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// ==================================================================== // Class: Engine.GUIController // // The GUIController is a simple FILO menu stack. You have 3 things // you can do. You can Open a menu which adds the menu to the top of the // stack. You can Replace a menu which replaces the current menu with the // new menu. And you can close a menu, which returns you to the last menu // on the stack. // // Written by Joe Wilcox // (c) 2002, Epic Games, Inc. All Rights Reserved // ==================================================================== /*============================================================================= In Game GUI Editor System V1.0 2003 - Irrational Games, LLC. * Dan Kaplan =============================================================================*/ #if !IG_GUI_LAYOUT #error This code requires IG_GUI_LAYOUT to be defined due to extensive revisions of the origional code. [DKaplan] #endif /*===========================================================================*/ class GUIController extends Engine.BaseGUIController Config(GuiBase) HideCategories(Menu,Object) Native; cpptext { UBOOL ScriptConsoleExec( const TCHAR* Str, FOutputDevice& Ar, UObject* Executor ); void NativeMessage(const FString Msg, FLOAT MsgLife); UBOOL NativeKeyType(BYTE& iKey, TCHAR Unicode ); UBOOL NativeKeyEvent(BYTE& iKey, BYTE& State, FLOAT Delta ); void NativeTick(FLOAT DeltaTime); void NativePreRender(UCanvas* Canvas); void NativePostRender(UCanvas* Canvas); virtual void LookUnderCursor(FLOAT dX, FLOAT dY); UGUIComponent* UnderCursor(FLOAT MouseX, FLOAT MouseY); UBOOL virtual MousePressed(UBOOL IsRepeat); UBOOL virtual MouseReleased(); UBOOL HasMouseMoved(); void PlayInterfaceSound(USound* sound); void PlayClickSound(BYTE SoundNum); virtual void Modify(); //callback from the object browser void GroupAllControlsInBounds( UGUIMultiComponent* Ctrl, FLOAT top, FLOAT bottom, FLOAT left, FLOAT right ); } enum eComponentAlign { cALIGN_Left, cALIGN_Right, cALIGN_Top, cALIGN_Bottom, }; enum eComponentSize { cSIZE_Width, cSIZE_Height, }; struct sMoveGroup { var() Editinline EditConst array<GUIComponent> CtrlGroup "Group of controls that can be moved/sized together"; }; var(MiscState) config bool bDontDisplayHelpText "If true, help text will never be displayed for this page"; var(EditorState) EditInline EditConst array<sMoveGroup> MoveGroups "Array of groups of controls"; var(Grid) config int GridSize "Size of grid"; var(Grid) config bool bSnapToGrid "If set will snap to grid in edit mode"; var(Grid) EditConst config int ResolutionX "Screen width in pixels. Set using console command \"SetGuiRes X Y\""; var(Grid) EditConst config int ResolutionY "Screen height in pixels. Set using console command \"SetGuiRes X Y\""; var(EditorState) EditConst bool bMousePositioning "the mouse is being used to position a component"; var(ActorAdjustments) config float GUI_TO_WORLD_X "minor adjustment to all actors in the X direction"; var(ActorAdjustments) config float GUI_TO_WORLD_Y "minor adjustment to all actors in the Y direction"; var(EditorState) EditConst bool bLastScaled "used for pagewide scale toggling"; var(GUIController) config array<string> PackageNames "FileNames of packages to autoload when running the gui editor"; var(EditorState) editconst bool bHasLoadedPackages "will only load packages the first time (when this is false)"; //dkaplan - Persistency stack now holds all components set as bPersistent (see GUIMultiComponent for creation of non-GUIPages) var(GUIPages) Editinline EditConst Array<GUIComponent> PersistentStack "Holds the set of Components which are persistent across close/open/reopen; only instanciated once"; var(EditorState) EditConst Editinline export array<GUIPage> MenuStack "Holds the stack of menus"; var(EditorState) EditConst Editinline GUIPage ActivePage "Points to the currently active page"; var(GUIController) editinline config Array<String> FontNames "Holds all the possible font names"; var(EditorState) EditConst Editinline Array<GUIFont> FontStack "Holds all the possible fonts"; var(EditorState) EditConst Editinline Array<GUIStyles> StyleStack "Holds all of the possible styles"; var(GUIController) editinline config Array<string> StyleNames "Holds the name of all styles to use"; var(Cursors) editinline config Array<Material> MouseCursors "Holds a list of all possible mouse"; var(Cursors) editinline config Array<vector> MouseCursorOffset "Only X,Y used, between 0 and 1. 