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KF2-Dev-Scripts/Engine/Classes/HUD.uc
2020-12-13 18:01:13 +03:00

995 lines
26 KiB
Ucode

//=============================================================================
// HUD: Superclass of the heads-up display.
//
//Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
//=============================================================================
class HUD extends Actor
native
config(Game)
transient
dependson(Canvas);
//=============================================================================
// Variables.
var const color WhiteColor, GreenColor, RedColor;
var PlayerController PlayerOwner; // always the actual owner
/** Tells whether the game was paused due to lost focus */
var transient bool bLostFocusPaused;
// Visibility flags
var config bool bShowHUD; // Is the hud visible
var bool bShowScores; // Is the Scoreboard visible
var bool bShowDebugInfo; // If true, show properties of current ViewTarget
var() bool bShowBadConnectionAlert; // Display indication of bad connection (set in C++ based on lag and packetloss).
var config bool bShowDirectorInfoDebug; // If true matinee/director information will be visible in the HUD in DebugText
var config bool bShowDirectorInfoHUD; // If true matinee/director information will be visible in the HUD (using KismetTextInfo)
var globalconfig bool bMessageBeep; // If true, any console messages will make a beep
var globalconfig float HudCanvasScale; // Specifies amount of screen-space to use (for TV's).
/** Use the full screen extents for the canvas. Ignores splitscreen and cinematic mode scaling. */
var bool bRenderFullScreen;
/** Scale the canvas in with the cinematic black bars. Default behavior. */
var bool bScaleCanvasForCinematicMode;
/** If true, render actor overlays */
var bool bShowOverlays;
/** Holds a list of Actors that need PostRender calls */
var array<Actor> PostRenderedActors;
// Console Messages
struct native ConsoleMessage
{
var string Text;
var color TextColor;
var float MessageLife;
var PlayerReplicationInfo PRI;
};
var array<ConsoleMessage> ConsoleMessages;
var const Color ConsoleColor;
var config int ConsoleMessageCount;
var globalconfig int ConsoleFontSize;
var globalconfig int MessageFontOffset;
var int MaxHUDAreaMessageCount;
// Localized Messages
struct native HudLocalizedMessage
{
// The following block of variables are set when the message is entered;
// (Message being set indicates that a message is in the list).
var class<LocalMessage> Message;
var String StringMessage;
var int Switch;
var float EndOfLife;
var float Lifetime;
var float PosY;
var Color DrawColor;
var int FontSize;
// The following block of variables are cached on first render;
// (StringFont being set indicates that they've been rendered).
var Font StringFont;
var float DX, DY;
var bool Drawn;
var int Count;
var object OptionalObject;
};
var() transient HudLocalizedMessage LocalMessages[8];
var() float ConsoleMessagePosX, ConsoleMessagePosY; // DP_LowerLeft
/**
* Canvas to Draw HUD on.
* NOTE: a new Canvas is given every frame, only draw on it from the HUD::PostRender() event */
var /*const*/ Canvas Canvas;
//
// Useful variables
//
/** Used to create DeltaTime */
var transient float LastHUDRenderTime;
/** Time since last render */
var transient float RenderDelta;
/** Size of ViewPort in pixels */
var transient float SizeX, SizeY;
/** Center of Viewport */
var transient float CenterX, CenterY;
/** Ratio of viewport compared to native resolution 1024x768 */
var transient float RatioX, RatioY;
var globalconfig array<name> DebugDisplay; // array of strings specifying what debug info to display for viewtarget actor
// base engine types include "AI", "physics", "weapon", "net", "camera", and "collision"
struct native KismetDrawTextInfo
{
var() string MessageText;
var string AppendedText;
var() Font MessageFont;
var() vector2d MessageFontScale;
var() vector2d MessageOffset;
var() Color MessageColor;
var float MessageEndTime;
};
var array<KismetDrawTextInfo> KismetTextInfo;
//=============================================================================
// Utils
//=============================================================================
// Draw3DLine - draw line in world space.
native final function Draw3DLine(vector Start, vector End, color LineColor);
native final function Draw2DLine(int X1, int Y1, int X2, int Y2, color LineColor);
event PostBeginPlay()
{
super.PostBeginPlay();
PlayerOwner = PlayerController(Owner);
// e.g. getting material pointers to control effects for gameplay
NotifyBindPostProcessEffects();
}
/* DrawActorOverlays()
draw overlays for actors that were rendered this tick and have added themselves to the PostRenderedActors array
*/
native function DrawActorOverlays(vector Viewpoint, rotator ViewRotation);
/************************************************************************************************************
Actor Render - These functions allow for actors in the world to gain access to the hud and render
information on it.
