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class TribesHUD extends Gameplay.TribesHUDBase Config(TribesHUD) abstract; import enum EMessageType from Gameplay.ClientSideCharacter; var TribesHUDScript HUDScript; var config string HUDScriptType; // config var string HUDScriptName; // Interaction variables var bool bAllowInteractions; var bool bAllowChat; var HUDAction Response; // mouse cursor data var config Texture MouseCursorTexture; var config Color MouseCursorDrawColor; var int MouseX; var int MouseY; simulated event PostBeginPlay() { Super.PostBeginPlay(); SetHUDScript(HUDScriptType); InitActionDelegates(); clientSideChar.RadarUnderlayMaterial = Level.GetMapTexture(); clientSideChar.mapOrigin = Level.GetMapTextureOrigin(); clientSideChar.mapExtent = Level.GetMapTextureExtent(); } simulated function Cleanup() { CleanupActionDelegates(); } simulated function bool NeedsKeyInput() { return (bAllowInteractions || ((clientSideChar.bTalk || clientSideChar.bTeamTalk || clientSideChar.bQuickChat) && bAllowChat) || clientSideChar.bLoadoutSelection); } function SetHUDScript(string NewHUDScriptType) { local class NewHUDClass; if(NewHUDScriptType != "") { HUDScriptType = NewHUDScriptType; NewHUDClass = class<TribesHUDScript>(DynamicLoadObject(HUDScriptType, class'class')); HUDScript = TribesHUDScript(new(None, HUDScriptName) NewHUDClass); if (HUDScript == None) Log("HUD ERROR: HUDScript was None trying to set "$NewHUDScriptType); } } function HUDShown() { super.HUDShown(); HUDScript.PreShow(ClientSideChar); } function DrawHUD(Canvas canvas) { if(HUDScript != None && ! bHideHUD) HUDScript.DoUpdate(canvas, Level.TimeSeconds); } function PostRender(Canvas canvas) { super.PostRender(canvas); // render the mouse cursor if(bShowCursor) { MouseX = Clamp(MouseX, 0, canvas.SizeX); MouseY = Clamp(MouseY, 0, canvas.SizeY); if(canvas.Viewport.bWindowsMouseAvailable) { MouseX = Canvas.Viewport.WindowsMouseX; MouseY = Canvas.Viewport.WindowsMouseY; } canvas.bNoSmooth = True; canvas.DrawColor = MouseCursorDrawColor; canvas.Style = 2; canvas.SetPos(MouseX, MouseY); canvas.DrawIcon(MouseCursorTexture, 1.0); canvas.Style = 1; } } // Key events function bool KeyType( EInputKey Key, optional string Unicode ) { if(HUDscript != None) return HUDScript.KeyType(Key, Unicode, response); return false; } function bool KeyEvent( EInputKey Key, EInputAction Action, FLOAT Delta ) { // // Grab the mouse events if the HUD wants to render a cursor // if(bShowCursor) { switch(Key) { case EInputKey.IK_MouseX: MouseX += Delta; break; case EinputKey.IK_MouseY: MouseY -= Delta; break; } } if(HUDscript != None) return HUDScript.KeyEvent(Key, Action, delta, response); return false; } // messaging simulated function Message( PlayerReplicationInfo PRI, coerce string Msg, name MsgType ) { local String quickChatTag, quickChatMessage; local ClientSideCharacter.HUDMessage NewMessage; local int splitIndex; local String PlayerNameString; local TribesReplicationInfo TRI; local class<TeamInfo> InfoClass; // PRI will be None if it's an announcer message if(PRI != None && Controller.IsMuted(PRI.PlayerName)) return; if(PRI != None) { TRI = TribesReplicationInfo(PRI); if(TRI.team != None) InfoClass = TRI.team.class; if(HUDScript != None) PlayerNameString = HUDScript.EncodePlayerName(TRI.PlayerName, TRI.teamTag, clientSideChar.GetTeamAlignment(Controller, TRI), InfoClass); else PlayerNameString = TribesReplicationInfo(PRI).teamTag $ PRI.playerName; } if(MsgType == 'Subtitle') { NewMessage.Text = Msg; NewMessage.Type = MessageType_Subtitle; clientSideChar.Messages[clientSideChar.Messages.Length] = NewMessage; } else if(MsgType == 'Announcer') { Msg = ReplacePromptKeyBinds(Msg); clientSideChar.Announcements[clientSideChar.Announcements.Length] = Msg; } else if(! Controller.IsSinglePlayer()) { // none of this stuff should be processed or displayed in sp if(MsgType == 'QuickChat' || MsgType == 'TeamQuickChat') { splitIndex = InStr(Msg, "?"); quickChatTag = Left(Msg, splitIndex); quickChatMessage = Right(Msg, Len(Msg) - splitIndex - 1); if(quickChatMessage == "") quickChatMessage = Localize("QuickChat", quickChatTag, "Localisation\\Speech\\QuickChat"); if(TribesReplicationInfo(PRI) != None && quickChatTag != "") Level.speechManager.PlayQuickChatSpeech(PRI, TribesReplicationInfo(PRI).VoiceSetPackageName, Name(quickChatTag)); NewMessage.Text = PlayerNameString $": " $quickChatMessage; if(MsgType == 'TeamQuickChat') NewMessage.Type = MessageType_Ally; clientSideChar.Messages[clientSideChar.Messages.Length] = NewMessage; } else if(MsgType == 'Say' || MsgType == 'TeamSay') { // append the say message to the list of messages. NewMessage.Text = PlayerNameString $": " $Msg; if(MsgType == 'TeamSay') NewMessage.Type = MessageType_Ally; clientSideChar.Messages[clientSideChar.Messages.Length] = NewMessage; } else if(MsgType == 'System') { NewMessage.Text = Msg; NewMessage.Type = MessageType_System; clientSideChar.Messages[clientSideChar.Messages.Length] = NewMessage; } else Super.Message(PRI, Msg, MsgType); } else Super.Message(PRI, Msg, MsgType); } // LocalizedMessage 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) { local class<MPEventMessage> SentEventMessage; local class<TribesGameMessage> SentGameMessage; local class<MPPersonalMessage> SentPersonalMessage; local ClientSideCharacter.EventMessage newMessage; local ClientSideCharacter.HUDMessage newHUDMessage; local EMessageType MessageType; local TribesReplicationInfo TRI; local class<TeamInfo> InfoClass; SentPersonalMessage = class<MPPersonalMessage>(Message); SentGameMessage = class<TribesGameMessage>(Message); SentEventMessage = class<MPEventMessage>(Message); // no localised messages in sp if(! Controller.IsSinglePlayer()) { if(SentEventMessage != None) { newMessage.StringOne = SentEventMessage.static.GetStringOne(newMessage.StringOneType, Switch, Related1, Related2, OptionalObject, OptionalString); newMessage.StringTwo = SentEventMessage.static.GetStringTwo(newMessage.StringTwoType, Switch, Related1, Related2, OptionalObject, OptionalString); newMessage.IconMaterial = SentEventMessage.static.GetIconMaterial(Switch, Related1, Related2, OptionalObject, OptionalString); // hacky: Related1 is None for suicides, so on a death message where // related1 is none we make it equal related2 if(Related1 == None && class<MPDeathMessages>(Message) != None && TribesReplicationInfo(Related2) != None) Related1 = Related2; if(TribesReplicationInfo(Related1) != None && HUDScript != None) { TRI = TribesReplicationInfo(Related1); if(TRI.team != None) InfoClass = TRI.team.class; newMessage.StringOne = "" $ HUDScript.EncodePlayerName(TRI.PlayerName, TRI.teamTag, ClientSideChar.GetTeamAlignment(Controller, TRI), InfoClass); } if(TribesReplicationInfo(Related2) != None && (Related1 != Related2) && HUDScript != None) { TRI = TribesReplicationInfo(Related2); if(TRI.team != None) InfoClass = TRI.team.class; newMessage.StringTwo = "" $ HUDScript.EncodePlayerName(TRI.PlayerName, TRI.teamTag, ClientSideChar.GetTeamAlignment(Controller, TRI), InfoClass); } clientSideChar.EventMessages[clientSideChar.EventMessages.Length] = newMessage; } else if(SentGameMessage != None) { newHUDMessage.Text = SentGameMessage.static.GetString(Switch, Related1, Related2, OptionalObject, OptionalString); newHUDMessage.Type = MessageType_System; clientSideChar.Messages[clientSideChar.Messages.Length] = newHUDMessage; } else if(SentPersonalMessage != None) { MessageType = MessageType_System; newHUDMessage.Text = SentPersonalMessage.static.GetPersonalString(MessageType, Switch, Related1, Related2, OptionalObject, OptionalString); newHUDMessage.Type = MessageType; clientSideChar.PersonalMessages[clientSideChar.PersonalMessages.Length] = newHUDMessage; } else PlayerOwner.ClientMessage(Message.static.GetString(Switch, Related1, Related2, OptionalObject, OptionalString)); } else PlayerOwner.ClientMessage(Message.static.GetString(Switch, Related1, Related2, OptionalObject, OptionalString)); } // // initialises any action delegates for the hud response function InitActionDelegates() { // chat delegates if(Response == None) Response = new class'HUDAction'; Response.CancelChat = impl_CancelChat; Response.SendChatMessage = impl_SendChatMessage; Response.SendQuickChatMessage = impl_SendQuickChatMessage; } // // cleans up any