'Hot Spot' of cursor material."; var(MiscState) Editconst byte ControllerMask "Used to mask input for various Controllers"; var(MiscState) Editconst byte ControllerId "The current Controller ID #"; var(MiscState) Editconst float MouseX,MouseY "Where is the mouse currently located"; var(MiscState) Editconst float LastMouseX, LastMouseY; var(MiscState) Editconst bool ShiftPressed "Shift key is being held"; var(MiscState) Editconst bool AltPressed "Alt key is being held"; var(MiscState) Editconst bool CtrlPressed "Ctrl key is being held"; var(MiscState) Config float DblClickWindow "How long do you have for a double click"; var(MiscState) Editconst float LastClickTime "When did the last click occur"; var(MiscState) Editconst int LastClickX,LastClickY "Who was the active component"; var(MiscState) Editconst float ButtonRepeatDelay "The amount of delay for faking button repeats"; var(MiscState) Editconst byte RepeatKey[4] "Used to determine what should repeat"; var(MiscState) Editconst float RepeatDelta[4] "Data var"; var(MiscState) Editconst float RepeatTime[4] "How long until the next repeat;"; var(MiscState) Editconst float CursorFade "How visible is the cursor"; var(MiscState) Editconst int CursorStep "Are we fading in or out"; var(MiscState) Editconst float FastCursorFade "How visible is the cursor"; var(MiscState) Editconst int FastCursorStep "Are we fading in or out"; var(MiscState) Editconst GUIComponent FocusedControl "Top most Focused control"; var(MiscState) Editconst GUIComponent ActiveControl "Which control is currently active"; var(MiscState) Editconst GUIComponent SkipControl "This control should be skipped over and drawn at the end"; var(MiscState) Editconst GUIComponent MoveControl "Used for visual design"; #if IG_TRIBES3 // dbeswick: for player design mode var(MiscState) Editconst float SavedMoveOffsetX; var(MiscState) Editconst float SavedMoveOffsetY; #endif var(MiscState) config bool bModAuthor "Allows bDesign Mode"; var(MiscState) Editconst bool bDesignMode "Are we in design mode"; #if IG_TRIBES3 // dbeswick: added a 'player design mode' to be used by players, i.e. to move a hud around var(MiscState) Editconst bool bPlayerDesignMode; // set in conjunction with bDesignMode #endif var(MiscState) Editconst bool bHighlightCurrent "Highlight the current control being edited"; var(EditorState) EditConst bool bStyleCreate "Are we creating a new style"; var(EditorState) EditConst bool bStylesDisplay "Are we displaying available styles/fonts"; var(EditorState) EditConst bool bMemberDisplay "Are we displaying member properties"; var(EditorState) EditConst bool bMemberEdit "Are we editing member properties"; var(EditorState) EditConst bool bEditing "Are we currently editing a member's properties"; var(EditorState) EditConst bool bHelpDisplay "Are we showing the help menu"; var(EditorState) EditConst bool bShowConfigMembers "Are we showing the Config members?"; var(EditorState) EditConst bool bShowGUIMembers "Are we showing the GUI members?"; var(EditorState) EditConst bool bShowPageList "Are we showing the page list?"; var(EditorState) EditConst bool bComponentMenu "Are we showing the available components?"; var(Clipboard) EditConst Editinline GUIComponent SaveControl "The Clipboard component for storing component's config members"; var(Clipboard) EditConst Editinline GUIStyles SaveStyle "The Clipboard style for storing style's config members"; var(EditorState) EditConst string CurrentMemberObjName "currently active (for edit) member"; var(EditorState) EditConst array<string> CurrentMemberObjValue "current text entry for current member"; var(EditorState) EditConst int CurrentMember "current position in member list"; var(EditorState) EditConst int MemberEditLevel "current position in edit history"; var(EditorState) EditConst int MemberEditPosition "current position in edit string"; var(GUIController) editinline config localized array<string> HelpStack "List of GUI editor commands"; var(GUIController) editinline config array<string> ComponentClassList "List of available GUI components"; var(Misc) config float MenuMouseSens "Mouse Sensitivity in the gui"; // Sounds var(Sounds) config sound MouseOverSound "Sound played when the mouse moves over something"; var(Sounds) config sound ClickSound "Sound played when the mouse clicks something"; var(Sounds) config sound EditSound "Sound played when a change is made"; var(Sounds) config sound UpSound "Sound played on an up-click"; var(Sounds) config sound DownSound "Sound played on a down-click"; var(MiscState) Editconst bool bForceMouseCheck "Forces the gui to check the mouse immediately following the open/close of a page to get what is underneath"; var(MiscState) Editconst bool bSwallowNextKeyType "Forces the gui to drop and swallow the next key type"; var(GUIController) editinline config array<GUI.ControlSpec> AutoLoad "Any components specified in here will be automatically loaded on startup, usefull for pages, panels, and other intensively functional components"; var private array<GUIComponent> InterestedResolutionChanged; //GUIComponents who are interested in receiving