************************************************************************************************************/
/** RemovePostRenderedActor()
remove an actor from the PostRenderedActors array
*/
function RemovePostRenderedActor(Actor A)
{
local int i;
for ( i=0; i<PostRenderedActors.Length; i++ )
{
if ( PostRenderedActors[i] == A )
{
PostRenderedActors[i] = None;
return;
}
}
}
/** AddPostRenderedActor()
add an actor to the PostRenderedActors array
*/
function AddPostRenderedActor(Actor A)
{
local int i;
// make sure that A is not already in list
for ( i=0; i<PostRenderedActors.Length; i++ )
{
if ( PostRenderedActors[i] == A )
{
return;
}
}
// add A at first empty slot
for ( i=0; i<PostRenderedActors.Length; i++ )
{
if ( PostRenderedActors[i] == None )
{
PostRenderedActors[i] = A;
return;
}
}
// no empty slot found, so grow array
PostRenderedActors[PostRenderedActors.Length] = A;
}
//=============================================================================
// Execs
//=============================================================================
/* hides or shows HUD */
exec function ToggleHUD()
{
bShowHUD = !bShowHUD;
}
exec function ShowHUD()
{
ToggleHUD();
}
/* toggles displaying scoreboard
*/
exec function ShowScores()
{
SetShowScores(!bShowScores);
}
/** sets bShowScores to a specific value (not toggle) */
exec function SetShowScores(bool bNewValue)
{
bShowScores = bNewValue;
}
/**
* Toggles displaying properties of player's current ViewTarget
* DebugType input values supported by base engine include "AI", "physics", "weapon", "net", "camera", and "collision"
*/
exec function ShowDebug(optional name DebugType)
{
//local int i;
local bool bRemoved;
if (DebugType == 'None')
{
bShowDebugInfo = !bShowDebugInfo;
}
else
{
if (bShowDebugInfo)
{
// remove debugtype if already in array
if (INDEX_NONE != DebugDisplay.RemoveItem(DebugType))
{
bRemoved = true;
}
}
if (!bRemoved)
{
DebugDisplay[DebugDisplay.Length] = DebugType;
}
bShowDebugInfo = true;
SaveConfig();
}
}
function bool ShouldDisplayDebug(name DebugType)
{
local int i;
for ( i=0; i<DebugDisplay.Length; i++ )
{
if ( DebugDisplay[i] == DebugType )
{
return true;
}
}
return false;
}
exec function ToggleDirectorInfoHUD()
{
bShowDirectorInfoHUD = !bShowDirectorInfoHUD;
}
exec function ToggleDirectorInfoDebug()
{
bShowDirectorInfoDebug = !bShowDirectorInfoDebug;
}
/** Entry point for basic debug rendering on the HUD. Activated and controlled via the "showdebug" console command. Can be overridden to display custom debug per-game. */
function ShowDebugInfo(out float out_YL, out float out_YPos)
{
PlayerOwner.ViewTarget.DisplayDebug(self, out_YL, out_YPos);
if (ShouldDisplayDebug('Game'))
{
WorldInfo.Game.DisplayDebug(self, out_YL, out_YPos);
}
if (ShouldDisplayDebug('AI') && (Pawn(PlayerOwner.ViewTarget) != None))
