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class HUDElement extends Core.Object native abstract PerObjectConfig config(TribesHUD); import enum EInputKey from Engine.Interaction; import enum EInputAction from Engine.Interaction; import enum ETeamAlignment from Gameplay.ClientSideCharacter; enum ELayoutDirection { LD_ManualLayout, LD_Horizontal, LD_Vertical }; enum EHorizontalAlignment { HALIGN_None, HALIGN_Relative, HALIGN_Left, HALIGN_Center, HALIGN_Right, HALIGN_Previous, HALIGN_Next }; enum EHorizontalFill { HFILL_None, HFILL_Relative, HFILL_Left, HFILL_Right, HFILL_Both }; enum EVerticalAlignment { VALIGN_None, VALIGN_Relative, VALIGN_Top, VALIGN_Middle, VALIGN_Bottom, VALIGN_Previous, VALIGN_Next }; enum EVerticalFill { VFILL_None, VFILL_Relative, VFILL_Up, VFILL_Down, VFILL_Both }; struct native HUDMaterial { // draw properties var() Material material "Material to eb rendered"; var() Color drawColor "Draw color"; var() MatCoords coords "Texture coordinates (in pixels) of the location of the desired section in the material"; var() byte style "Render style - set to 1"; var() bool bStretched "Whether the render the material stretched (good for button borders etc)"; // draw state info var bool bNoRender; // whether the progress of flashing & fading is controlled externally var bool bProgressControlled; // flash properties var() bool bFlashing "Flashing flag"; var() float flashFrequency "Frequency of the flash on/off time (in seconds)"; // flash state info var float lastFlashTime; // fade properties var() bool bFading "Fading flag"; var() bool bFadePulse "Whether to pulse the fade in and out"; var() Color fadeSourceColor "Color to fade from"; var() Color fadeTargetColor "Color to fade to"; var() float fadeDuration "How long the fade should take in seconds"; // fade state info var float fadeStartTime; var float fadeProgress; }; var() config HUDMaterial backgroundTexture "The background texture for the element"; var() config HUDMaterial foregroundTexture "The background texture for the element"; // Values for any text the component might render var() config bool bUseResFonts "Whether to use the resolution fonts"; var() config Array<String> resFontNames "Array of font names, representing the fonts for different resolutions"; var() config Array<Font> resFonts "Array of fonts which will be used in differnet resolutions"; var() config String textFontName "Name fo the Font to use for the text"; var() config Font textFont "Font to use for the text"; var() config Color textColor "Color to use for the text"; // relative co-ordinates, loaded from config var() config bool bRelativePositioning; var() config float RelativePosX; var() config float RelativePosY; var() config float RelativeWidth; var() config float RelativeHeight; var() config float aspectRatio; // if greater than 0, will be used to maintain a width/height relationship // actual co-ordinates, calculated during the DoLayout call // if the component uses relative positioning var() config float posX; var() config float posY; var() config float Width; var() config float Height; var() config int offsetX; var() config int offsetY; var() config int insetX; var() config int insetY; var() config int borderTop; var() config int borderLeft; var() config int borderBottom; var() config int borderRight; // alignment properties var() config EHorizontalAlignment horizontalAlignment; var() config EHorizontalFill horizontalFill; var() config EVerticalAlignment verticalAlignment; var() config EVerticalFill verticalFill; var() config private float alpha; var() config Color defaultDrawColor; var() config bool bVisible; var() String iniOverride; // variables to store the initial configuration of the positional values var float initialPosX; var float initialPosY; var float initialWidth; var float initialHeight; // full screen width & height var float screenWidth; var float screenHeight; // dirty flagging var bool bNeedsLayout; // Parent container var HUDContainer ParentElement; var