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//============================================================================= // Canvas: A drawing canvas. // This is a built-in Unreal class and it shouldn't be modified. // // Notes. // To determine size of a drawable object, set Style to STY_None, // remember CurX, draw the thing, then inspect CurX and CurYL. //============================================================================= class Canvas extends Core.Object native noexport; // Modifiable properties. var const font DefaultFont; // Font for DrawText. var font Font; var float SpaceX, SpaceY; // Spacing for after Draw*. var float OrgX, OrgY; // Origin for drawing. var float ClipX, ClipY; // Bottom right clipping region. var float CurX, CurY; // Current position for drawing. var float Z; // Z location. 1=no screenflash, 2=yes screenflash. var byte Style; // Drawing style STY_None means don't draw. var float CurYL; // Largest Y size since DrawText. var color DrawColor; // Color for drawing. var bool bCenter; // Whether to center the text. var bool bNoSmooth; // Don't bilinear filter. var const int SizeX, SizeY; // Zero-based actual dimensions. // Stock fonts. var const font TinyFont, SmallFont, MedFont; var string DefaultFontName, TinyFontName, SmallFontName, MedFontName; var Texture WhiteTex; // Internal. var const Viewport Viewport; // Viewport that owns the canvas. var const int pCanvasUtil; // native functions. native(464) final function StrLen( coerce string String, out float XL, out float YL ); // Wrapped! native(465) final function DrawText( coerce string Text, optional bool CR ); #if IG_SHARED // david: optional UVs draw entire tile native(466) final function DrawTile( material Mat, float XL, float YL, optional float U, optional float V, optional float UL, optional float VL ); #else native(466) final function DrawTile( material Mat, float XL, float YL, float U, float V, float UL, float VL ); #endif native(467) final function DrawActor( Actor A, bool Wireframe, optional bool ClearZ, optional float DisplayFOV ); native function DrawPositionedActor( Actor A, bool WireFrame, optional bool ClearZ, optional float DisplayFOV, optional Rotator cameraRot, optional float zoom ); #if IG_SHARED // Paul: optional UVs draw entire tile native(468) final function DrawTileClipped( Material Mat, float XL, float YL, optional float U, optional float V, optional float UL, optional float VL ); #else native(468) final function DrawTileClipped( Material Mat, float XL, float YL, float U, float V, float UL, float VL ); #endif native(469) final function DrawTextClipped( coerce string Text, optional bool bCheckHotKey ); native(470) final function TextSize( coerce string String, out float XL, out float YL ); // Clipped! native(480) final function DrawPortal( int X, int Y, int Width, int Height, actor CamActor, vector CamLocation, rotator CamRotation, optional int FOV, optional bool ClearZ ); #if IG_TRIBES3 // Paul: Draw Portal scaled native final function DrawPortalScaled( int X, int Y, int Width, int Height, actor CamActor, vector CamLocation, rotator CamRotation, optional int FOV, optional bool ClearZ ); #endif native final function WrapStringToArray(string Text, out array<string> OutArray, float dx, string EOL #if IG_GUI_LAYOUT //dkaplan - allow checking of html style codes , optional bool bIsCodedString #endif ); // jmw - These are two helper functions. The use the whole texture only. If you need better support, use DrawTile native final function DrawTileStretched(material Mat, float XL, float YL); native final function DrawTileJustified(material Mat, byte Justification, float XL, float YL); native final function DrawTileScaled(material Mat, float XScale, float YScale); native final function DrawTextJustified(coerce string String, byte Justification, float x1, float y1, float x2, float y2); #if IG_SHARED // ckline: more convenient text drawing utils // Draws a multiline text string with the top-left character of the first line at the specified Origin2D in screen space. // Newline characters inside the Text string will delineate lines in the rendered output. // If BackgroundColor.A != 0, then the area under the text will be filled with that color (but the background will be opaque, ignoring the alpha component). // Default value of BackgroundColor is (0,0,0,A=0) // If Wrapped is false (the default), then the text will be clipped to the edges of the viewport rather than wrapped around the side. // If Centered is false (the default), then the text will be left-justified. native final function DrawTextMultiline(coerce string Text, vector Origin2D, Color ForegroundColor, optional Color BackgroundColor, optional int Wrapped, optional int Centered); #endif // IGA >>> New functions for drawing lines and tiles native(490) final function DrawArbitraryLine(float X1, float Y1, float X2, float Y2, optional color LineColor); native(491) final function DrawArbitraryTile(material Mat, float Xone, float Yone, float Xtwo, float Ytwo, float Xthree, float Ythree, float Xfour, float Yfour, float U, float V, float UL, float VL); // IGA // UnrealScript functions. event Reset() { Font = DefaultFont; SpaceX = Default.SpaceX; SpaceY = Default.SpaceY; OrgX = Default.OrgX; OrgY = Default.OrgY; CurX = Default.CurX; CurY = Default.CurY; Style = Default.Style; DrawColor = Default.DrawColor; CurYL = Default.CurYL; bCenter = false; bNoSmooth = false; Z = 1.0; } final function SetPos( float X, float Y ) { CurX = X; CurY = Y; } final function SetOrigin( float X, float Y ) { OrgX = X; OrgY = Y; } final function SetClip( float X, float Y ) { ClipX = X; ClipY = Y; } final function DrawPattern( material Tex, float XL, float YL, float Scale ) { DrawTile( Tex, XL, YL, (CurX-OrgX)*Scale, (CurY-OrgY)*Scale, XL*Scale, YL*Scale ); } final function DrawIcon( texture Tex, float Scale ) { if ( Tex != None ) DrawTile( Tex, Tex.USize*Scale, Tex.VSize*Scale, 0, 0, Tex.USize, Tex.VSize ); } final function DrawRect( texture Tex, float RectX, float RectY ) { DrawTile( Tex, RectX, RectY, 0, 0, Tex.USize, Tex.VSize ); } final function SetDrawColor(byte R, byte G, byte B, optional byte A) { local Color C; C.R = R; C.G = G; C.B = B; if ( A == 0 ) A = 255; C.A = A; DrawColor = C; } static final function Color MakeColor(byte R, byte G, byte B, optional byte A) { local Color C; C.R = R; C.G = G; C.B = B; if ( A == 0 ) A = 255; C.A = A; return C; } // Draw a vertical line final function DrawVertical(float X, float height) { SetPos( X, CurY); DrawRect(WhiteTex, 1, height); } // Draw a horizontal line final function DrawHorizontal(float Y, float width) { SetPos(CurX, Y); DrawRect(WhiteTex, width, 1); } // Draw Line is special as it saves it's original position final function DrawLine(int direction, float size) { local float X, Y; // Save current position X = CurX; Y = CurY; switch (direction) { case 0: SetPos(X, Y - size); DrawRect(WhiteTex, 2, size); break; case 1: DrawRect(WhiteTex, 2, size); break; case 2: SetPos(X - size, Y); DrawRect(WhiteTex, size, 2); break; case 3: DrawRect(WhiteTex, size, 2); break; } // Restore position SetPos(X, Y); } final simulated function DrawBracket(float width, float height, float bracket_size) { local float X, Y; X = CurX; Y = CurY; width = Max(width,5); height = Max(height,5); DrawLine(3, bracket_size); DrawLine(1, bracket_size); SetPos(X + width, Y); DrawLine(2, bracket_size); DrawLine(1, bracket_size); SetPos(X + width, Y + height); DrawLine(0, bracket_size); DrawLine(2, bracket_size); SetPos(X, Y + height); DrawLine(3, bracket_size); DrawLine( 0, bracket_size); SetPos(X, Y); } final simulated function DrawBox(canvas canvas, float width, float height) { local float X, Y; X = canvas.CurX; Y = canvas.CurY; canvas.DrawRect(WhiteTex, 1, height); canvas.DrawRect(WhiteTex, width, 1); canvas.SetPos(X + width, Y); canvas.DrawRect(WhiteTex, 1, height); canvas.SetPos(X, Y + height); canvas.DrawRect(WhiteTex, width+1, 1); canvas.SetPos(X, Y); } defaultproperties { Style=1 Z=1 DrawColor=(R=127,G=127,B=127,A=255) DefaultFontName="Engine_res.Res_DefaultFont" TinyFontName="Engine_res.Res_DefaultFont" SmallFontName="Engine_res.Res_DefaultFont" MedFontName="Engine_res.Res_DefaultFont" WhiteTex = Texture'engine_res.WhiteSquareTexture' } |
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