{
DrawRoute(Pawn(PlayerOwner.ViewTarget));
}
}
//=============================================================================
// Debugging
//=============================================================================
// DrawRoute - Bot Debugging
function DrawRoute(Pawn Target)
{
local int i;
local Controller C;
local vector Start, RealStart, Dest;
local bool bPath;
local Actor FirstRouteCache;
local Pylon FoundPylon;
C = Target.Controller;
if ( C == None )
return;
if ( C.CurrentPath != None )
Start = C.CurrentPath.Start.Location;
else
Start = Target.Location;
RealStart = Start;
if ( C.bAdjusting )
{
Draw3DLine(C.Pawn.Location, C.GetAdjustLocation(), MakeColor(255,0,255,255));
Start = C.GetAdjustLocation();
}
Dest = C.GetDestinationPosition();
// check if using navmesh
Foreach WorldInfo.AllNavigationPoints(class'Pylon', FoundPylon)
break;
if ( FoundPylon != None )
{
if( C.NavigationHandle == none )
{
C.NavigationHandle = new(C) class'NavigationHandle';
}
class'NavmeshPath_Toward'.static.TowardPoint(C.NavigationHandle,Dest);
class'NavMeshGoal_At'.static.AtLocation(C.NavigationHandle,Dest);
C.NavigationHandle.bVisualPathDebugging = TRUE;
if(C.NavigationHandle.FindPath())
{
DrawDebugCoordinateSystem(Dest,rot(0,0,0),25.f,TRUE);
C.NavigationHandle.DrawPathCache(,true);
}
else
{
DrawDebugCoordinateSystem(Dest,rot(0,0,0),25.f,TRUE);
DrawDebugBox(Target.Location,Target.GetCollisionExtent(),255,0,0,TRUE);
}
return;
}
if( C.RouteCache.Length > 0 )
{
FirstRouteCache = C.RouteCache[0];
}
// show where pawn is going
if ( (C == PlayerOwner)
|| (C.MoveTarget == FirstRouteCache) && (C.MoveTarget != None) )
{
if ( (C == PlayerOwner) && (Dest != vect(0,0,0)) )
{
if ( C.PointReachable(Dest) )
{
Draw3DLine(C.Pawn.Location, Dest, MakeColor(255,255,255,255));
return;
}
C.FindPathTo(Dest);
}
if( C.RouteCache.Length > 0 )
{
for ( i=0; i<C.RouteCache.Length; i++ )
{
if ( C.RouteCache[i] == None )
break;
bPath = true;
Draw3DLine(Start,C.RouteCache[i].Location,MakeColor(0,255,0,255));
Start = C.RouteCache[i].Location;
}
if ( bPath )
Draw3DLine(RealStart,Dest,MakeColor(255,255,255,255));
}
}
else if (Target.Velocity != vect(0,0,0))
Draw3DLine(RealStart,Dest,MakeColor(255,255,255,255));
if ( C == PlayerOwner )
return;
// show where pawn is looking
Draw3DLine(Target.Location + Target.BaseEyeHeight * vect(0,0,1), C.GetFocalPoint(), MakeColor(255,0,0,255));
}
/**
* Pre-Calculate most common values, to avoid doing 1200 times the same operations
*/
function PreCalcValues()
{
// Size of Viewport
SizeX = Canvas.SizeX;
SizeY = Canvas.SizeY;
// Center of Viewport
CenterX = SizeX * 0.5;
CenterY = SizeY * 0.5;
// ratio of viewport compared to native resolution
RatioX = SizeX / 1024.f;
RatioY = SizeY / 768.f;
}
/**
* PostRender is the main draw loop.