notification when resolution changes // Joystick/JoyPad/Console Specific var(Misc) config bool bEmulatedJoypad "Have the cursor keys emulate a XBox controller"; var(Misc) config bool bJoyMouse "When true, right control stick acts as a 1 button mouse"; var(Misc) config bool bHideMouseCursor "When true, the mouse cursor will be hidden"; var(Misc) config float JoyDeadZone "The DeadZone for joysticks"; var Float JoyLeftXAxis[4]; var Float JoyLeftYAxis[4]; var Float JoyRightXAxis[4]; var Float JoyRightYAxis[4]; var Byte JoyButtons[64]; var float JoyControlsDelta[16]; // How long since a joystick was converted // Temporary for Design Mode var Material WhiteBorder; var(DEBUG) private bool CaptureScriptExec "When non-zero, does not allow other interactions to process script exec functions"; native event GUIFont GetMenuFont(string FontName); // Finds a given font in the FontStack native event GUIStyles GetStyle(string StyleName); // Find a style on the stack native function string GetCurrentRes(); // Returns the current res as a string // Utility functions for the UI native function GetMapList(string Prefix, GUIList list); native function ResetKeyboard(); native function MouseEmulation(bool On); #if IG_TRIBES3 // michaelj: Integrated demo functions from UT2004 // Used by a demo manager native function GetDEMList(out array<string> DEMFiles); native function bool GetDEMHeader(string DemoName, out string MapName, out string GameType, out int ScoreLimit, out int TimeLimit, out int ClientSide, out string RecordedBy, out string Timestamp, out String ReqPackages); // michaelj: Function to retrieve level summary using LOAD_NoVerify native function LevelSummary LoadLevelSummary(string LevelSummaryName); #endif delegate bool OnNeedRawKeyPress(byte NewKey); //////////////////////////////////////////////////////////////////////////////// // Initialization //////////////////////////////////////////////////////////////////////////////// // Initialize the controller event InitializeController() { local int i; GetGuiResolution(); FontStack.Remove(0,FontStack.Length); StyleStack.Remove(0,StyleStack.Length); for (i=0;i<FontNames.Length;i++) { if (!RegisterFont(FontNames[i])) log("Could not create requested font"@FontNames[i]); } for (i=0;i<StyleNames.Length;i++) { if (!RegisterStyle(StyleNames[i])) log("Could not create requested style"@StyleNames[i]); } if( bModAuthor ) { SaveStyle = new( none ) class'GUI.GUIStyles'; //create the move groups for( i = 0; i < 10; i++ ) { MakeMoveGroup(); } } bActive = true; AutoLoadMenus(); } // Register a single font event bool RegisterFont(String FontClass) { local GUIFont NewFont; NewFont = new(None, FontClass) class'GUI.GUIFont'; if (NewFont != None) { NewFont.Controller = self; FontStack[FontStack.Length] = NewFont; return true; } return false; } // Register a single style event bool RegisterStyle(String StyleClass) { local GUIStyles NewStyle; NewStyle = new(None, StyleClass) class'GUI.GUIStyles'; if (NewStyle != None) { StyleStack[StyleStack.Length] = NewStyle; NewStyle.KeyName = StyleClass; NewStyle.Controller = self; NewStyle.Initialize(); return true; } return false; } // Set the state of the controller (true == controller is active) function SetControllerStatus(bool On) { //bActive = On; bVisible = On; bRequiresTick=On; // Attempt to Pause as well as show the windows mouse cursor. // ViewportOwner.Actor.Level.Game.SetPause(On, ViewportOwner.Actor); //off, unless active page is a non-HUD menu ViewportOwner.bShowWindowsMouse=(On && !ActivePage.bIsHUD); // Add code to pause/unpause/hide/etc the game here. if (!On) ViewportOwner.Actor.ConsoleCommand("toggleime 0"); } // Load everything in the AutoLoad stack event AutoLoadMenus() { local GUIComponent NewMenu; local int i; log("GUIController: Autoloading Components..."); super.AutoLoadMenus(); for (i=0;i<AutoLoad.Length;i++) { NewMenu = CreateComponent(AutoLoad[i].ClassName,AutoLoad[i].ObjName); if (NewMenu==None) log(" Could not Autoload"@AutoLoad[i].ObjName); else { if (!NewMenu.bInited) NewMenu.InitComponent(None); log("AutoLoaded Menu "$AutoLoad[i].ObjName); } } } #if IG_TRIBES3 // michaelj: Added ability to inform GUIPages of gameplay messages function onGameplayMessage(Message msg) { local int i; local bool bFoundActivePage; // Inform all GUIPages if( MenuStack.Length <= 0 ) return; for (i=0;i<MenuStack.Length-1;i++) { MenuStack[i].onGameplayMessage(msg); if (MenuStack[i] == ActivePage) bFoundActivePage = true; } // Inform the active page too, since it doesn't seem to necessarily be on the stack if (!bFoundActivePage) ActivePage.onGameplayMessage(msg); } #endif function String FixGUIComponentName( String ComponentName ) { if( Len(ComponentName) > 64 ) ComponentName = Left(ComponentName,45)$"X"$Right(ComponentName,17); //weird, not failsafe, but this prevents more problems