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//============================================================================= // HUD: Superclass of the heads-up display. //============================================================================= class HUD extends Actor native config(user) transient; //============================================================================= // Variables. // Stock fonts. var font SmallFont; // Small system font. var font MedFont; // Medium system font. var font BigFont; // Big system font. var font LargeFont; // Largest system font. var string HUDConfigWindowType; var HUD nextHUD; // list of huds which render to the canvas var PlayerController PlayerOwner; // always the actual owner var localized string ProgressFontName; var Font ProgressFontFont; var float ProgressFadeTime; var Color MOTDColor; var ScoreBoard Scoreboard; var bool bHideHUD; var bool bShowScores; var bool bShowDebugInfo; // if true, show properties of current ViewTarget var bool bHideCenterMessages; // don't draw centered messages (screen center being used) var bool bBadConnectionAlert; // display warning about bad connection var config bool bMessageBeep; var globalconfig float HudCanvasScale; // Specifies amount of screen-space to use (for TV's). var localized string LoadingMessage; var localized string SavingMessage; var localized string ConnectingMessage; var localized string PausedMessage; var localized string PrecachingMessage; var Color ConsoleColor; var globalconfig int ConsoleMessageCount; var globalconfig int ConsoleFontSize; var globalconfig int MessageFontOffset; #if IG_TRIBES3 // david: more flexibility in LocalMessage system, uses Objects instead of PlayerReplicationInfos struct HUDLocalizedMessage { var Class<LocalMessage> Message; var int Switch; var Core.Object Related1; var Core.Object Related2; var Core.Object OptionalObject; var float EndOfLife; var float LifeTime; var bool bDrawing; var int numLines; var string StringMessage; var color DrawColor; var font StringFont; var float XL, YL; var float YPos; }; #else struct HUDLocalizedMessage { var Class<LocalMessage> Message; var int Switch; var PlayerReplicationInfo RelatedPRI; var Core.Object OptionalObject; var float EndOfLife; var float LifeTime; var bool bDrawing; var int numLines; var string StringMessage; var color DrawColor; var font StringFont; var float XL, YL; var float YPos; }; #endif struct native ConsoleMessage { var string Text; var color TextColor; var float MessageLife; var PlayerReplicationInfo PRI; }; var ConsoleMessage TextMessages[8]; var() float ConsoleMessagePosX, ConsoleMessagePosY; // DP_LowerLeft var localized string FontArrayNames[9]; var Font FontArrayFonts[9]; var int FontScreenWidthMedium[9]; var int FontScreenWidthSmall[9]; /* Draw3DLine() draw line in world space. Should be used when engine calls RenderWorldOverlays() event. */ native final function Draw3DLine(vector Start, vector End, color LineColor); #if IG_SHARED // ckline: more utility methods to draw primitives on the HUD // Draw a circle aligned with the specified plane. Default value for NumSides is 16. native final function Draw3DCircle(Vector Origin, Vector PlaneXAxis, Vector PlaneYAxis, float Radius, Color Color, optional int NumSides); // Draw a cylinder centered at Base, whose height, width, and depth are aligned with the given // Z, Y, and X vectors (respectively). The width and depth are specified in