*/
event PostRender()
{
local float XL, YL, YPos;
// Set up delta time
RenderDelta = WorldInfo.TimeSeconds - LastHUDRenderTime;
// Pre calculate most common variables
if ( SizeX != Canvas.SizeX || SizeY != Canvas.SizeY )
{
PreCalcValues();
}
// Set PRI of view target
if ( PlayerOwner != None )
{
// draw any debug text in real-time
PlayerOwner.DrawDebugTextList(Canvas,RenderDelta);
}
if ( bShowDebugInfo )
{
Canvas.Font = class'Engine'.Static.GetTinyFont();
Canvas.DrawColor = ConsoleColor;
Canvas.StrLen("X", XL, YL);
YPos = 0;
ShowDebugInfo(YL, YPos);
}
else if ( bShowHud )
{
if ( !bShowScores )
{
DrawHud();
DisplayConsoleMessages();
DisplayLocalMessages();
DisplayKismetMessages();
}
}
if ( bShowBadConnectionAlert )
{
DisplayBadConnectionAlert();
}
LastHUDRenderTime = WorldInfo.TimeSeconds;
}
/**
* The Main Draw loop for the hud. Gets called before any messaging. Should be subclassed
*/
function DrawHUD()
{
local vector ViewPoint;
local rotator ViewRotation;
if ( bShowOverlays && (PlayerOwner != None) )
{
Canvas.Font = GetFontSizeIndex(0);
PlayerOwner.GetPlayerViewPoint(ViewPoint, ViewRotation);
DrawActorOverlays(Viewpoint, ViewRotation);
}
PlayerOwner.DrawHud( Self );
}
// DisplayBadConnectionAlert() - Warn user that net connection is bad
function DisplayBadConnectionAlert(); // Subclass Me
//=============================================================================
// Messaging.
//=============================================================================
function ClearMessage( out HudLocalizedMessage M )
{
M.Message = None;
M.StringFont = None;
}
// Console Messages
function Message( PlayerReplicationInfo PRI, coerce string Msg, name MsgType, optional float LifeTime )
{
local string ThePlayerName;
if ( bMessageBeep )
{
PlayerOwner.PlayBeepSound();
}
if ( (MsgType == 'Say') || (MsgType == 'TeamSay') )
{
ThePlayerName = PRI != None ? PRI.PlayerName : "";
Msg = ThePlayerName $ ": "$Msg;
}
AddConsoleMessage(Msg,class'LocalMessage',PRI,LifeTime);
}
/**
* Display current messages
*/
function DisplayConsoleMessages()
{
local int Idx, XPos, YPos;
local float XL, YL;
if ( ConsoleMessages.Length == 0 )
return;
for (Idx = 0; Idx < ConsoleMessages.Length; Idx++)
{
if ( ConsoleMessages[Idx].Text == "" || ConsoleMessages[Idx].MessageLife < WorldInfo.TimeSeconds )
{
ConsoleMessages.Remove(Idx--,1);
}
}
XPos = (ConsoleMessagePosX * HudCanvasScale * Canvas.SizeX) + (((1.0 - HudCanvasScale) / 2.0) * Canvas.SizeX);
YPos = (ConsoleMessagePosY * HudCanvasScale * Canvas.SizeY) + (((1.0 - HudCanvasScale) / 2.0) * Canvas.SizeY);
Canvas.Font = class'Engine'.Static.GetSmallFont();
Canvas.DrawColor = ConsoleColor;
Canvas.TextSize ("A", XL, YL);
YPos -= YL * ConsoleMessages.Length; // DP_LowerLeft
YPos -= YL; // Room for typing prompt
for (Idx = 0; Idx < ConsoleMessages.Length; Idx++)
{
if (ConsoleMessages[Idx].Text == "")
{
continue;
}
if( ShouldShowConsoleMessage(ConsoleMessages[Idx]) == FALSE )
{
continue;
}
Canvas.StrLen( ConsoleMessages[Idx].Text, XL, YL );
Canvas.SetPos( XPos, YPos );
Canvas.DrawColor = ConsoleMessages[Idx].TextColor;
Canvas.DrawText( ConsoleMessages[Idx].Text, false );
YPos += YL;
}
}
/** Determines whether or not the speciific console message should be displayed **/
function bool ShouldShowConsoleMessage( const ConsoleMessage InConsoleMessage )
{
return TRUE;
}
/**
* Add a new console message to display.