then it would ever potentially create return ComponentName; } //////////////////////////////////////////////////////////////////////////////// // Component Creation //////////////////////////////////////////////////////////////////////////////// // ================================================ // CreateComponent - Attempts to Create a component. Returns none if it can't event GUIComponent CreateComponent(string ComponentClass,optional string ComponentName) { local class<GUIComponent> NewComponentClass; local GUIComponent NewComponent; //if one already exists with the current name in the persistent stack, return it if(ComponentName == "" ) { //no name passed in so construct a default one, based off of the class name ComponentName = Right(ComponentClass,Len(ComponentClass)-InStr(ComponentClass,".")-1); } ComponentName = FixGUIComponentName( ComponentName ); NewComponent = FindPersistentComponent(ComponentName,true); if( NewComponent != None ) { //log("Persistent component found: "$ComponentName); return NewComponent; } NewComponentClass = class<GUIComponent>(DynamicLoadObject(ComponentClass,class'class')); if (NewComponentClass != None) { //ALL GUI COMPONENTS ARE CREATED RIGHT HERE!!! NewComponent = new(None, ComponentName ) NewComponentClass(self); // Check for errors if (NewComponent == None) { log("Could not create requested component"@ComponentClass); return None; } // Save in PersistentStack if it's persistent. if( NewComponent.bPersistent ) { PersistentStack[PersistentStack.Length] = NewComponent; } //assign self as controller - if needed change, will update later on InitComponent NewComponent.Controller = self; return NewComponent; } else { log("Could not DLO component '"$ComponentClass$"'"); return none; } } //////////////////////////////////////////////////////////////////////////////// // Component Creation support //////////////////////////////////////////////////////////////////////////////// //dkaplan - reloads things in the AutoLoad list event ReloadGUI() { PersistentStack.Remove( 0, PersistentStack.Length ); AutoLoadMenus(); } // dkaplan, left in for consistency; now handled by Create Component event GUIPage CreateMenu(string NewMenuName,optional string MenuNameOverride) { return GUIPage(CreateComponent( NewMenuName, MenuNameOverride )); } // find a persistent component by name event GUIComponent FindPersistentComponent( string theName, optional bool bExact ) { local int i; for( i=0; i<PersistentStack.length; i++ ) { //disregard case if( ( theName ~= string(PersistentStack[i].Name) ) || ( !bExact && InStr(Caps(PersistentStack[i].Name), Caps(theName)) >= 0 ) ) return( PersistentStack[i] ); } return None; } // remove a persistent component by name function RemovePersistentComponent( GUIComponent Ctrl ) { local int i; for( i=0; i<PersistentStack.length; i++ ) { if( Ctrl == PersistentStack[i] ) { PersistentStack[i]=None; PersistentStack.Remove( i, 1 ); } } } //////////////////////////////////////////////////////////////////////////////// // GUI Page management //////////////////////////////////////////////////////////////////////////////// // ================================================ // OpenMenu - Opens a new menu and places it on top of the stack event bool OpenMenu(string NewMenuName, optional string MenuNameOverride, optional string Param1, optional string Param2, optional int param3) { return InternalOpenMenu( CreateMenu(NewMenuName, MenuNameOverride), Param1, Param2, Param3 ); } event bool InternalOpenMenu( GUIPage NewMenu, optional string Param1, optional string Param2, optional int param3 ) { if (NewMenu!=None) { if (!NewMenu.bInited) NewMenu.InitComponent(None); ResetFocus(); if( ActivePage != None ) { ActivePage.DeActivate(); if( !newMenu.bIsOverlay ) ActivePage.Hide(); //only keep this active if new page is just an overlay } #if IG_TRIBES3 // dbeswick: stop sticky keys ViewportOwner.Actor.ConsoleCommand("RESETALLINPUT"); #endif //NEW MENU NOW ACTIVE PAGE!!! ActivePage = NewMenu; MenuStack[MenuStack.Length] = ActivePage; ActivePage.Show(); if( !ActivePage.bIsHUD ) ActivePage.Activate(); ActivePage.HandleParameters(Param1, Param2, param3); SetControllerStatus(true); bForceMouseCheck = true; return true; } else { return false; } } // ================================================ // Replaces a menu in the stack. returns true if success event bool ReplaceMenu(string NewMenuName, optional string MenuNameOverride, optional string Param1, optional string Param2, optional int param3) { local GUIPage NewMenu; NewMenu = CreateMenu(NewMenuName, MenuNameOverride); if (NewMenu!=None) { if (!NewMenu.bInited) NewMenu.InitComponent(None); ResetFocus(); if (ActivePage!