.menu", InitAdvocateLetterMenu ) AddMenu( "Generation_Respawn", $"resource/ui/menus/generation_respawn.menu", InitGenerationRespawnMenu ) AddMenu( "ChallengesMenu", $"resource/ui/menus/challenges.menu", InitChallengesMenu ) AddMenu( "ViewStatsMenu", $"resource/ui/menus/viewstats.menu", InitViewStatsMenu, "#PERSONAL_STATS" ) AddMenu( "ViewStats_Overview_Menu", $"resource/ui/menus/viewstats_overview.menu", InitViewStatsOverviewMenu ) //AddMenu( "ViewStats_Kills_Menu", $"resource/ui/menus/viewstats_kills.menu", InitViewStatsKillsMenu ) AddMenu( "ViewStats_Time_Menu", $"resource/ui/menus/viewstats_time.menu", InitViewStatsTimeMenu ) //AddMenu( "ViewStats_Distance_Menu", $"resource/ui/menus/viewstats_distance.menu", InitViewStatsDistanceMenu ) AddMenu( "ViewStats_Weapons_Menu", $"resource/ui/menus/viewstats_weapons.menu", InitViewStatsWeaponsMenu ) AddMenu( "ViewStats_Titans_Menu", $"resource/ui/menus/viewstats_titans.menu", InitViewStatsTitansMenu ) AddMenu( "ViewStats_Misc_Menu", $"resource/ui/menus/viewstats_misc.menu", InitViewStatsMiscMenu ) AddMenu( "ViewStats_Maps_Menu", $"resource/ui/menus/viewstats_maps.menu", InitViewStatsMapsMenu ) AddMenu( "PostGameMenu", $"resource/ui/menus/postgame.menu", InitPostGameMenu ) AddMenu( "EOG_XP", $"resource/ui/menus/eog_xp.menu", InitEOG_XPMenu ) AddMenu( "EOG_Coins", $"resource/ui/menus/eog_coins.menu", InitEOG_CoinsMenu ) AddMenu( "EOG_Challenges", $"resource/ui/menus/eog_challenges.menu", InitEOG_ChallengesMenu ) AddMenu( "EOG_Unlocks", $"resource/ui/menus/eog_unlocks.menu", InitEOG_UnlocksMenu ) AddMenu( "EOG_Scoreboard", $"resource/ui/menus/eog_scoreboard.menu", InitEOG_ScoreboardMenu ) AddMenu( "CreditsMenu", $"resource/ui/menus/credits.menu", InitCreditsMenu, "#CREDITS" ) AddMenu( "BurnCardMenu", $"resource/ui/menus/burn_cards.menu", InitBurnCardMenu, "#MENU_BURNCARD_MENU" ) AddMenu( "FactionChoiceMenu", $"resource/ui/menus/faction_choice.menu", InitFactionChoiceMenu, "#FACTION_CHOICE_MENU" ) AddMenu( "ArmoryMenu", $"resource/ui/menus/armory.menu", InitArmoryMenu, "#ARMORY_MENU" ) AddMenu( "StoreMenu", $"resource/ui/menus/store.menu", InitStoreMenu, "#STORE_MENU" ) AddMenu( "StoreMenu_NewReleases", $"resource/ui/menus/store_new_releases.menu", InitStoreMenuNewReleases, "#STORE_NEW_RELEASES" ) AddMenu( "StoreMenu_Limited", $"resource/ui/menus/store_limited.menu", InitStoreMenuLimited, "#STORE_LIMITED" ) AddMenu( "StoreMenu_Sales", $"resource/ui/menus/store_bundles.menu", InitStoreMenuSales, "#STORE_BUNDLES" ) AddMenu( "StoreMenu_Titans", $"resource/ui/menus/store_prime_titans.menu", InitStoreMenuTitans, "#STORE_TITANS" ) // reusing store_prime_titans.menu AddMenu( "StoreMenu_PrimeTitans", $"resource/ui/menus/store_prime_titans.menu", InitStoreMenuPrimeTitans, "#STORE_PRIME_TITANS" ) //AddMenu( "StoreMenu_WeaponSelect", $"resource/ui/menus/store_weapon_select.menu", InitStoreMenuWeaponSelect ) //AddMenu( "StoreMenu_WeaponSkinPreview", $"resource/ui/menus/store_weapon_skin_preview.menu", InitStoreMenuWeaponSkinPreview ) AddMenu( "StoreMenu_WeaponSkinBundles", $"resource/ui/menus/store_weapon_skin_bundles.menu", InitStoreMenuWeaponSkinBundles ) AddMenu( "StoreMenu_WeaponSkins", $"resource/ui/menus/store_weapons.menu", InitStoreMenuWeaponSkins ) AddMenu( "StoreMenu_Customization", $"resource/ui/menus/store_customization.menu", InitStoreMenuCustomization, "#STORE_CUSTOMIZATION_PACKS" ) AddMenu( "StoreMenu_CustomizationPreview", $"resource/ui/menus/store_customization_preview.menu", InitStoreMenuCustomizationPreview, "#STORE_CUSTOMIZATION_PACKS" ) AddMenu( "StoreMenu_Camo", $"resource/ui/menus/store_camo.menu", InitStoreMenuCamo, "#STORE_CAMO_PACKS" ) AddMenu( "StoreMenu_CamoPreview", $"resource/ui/menus/store_camo_preview.menu", InitStoreMenuCamoPreview, "#STORE_CAMO_PACKS" ) AddMenu( "StoreMenu_Callsign", $"resource/ui/menus/store_callsign.menu", InitStoreMenuCallsign, "#STORE_CALLSIGN_PACKS" ) AddMenu( "StoreMenu_CallsignPreview", $"resource/ui/menus/store_callsign_preview.menu", InitStoreMenuCallsignPreview, "#STORE_CALLSIGN_PACKS" ) AddMenu( "KnowledgeBaseMenu", $"resource/ui/menus/knowledgebase.menu", InitKnowledgeBaseMenu ) AddMenu( "KnowledgeBaseMenuSubMenu", $"resource/ui/menus/knowledgebase_submenu.menu", InitKnowledgeBaseMenuSubMenu ) AddMenu( "DevMenu", $"resource/ui/menus/dev.menu", InitDevMenu, "Dev" ) InitSharedStartPoints() foreach ( menu in uiGlobal.allMenus ) { if ( uiGlobal.menuData[ menu ].initFunc != null ) uiGlobal.menuData[ menu ].initFunc() array elems = GetElementsByClassname( menu, "TabsCommonClass" ) if ( elems.len() ) uiGlobal.menuData[ menu ].hasTabs = true elems = GetElementsByClassname( menu, "EnableKeyBindingIcons" ) foreach ( elem in elems ) Hud_EnableKeyBindingIcons( elem ) } InitTabs() var tabbedMenu = GetMenu( "PostGameMenu" ) AddPanel( tabbedMenu, "PVEPanel", InitPVEPanel ) AddPanel( tabbedMenu, "SummaryPanel", InitSummaryPanel ) AddPanel( tabbedMenu, "FDAwardsPanel", InitFDAwardsPanel ) AddPanel( tabbedMenu, "ScoreboardPanel", InitScoreboardPanel ) foreach ( panel in uiGlobal.allPanels ) { if ( uiGlobal.panelData[ panel ].initFunc != null ) uiGlobal.panelData[ panel ].initFunc() } // A little weird, but GetElementsByClassname() uses menu scope rather than parent scope. foreach ( menu in uiGlobal.allMenus ) { array buttons = GetElementsByClassname( menu, "DefaultFocus" ) foreach ( button in buttons ) { var panel = Hud_GetParent( button ) //Assert( elems.len() == 1, "More than 1 panel element set as DefaultFocus!" ) Assert( panel != null, "no parent panel found for button " + Hud_GetHudName( button ) ) Assert( panel in uiGlobal.panelData, "panel " + Hud_GetHudName( panel ) + " isn't in uiGlobal.panelData, but button " + Hud_GetHudName( button ) + " has defaultFocus set!" ) uiGlobal.panelData[ panel ].defaultFocus = button //printt( "Found DefaultFocus, button was:", Hud_GetHudName( button ), "panel was:", Hud_GetHudName( panel ) ) } } InitFooterOptions() #if DEV if ( Dev_CommandLineHasParm( "-autoprecache_all" ) ) { // repreache all levels ExecuteLoadingClientCommands_SetStartPoint( "sp_training" ) ClientCommand( "map sp_training" ) CloseAllMenus() } #endif } void functionref( var ) function AdvanceMenuEventHandler( var menu ) { return void function( var item ) : ( menu ) { if ( Hud_IsLocked( item ) ) return AdvanceMenu( menu ) } } void function PCBackButton_Activate( var button ) { UICodeCallback_NavigateBack() } void function PCSwitchTeamsButton_Activate( var button ) { ClientCommand( "PrivateMatchSwitchTeams" ) } void function PCToggleSpectateButton_Activate( var button ) { ClientCommand( "PrivateMatchToggleSpectate" ) } void function ToggleButtonStates( var button ) { for ( ;; ) { Hud_SetEnabled( button, true ) wait 1 Hud_SetSelected( button, true ) wait 1 Hud_SetLocked( button, true ) wait 1 Hud_SetNew( button, true ) wait 1 Hud_SetNew( button, false ) wait 1 Hud_SetLocked( button, false ) wait 1 Hud_SetSelected( button, false ) wait 1 Hud_SetEnabled( button, false ) wait 1 } } void function AddMenuElementsByClassname( var menu, string classname ) { array elements = GetElementsByClassname( menu, classname ) if ( !(classname in menu.classElements) ) menu.classElements[classname] <- [] menu.classElements[classname].extend( elements ) } void function FocusDefault( var menu ) { if ( menu == GetMenu( "MainMenu" ) || menu == GetMenu( "CategorySelectMenu" ) || menu == GetMenu( "AbilitySelectMenu" ) || menu == GetMenu( "PassiveSelectMenu" ) || menu == GetMenu( "WeaponSelectMenu" ) || menu == GetMenu( "SuitSelectMenu" ) || menu == GetMenu( "CamoSelectMenu" ) || menu == GetMenu( "NoseArtSelectMenu" ) || menu == GetMenu( "FactionChoiceMenu" ) || menu == GetMenu( "BurnCardMenu" ) || menu == GetMenu( "CallsignCardSelectMenu" ) || menu == GetMenu( "CallsignIconSelectMenu" ) ) { } else { //printt( "FocusDefaultMenuItem() called" ) FocusDefaultMenuItem( menu ) } } void function SetPanelDefaultFocus( var panel, var button ) { uiGlobal.panelData[ panel ].defaultFocus = button } void function PanelFocusDefault( var panel ) { //printt( "PanelFocusDefault called" ) if ( uiGlobal.panelData[ panel ].defaultFocus ) { Hud_SetFocused( uiGlobal.panelData[ panel ].defaultFocus ) //printt( "PanelFocusDefault if passed,", Hud_GetHudName( uiGlobal.panelData[ panel ].defaultFocus ), "focused" ) } } void function SetMenuThinkFunc( var menu, void functionref() func ) { Assert( uiGlobal.menuData[ menu ].thinkFunc == null ) uiGlobal.menuData[ menu ].thinkFunc = func } void function AddMenuEventHandler( var menu, int event, void functionref() func ) { if ( event == eUIEvent.MENU_OPEN ) { Assert( uiGlobal.menuData[ menu ].openFunc == null ) uiGlobal.menuData[ menu ].openFunc = func } else if ( event == eUIEvent.MENU_CLOSE ) { Assert( uiGlobal.menuData[ menu ].closeFunc == null ) uiGlobal.menuData[ menu ].closeFunc = func } else if ( event == eUIEvent.MENU_SHOW ) { Assert( uiGlobal.menuData[ menu ].showFunc == null ) uiGlobal.menuData[ menu ].showFunc = func } else if ( event == eUIEvent.MENU_HIDE ) { Assert( uiGlobal.menuData[ menu ].hideFunc == null ) uiGlobal.menuData[ menu ].hideFunc = func } else if ( event == eUIEvent.MENU_NAVIGATE_BACK ) { Assert( uiGlobal.menuData[ menu ].navBackFunc == null ) uiGlobal.menuData[ menu ].navBackFunc = func } else if ( event == eUIEvent.MENU_TAB_CHANGED ) { Assert( uiGlobal.menuData[ menu ].tabChangedFunc == null ) uiGlobal.menuData[ menu ].tabChangedFunc = func } else if ( event == eUIEvent.MENU_ENTITLEMENTS_CHANGED ) { Assert( uiGlobal.menuData[ menu ].entitlementsChangedFunc == null ) uiGlobal.menuData[ menu ].entitlementsChangedFunc = func } else if ( event == eUIEvent.MENU_INPUT_MODE_CHANGED ) { Assert( uiGlobal.menuData[ menu ].inputModeChangedFunc == null ) uiGlobal.menuData[ menu ].inputModeChangedFunc = func } } void function AddPanelEventHandler( var panel, int event, void functionref() func ) { if ( event == eUIEvent.PANEL_SHOW ) uiGlobal.panelData[ panel ].showFunc = func else if ( event == eUIEvent.PANEL_HIDE ) uiGlobal.panelData[ panel ].hideFunc = func } // TODO: Get a real on open event from code? void function OpenMenuWrapper( var menu, bool focusDefault ) { OpenMenu( menu ) printt( Hud_GetHudName( menu ), "menu opened" ) Assert( menu in uiGlobal.menuData ) if ( uiGlobal.menuData[ menu ].openFunc != null ) { thread uiGlobal.menuData[ menu ].openFunc() //printt( "Called openFunc for:", menu.GetHudName() ) } if ( focusDefault ) FocusDefault( menu ) //UpdateMenuTabs() UpdateFooterOptions() } void function CloseMenuWrapper( var menu ) { CloseMenu( menu ) printt( Hud_GetHudName( menu ), "menu closed" ) Assert( menu in uiGlobal.menuData ) if ( uiGlobal.menuData[ menu ].closeFunc != null ) { thread uiGlobal.menuData[ menu ].closeFunc() //printt( "Called closeFunc for:", Hud_GetHudName( menu ) ) } } bool function IsLevelMultiplayer( string levelname ) { return levelname.find( "mp_" ) == 0 } void function AddButtonEventHandler( var button, int event, void functionref( var ) func ) { Hud_AddEventHandler( button, event, func ) } void function AddEventHandlerToButton( var menu, string buttonName, int event, void functionref( var ) func ) { var button = Hud_GetChild( menu, buttonName ) Hud_AddEventHandler( button, event, func ) } void function AddEventHandlerToButtonClass( var menu, string classname, int event, void functionref( var ) func ) { array buttons = GetElementsByClassname( menu, classname ) foreach ( button in buttons ) { //printt( "button name:", Hud_GetHudName( button ) ) Hud_AddEventHandler( button, event, func ) } } // Added slight delay to main menu music to work around a hitch caused when the game first starts up void function PlayMusicAfterDelay() { wait MAINMENU_MUSIC_DELAY if ( uiGlobal.playingMusic ) EmitUISound( "MainMenu_Music" ) } void function DisableMusic() { EmitUISound( "Movie_MuteAllGameSound" ) } void function EnableMusic() { StopUISoundByName( "Movie_MuteAllGameSound" ) } void function PlayMusic() { if ( !uiGlobal.playingMusic && !uiGlobal.playingVideo && !uiGlobal.playingCredits ) { //printt( "PlayMusic() called. Playing: MainMenu_Music. uiGlobal.playingMusic:", uiGlobal.playingMusic, "uiGlobal.playingVideo:", uiGlobal.playingVideo, "uiGlobal.playingCredits:", uiGlobal.playingCredits ) uiGlobal.playingMusic = true thread PlayMusicAfterDelay() } else { //printt( "PlayMusic() called, but doing nothing. uiGlobal.playingMusic:", uiGlobal.playingMusic, "uiGlobal.playingVideo:", uiGlobal.playingVideo, "uiGlobal.playingCredits:", uiGlobal.playingCredits ) } } void function StopMusic() { //printt( "StopMusic() called. Stopping: MainMenu_Music" ) StopUISound( "MainMenu_Music" ) uiGlobal.playingMusic = false } void function RegisterMenuVarInt( string varName, int value ) { table intVars = uiGlobal.intVars Assert( !