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KF2-Dev-Scripts/Engine/Classes/UISceneClient.uc

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2020-12-13 15:01:13 +00:00
/**
* Serves as the interface between a UIScene and scene owners. Provides scenes with all
* data necessary for operation and routes rendering to the scenes.
*
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class UISceneClient extends UIRoot
native(UserInterface)
abstract
inherits(FExec)
transient;
/** the viewport to use for rendering scenes */
var const transient native pointer RenderViewport{FViewport};
/**
* the location of the mouse
*
* @fixme splitscreen
*/
var const transient IntPoint MousePosition;
/**
* Manager all persistent global data stores. Set by the object that creates the scene client.
*/
var const transient DataStoreClient DataStoreManager;
/**
* Stores the 3D projection matrix being used to render the UI.
*/
var const transient matrix CanvasToScreen;
var const transient matrix InvCanvasToScreen;
/** Post process chain to be applied when rendering UI Scenes */
var transient PostProcessChain UIScenePostProcess;
/** if TRUE then post processing is enabled using the UIScenePostProcess */
var transient bool bEnablePostProcess;
/**
* Used to limit which scenes should be considered when determining whether the UI should be considered "active"
* Represented in C++ as enums values.
*/
const SCENEFILTER_None =0x00000000;
/** Include the transient scene */
const SCENEFILTER_IncludeTransient =0x00000001;
/** Consider only scenes which can process input */
const SCENEFILTER_InputProcessorOnly =0x00000002;
/** Consider only scenes which require the game to be paused */
const SCENEFILTER_PausersOnly =0x00000004;
/** Consider only scenes which support 3D primitives rendering */
const SCENEFILTER_PrimitiveUsersOnly =0x00000008;
/** Only consider scenes which render full-screen */
const SCENEFILTER_UsesPostProcessing =0x00000010;
/** Include only those scenes which can receive focus (i.e. bNeverFocus=false) */
const SCENEFILTER_ReceivesFocus =0x00000020;
/** Any scene */
const SCENEFILTER_Any =0xFFFFFFFF;
`define DECLARE_SCENEFILTER_TYPE(type) `{type}=UCONST_`{type},
cpptext
{
/**
* Used to limit which scenes should be considered when determining whether the UI should be considered "active"
*/
enum ESceneFilterTypes
{
`DECLARE_SCENEFILTER_TYPE(SCENEFILTER_None)
/** Include the transient scene */
`DECLARE_SCENEFILTER_TYPE(SCENEFILTER_IncludeTransient)
/** Consider only scenes which can process input */
`DECLARE_SCENEFILTER_TYPE(SCENEFILTER_InputProcessorOnly)
/** Consider only scenes which require the game to be paused */
`DECLARE_SCENEFILTER_TYPE(SCENEFILTER_PausersOnly)
/** Consider only scenes which support 3D primitives rendering */
`DECLARE_SCENEFILTER_TYPE(SCENEFILTER_PrimitiveUsersOnly)
/** Only consider scenes which render full-screen */
`DECLARE_SCENEFILTER_TYPE(SCENEFILTER_UsesPostProcessing)
/** Include only those scenes which can receive focus (i.e. bNeverFocus=false) */
`DECLARE_SCENEFILTER_TYPE(SCENEFILTER_ReceivesFocus)
/** Include ANY scene, regardless of feature set */
`DECLARE_SCENEFILTER_TYPE(SCENEFILTER_Any)
};
/* =======================================
FExec interface
======================================= */
virtual UBOOL Exec(const TCHAR* Cmd,FOutputDevice& Ar);
/* =======================================
UUISceneClient interface
======================================= */
/**
* Performs any initialization for the UISceneClient.
*/
virtual void InitializeClient( );
/**
* Assigns the viewport that scenes will use for rendering.
*
* @param inViewport the viewport to use for rendering scenes
*/
virtual void SetRenderViewport( FViewport* SceneViewport );
/**
* Provides the scene client with a way to apply a platform input type other than the actual input type being used.
* Primarily for simulating platforms in the editor.
*
* @param OwningPlayer the player to use for determining the real platform input type, if necessary.
* @param SimulatedPlatform receives the value of the platform that should be used.
*
* @return TRUE if the scene client wants to override the current platform input type.
*/
virtual UBOOL GetSimulatedPlatformInputType( BYTE& SimulatedPlatform ) const { return FALSE; }
/**
* Returns true if there is an unhidden fullscreen UI active
*
* @param Flags modifies the logic which determines whether the UI is active
*
* @return TRUE if the UI is currently active
*/
virtual UBOOL IsUIActive( DWORD Flags=SCENEFILTER_Any ) const PURE_VIRTUAL(UUISceneClient::IsUIActive,return FALSE;);
/**
* Returns true if the UI scenes should be rendered with post process
*
* @return TRUE if post process is enabled for any of the UI scenes
*/
virtual UBOOL UsesPostProcess() const;
}
/**
* Returns true if there is an unhidden fullscreen UI active
*
* @param Flags a bitmask of values which alter the result of this method; the bits are derived from the ESceneFilterTypes
* enum (which is native-only); script callers must pass these values literally
*
* @return TRUE if the UI is currently active
*/
native final noexportheader function bool IsUIActive( optional int Flags=SCENEFILTER_Any ) const;
/**
* Loads the skin package containing the skin with the specified tag, and sets that skin as the currently active skin.
* @todo
*/
//native final function SetActiveSkin( Name SkinTag );
/**
* Returns the current canvas to screen projection matrix.
*
* @param Widget if specified, the returned matrix will include the widget's tranformation matrix as well.
*
* @return a matrix which can be used to project 2D pixel coordines into 3D screen coordinates. ??
*/
native final function matrix GetCanvasToScreen() const;
/**
* Returns the inverse of the local to world screen projection matrix.
*
* @param Widget if specified, the returned matrix will include the widget's tranformation matrix as well.
*
* @return a matrix which can be used to transform normalized device coordinates (i.e. origin at center of screen) into
* into 0,0 based pixel coordinates. ??
*/
native final function matrix GetInverseCanvasToScreen() const;
/**
* Called when the scene client is first initialized.
*/
event InitializeSceneClient();
DefaultProperties
{
// enable post processing of UI by default
bEnablePostProcess=True
}