=None) { ActivePage.DeActivate(); if( !newMenu.bIsOverlay ) ActivePage.Hide(); //only keep this active if new page is just an overlay MenuStack.Remove( MenuStack.Length-1, 1); } //NEW MENU NOW ACTIVE PAGE!!! ActivePage = NewMenu; MenuStack[MenuStack.Length] = ActivePage; ActivePage.Show(); if( !ActivePage.bIsHUD ) ActivePage.Activate(); ActivePage.HandleParameters(Param1, Param2, Param3); SetControllerStatus(true); bForceMouseCheck = true; return true; } else return false; } event bool CloseMenu() // Close the top menu. returns true if success. { if (MenuStack.Length <= 0) { log("Attempting to close a non-existing menu page"); return false; } ActivePage.DeActivate(); ActivePage.Hide(); MenuStack.Remove(MenuStack.Length-1,1); ResetFocus(); MoveControl = None; SkipControl = None; ActiveControl = None; ActivePage = None; FocusedControl = None; // Gab the next page on the stack if (MenuStack.Length>0) // Pass control back to the previous menu { ActivePage = MenuStack[MenuStack.Length-1]; ActivePage.Show(); if( !ActivePage.bIsHUD ) ActivePage.Activate(); SetControllerStatus(true); } else { SetControllerStatus(false); } bForceMouseCheck = true; #if IG_TRIBES3 // dbeswick: stop sticky keys ViewportOwner.Actor.ConsoleCommand("RESETALLINPUT"); #endif return true; } // Close all pages in the gui event CloseAll() { local int i; if( MenuStack.Length <= 0 ) return; for (i=0;i<MenuStack.Length-1;i++) { if( MenuStack[i].bActiveInput ) MenuStack[i].DeActivate(); if( MenuStack[i].bVisible ) MenuStack[i].Hide(); if (!MenuStack[i].bPersistent) MenuStack[i].Free(); MenuStack[i] = None; } MenuStack.Remove(0,MenuStack.Length-1); //ActivePage is now last on the stack, so close it CloseMenu(); } // accessor to the top (active) page function GUIPage TopPage() { return ActivePage; } function GUIPage ParentPage() { if( MenuStack.Length > 1 ) return MenuStack[MenuStack.Length-2]; return None; } //////////////////////////////////////////////////////////////////////////////// // Level change hooks //////////////////////////////////////////////////////////////////////////////// #if IG_TRIBES3 // dbeswick: needed reference to the level event PreLevelChange(string DestURL, LevelSummary NewSummary) { Super.PreLevelChange(DestUrl, NewSummary); } event PostLevelChange(LevelInfo newLevel, bool bSaveGame) { Super.PostLevelChange(newLevel, bSaveGame); } #else event PreLevelChange() { Super.PreLevelChange(); } event PostLevelChange() { Super.PostLevelChange(); } #endif //////////////////////////////////////////////////////////////////////////////// // Focused Component management //////////////////////////////////////////////////////////////////////////////// event ChangeFocus(GUIComponent NewFocus) { if (FocusedControl!=None && FocusedControl!=NewFocus) { FocusedControl.LoseFocus(); } FocusedControl=NewFocus; FocusedControl.SetFocusInstead( None ); } function ResetFocus() { local int i; if (ActiveControl!=None) { ActiveControl.EnableComponent(); ActiveControl=None; } for (i=0;i<4;i++) { RepeatKey[i]=0; RepeatTime[i]=0; } } function SetCaptureScriptExec(bool bCapture) { CaptureScriptExec=bCapture; // if( bCapture ) // CaptureScriptExec++; // else // CaptureScriptExec--; } //////////////////////////////////////////////////////////////////////////////// // Editor utilities //////////////////////////////////////////////////////////////////////////////// function MakeMoveGroup() { local sMoveGroup mtGroup; MoveGroups[MoveGroups.Length]=mtGroup; } event GroupControl( GUIComponent Ctrl, int group ) { local int i; // remove from previous group if( Ctrl.MoveGroup >= 0 ) { for( i = 0; i < MoveGroups[Ctrl.MoveGroup].CtrlGroup.Length; i++ ) { if( MoveGroups[Ctrl.MoveGroup].CtrlGroup[i] == Ctrl ) { MoveGroups[Ctrl.MoveGroup].CtrlGroup.Remove( i, 1 ); break; } } //remove only if( Ctrl.MoveGroup == group ) { Ctrl.MoveGroup = -1; return; } } // not remove only, so group it MoveGroups[group].CtrlGroup[MoveGroups[group].CtrlGroup.Length]=Ctrl; Ctrl.MoveGroup = group; } event KillControlGroup( int group ) { local int i; for( i = 0; i < MoveGroups[group].CtrlGroup.Length; i++ ) { MoveGroups[group].CtrlGroup[i].MoveGroup = -1; } // not remove only, so group it MoveGroups[group].CtrlGroup.Remove( 0, MoveGroups[group].CtrlGroup.Length ); } event MoveControlGroup( int fromGroup, int toGroup ) { while( MoveGroups[fromGroup].CtrlGroup.Length > 0 ) { GroupControl( MoveGroups[fromGroup].CtrlGroup[0], toGroup ); } } event AlignControlsInGroup( GUIComponent Ctrl, eComponentAlign align ) { local int i; local GUIComponent ChangeCtrl; if( Ctrl == None || Ctrl.MoveGroup < 0 ) return; for( i = 0; i < MoveGroups[Ctrl.MoveGroup].CtrlGroup.Length; i++ ) { ChangeCtrl = MoveGroups[Ctrl.MoveGroup].CtrlGroup[i]; switch( align ) { case cALIGN_Left: ChangeCtrl.WinLeft = Ctrl.WinLeft; break; case cALIGN_Top: ChangeCtrl.WinTop = Ctrl.WinTop; break; case cALIGN_Right: ChangeCtrl.WinLeft = Ctrl.WinLeft + Ctrl.WinWidth - ChangeCtrl.WinWidth; break; case