( varName in intVars ) ) intVars[varName] <- value } void function RegisterMenuVarBool( string varName, bool value ) { table boolVars = uiGlobal.boolVars Assert( !( varName in boolVars ) ) boolVars[varName] <- value } void function RegisterMenuVarVar( string varName, var value ) { table varVars = uiGlobal.varVars Assert( !( varName in varVars ) ) varVars[varName] <- value } int function GetMenuVarInt( string varName ) { table intVars = uiGlobal.intVars Assert( varName in intVars ) return intVars[varName] } bool function GetMenuVarBool( string varName ) { table boolVars = uiGlobal.boolVars Assert( varName in boolVars ) return boolVars[varName] } var function GetMenuVarVar( string varName ) { table varVars = uiGlobal.varVars Assert( varName in varVars ) return varVars[varName] } void function SetMenuVarInt( string varName, int value ) { table intVars = uiGlobal.intVars Assert( varName in intVars ) if ( intVars[varName] == value ) return intVars[varName] = value table > varChangeFuncs = uiGlobal.varChangeFuncs if ( varName in varChangeFuncs ) { foreach ( func in varChangeFuncs[varName] ) { //printt( varName, "changed, calling changeFunc:", string( func ) ) func() } } } void function SetMenuVarBool( string varName, bool value ) { table boolVars = uiGlobal.boolVars Assert( varName in boolVars ) if ( boolVars[varName] == value ) return boolVars[varName] = value table > varChangeFuncs = uiGlobal.varChangeFuncs if ( varName in varChangeFuncs ) { foreach ( func in varChangeFuncs[varName] ) { //printt( varName, "changed, calling changeFunc:", string( func ) ) func() } } } void function SetMenuVarVar( string varName, var value ) { table varVars = uiGlobal.varVars Assert( varName in varVars ) if ( varVars[varName] == value ) return varVars[varName] = value table > varChangeFuncs = uiGlobal.varChangeFuncs if ( varName in varChangeFuncs ) { foreach ( func in varChangeFuncs[varName] ) { //printt( varName, "changed, calling changeFunc:", string( func ) ) func() } } } void function AddMenuVarChangeHandler( string varName, void functionref() func ) { table > varChangeFuncs = uiGlobal.varChangeFuncs if ( !( varName in varChangeFuncs ) ) varChangeFuncs[varName] <- [] // TODO: Verify we're not duplicating an existing func varChangeFuncs[varName].append( func ) } // These are common menu statuses that trigger menu logic any time they change // They should become code callbacks, so script doesn't poll void function InitGlobalMenuVars() { RegisterMenuVarVar( "focus", null ) RegisterMenuVarBool( "isConnected", false ) RegisterMenuVarBool( "isFullyConnected", false ) RegisterMenuVarBool( "isPartyLeader", false ) RegisterMenuVarBool( "isPrivateMatch", false ) RegisterMenuVarBool( "isGamepadActive", IsControllerModeActive() ) #if CONSOLE_PROG RegisterMenuVarBool( "CONSOLE_isOnline", false ) RegisterMenuVarBool( "CONSOLE_isSignedIn", false ) #endif // CONSOLE_PROG #if DURANGO_PROG RegisterMenuVarBool( "DURANGO_isGameFullyInstalled", false ) RegisterMenuVarBool( "DURANGO_canInviteFriends", false ) RegisterMenuVarBool( "DURANGO_isJoinable", false ) #elseif PS4_PROG RegisterMenuVarBool( "PS4_canInviteFriends", false) #elseif PC_PROG RegisterMenuVarBool( "ORIGIN_isEnabled", false ) RegisterMenuVarBool( "ORIGIN_isJoinable", false ) #endif thread UpdateFocus() thread UpdateIsConnected() thread UpdateIsFullyConnected() thread UpdateAmIPartyLeader() thread UpdateIsPrivateMatch() thread UpdateActiveMenuThink() #if CONSOLE_PROG thread UpdateConsole_IsOnline() thread UpdateConsole_IsSignedIn() #endif // CONSOLE_PROG #if DURANGO_PROG thread UpdateDurango_IsGameFullyInstalled() thread UpdateDurango_CanInviteFriends() thread UpdateDurango_IsJoinable() #elseif PS4_PROG thread UpdatePS4_CanInviteFriends() #elseif PC_PROG thread UpdateOrigin_IsEnabled() thread UpdateOrigin_IsJoinable() thread UpdateIsGamepadActive() #endif } void function UpdateFocus() { while ( true ) { SetMenuVarVar( "focus", GetFocus() ) WaitFrame() } } void function UpdateActiveMenuThink() { while ( true ) { var menu = GetActiveMenu() if ( menu ) { Assert( menu in uiGlobal.menuData ) if ( uiGlobal.menuData[ menu ].thinkFunc != null ) uiGlobal.menuData[ menu ].thinkFunc() } WaitFrame() } } void function UpdateIsConnected() { while ( true ) { SetMenuVarBool( "isConnected", IsConnected() ) WaitFrame() } } void function UpdateIsFullyConnected() { while ( true ) { SetMenuVarBool( "isFullyConnected", IsFullyConnected() ) WaitFrame() } } void function UpdateAmIPartyLeader() { while ( true ) { SetMenuVarBool( "isPartyLeader", AmIPartyLeader() ) WaitFrame() } } void function UpdateIsPrivateMatch() { while ( true ) { SetMenuVarBool( "isPrivateMatch", IsPrivateMatch() ) WaitFrame() } } #if CONSOLE_PROG void function UpdateConsole_IsOnline() { while ( true ) { SetMenuVarBool( "CONSOLE_isOnline", Console_IsOnline() ) WaitFrame() } } void function UpdateConsole_IsSignedIn() { while ( true ) { SetMenuVarBool( "CONSOLE_isSignedIn", Console_IsSignedIn() ) WaitFrame() } } #endif // CONSOLE_PROG #if PS4_PROG void function UpdatePS4_CanInviteFriends() { while ( true ) { SetMenuVarBool( "PS4_canInviteFriends", PS4_canInviteFriends() ) WaitFrame() } } #endif // PS4_PROG #if DURANGO_PROG void function UpdateDurango_IsGameFullyInstalled() { while ( true ) { SetMenuVarBool( "DURANGO_isGameFullyInstalled", IsGameFullyInstalled() ) wait 1 // Poll less frequent } } void function UpdateDurango_CanInviteFriends() { while ( true ) { SetMenuVarBool( "DURANGO_canInviteFriends", Durango_CanInviteFriends() ) WaitFrame() } } void function UpdateDurango_IsJoinable() { while ( true ) { SetMenuVarBool( "DURANGO_isJoinable", Durango_IsJoinable() ) WaitFrame() } } #endif // DURANGO_PROG #if PC_PROG void function UpdateOrigin_IsEnabled() { while ( true ) { SetMenuVarBool( "ORIGIN_isEnabled", Origin_IsEnabled() ) WaitFrame() } } void function UpdateOrigin_IsJoinable() { while ( true ) { SetMenuVarBool( "ORIGIN_isJoinable", Origin_IsJoinable() ) WaitFrame() } } void function UpdateIsGamepadActive() { while ( true ) { SetMenuVarBool( "isGamepadActive", IsControllerModeActive() ) WaitFrame() } } #endif // PC_PROG void function InviteFriends( var button ) { //AdvanceMenu( GetMenu( "InviteFriendsToPartyMenu" ) ) #if DURANGO_PROG Durango_InviteFriends() #elseif PS4_PROG ClientCommand("session_debug_invite"); #elseif PC_PROG Assert( Origin_IsEnabled() ) Assert( Origin_IsJoinable() ) Origin_ShowInviteFriendsDialog() #endif } #if DURANGO_PROG void function OpenXboxPartyApp( var button ) { Durango_OpenPartyApp() } void function OpenXboxHelp( var button ) { Durango_ShowHelpWindow() } #endif // DURANGO_PROG void function OpenReviewTermsDialog( var button ) { AdvanceMenu( GetMenu( "ReviewTermsDialog" ) ) } void function OpenErrorDialog( string errorDetails ) { DialogData dialogData dialogData.header = "#ERROR" dialogData.message = errorDetails dialogData.image = $"ui/menu/common/dialog_error" #if PC_PROG AddDialogButton( dialogData, "#DISMISS" ) AddDialogFooter( dialogData, "#A_BUTTON_SELECT" ) #endif // PC_PROG AddDialogFooter( dialogData, "#B_BUTTON_DISMISS_RUI" ) while ( uiGlobal.activeMenu != GetMenu( "MainMenu" ) ) { WaitSignal( uiGlobal.signalDummy, "OpenErrorDialog", "ActiveMenuChanged" ) } OpenDialog( dialogData ) } bool function IsDialog( var menu ) { if ( menu == null ) return false return uiGlobal.menuData[ menu ].isDialog } bool function IsDialogActive( DialogData dialogData ) { if ( !IsDialog( uiGlobal.activeMenu ) ) return false return uiGlobal.menuData[ uiGlobal.activeMenu ].dialogData == dialogData } bool function IsDialogOnlyActiveMenu() { if ( !IsDialog( uiGlobal.activeMenu ) ) return false int stackLen = uiGlobal.menuStack.len() if ( stackLen < 1 ) return false if ( uiGlobal.menuStack[stackLen - 1] != uiGlobal.activeMenu ) return false if ( stackLen == 1 ) return true if ( uiGlobal.menuStack[stackLen - 2] == null ) return true return false } void function SetNavUpDown( array buttons, var wrap = true ) { Assert( buttons.len() > 0 ) var first = buttons[0] var last = buttons[buttons.len() - 1] var prev var next var button for ( int i = 0; i < buttons.len(); i++ ) { button = buttons[i] if ( button == first ) prev = last else prev = buttons[i - 1] if ( button == last ) next = first else next = buttons[i + 1] button.SetNavUp( prev ) button.SetNavDown( next ) //printt( "SetNavUP for:", Hud_GetHudName( button ), "to:", Hud_GetHudName( prev ) ) //printt( "SetNavDown for:", Hud_GetHudName( button ), "to:", Hud_GetHudName( next ) ) } } void function SetNavLeftRight( array buttons, var wrap = true ) { Assert( buttons.len() > 0 ) var first = buttons[0] var last = buttons[buttons.len() - 1] var prev var next var button for ( int i = 0; i < buttons.len(); i++ ) { button = buttons[i] if ( button == first ) prev = last else prev = buttons[i - 1] if ( button == last ) next = first else next = buttons[i + 