*/
function AddConsoleMessage(string M, class<LocalMessage> InMessageClass, PlayerReplicationInfo PRI, optional float LifeTime)
{
local int Idx, MsgIdx;
MsgIdx = -1;
// check for beep on message receipt
if( bMessageBeep && InMessageClass.default.bBeep )
{
PlayerOwner.PlayBeepSound();
}
// find the first available entry
if (ConsoleMessages.Length < ConsoleMessageCount)
{
MsgIdx = ConsoleMessages.Length;
}
else
{
// look for an empty entry
for (Idx = 0; Idx < ConsoleMessages.Length && MsgIdx == -1; Idx++)
{
if (ConsoleMessages[Idx].Text == "")
{
MsgIdx = Idx;
}
}
}
if( MsgIdx == ConsoleMessageCount || MsgIdx == -1)
{
// push up the array
for(Idx = 0; Idx < ConsoleMessageCount-1; Idx++ )
{
ConsoleMessages[Idx] = ConsoleMessages[Idx+1];
}
MsgIdx = ConsoleMessageCount - 1;
}
// fill in the message entry
if (MsgIdx >= ConsoleMessages.Length)
{
ConsoleMessages.Length = MsgIdx + 1;
}
ConsoleMessages[MsgIdx].Text = M;
if (LifeTime != 0.f)
{
ConsoleMessages[MsgIdx].MessageLife = WorldInfo.TimeSeconds + LifeTime;
}
else
{
ConsoleMessages[MsgIdx].MessageLife = WorldInfo.TimeSeconds + InMessageClass.default.LifeTime;
}
ConsoleMessages[MsgIdx].TextColor = InMessageClass.static.GetConsoleColor(PRI);
ConsoleMessages[MsgIdx].PRI = PRI;
}
//===============================================
// Localized Message rendering
function LocalizedMessage
(
class<LocalMessage> InMessageClass,
PlayerReplicationInfo RelatedPRI_1,
PlayerReplicationInfo RelatedPRI_2,
string CriticalString,
int Switch,
float Position,
float LifeTime,
int FontSize,
color DrawColor,
optional object OptionalObject
)
{
local int i, LocalMessagesArrayCount, MessageCount;
if( InMessageClass == None || CriticalString == "" )
{
return;
}
if( bMessageBeep && InMessageClass.default.bBeep )
PlayerOwner.PlayBeepSound();
if( !InMessageClass.default.bIsSpecial )
{
AddConsoleMessage( CriticalString, InMessageClass, RelatedPRI_1 );
return;
}
LocalMessagesArrayCount = ArrayCount(LocalMessages);
i = LocalMessagesArrayCount;
if( InMessageClass.default.bIsUnique )
{
for( i = 0; i < LocalMessagesArrayCount; i++ )
{
if( LocalMessages[i].Message == InMessageClass )
{
if ( InMessageClass.default.bCountInstances && (LocalMessages[i].StringMessage ~= CriticalString) )
{
MessageCount = (LocalMessages[i].Count == 0) ? 2 : LocalMessages[i].Count + 1;
}
break;
}
}
}
else if ( InMessageClass.default.bIsPartiallyUnique )
{
for( i = 0; i < LocalMessagesArrayCount; i++ )
{
if( ( LocalMessages[i].Message == InMessageClass )
&& InMessageClass.static.PartiallyDuplicates(Switch, LocalMessages[i].Switch, OptionalObject, LocalMessages[i].OptionalObject) )
break;
}
}
if( i == LocalMessagesArrayCount )
{
for( i = 0; i < LocalMessagesArrayCount; i++ )
{
if( LocalMessages[i].Message == None )
break;
}
}
if( i == LocalMessagesArrayCount )
{
for( i = 0; i < LocalMessagesArrayCount - 1; i++ )
LocalMessages[i] = LocalMessages[i+1];
}
ClearMessage( LocalMessages[i] );
// Add the local message to the spot.
AddLocalizedMessage(i, InMessageClass, CriticalString, Switch, Position, LifeTime, FontSize, DrawColor, MessageCount, OptionalObject);
}
/**
* Add the actual message to the array. Made easier to tweak in a subclass
*
* @Param Index The index in to the LocalMessages array to place it.