the Radius parameter, // and the height will be twice the value of HalfHeight (extends HalfHeight in both directions from Base). // Default value for NumSides is 16. native final function Draw3DCylinder(Vector Base, Vector X, Vector Y, Vector Z, float Radius, float HalfHeight, Color Color, optional int NumSides); // Draw a cone that starts from the specified Origin along the axis specified by Direction, // ending after the given Length. HalfAngle is the angle (in DEGREES) between the cone axis // and one edge of the cone. NumSides will be clamped to be at least 6 and no more than 40; // the default value is 12. native final function Draw3DCone(Vector Origin, Vector Direction, float Length, float HalfAngle, Color Color, optional int NumSides); #endif // IG_SHARED simulated event PostBeginPlay() { Super.PostBeginPlay(); PlayerOwner = PlayerController(Owner); #if IG_SHARED // karl: SmallFont=Font(DynamicLoadObject("Engine_res.SmallFont", class'Font')); MedFont=Font(DynamicLoadObject("Engine_res.MediumFont", class'Font')); BigFont=Font(DynamicLoadObject("Engine_res.MediumFont", class'Font')); LargeFont=Font(DynamicLoadObject("Engine_res.MediumFont", class'Font')); #endif } function SpawnScoreBoard(class<Scoreboard> ScoringType) { if ( ScoringType != None ) Scoreboard = Spawn(ScoringType, PlayerOwner); } simulated event Destroyed() { if( ScoreBoard != None ) { ScoreBoard.Destroy(); ScoreBoard = None; } Super.Destroyed(); } //============================================================================= // Execs /* toggles displaying scoreboard */ exec function ShowScores() { bShowScores = !bShowScores; } /* toggles displaying properties of player's current viewtarget */ exec function ShowDebug() { bShowDebugInfo = !bShowDebugInfo; } simulated event WorldSpaceOverlays() { if ( bShowDebugInfo && Pawn(PlayerOwner.ViewTarget) != None ) DrawRoute(); } function CheckCountdown(GameReplicationInfo GRI); event ConnectFailure(string FailCode, string URL) { PlayerOwner.ReceiveLocalizedMessage(class'FailedConnect', class'FailedConnect'.Static.GetFailSwitch(FailCode)); } #if !IG_TRIBES3 // dbeswick: not even used in UT2003 /* ShowUpgradeMenu() Event called when the engine version is less than the MinNetVer of the server you are trying to connect with. */ event ShowUpgradeMenu(); #endif function PlayStartupMessage(byte Stage); //============================================================================= // Message manipulation function ClearMessage(out HUDLocalizedMessage M) { M.Message = None; M.Switch = 0; #if IG_TRIBES3 // david: more flexibility in LocalMessage system, uses Objects instead of PlayerReplicationInfos M.Related1 = None; M.Related2 = None; #else M.RelatedPRI = None; #endif M.OptionalObject = None; M.EndOfLife = 0; M.StringMessage = ""; M.DrawColor = class'Canvas'.Static.MakeColor(255,255,255); M.XL = 0; M.bDrawing = false; } function CopyMessage(out HUDLocalizedMessage M1, HUDLocalizedMessage M2) { M1.Message = M2.Message; M1.Switch = M2.Switch; #if IG_TRIBES3 // david: more flexibility in LocalMessage system, uses Objects instead of PlayerReplicationInfos M1.Related1 = M2.Related1; M1.Related2 = M2.Related2; #else M1.RelatedPRI = M2.RelatedPRI; #endif M1.OptionalObject = M2.OptionalObject; M1.EndOfLife = M2.EndOfLife; M1.StringMessage = M2.StringMessage; M1.DrawColor = M2.DrawColor; M1.XL = M2.XL; M1.YL = M2.YL; M1.YPos = M2.YPos; M1.bDrawing = M2.bDrawing; M1.LifeTime = M2.LifeTime; M1.numLines = M2.numLines; } //============================================================================= // Status drawing. simulated event PostRender( canvas Canvas ) { local float XPos,YPos; local Pawn P; CheckCountDown(PlayerOwner.GameReplicationInfo); P = Pawn(PlayerOwner.ViewTarget); #if !IG_TRIBES3 // david: if ( !PlayerOwner.bBehindView ) { if ( (P != None) && (P.Weapon != None) ) P.Weapon.RenderOverlays(Canvas); } #endif //FIXMEJOE /* if ( PlayerConsole.bNoDrawWorld ) { Canvas.SetPos(0,0); Canvas.DrawPattern( Texture'Border', Canvas.ClipX, Canvas.ClipY, 1.0 ); } */ DisplayMessages(Canvas); bHideCenterMessages = DrawLevelAction(Canvas); if ( !bHideCenterMessages && (PlayerOwner.ProgressTimeOut > Level.TimeSeconds) ) DisplayProgressMessage(Canvas); if ( bBadConnectionAlert ) DisplayBadConnectionAlert(); if ( P != None && P.bSpecialHUD ) P.DrawHud(Canvas); if ( bShowDebugInfo ) { Canvas.Font = GetConsoleFont(Canvas); Canvas.Style = ERenderStyle.STY_Alpha; Canvas.DrawColor = ConsoleColor; PlayerOwner.ViewTarget.DisplayDebug (Canvas, XPos, YPos); } else if( !bHideHud ) { if ( bShowScores ) { if (ScoreBoard != None) { ScoreBoard.DrawScoreboard(Canvas); if ( Scoreboard.bDisplayMessages ) DisplayMessages(Canvas); } } else { #if IG_TRIBES3 // david: we make another hud instead of using DrawSpectatingHUD if ( (PlayerOwner == None) || (P == None) || (P.PlayerReplicationInfo == None) || PlayerOwner.IsSpectating() ) DrawHud(Canvas); else if( !P.bHideRegularHUD ) DrawHud(Canvas); #else if ( (PlayerOwner == None) || (P == None) || (P.PlayerReplicationInfo == None) || PlayerOwner.IsSpectating() ) DrawSpectatingHud(Canvas); else if( !P.bHideRegularHUD ) DrawHud(Canvas); #endif if ( !DrawLevelAction(Canvas) ) { if ((PlayerOwner != None) && (PlayerOwner.ProgressTimeOut > Level.TimeSeconds)) DisplayProgressMessage(Canvas); } DisplayMessages(Canvas); } } PlayerOwner.RenderOverlays (Canvas); /*FIXME_MERGE if ((PlayerConsole != None) && PlayerConsole.bTyping) DrawTypingPrompt(Canvas, PlayerConsole.TypedStr); */ } #if !IG_TRIBES3 // david: we make another hud instead of using DrawSpectatingHUD function DrawSpectatingHud (Canvas C); #endif simulated function DrawRoute() { local Controller C; local vector Start, RealStart; C = Pawn(PlayerOwner.ViewTarget).Controller; if ( C == None ) return; #if !IG_TRIBES3 //rowan: not using this if ( C.CurrentPath != None ) Start = C.CurrentPath.Start.Location; else #endif Start = PlayerOwner.ViewTarget.Location; RealStart = Start; #if !IG_TRIBES3 //rowan: not using this if ( C.bAdjusting ) { Draw3DLine(C.Pawn.Location, C.AdjustLoc, class'Canvas'.Static.MakeColor(255,0,255)); Start = C.AdjustLoc; } // show where pawn is going if ( (C == PlayerOwner) || (C.MoveTarget == C.RouteCache[0]) && (C.MoveTarget != None) ) { if ( (C == PlayerOwner) && (C.Destination != vect(0,0,0)) ) { if ( C.PointReachable(C.Destination) ) { Draw3DLine(C.Pawn.Location, C.Destination, class'Canvas'.Static.MakeColor(255,255,255)); return; } C.FindPathTo(C.Destination); } for ( i=0; i<16; i++ ) { if ( C.RouteCache[i] == None ) break; bPath = true; Draw3DLine(Start,C.RouteCache[i].Location,class'Canvas'.Static.MakeColor(0,255,0)); Start = C.RouteCache[i].Location; } if ( bPath ) Draw3DLine(RealStart,C.Destination,class'Canvas'.Static.MakeColor(255,255,255)); } else if ( PlayerOwner.ViewTarget.Velocity != vect(0,0,0) ) Draw3DLine(RealStart,C.Destination,class'Canvas'.Static.MakeColor(255,255,255)); if ( C == PlayerOwner ) return; // show where pawn is looking if ( C.Focus != None ) End = C.Focus.Location; else End = C.FocalPoint; Draw3DLine(PlayerOwner.ViewTarget.Location + Pawn(PlayerOwner.ViewTarget).BaseEyeHeight * vect(0,0,1),End,class'Canvas'.Static.MakeColor(255,0,0)); #endif } /* DrawHUD() Draw HUD elements on canvas. */ function DrawHUD(canvas Canvas); /* Print a centered level action message with a drop shadow. */ function PrintActionMessage( Canvas C, string BigMessage ) { local float XL, YL; if ( Len(BigMessage) > 10 ) UseLargeFont(C); else UseHugeFont(C); C.bCenter = false; C.StrLen( BigMessage, XL, YL ); C.SetPos(0.5 * (C.ClipX - XL) + 1, 0.66 * C.ClipY - YL * 0.5 + 1); C.SetDrawColor(0,0,0); C.DrawText( BigMessage, false ); C.SetPos(0.5 * (C.ClipX - XL), 0.66 * C.ClipY - YL * 0.5); C.SetDrawColor(0,0,255);; C.DrawText( BigMessage, false ); } /* Display Progress Messages display progress messages in center of screen */ simulated function DisplayProgressMessage(Canvas C) { local int i, LineCount; local GameReplicationInfo GRI; local float FontDX, FontDY; local float X, Y; local int Alpha; local float TimeLeft; TimeLeft = PlayerOwner.ProgressTimeOut - Level.TimeSeconds; if( TimeLeft >= ProgressFadeTime ) Alpha = 255; else Alpha = (255 * TimeLeft) / ProgressFadeTime; GRI = PlayerOwner.GameReplicationInfo; LineCount = 0; for (i = 0; i < ArrayCount (PlayerOwner.ProgressMessage); i++) { if (PlayerOwner.ProgressMessage[i] == "") continue; LineCount++; } if (GRI != None) { if( GRI.MOTDLine1 != "" ) LineCount++; if( GRI.MOTDLine2 != "" ) LineCount++; if( GRI.MOTDLine3 != "" ) LineCount++; if( GRI.MOTDLine4 != "" ) LineCount++; } C.Font = LoadProgressFont(); C.Style = ERenderStyle.STY_Alpha; C.TextSize ("A", FontDX, FontDY); X = (0.5 * HudCanvasScale * C.SizeX) + (((1.0 - HudCanvasScale) / 2.0) * C.SizeX); Y = (0.5 * HudCanvasScale * C.SizeY) + (((1.0 - HudCanvasScale) / 2.0) * C.SizeY); Y -= FontDY * (float (LineCount) / 2.0); for (i = 0; i < ArrayCount (PlayerOwner.ProgressMessage); i++) { if (PlayerOwner.ProgressMessage[i] == "") continue; C.DrawColor = PlayerOwner.ProgressColor[i]; C.DrawColor.A = Alpha; C.TextSize (PlayerOwner.ProgressMessage[i], FontDX, FontDY); C.SetPos (X - (FontDX / 2.0), Y); C.DrawText (PlayerOwner.ProgressMessage[i]); Y += FontDY; } if( (GRI != None) && (Level.NetMode != NM_StandAlone) ) { C.DrawColor = MOTDColor; C.DrawColor.A = Alpha; if( GRI.MOTDLine1 != "" ) { C.TextSize (GRI.MOTDLine1, FontDX, FontDY); C.SetPos (X - (FontDX / 2.0), Y); C.DrawText (GRI.MOTDLine1); Y += FontDY; } if( GRI.MOTDLine2 != "" ) { C.TextSize (GRI.MOTDLine2, FontDX, FontDY); C.SetPos (X - (FontDX / 2.0), Y); C.DrawText (GRI.MOTDLine2); Y += FontDY; } if( GRI.MOTDLine3 != "" ) { C.TextSize (GRI.MOTDLine3, FontDX, FontDY); C.SetPos (X - (FontDX / 2.0), Y); C.DrawText (GRI.MOTDLine3); Y += FontDY; } if( GRI.MOTDLine4 != "" ) { C.TextSize (GRI.MOTDLine4, FontDX, FontDY); C.SetPos (X - (FontDX / 2.0), Y); C.DrawText (GRI.MOTDLine4); Y += FontDY; } } } /* Draw the Level Action */ function bool DrawLevelAction( canvas C ) { local string BigMessage; if (Level.LevelAction == LEVACT_None ) { if ( (Level.Pauser != None) && (Level.TimeSeconds > Level.PauseDelay + 0.2) ) BigMessage = PausedMessage; // Add pauser name? else { BigMessage = ""; return false; } } else if ( Level.LevelAction == LEVACT_Loading ) BigMessage = LoadingMessage; else if ( Level.LevelAction == LEVACT_Saving ) BigMessage = SavingMessage; else if ( Level.LevelAction == LEVACT_Connecting ) BigMessage = ConnectingMessage; else if ( Level.LevelAction == LEVACT_Precaching ) BigMessage = PrecachingMessage; if ( BigMessage != "" ) { C.Style = ERenderStyle.STY_Normal; UseLargeFont(C); PrintActionMessage(C, BigMessage); return true; } return false; } /* DisplayBadConnectionAlert() Warn user that net connection is bad */ function DisplayBadConnectionAlert(); //============================================================================= // Messaging. simulated function Message( PlayerReplicationInfo PRI, coerce string Msg, name MsgType ) { if ( bMessageBeep ) PlayerOwner.PlayBeepSound(); if ( (MsgType == 'Say') || (MsgType == 'TeamSay') ) Msg = PRI.PlayerName$": "$Msg; AddTextMessage(Msg,class'LocalMessage',PRI); } function DisplayPortrait(PlayerReplicationInfo PRI); #if IG_TRIBES3 // david: more flexibility in LocalMessage system, uses Objects instead of PlayerReplicationInfos simulated function LocalizedMessage( class<LocalMessage> Message, optional int Switch, optional Core.Object Related1, optional Core.Object Related2, optional Core.Object OptionalObject, optional string CriticalString, optional string OptionalString ); #else simulated function LocalizedMessage( class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Core.Object OptionalObject, optional string CriticalString ); #endif simulated function PlayReceivedMessage( string S, string PName, ZoneInfo PZone ) { PlayerOwner.ClientMessage(S); if ( bMessageBeep ) PlayerOwner.PlayBeepSound(); } function bool ProcessKeyEvent( int Key, int Action, FLOAT Delta ) { if ( NextHud != None ) return NextHud.ProcessKeyEvent(Key,Action,Delta); return false; } /* DisplayMessages() - display current messages */ function DisplayMessages(Canvas C) { local int i, j, XPos, YPos,MessageCount; local float XL, YL; for( i = 0; i < ConsoleMessageCount; i++ ) { if ( TextMessages[i].Text == "" ) break; else if( TextMessages[i].MessageLife < Level.TimeSeconds ) { TextMessages[i].Text = ""; if( i < ConsoleMessageCount - 1 ) { for( j=i; j<ConsoleMessageCount-1; j++ ) TextMessages[j] = TextMessages[j+1]; } TextMessages[j].Text = ""; break; } else MessageCount++; } XPos = (ConsoleMessagePosX * HudCanvasScale * C.SizeX) + (((1.0 - HudCanvasScale) / 2.0) * C.SizeX); YPos = (ConsoleMessagePosY * HudCanvasScale * C.SizeY) + (((1.0 - HudCanvasScale) / 2.0) * C.SizeY); C.Font = GetConsoleFont(C); C.DrawColor = ConsoleColor; C.TextSize ("A", XL, YL); YPos -= YL * MessageCount+1; // DP_LowerLeft YPos -= YL; // Room for typing prompt for( i=0; i<MessageCount; i++ ) { if ( TextMessages[i].Text == "" ) break; C.StrLen( TextMessages[i].Text, XL, YL ); C.SetPos( XPos, YPos ); C.DrawColor = TextMessages[i].TextColor; C.DrawText( TextMessages[i].Text, false ); YPos += YL; } } function AddTextMessage(string M, class<LocalMessage> MessageClass, PlayerReplicationInfo PRI) { local int i; if( bMessageBeep && MessageClass.Default.bBeep ) PlayerOwner.PlayBeepSound(); for( i=0; i<ConsoleMessageCount; i++ ) { if ( TextMessages[i].Text == "" ) break; } if( i == ConsoleMessageCount ) { for( i=0; i<ConsoleMessageCount-1; i++ ) TextMessages[i] = TextMessages[i+1]; } TextMessages[i].Text = M; TextMessages[i].MessageLife = Level.TimeSeconds + MessageClass.Default.LifeTime; TextMessages[i].TextColor = MessageClass.static.GetConsoleColor(PRI); TextMessages[i].PRI = PRI; } //============================================================================= // Font Selection. function UseSmallFont(Canvas Canvas) { if ( Canvas.ClipX <= 640 ) Canvas.Font = SmallFont; else Canvas.Font = MedFont; } function UseMediumFont(Canvas Canvas) { if ( Canvas.ClipX <= 640 ) Canvas.Font = MedFont; else Canvas.Font = BigFont; } function UseLargeFont(Canvas Canvas) { if ( Canvas.ClipX <= 640 ) Canvas.Font = BigFont; else Canvas.Font = LargeFont; } function UseHugeFont(Canvas Canvas) { Canvas.Font = LargeFont; } static function Font LoadFontStatic(int i) { if( default.FontArrayFonts[i] == None ) { default.FontArrayFonts[i] = Font(DynamicLoadObject(default.FontArrayNames[i], class'Font')); if( default.FontArrayFonts[i] == None ) Log("Warning: "$default.Class$" Couldn't dynamically load font "$default.FontArrayNames[i]); } return default.FontArrayFonts[i]; } simulated function Font LoadFont(int i) { if( FontArrayFonts[i] == None ) { FontArrayFonts[i] = Font(DynamicLoadObject(FontArrayNames[i], class'Font')); if( FontArrayFonts[i] == None ) Log("Warning: "$Self$" Couldn't dynamically load font "$FontArrayNames[i]); } return FontArrayFonts[i]; } static function font GetConsoleFont(Canvas C) { local int FontSize; FontSize = Default.ConsoleFontSize; if ( C.ClipX < 640 ) FontSize++; if ( C.ClipX < 800 ) FontSize++; if ( C.ClipX < 1024 ) FontSize++; if ( C.ClipX < 1280 ) FontSize++; if ( C.ClipX < 1600 ) FontSize++; return LoadFontStatic(Min(8,FontSize)); } static function Font GetMediumFontFor(Canvas Canvas) { local int i; for ( i=0; i<8; i++ ) { if ( Default.FontScreenWidthMedium[i] <= Canvas.ClipX ) return LoadFontStatic(i); } return LoadFontStatic(8); } static function Font LargerFontThan(Font aFont) { local int i; for ( i=0; i<7; i++ ) if ( LoadFontStatic(i) == aFont ) return LoadFontStatic(Max(0,i-4)); return LoadFontStatic(5); } simulated function font LoadProgressFont() { if( ProgressFontFont == None ) { ProgressFontFont = Font(DynamicLoadObject(ProgressFontName, class'Font')); if( ProgressFontFont == None ) { Log("Warning: "$Self$" Couldn't dynamically load font "$ProgressFontName); ProgressFontFont = SmallFont; } } return ProgressFontFont; } #if !IG_SHARED // ckline: this doesn't seem to be called by anything simulated function DrawTargeting( Canvas C ); #endif #if IG_SWAT //tcohen: declarations of debugLine support, implemented in SwatHUD function int AddDebugLine(vector EndA, vector EndB, color Color, optional float Lifespan); function RemoveDebugLine(int Index); #endif defaultproperties { bMessageBeep=true bHidden=True RemoteRole=ROLE_None ConsoleColor=(R=153,G=216,B=253,A=255) ProgressFontName="Engine_res.Res_DefaultFont" MOTDColor=(R=255,G=255,B=255,A=255) ProgressFadeTime=1.0 HudCanvasScale=0.95 LoadingMessage="LOADING" SavingMessage="SAVING" ConnectingMessage="CONNECTING" PausedMessage="PAUSED" PrecachingMessage="" FontArrayNames(0)="Engine_res.Res_DefaultFont" FontArrayNames(1)="Engine_res.Res_DefaultFont" FontArrayNames(2)="Engine_res.Res_DefaultFont" FontArrayNames(3)="Engine_res.Res_DefaultFont" FontArrayNames(4)="Engine_res.Res_DefaultFont" FontArrayNames(5)="Engine_res.Res_DefaultFont" FontArrayNames(6)="Engine_res.Res_DefaultFont" FontArrayNames(7)="Engine_res.Res_DefaultFont" FontArrayNames(8)="Engine_res.Res_DefaultFont" ConsoleMessageCount=6 ConsoleFontSize=5 MessageFontOffset=0 } |
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