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// ==================================================================== // Class: Engine.InteractionMaster // // The InteractionMaster controls the entire interaction system. It's // job is to take input and Pre/PostRender call and route them to individual // Interactions and/or viewports. // // The stubs here in script are for just the GlobalInteracations as those // are the only Interactions the IM routes directly too. A new stub is // created in order to limit the number of C++ -> Uscript switches. // // (c) 2001, Epic Games, Inc. All Rights Reserved // ==================================================================== class InteractionMaster extends Interactions transient Native; var transient Client Client; var transient const Interaction BaseMenu; // Holds a pointer to the base menu system var transient const Interaction Console; // Holds the special Interaction that acts as the console var transient array<Interaction> GlobalInteractions; // Holds a listing of all global Interactions var transient bool bRequireRawJoystick; native function Travel(string URL); // Setup a travel to a new map // ==================================================================== // Control functions // ==================================================================== event Interaction AddInteraction(string InteractionName, optional Player AttachTo) // Adds an Interaction { local Interaction NewInteraction; local class<Interaction> NewInteractionClass; NewInteractionClass = class<Interaction>(DynamicLoadObject(InteractionName, class'Class')); if (NewInteractionClass!=None) { NewInteraction = new NewInteractionClass; if (NewInteraction != None) { // Place the Interaction in the proper array if (AttachTo != None) // Handle location Interactions { AttachTo.LocalInteractions.Length = AttachTo.LocalInteractions.Length + 1; AttachTo.LocalInteractions[AttachTo.LocalInteractions.Length-1] = NewInteraction; NewInteraction.ViewportOwner = AttachTo; } else // Handle Global Interactions { GlobalInteractions.Length = GlobalInteractions.Length + 1; GlobalInteractions[GlobalInteractions.Length-1] = NewInteraction; } // Initialize the Interaction NewInteraction.Initialize(); NewInteraction.Master = Self; // IGA >>> PostBeginPlay the interaction NewInteraction.PostBeginPlay(); // IGA return NewInteraction; } else Log("Could not create interaction ["$InteractionName$"]",'IMaster'); } else Log("Could not load interaction ["$InteractionName$"]",'IMaster'); return none; } // AddInteraction event RemoveInteraction(interaction RemoveMe) // Removes a Interaction { local int Index; // Grab the array to work with if (RemoveMe.ViewportOwner != None) { for (Index = 0; Index < RemoveMe.ViewportOwner.LocalInteractions.Length; Index++) { if ( RemoveMe.ViewportOwner.LocalInteractions[Index] == RemoveMe ) { RemoveMe.ViewportOwner.LocalInteractions.Remove(Index,1); return; } } } else { for (Index = 0; Index < GlobalInteractions.Length; Index++) { if ( GlobalInteractions[Index] == RemoveMe ) { GlobalInteractions.Remove(Index,1); return; } } } // Find the Interaction to delete Log("Could not remove interaction ["$RemoveMe$"] (Not Found)", 'IMaster'); } // RemoveInteraction // ==================================================================== // SetFocusTo - This function will cause a window to adjust it's position // in it's array so that it processes input first and displays last. // ==================================================================== event SetFocusTo(Interaction Inter, optional Player ViewportOwner) { local array<Interaction> InteractionArray; local Interaction temp; local int i,iIndex; if (ViewportOwner != none) InteractionArray = ViewportOwner.LocalInteractions; else InteractionArray = GlobalInteractions; if (InteractionArray.Length == 0) { Log("Attempt to SetFocus on an empty Array.",'IMaster'); return; } // Search for the Interaction iIndex = -1; for ( i=0; i<InteractionArray.Length; i++ ) { if (InteractionArray[i] == Inter) { iIndex = i; break; } } // Was it found? if (iIndex<0) { Log("Interaction "$Inter$" is not in "$ViewportOwner$".",'IMaster'); return; } else if (iIndex==0) return; // Already has focus // Move it to the top. temp = InteractionArray[iIndex]; for ( i=iIndex-1; i>=0; i--) InteractionArray[i+1] = InteractionArray[i]; InteractionArray[0] = temp; InteractionArray[0].bActive = true; // Give it Input InteractionArray[0].bVisible = true; // Make it visible #if IG_SHARED // rowan: if (ViewportOwner != none) ViewportOwner.LocalInteractions = InteractionArray; else GlobalInteractions = InteractionArray; #endif } // SetFocusTo // ==================================================================== // Input Functions // // The Process functions are here to limit the # of switches from C++ to Script. // ==================================================================== event bool Process_KeyType( array<Interaction> InteractionArray, out EInputKey Key, optional string Unicode ) // Process a single key press { local int Index; // Chain through the Interactions for ( Index=0; Index<InteractionArray.Length; Index++) { // Give each Interaction the chance to process the key event if ( ( InteractionArray[Index].bActive ) && (!InteractionArray[Index].bNativeEvents) && ( InteractionArray[Index].KeyType(Key,Unicode) ) ) return true; // and break the chain if processed } return false; // Keep processing } // Process_KeyType event bool Process_KeyEvent( array<Interaction> InteractionArray, out EInputKey Key, out EInputAction Action, FLOAT Delta ) // Process the range of input events { local int Index; // Chain through the Interactions for ( Index=0; Index<InteractionArray.Length; Index++) { // Give each Interaction the chance to process the key event if ( ( InteractionArray[Index].bActive ) && (!InteractionArray[Index].bNativeEvents) && ( InteractionArray[Index].KeyEvent(Key, Action, Delta ) ) ) { return true; // and break the chain if processed } } return false; } // Process_KeyEvent // ==================================================================== // Render functions only occure on local interactions. The process // the array in reverse order so that the objects that have focus // are drawn last. // ==================================================================== event Process_PreRender( array<Interaction> InteractionArray, canvas Canvas ) { local int Index; // Chain through the Interactions for ( Index=InteractionArray.Length; Index>0; Index--) // Give each Interaction PreRender time { if ( (InteractionArray[Index-1].bVisible ) && (!InteractionArray[Index-1].bNativeEvents) ) InteractionArray[Index-1].PreRender(Canvas); } } // Process_PreRender event Process_PostRender( array<Interaction> InteractionArray, canvas Canvas ) { local int Index; // Chain through the Interactions for ( Index=InteractionArray.Length; Index>0; Index--) // Give each Interaction PreRender time { if ( (InteractionArray[Index-1].bVisible ) && (!InteractionArray[Index-1].bNativeEvents) ) InteractionArray[Index-1].PostRender(Canvas); } } // Process_PostRender // ==================================================================== // Tick - Interactions can request access to be ticked. // ==================================================================== event Process_Tick( array<Interaction> InteractionArray, float DeltaTime ) { local int Index; // Chain through the Interactions for ( Index=0; Index<InteractionArray.Length; Index++) { // Give each Interaction that requires it tick if ( (InteractionArray[Index].bRequiresTick ) && (!InteractionArray[Index].bNativeEvents) ) InteractionArray[Index].Tick(DeltaTime); } } // ==================================================================== // Message - The IM is responsible for sending Message events to all // interactions. // ==================================================================== event Process_Message( coerce string Msg, float MsgLife, array<Interaction> InteractionArray) { local int Index; // Chain through the Interactions for ( Index=0; Index<InteractionArray.Length; Index++) { // Give each Interaction the message InteractionArray[Index].Message(Msg, MsgLife); } } // Message #if IG_SHARED // dbeswick: added ability to get the localized key name for a command bound in user.ini // could be slow, try to cache results // Returns the first key found. If bReturnMultiple is specified, returns all keys bound to the command separated by commas. native function string GetKeyFromBinding(string BindingText, bool bLocalized, optional bool bReturnMultiple, optional bool bExactMatch); #endif defaultproperties { } |
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