TribesHUDScript BaseScript; var ClientSideCharacter LocalData; var bool bRenderedOnce; // Misc state information var float timeSeconds; var bool bIsLayingOut; var HUDElement previousSibling; var HUDElement nextSibling; // Help screen related stuff var String HelpLabel; // Label overlayed on the component to show what this component is var String HelpFontName; // name of the font to render with var Font HelpFont; // font to render the help label in // flashing of whole element var bool bFlashing; // whether we are flashing var float FlashPeriod; // period of flash var float FlashDuration; // Duration of the flash var float FlashStartTime; // Time the flashing started var float FlashAlphaMin; // Minimum alpha value for flash var float FlashAlphaMax; // Maximum alpha value for flash var float TargetAlpha; // Current alpha target value var float FlashSwitchTime; // Time the flash switched from in to out // -------------------------------------------------- // Native stuff cpptext { // Internal render HUD material, overloaded to optimise when tiling // is not required (as in most cases) void RenderHUDMaterial(UCanvas *canvas, FHUDMaterial &mat, FLOAT matWidth, FLOAT matHeight); // Internal render HUD material. This version will tile the material // to the width of tileSizeX & tileSizeY void RenderHUDMaterial(UCanvas *c, FHUDMaterial &mat, FLOAT matWidth, FLOAT matHeight, FLOAT tileSizeX, FLOAT tileSizeY); // Interpolates a color between a source & target, based on a percentage progress // between the source and target. void InterpolateColor(FColor &newColor, FColor source, FColor target, float progress); // native set color call virtual void SetColor(UCanvas *canvas, FColor color); // Internal Render function virtual void Render(UCanvas *canvas); // Internal RenderElement function. virtual void RenderElement(UCanvas *canvas); // Native Update function virtual void Update(); // Native Layout function virtual void Layout(UCanvas *canvas); // Internal horizontal packing function virtual void ResizeForWidth(UCanvas *canvas, INT pixelWidth); } // // native RenderHUDMaterial declaration // // This is a special function to render a HUDMaterial object to the display. // HUDMaterials have properties to handle flashing, fading, colors and styles // in a unified way. It is also a struct, to allow for easy initialisation // within a config file. // native function RenderHUDMaterial(Canvas c, out HUDMaterial mat, float matWidth, float matHeight, optional float tileSizeX, optional float tileSizeY); // Native layout call native function Layout(Canvas canvas); // Native base Render function native function Render(Canvas c); // Native RenderElement function native function NativeRenderElement(Canvas c); // Native ResizeForWidth function native function ResizeForWidth(Canvas c, int pixelWidth); // Native function to load config from a spcific file native function LoadConfig(String objectConfigName, class objectClass, optional String Filename); static native function String EncodeColor(Color InColor); // // --------------------------------------------------- // // Key event methods. No defenition in the base class, elements must first // register to receive keyEvents with the base HUDScript element before these // functions will be called. // function bool KeyType( EInputKey Key, string Unicode, HUDAction Response ); function bool KeyEvent( EInputKey Key, EInputAction Action, FLOAT Delta, HUDAction Response ); function OnMouseEntered(HUDElement Sender); function OnMouseExited(HUDElement Sender); function OnMouseClicked(HUDElement Sender); function OnMouseDoubleClicked(HUDElement Sender); // // Construction // overloaded function Construct() { super.Construct(); } function InitElement() { initialPosX = PosX; initialPosY = PosY; initialWidth = Width; initialHeight = Height; LoadFonts(); } // // Initialises the element heirachy // function InitElementHeirachy(TribesHUDScript base, HUDContainer Parent) { BaseScript = base; ParentElement = Parent; LocalData = BaseScript.LocalData; } // DoLayout function event DoLayout(Canvas c) { // native layout call Layout(c); } event SetNeedsLayout() { bNeedsLayout = true; if(ParentElement != None) ParentElement.SetNeedsLayout(); } event ForceNeedsLayout() { bNeedsLayout = true; } function LoadFonts() { local int i; ResFonts.Length = 6; for(i = 0; i < ResFontNames.Length; ++i) LoadFont(ResFontNames[i], ResFonts[i]); LoadFont(textFontName, textFont); LoadFont(helpFontName, helpFont); } function LoadFont(String FontName, out Font font) { local Font NewFont; local String LocalFontName; // get the *real* name of the font from the localisation file LocalFontName = Localize("Fonts", FontName, "Localisation\\GUI\\Fonts"); // load the new font NewFont = Font(DynamicLoadObject(LocalFontName, class'Font')); if(NewFont == None) Log("Warning: "$Self$" Couldn't dynamically load font "$LocalFontName); else font = NewFont; // font is still none - give it a fallback if(font == None) font = Font(DynamicLoadObject("Engine_res.Res_DefaultFont", class'Font')); } event ResetFont() { if(! bUseResFonts) return; if(screenWidth <= 640) textFont = resFonts[0]; else if(screenWidth <= 800) textFont = resFonts[1]; else if(screenWidth <= 1024) textFont = resFonts[2]; else if(screenWidth <= 1280) textFont = resFonts[3]; else if(screenWidth <= 1600) textFont = resFonts[4]; else if(screenWidth > 1600) textFont = resFonts[5]; } // // Updates the element properties // event UpdateData(ClientSideCharacter c); // // Handles the actual rendering of element display. This defaults to calling // a native render function. Script modders should override this function to // get special rendering functionality, and can still call super the get the // native rendering as well. // event RenderElement(Canvas C) { NativeRenderElement(C); } // convenience method for accessing the static one function HUDElement CreateHUDElement(class<HUDElement> elementClass, String elementName, optional Object ownerObject) { return Class.static.StaticCreateHUDElement(elementClass, elementName, ownerObject); } static function HUDElement StaticCreateHUDElement(class<HUDElement> elementClass, String elementName, optional Object ownerObject) { local HUDElement element; element = HUDElement(FindObject(elementName, elementClass)); if(element == None) element = new (None, elementName) elementClass; return element; } function HUDElement CreateClonedElement(string className, string objectName, optional string newObjectName) { local HUDElement newElement; local class<HUDElement> newElementClass; newElementClass = class<HUDElement>(DynamicLoadObject(className, class'class')); // Create the template component newElement = CreateHUDElement(newElementClass, newObjectName); newElement.LoadConfig(objectName, newElementClass); return newElement; } function ResetHUDMaterial(out HUDMaterial mat) { mat.fadeStartTime = timeSeconds; mat.lastFlashTime = timeSeconds; mat.bNoRender = false; mat.fadeProgress = 0.0; } function HUDMaterial MakeHUDMaterial(Material mat) { local HUDMaterial hudMat; hudMat.material = mat; hudmat.drawColor.R = 255; hudmat.drawColor.G = 255; hudmat.drawColor.B = 255; hudmat.drawColor.A = 255; hudMat.style = 1; return hudMat; } event SetAlpha(float newAlpha) { alpha = newAlpha; } function float GetAlpha() { return alpha; } // must call this function when setting component color function SetColor(Canvas C, Color newColor) { C.SetDrawColor(newColor.R, newColor.G, newColor.B, Clamp(alpha * newColor.A, 1, 255)); } function int GetX() { return posX; } function int GetY() { return posY; } function int GetWidth() { return width; } function int GetHeight() { return height; } function int InternalTop() { return PosY + BorderTop; } function int InternalLeft() { return PosX + BorderLeft; } function int InternalWidth() { return Width - BorderLeft - BorderRight; } function int InternalHeight() { return Width - BorderTop - BorderBottom; } function SetX(int newX) { posX = newX; if(parentElement != None) RelativePosX = posX / ParentElement.Width; else RelativePosX = posX / screenWidth; } function SetY(int newY) { posY = newY; if(parentElement != None) RelativePosY = posY / ParentElement.Width; else RelativePosY = posY / screenWidth; } function SetWidth(int newWidth) { width = newWidth; if(parentElement != None) RelativeWidth = width / ParentElement.Width; else RelativeWidth = width / screenWidth; } function SetHeight(int newHeight) { height = newHeight; if(parentElement != None) RelativeHeight = height / ParentElement.Height; else RelativeHeight = height / screenHeight; } function float GetMaximumRelativeX() { return RelativePosX + RelativeWidth; } function float GetMaximumRelativeY() { return RelativePosY + RelativeHeight; } function float GetMaximumX() { return PosX + Width; } function float GetMaximumY() { return PosY + Height; } function int MaterialWidth(HUDMaterial mat) { if(mat.Coords.UL <= 0 && mat.Material != None) return mat.Material.GetUSize(); else return mat.Coords.UL; } function int MaterialHeight(HUDMaterial mat) { if(mat.Coords.VL <= 0 && mat.Material != None) return mat.Material.GetVSize(); else return mat.Coords.VL; } function TribesHUDScript RootHUDScript() { return BaseScript; } function GetScreenPos(out int ScreenPosX, out int ScreenPosY) { ScreenPosX += PosX; ScreenPosY += PosY; if(ParentElement != None) ParentElement.GetScreenPos(ScreenPosX, ScreenPosY); } function bool PointInElement(int PointX, int PointY) { local int ScreenPosX, ScreenPosY; GetScreenPos(ScreenPosX, ScreenPosY); // calculate whether the point is in the element return PointInRegion(PointX, PointY, ScreenPosX, ScreenPosY, ScreenPosX + Width, ScreenPosY + Height); } function bool PointInRegion(int PointX, int PointY, int X1, int Y1, int X2, int Y2) { // calculate whether the point is in the element if(PointX > X1 && PointX < X2 && PointY > Y1 && PointY < Y2) return true; return false; } function FlashElement(float period, float duration, float AlphaMin, float AlphaMax) { bFlashing = true; FlashPeriod = period; FlashDuration = duration; FlashStartTime = TimeSeconds; FlashSwitchTime = TimeSeconds; FlashAlphaMin = AlphaMin; FlashAlphaMax = AlphaMax; TargetAlpha = FlashAlphaMax; } function String EncodePlayerName(String PlayerName, String TeamTag, ETeamAlignment alignment, optional class<TeamInfo> PlayerTeam) { local int Index; local String NameReplacementTag; local String ReturnString; local Color NameColor, TagColor; NameColor = LocalData.GetTeamColor(alignment, false, PlayerTeam); TagColor = LocalData.GetTeamColor(alignment, true, PlayerTeam); NameReplacementTag = "<NAME>"; Index = InStr(TeamTag, NameReplacementTag); if(Index == -1) { Index = 0; NameReplacementTag = ""; } if(TeamTag != "") ReturnString = "[C=" $ EncodeColor(TagColor) $ "]" $ Left(TeamTag, Index) $ "[C=" $ EncodeColor(NameColor) $ "]" $ PlayerName $ "[\\C]" $ Mid(TeamTag, Index + Len(NameReplacementTag)) $ "[\\C]"; else ReturnString = "[C=" $ EncodeColor(NameColor) $ "]" $ PlayerName $ "[\\C]"; return ReturnString; } defaultproperties { alpha = 1 bVisible = true bNeedsLayout = true RelativePosX = 0 RelativePosY = 0 RelativeWidth = 1 RelativeHeight = 1 verticalFill = VFILL_None horizontalFill = HFILL_None verticalAlignment = VALIGN_None horizontalAlignment = HALIGN_None defaultDrawColor=(R=255,G=255,B=255,A=255) bUseResFonts = false resFontNames(0) = DefaultSmallFont resFontNames(1) = Tahoma8 resFontNames(2) = Tahoma8 resFontNames(3) = Tahoma10 resFontNames(4) = Tahoma12 resFontNames(5) = Tahoma12 resFonts(0) = font'Engine_res.res_defaultFont' resFonts(1) = font'TribesFonts.Tahoma8' resFonts(2) = font'TribesFonts.Tahoma8' resFonts(3) = font'TribesFonts.Tahoma10' resFonts(4) = font'TribesFonts.Tahoma12' resFonts(5) = font'TribesFonts.Tahoma12' textFontName = res_defaultFont textFont = font'Engine_res.res_defaultFont' textColor = (R=255,G=255,B=255,A=255) HelpFontName = Tahoma8 HelpFont = font'TribesFonts.Tahoma8' } |
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