cALIGN_Bottom: ChangeCtrl.WinTop = Ctrl.WinTop + Ctrl.WinHeight - ChangeCtrl.WinHeight; break; } UpdateControl( ChangeCtrl, false ); } } event SizeControlsInGroup( GUIComponent Ctrl, eComponentSize size ) { local int i; local GUIComponent ChangeCtrl; if( Ctrl == None || Ctrl.MoveGroup < 0 ) return; for( i = 0; i < MoveGroups[Ctrl.MoveGroup].CtrlGroup.Length; i++ ) { ChangeCtrl = MoveGroups[Ctrl.MoveGroup].CtrlGroup[i]; switch( size ) { case cSIZE_Width: ChangeCtrl.WinWidth = Ctrl.WinWidth; break; case cSIZE_Height: ChangeCtrl.WinHeight = Ctrl.WinHeight; break; } UpdateControl( ChangeCtrl, true ); } } event SelectNextControlInMoveGroup() { local int i; if( MoveControl == None || MoveControl.MoveGroup < 0 ) return; for( i = 0; i < MoveGroups[MoveControl.MoveGroup].CtrlGroup.Length; i++ ) { if( MoveControl == MoveGroups[MoveControl.MoveGroup].CtrlGroup[i] ) { if( i+1 >= MoveGroups[MoveControl.MoveGroup].CtrlGroup.Length ) MoveControl = MoveGroups[MoveControl.MoveGroup].CtrlGroup[0]; else MoveControl = MoveGroups[MoveControl.MoveGroup].CtrlGroup[i+1]; return; } } } event MoveFocused(GUIComponent Ctrl, int bmLeft, int bmTop, int bmWidth, int bmHeight, float ClipX, float ClipY, optional bool bMoveGroup) { local float val; local bool bResized; local int i; if( bMoveGroup && Ctrl.MoveGroup>=0) { for( i = 0; i < MoveGroups[Ctrl.MoveGroup].CtrlGroup.Length; i++ ) { MoveFocused( MoveGroups[Ctrl.MoveGroup].CtrlGroup[i], bmLeft, bmTop, bmWidth, bmHeight, ClipX, ClipY, false ); } //dont re-move this control return; } val = 1; if (bmLeft!=0) { if (Ctrl.bScaled) Ctrl.WinLeft = Ctrl.WinLeft + ( (Val/ClipX) * bmLeft); else Ctrl.WinLeft += (Val*bmLeft); } if (bmTop!=0) { if (Ctrl.bScaled) Ctrl.WinTop = Ctrl.WinTop + ( (Val/ClipY) * bmTop); else Ctrl.WinTop+= (Val*bmTop); } if (bmWidth!=0) { if (Ctrl.bScaled) Ctrl.WinWidth = Ctrl.WinWidth + ( (Val/ClipX) * bmWidth); else Ctrl.WinWidth += (Val*bmWidth); bResized=true; } if (bmHeight!=0) { if (Ctrl.bScaled) Ctrl.WinHeight = Ctrl.WinHeight + ( (Val/ClipX) * bmHeight); else Ctrl.WinHeight += (Val*bmHeight); bResized=true; } if( !bMousePositioning ) { UpdateControl(Ctrl, bResized); } } #if IG_TRIBES3 // dbeswick: for player design mode // use screen coordinates. they will be translated into relative coordinates event SetFocusedPos(GUIComponent Ctrl, float bmLeft, float bmTop, int ClipX, int ClipY) { if (Ctrl == None) return; Ctrl.WinLeft = bmLeft / ClipX; Ctrl.WinTop = bmTop / ClipY; if (Ctrl.WinLeft + Ctrl.WinWidth > 1) Ctrl.WinLeft = 1 - Ctrl.WinWidth; if (Ctrl.WinTop + Ctrl.WinHeight > 1) Ctrl.WinTop = 1 - Ctrl.WinHeight; if (Ctrl.WinLeft < 0) Ctrl.WinLeft = 0; if (Ctrl.WinTop < 0) Ctrl.WinTop = 0; if( !bMousePositioning ) { UpdateControl(Ctrl, false); } } #endif event UpdateControl(GUIComponent Ctrl, bool bResized) { if( bSnapToGrid ) SnapToGrid(Ctrl,bResized); Ctrl.OnChangeLayout(); } //resolution get/set to be used only for gui placement system! event GetGuiResolution() { local String CurrentRes; local int i; CurrentRes = ViewportOwner.Actor.ConsoleCommand( "GETCURRENTRES" ); i = InStr( CurrentRes, "x" ); if( i > 0 ) { ResolutionX = int( Left ( CurrentRes, i ) ); ResolutionY = int( Mid( CurrentRes, i+1 ) ); } log( "[dkaplan] GetGuiResolution, CurrentRes = "$CurrentRes$", ResolutionX = "$ResolutionX$", ResolutionY = "$ResolutionY ); } //tcohen: support for notification when resolution changes #if IG_TRIBES3 // dbeswick: added to support resolution changes function SetChildrenDirty(GUIMultiComponent C) { local int i; for (i=0; i < C.Controls.Length; i++) { C.Controls[i].SetDirty(); if (GUIMultiComponent(C.Controls[i]) != None) SetChildrenDirty(GUIMultiComponent(C.Controls[i])); } } #endif event OnResolutionChanged(int OldResolutionX, int OldResolutionY, int NewResolutionX, int NewResolutionY) { local int i; #if IG_TRIBES3 // dbeswick: added to support resolution changes // set all controls dirty for (i=0;i<MenuStack.Length;i++) { SetChildrenDirty(MenuStack[i]); } #endif for (i=0; i<InterestedResolutionChanged.length; ++i) InterestedResolutionChanged[i].OnResolutionChanged(OldResolutionX, OldResolutionY, ResolutionX, ResolutionY); } function RegisterNotifyResolutionChanged(GUIComponent Component) { //I'm calling this function inside an assertWithDescription() to save the expense for shipping build assertWithDescription(!ComponentIsRegisteredForResolutionChanged(Component), "[tcohen] "$Component$" is registering for notification that the resolution changed. But it is already registered for that notification."); //add interest InterestedResolutionChanged[InterestedResolutionChanged.length] = Component; } function bool ComponentIsRegisteredForResolutionChanged(GUIComponent Component) { local int i; for (i=0; i<InterestedResolutionChanged.length; ++i) if (InterestedResolutionChanged[i] == Component) return