1] button.SetNavLeft( prev ) button.SetNavRight( next ) //printt( "SetNavUP for:", Hud_GetHudName( button ), "to:", Hud_GetHudName( prev ) ) //printt( "SetNavDown for:", Hud_GetHudName( button ), "to:", Hud_GetHudName( next ) ) } } void function UICodeCallback_EntitlementsChanged() { if ( uiGlobal.activeMenu == null ) return if ( uiGlobal.menuData[ uiGlobal.activeMenu ].entitlementsChangedFunc != null ) thread uiGlobal.menuData[ uiGlobal.activeMenu ].entitlementsChangedFunc() } #if PC_PROG void function QuitGame() { ClientCommand( "quit" ) } #endif void function UICodeCallback_StoreTransactionCompleted() { // this callback is only supported and needed on PS4 currently #if PS4_PROG if ( InStoreMenu() ) OnOpenDLCStore() #endif } void function UICodeCallback_GamePurchased() { // this callback is only supported and needed on PC currently #if PC_PROG DialogData dialogData dialogData.header = "#PURCHASE_GAME_COMPLETE" dialogData.message = "#PURCHASE_GAME_RESTART" AddDialogButton( dialogData, "#QUIT", QuitGame ) OpenDialog( dialogData ) #endif } bool function IsTrialPeriodActive() { return GetConVarBool( "trialPeriodIsActive" ) } void function LaunchGamePurchaseOrDLCStore( array menuNames = [ "StoreMenu" ] ) { if ( Script_IsRunningTrialVersion() ) { LaunchGamePurchase() } else { void functionref() preOpenFunc = null foreach ( menuName in menuNames ) { // Special case because this menu needs a few properties set before opening if ( menuName == "StoreMenu_WeaponSkins" ) { preOpenFunc = DefaultToDLC11WeaponWarpaintBundle break } } OpenStoreMenu( menuNames, preOpenFunc ) } } void function UICodeCallback_PartyUpdated() { if ( AmIPartyLeader() ) { string activeSearchingPlaylist = GetActiveSearchingPlaylist() if ( activeSearchingPlaylist != "" && !CanPlaylistFitMyParty( activeSearchingPlaylist ) ) { CancelMatchSearch() DialogData dialogData dialogData.header = "#MATCHMAKING_CANCELED" dialogData.message = "#MATCHMAKING_CANCELED_REASON_PARTY_SIZE" AddDialogButton( dialogData, "#OK" ) OpenDialog( dialogData ) } } } void function HACK_DelayedSetFocus_BecauseWhy( var item ) { wait 0.1 if ( IsValid( item ) ) Hud_SetFocused( item ) } void function ClassicMusic_OnChange( var button ) { bool isEnabled = GetConVarBool( "sound_classic_music" ) if ( IsFullyConnected() && IsMultiplayer() && GetUIPlayer() ) { if ( IsItemLocked( GetUIPlayer(), "classic_music" ) ) SetConVarBool( "sound_classic_music", false ) if ( IsLobby() ) thread RunClientScript( "OnSoundClassicMusicChanged" ) } } bool function IsClassicMusicAvailable() { bool classicMusicAvailable = false if ( IsFullyConnected() && IsMultiplayer() && GetUIPlayer() ) classicMusicAvailable = !IsItemLocked( GetUIPlayer(), "classic_music" ) return classicMusicAvailable } void function UICodeCallback_KeyBindOverwritten( string key, string oldbinding, string newbinding ) { DialogData dialogData dialogData.header = Localize( "#MENU_KEYBIND_WAS_BEING_USED", key ) dialogData.message = Localize( "#MENU_KEYBIND_WAS_BEING_USED_SUB", key, Localize( oldbinding ) ) AddDialogButton( dialogData, "#OK" ) OpenDialog( dialogData ) }