* @Param InMessageClass Class of the message
* @Param CriticialString String of the message
* @Param Switch The message switch
* @Param Position Where on the screen is the message
* @Param LifeTime How long does this message live
* @Param FontSize How big is the message
* @Param DrawColor The Color of the message
*/
function AddLocalizedMessage
(
int Index,
class<LocalMessage> InMessageClass,
string CriticalString,
int Switch,
float Position,
float LifeTime,
int FontSize,
color DrawColor,
optional int MessageCount,
optional object OptionalObject
)
{
LocalMessages[Index].Message = InMessageClass;
LocalMessages[Index].Switch = Switch;
LocalMessages[Index].EndOfLife = LifeTime + WorldInfo.TimeSeconds;
LocalMessages[Index].StringMessage = CriticalString;
LocalMessages[Index].LifeTime = LifeTime;
LocalMessages[Index].PosY = Position;
LocalMessages[Index].DrawColor = DrawColor;
LocalMessages[Index].FontSize = FontSize;
LocalMessages[Index].Count = MessageCount;
LocalMessages[Index].OptionalObject = OptionalObject;
}
function GetScreenCoords(float PosY, out float ScreenX, out float ScreenY, out HudLocalizedMessage InMessage )
{
ScreenX = 0.5 * Canvas.ClipX;
ScreenY = (PosY * HudCanvasScale * Canvas.ClipY) + (((1.0f - HudCanvasScale) * 0.5f) * Canvas.ClipY);
ScreenX -= InMessage.DX * 0.5;
ScreenY -= InMessage.DY * 0.5;
}
function DrawMessage(int i, float PosY, out float DX, out float DY )
{
local float FadeValue;
local float ScreenX, ScreenY;
FadeValue = FMin(1.0, LocalMessages[i].EndOfLife - WorldInfo.TimeSeconds);
Canvas.DrawColor = LocalMessages[i].DrawColor;
Canvas.DrawColor.A = FadeValue * Canvas.DrawColor.A;
Canvas.Font = LocalMessages[i].StringFont;
GetScreenCoords( PosY, ScreenX, ScreenY, LocalMessages[i] );
DX = LocalMessages[i].DX / Canvas.ClipX;
DY = LocalMessages[i].DY / Canvas.ClipY;
DrawMessageText(LocalMessages[i], ScreenX, ScreenY);
LocalMessages[i].Drawn = true;
}
function DrawMessageText(HudLocalizedMessage LocalMessage, float ScreenX, float ScreenY)
{
local FontRenderInfo FontInfo;
Canvas.SetPos(ScreenX, ScreenY);
FontInfo.bClipText = true;
Canvas.DrawText(LocalMessage.StringMessage, FALSE,,, FontInfo);
}
function DisplayLocalMessages()
{
local float PosY, DY, DX;
local int i, j, LocalMessagesArrayCount, AreaMessageCount;
local float FadeValue;
local int FontSize;
// early out
if ( LocalMessages[0].Message == None )
return;
Canvas.Reset(true);
LocalMessagesArrayCount = ArrayCount(LocalMessages);
// Pass 1: Layout anything that needs it and cull dead stuff.
for( i = 0; i < LocalMessagesArrayCount; i++ )
{
if( LocalMessages[i].Message == None )
{
break;
}
LocalMessages[i].Drawn = false;
if( LocalMessages[i].StringFont == None )
{
FontSize = LocalMessages[i].FontSize + MessageFontOffset;
LocalMessages[i].StringFont = GetFontSizeIndex(FontSize);
Canvas.Font = LocalMessages[i].StringFont;
Canvas.TextSize( LocalMessages[i].StringMessage, DX, DY );
LocalMessages[i].DX = DX;
LocalMessages[i].DY = DY;
if( LocalMessages[i].StringFont == None )
{
// `warn( "LayoutMessage("$LocalMessages[i].Message$") failed!" );
for( j = i; j < LocalMessagesArrayCount - 1; j++ )
LocalMessages[j] = LocalMessages[j+1];
ClearMessage( LocalMessages[j] );
i--;
continue;
}
}
FadeValue = (LocalMessages[i].EndOfLife - WorldInfo.TimeSeconds);