true; return false; } //it is not an error to UnRegister if Component is not registered function UnRegisterNotifyResolutionChanged(GUIComponent Component) { local int i; for (i=0; i<InterestedResolutionChanged.length; ++i) { if (InterestedResolutionChanged[i] == Component) { InterestedResolutionChanged.Remove(i, 1); return; //entries in InterestedResolutionChanged are guaranteed to be unique (as long as RegisterNotifyResolutionChanged() is used) } } } function SetGuiResolution() { ViewportOwner.Actor.ConsoleCommand("SETRES"@ResolutionX$"x"$ResolutionY); } function ScaleToResolution(GUIComponent Ctrl, optional bool bPropagate) { DoScalingOnComponent( Ctrl, false, bPropagate ); } function ResolutionToScale(GUIComponent Ctrl, optional bool bPropagate) { DoScalingOnComponent( Ctrl, true, bPropagate ); } private function DoScalingOnComponent( GUIComponent Ctrl, bool bScaleIt, optional bool bPropagate ) { local int i; if( !bScaleIt && Ctrl.bScaled ) { Ctrl.WinLeft *= ResolutionX; Ctrl.WinWidth *= ResolutionX; Ctrl.WinTop *= ResolutionY; Ctrl.WinHeight *= ResolutionY; } else if( bScaleIt && !Ctrl.bScaled ) { Ctrl.WinLeft /= float(ResolutionX); Ctrl.WinWidth /= float(ResolutionX); Ctrl.WinTop /= float(ResolutionY); Ctrl.WinHeight /= float(ResolutionY); } Ctrl.bScaled = bScaleIt; if( bPropagate && GUIMultiComponent(Ctrl) != None ) { for( i = 0; i < GUIMultiComponent(Ctrl).Controls.Length; i++ ) { DoScalingOnComponent( GUIMultiComponent(Ctrl).Controls[i], bScaleIt, true ); } } } event ToggleSnapToGrid() { bSnapToGrid = !bSnapToGrid; } // snap the component to the grid after a move function SnapToGrid(GUIComponent Ctrl, bool bResized) { local int i; local bool bWasScaled; bWasScaled = Ctrl.bScaled; if( bWasScaled ) ScaleToResolution(Ctrl); //if width/height is same, snap t&l, else snap w&h if( !bResized ) { //snap t&l i = int(Ctrl.WinTop/GridSize)*GridSize; //log("[DPK]: i = int(Ctrl.WinTop/GridSize)*GridSize = "$i); if( Ctrl.WinTop-float(i) > float(GridSize)/2.0 ) { Ctrl.WinTop=i+GridSize; } else { Ctrl.WinTop=i; } i = int(Ctrl.WinLeft/GridSize)*GridSize; if( Ctrl.WinLeft-float(i) > float(GridSize)/2.0 ) { Ctrl.WinLeft=i+GridSize; } else { Ctrl.WinLeft=i; } } else { //snap w&h i = int(Ctrl.WinHeight/GridSize)*GridSize; if( Ctrl.WinHeight-float(i) >= float(GridSize)/2.0 ) { Ctrl.WinHeight=i+GridSize; } else { Ctrl.WinHeight=i; } i = int(Ctrl.WinWidth/GridSize)*GridSize; if( Ctrl.WinWidth-float(i) >= float(GridSize)/2.0 ) { Ctrl.WinWidth=i+GridSize; } else { Ctrl.WinWidth=i; } } if( bWasScaled ) ResolutionToScale(Ctrl); } event ToggleActiveComponentSizing(GUIComponent Ctrl, optional bool bPropagate, optional bool bMoveGroup) { local int i; if( bMoveGroup && Ctrl.MoveGroup>=0) { for( i = 0; i < MoveGroups[Ctrl.MoveGroup].CtrlGroup.Length; i++ ) { ToggleActiveComponentSizing( MoveGroups[Ctrl.MoveGroup].CtrlGroup[i], bPropagate ); } //dont re-save this control return; } if( Ctrl!=None ) { if( Ctrl.bScaled ) { #if ! IG_TRIBES3 // Paul: Tribes doesn't use this and it really hurts when you // save a page out in absolute coords when you didnt want to ScaleToResolution(Ctrl, bPropagate); #endif } else ResolutionToScale(Ctrl, bPropagate); } } //save currently active component event SaveActiveComponent(GUIComponent Ctrl, optional bool bMoveGroup) { local int i; if( bMoveGroup && Ctrl.MoveGroup>=0) { for( i = 0; i < MoveGroups[Ctrl.MoveGroup].CtrlGroup.Length; i++ ) { SaveActiveComponent( MoveGroups[Ctrl.MoveGroup].CtrlGroup[i] ); } //dont re-save this control return; } if( Ctrl!=None ) SaveComponent(Ctrl); } function SaveComponent(GUIComponent Ctrl) { Ctrl.SaveLayout(true); } function ChangeActiveStyle(String newStyle) { if( MoveControl!=None ) MoveControl.ChangeStyle(newStyle); } function ChangeGridSize(int newSize) { GridSize=newSize; } function ChangeResolutionX(int newSize) { ResolutionX=newSize; } function ChangeResolutionY(int newSize) { ResolutionY=newSize; } event UndoActiveComponent(GUIComponent Ctrl, optional bool bMoveGroup) { local int i; if( bMoveGroup && Ctrl.MoveGroup>=0) { for( i = 0; i < MoveGroups[Ctrl.MoveGroup].CtrlGroup.Length; i++ ) { UndoActiveComponent( MoveGroups[Ctrl.MoveGroup].CtrlGroup[i] ); } //dont re-move this control return; } if( Ctrl!=None ) Ctrl.UndoLayout(); } event RedoActiveComponent(GUIComponent Ctrl, optional bool bMoveGroup) { local int i; if( bMoveGroup && Ctrl.MoveGroup>=0) { for( i = 0; i < MoveGroups[Ctrl.MoveGroup].CtrlGroup.Length; i++ ) { RedoActiveComponent( MoveGroups[Ctrl.MoveGroup].CtrlGroup[i] ); } //dont re-move this control return; } if( Ctrl!