action delegates for the hud response function CleanupActionDelegates() { if(Response != None) { Response.CancelChat = None; Response.SendChatMessage = None; Response.SendQuickChatMessage = None; } } // // The base functionality for this function is to add all the info // which is required for all (or most) HUDs // simulated function UpdateHUDData() { super.UpdateHUDData(); // mouse pointer info ClientSideChar.MouseX = MouseX; ClientSideChar.MouseY = MouseY; // Game and round data UpdateHUDGameData(); clientSideChar.respawnTime = Controller.respawnDelay; clientSideChar.livesLeft = Controller.livesLeft; clientSideChar.bWaitingForRoundEnd = Controller.bWaitingForRoundEnd; if(Controller.PlayerReplicationInfo != None) clientSideChar.ping = Controller.PlayerReplicationInfo.ping; clientSideChar.bDisplayChatWindow = clientSideChar.gameClass == None || clientSideChar.gameClass.static.showChatWindow(); if(ClassIsChildOf(clientSideChar.gameClass, class'Gameplay.MultiPlayerGameInfo')) clientSideChar.bQuickChat = (Controller.bQuickChat == 1 && ! Controller.CanUseQuickInventoryLoadoutMenu()); else clientSideChar.bQuickChat = false; clientSideChar.levelTimeSeconds = Level.TimeSeconds; if(Controller.IsSinglePlayer()) clientSideChar.CurrentChatWindowSize = Controller.SPChatWindowSizes[Controller.SPChatWindowSizeIndex]; else clientSideChar.CurrentChatWindowSize = Controller.ChatWindowSizes[Controller.ChatWindowSizeIndex]; UpdateRoundInfoData(); } function UpdateRoundInfoData() { local RoundInfo RoundInfo; RoundInfo = Controller.RoundInfo; if(RoundInfo != None) { // Assume multiplayer (this variable determines whether or not the timer will be visible) clientSideChar.bNeedCountDownTimer = true; if(RoundInfo.replicatedRemainingCountdown > 0) { // If a pre-match countdown is in progress, replicate that clientSideChar.bRoundCountingDown = true; clientSideChar.countDown = RoundInfo.replicatedRemainingCountdown; } else { // Otherwise, replicate the match duration clientSideChar.bRoundCountingDown = false; clientSideChar.countDown = RoundInfo.replicatedRemainingDuration; } } else { clientSideChar.bNeedCountDownTimer = Controller.bCountDown; clientSideChar.countDown = Controller.countDown; } } //------------------------------------------------------------- // Delegate function implementation // // Cancels chat message window function impl_CancelChat() { clientSideChar.bTalk = false; clientSideChar.bTeamTalk = false; } // // Sends a chat message, and cancels the chat message window function impl_SendChatMessage(String msg) { if(clientSideChar.bTalk) Controller.Say(msg); else if(clientSideChar.bTeamTalk) Controller.TeamSay(msg); clientSideChar.bTalk = false; clientSideChar.bTeamTalk = false; } // // Sends a quick chat message, then cancels the quick chat menu function impl_SendQuickChatMessage(QuickChatMenu menuItem) { local String MessageText; // dont bother sending the text if there was no override, // because it will be localized at the other end anyway. if(menuItem.MessageOverride != "") MessageText = menuItem.MessageOverride; if(menuItem.sayType == 'Say') Controller.QuickChat(MessageText, String(menuItem.chatTag), menuItem.bLocal, menuItem.animationName); else if(menuItem.sayType == 'TeamSay') Controller.TeamQuickChat(MessageText, String(menuItem.chatTag), menuItem.bLocal, menuItem.animationName); clientSideChar.bQuickChat = false; // force the controller QC to false, for v-chat system Controller.bQuickChat = 0; } defaultproperties { bAllowChat = true bAllowInteractions = false bShowCursor = false ConsoleMessagePosX = 0.00 ConsoleMessagePosY = 0.45 ConsoleMessageCount=5 HUDScriptName = "" FontArrayNames(0)="Engine_res.SmallFont" FontArrayNames(1)="Engine_res.SmallFont" FontArrayNames(2)="Engine_res.SmallFont" FontArrayNames(3)="Engine_res.SmallFont" FontArrayNames(4)="Engine_res.SmallFont" FontArrayNames(5)="Engine_res.SmallFont" FontArrayNames(6)="Engine_res.SmallFont" FontArrayNames(7)="Engine_res.SmallFont" FontArrayNames(8)="Engine_res.SmallFont" MouseCursorTexture=Texture'guitribes.mousecursor' MouseCursorDrawColor=(R=255,G=255,B=255,A=255) } |
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