if( FadeValue <= 0.0 )
{
for( j = i; j < LocalMessagesArrayCount - 1; j++ )
LocalMessages[j] = LocalMessages[j+1];
ClearMessage( LocalMessages[j] );
i--;
continue;
}
}
// Pass 2: Go through the list and draw each stack:
for( i = 0; i < LocalMessagesArrayCount; i++ )
{
if( LocalMessages[i].Message == None )
break;
if( LocalMessages[i].Drawn )
continue;
PosY = LocalMessages[i].PosY;
AreaMessageCount = 0;
for( j = i; j < LocalMessagesArrayCount; j++ )
{
if( LocalMessages[j].Drawn || (LocalMessages[i].PosY != LocalMessages[j].PosY) )
{
continue;
}
DrawMessage( j, PosY, DX, DY );
PosY += DY;
AreaMessageCount++;
}
if ( AreaMessageCount > MaxHUDAreaMessageCount )
{
LocalMessages[i].EndOfLife = WorldInfo.TimeSeconds;
}
}
}
function DisplayKismetMessages()
{
local int KismetTextIdx;
KismetTextIdx = 0;
while( KismetTextIdx < KismetTextInfo.length )
{
if( KismetTextInfo[KismetTextIdx].MessageEndTime > 0 && KismetTextInfo[KismetTextIdx].MessageEndTime <= WorldInfo.TimeSeconds)
{
KismetTextInfo.Remove(KismetTextIdx,1);
}
else
{
DrawText(KismetTextInfo[KismetTextIdx].MessageText$KismetTextInfo[KismetTextIdx].AppendedText,
KismetTextInfo[KismetTextIdx].MessageOffset, KismetTextInfo[KismetTextIdx].MessageFont, KismetTextInfo[KismetTextIdx].MessageFontScale, KismetTextInfo[KismetTextIdx].MessageColor);
++KismetTextIdx;
}
}
}
function DrawText(string Text, vector2d Position, Font TextFont, vector2d FontScale, Color TextColor, optional const out FontRenderInfo RenderInfo)
{
local float XL, YL;
Canvas.Font = TextFont;
Canvas.TextSize(Text, XL, YL);
Canvas.SetPos(Canvas.ClipX/2 - XL/2 + Position.X, Canvas.ClipY/3 - YL/2 + Position.Y);
Canvas.SetDrawColor(TextColor.R, TextColor.G, TextColor.B, TextColor.A);
Canvas.DrawText(Text, FALSE, FontScale.X, FontScale.Y, RenderInfo);
}
static function Font GetFontSizeIndex(int FontSize)
{
if ( FontSize == 0 )
{
return class'Engine'.Static.GetTinyFont();
}
else if ( FontSize == 1 )
{
return class'Engine'.Static.GetSmallFont();
}
else if ( FontSize == 2 )
{
return class'Engine'.Static.GetMediumFont();
}
else if ( FontSize == 3 )
{
return class'Engine'.Static.GetLargeFont();
}
else
{
return class'Engine'.Static.GetLargeFont();
}
}
/**
* Called when the player owner has died.
*/
function PlayerOwnerDied()
{
}
/**
* Called in PostBeginPlay or postprocessing chain has changed (happens because of the worldproperties can define it's own chain and this one is set late).
*/
function NotifyBindPostProcessEffects()
{
// overload with custom code e.g. getting material pointers to control effects for gameplay.
}
/**
* Pauses or unpauses the game due to main window's focus being lost.
* @param Enable tells whether to enable or disable the pause state
*/
event OnLostFocusPause(bool bEnable)
{
if ( bLostFocusPaused == bEnable )
return;
if ( WorldInfo.NetMode != NM_Client )
{
bLostFocusPaused = bEnable;
PlayerOwner.SetPause(bEnable);
}
}
defaultproperties
{
TickGroup=TG_DuringAsyncWork
bHidden=true
RemoteRole=ROLE_None
WhiteColor=(R=255,G=255,B=255,A=255)
ConsoleColor=(R=153,G=216,B=253,A=255)
GreenColor=(R=0,G=255,B=0,A=255)
RedColor=(R=255,G=0,B=0,A=255)
ConsoleMessagePosY=0.8
MaxHUDAreaMessageCount=3
bLostFocusPaused=false
bScaleCanvasForCinematicMode=true
bRenderFullScreen=false
}