=None ) Ctrl.RedoLayout(); } /////////////////////////// //Utility functions used for relating spinny's to controls /////////////////////////// function CenterOfControl( GUIComponent Ctrl, out float left, out float top ) { left = Ctrl.WinLeft + Ctrl.WinWidth/2; top = Ctrl.WinTop + Ctrl.WinHeight/2; if( Ctrl.bScaled ) { left*=ResolutionX; top*=ResolutionY; } } function SizeOfControl( GUIComponent Ctrl, out float size ) { local float sizedW, sizedH; if( Ctrl.bScaled ) { sizedW=Ctrl.WinWidth; sizedH=Ctrl.WinHeight; } else { sizedW=Ctrl.WinWidth/float(ResolutionX); sizedH=Ctrl.WinHeight/float(ResolutionY); } size = sqrt( sizedW * sizedH ); } function bool HasMouseMoved() { if (MouseX==LastMouseX && MouseY==LastMouseY) return false; else return true; } event NotifyLevelChange() { local int i; for (i=0;i<MenuStack.Length;i++) MenuStack[i].NotifyLevelChange(); } #if IG_SHARED // dbeswick: added remove of menu by name native function RemoveMenu(string MenuName); #endif //////////////////////////////////////////////////////////////////////////////// // Logging/debugging utilities //////////////////////////////////////////////////////////////////////////////// event LogGUI() { local int i; for( i = 0; i < PersistentStack.Length; i++ ) if( GUIPage(PersistentStack[i]) != None ) LogGUIPage( GUIPage(PersistentStack[i]) ); } event LogGUIPage( GUIPage Page ) { log( "LogGui: ***************************************************************" ); log( "LogGui: Logging GUI for"@Page.Name ); log( "LogGui: " ); LogGUIComponent( Page ); } event LogGUIComponent( GUIComponent Ctrl, optional int level ) { local int i; local GUIMultiComponent MC; local string Msg; Msg = "LogGui: "; for( i = 0; i < level; i++ ) Msg = Msg $ " "; Msg = Msg $ " -> " $ Ctrl.Name; Log( Msg ); MC = GUIMultiComponent(Ctrl); if( MC!=None ) for( i = 0; i < MC.Controls.Length; i++ ) LogGUIComponent( MC.Controls[i], level+1 ); } #if IG_SHARED // Carlos: This *should* go into Tribes/SwatGuiController, but I'll put it here for now. // These exec functions do the dirty work of localizing perobject config classes. // All PerObjectConfig classes need to be specified in the appropriate ContentDump/GuiDump ini file // with the associated object name. These functions actually load *all* of those objects, regardless of game state. // exec function LoadLocalizedPerObjectConfig() { local Object NewObj; local int i; local class<ContentDumper> dumper; local class NewClass; log("[carlos] LoadLocalizedPerObjectConfig()"); dumper = class<ContentDumper>(DynamicLoadObject("SwatGui.ContentDumper",class'class')); log("[carlos] Dumping Content... dumper = "$dumper$", dumper.default.ClassName.Length= "$dumper.default.ClassName.Length); for (i=0;i<dumper.default.ClassName.Length;i++) { NewClass = class( DynamicLoadObject(dumper.default.ClassName[i], class'Class') ); NewObj = new( None, dumper.default.ObjName[i] ) NewClass; if (NewObj == None) log(" Could not load"@dumper.default.ObjName[i]); else { log("Loaded object"$dumper.default.ObjName[i]); } } LoadLocalizedPerObjectConfigGUI(); } // Dan: loads the entire gui as specified by the GUIDUMP.ini; command line capable for localization commandlet purposes exec function LoadLocalizedPerObjectConfigGUI() { local GUIComponent NewMenu; local int i; local class<GUIDumper> loader; log("[dkaplan] Loading GUI"); loader = class<GUIDumper>(DynamicLoadObject("SwatGui.GUIDumper",class'class')); log("[dkaplan] Loading GUI... loader = "$loader$", loader.default.ClassName.Length= "$loader.default.ClassName.Length); for (i=0;i<loader.default.ClassName.Length;i++) { NewMenu = CreateComponent(loader.default.ClassName[i],loader.default.ObjName[i]); if (NewMenu==None) log(" Could not load"@loader.default.ObjName[i]); else { if (!NewMenu.bInited) NewMenu.InitComponent(None); log("Loaded Menu "$loader.default.ObjName[i]); } } } #endif // IG_SHARED #if IG_TRIBES3 // dbeswick: added GUIController PaintProgress // PaintProgress // Call this to force the renderer to redraw while the level is loading native function PaintProgress(); #endif #if IG_TRIBES3 // dbeswick: all download notification is done through the GUI system function OnProgress(string Str1, string Str2) { local int i; for (i = 0; i < MenuStack.Length; i++) MenuStack[i].OnProgress(Str1, Str2); } #endif #if IG_TRIBES3 // dbeswick: event bool IsPageActive(string MenuClass) { local class c; if (ActivePage == None) return false; c = class(DynamicLoadObject(MenuClass, class'Class')); return c != None && ClassIsChildOf(ActivePage.class, c); } #endif defaultproperties { ButtonRepeatDelay=0.25 CursorStep=3 FastCursorStep=3 // Design Mode stuff WhiteBorder=Material'GUITribes.Outline' DblClickWindow=0.5 MenuMouseSens=1.0 bHighlightCurrent=true ControllerMask=255 bEmulatedJoypad=false bJoyMouse=false bHideMouseCursor=false JoyDeadZone=0.3 GridSize=2 bSnapToGrid=false ResolutionX=720 ResolutionY=540 bMousePositioning=false GUI_TO_WORLD_X=160.0 GUI_TO_WORLD_Y=125.0 bShowGUIMembers=true bDontDisplayHelpText=true CaptureScriptExec=0 } |
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