KF2-Server-Extension/ServerExt/Classes/KF2GUIController.uc

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2017-10-20 02:00:49 +00:00
Class KF2GUIController extends Info
transient;
var() class<GUIStyleBase> DefaultStyle;
var PlayerController PlayerOwner;
var transient KF2GUIInput CustomInput;
var transient PlayerInput BackupInput;
var transient GameViewportClient ClientViewport;
var array<KFGUI_Page> ActiveMenus,PersistentMenus;
var transient KFGUI_Base MouseFocus,InputFocus,KeyboardFocus;
var IntPoint MousePosition,ScreenSize,OldMousePos,LastClickPos[2];
var transient float MousePauseTime,MenuTime,LastClickTimes[2];
var transient GUIStyleBase CurrentStyle;
var transient Console OrgConsole;
var transient KFGUIConsoleHack HackConsole;
var bool bMouseWasIdle,bIsInMenuState,bAbsorbInput,bIsInvalid;
static function KF2GUIController GetGUIController( PlayerController PC )
{
local KF2GUIController G;
if( PC.Player==None )
return None;
foreach PC.ChildActors(class'KF2GUIController',G)
if( !G.bIsInvalid )
break;
if( G==None )
G = PC.Spawn(class'KF2GUIController',PC);
return G;
}
simulated function PostBeginPlay()
{
PlayerOwner = PlayerController(Owner);
ClientViewport = LocalPlayer(PlayerOwner.Player).ViewportClient;
CurrentStyle = new (None) DefaultStyle;
CurrentStyle.InitStyle();
}
simulated function Destroyed()
{
if( PlayerOwner!=None )
SetMenuState(false);
}
simulated function HandleDrawMenu()
{
if( HackConsole==None )
{
HackConsole = new(ClientViewport)class'KFGUIConsoleHack';
HackConsole.OutputObject = Self;
}
if( HackConsole!=ClientViewport.ViewportConsole )
{
OrgConsole = ClientViewport.ViewportConsole;
ClientViewport.ViewportConsole = HackConsole;
// Make sure nothing overrides these settings while menu is being open.
PlayerOwner.PlayerInput = CustomInput;
if( !ClientViewport.bDisplayHardwareMouseCursor )
{
ClientViewport.bDisplayHardwareMouseCursor = true;
ClientViewport.ForceUpdateMouseCursor(TRUE);
}
}
}
simulated function RenderMenu( Canvas C )
{
local int i;
local float OrgX,OrgY,ClipX,ClipY;
local vector2D V;
ClientViewport.ViewportConsole = OrgConsole;
ScreenSize.X = C.SizeX;
ScreenSize.Y = C.SizeY;
CurrentStyle.Canvas = C;
CurrentStyle.PickDefaultFontSize(C.SizeY);
V = ClientViewport.GetMousePosition();
MouseMove(V.X,V.Y);
OrgX = C.OrgX;
OrgY = C.OrgY;
ClipX = C.ClipX;
ClipY = C.ClipY;
for( i=(ActiveMenus.Length-1); i>=0; --i )
{
ActiveMenus[i].bWindowFocused = (i==0);
ActiveMenus[i].InputPos[0] = 0.f;
ActiveMenus[i].InputPos[1] = 0.f;
ActiveMenus[i].InputPos[2] = ScreenSize.X;
ActiveMenus[i].InputPos[3] = ScreenSize.Y;
ActiveMenus[i].Canvas = C;
ActiveMenus[i].PreDraw();
}
if( InputFocus!=None && InputFocus.bFocusedPostDrawItem )
{
InputFocus.InputPos[0] = 0.f;
InputFocus.InputPos[1] = 0.f;
InputFocus.InputPos[2] = ScreenSize.X;
InputFocus.InputPos[3] = ScreenSize.Y;
InputFocus.Canvas = C;
InputFocus.PreDraw();
}
C.SetOrigin(OrgX,OrgY);
C.SetClip(ClipX,ClipY);
if( OrgConsole!=None )
OrgConsole.PostRender_Console(C);
OrgConsole = None;
}
simulated final function SetMenuState( bool bActive )
{
if( PlayerOwner.PlayerInput==None )
{
NotifyLevelChange();
bActive = false;
}
if( bIsInMenuState==bActive )
return;
bIsInMenuState = bActive;
if( bActive )
{
if( CustomInput==None )
{
CustomInput = new (KFPlayerController(PlayerOwner)) class'KF2GUIInput';
CustomInput.ControllerOwner = Self;
CustomInput.OnReceivedNativeInputKey = ReceivedInputKey;
CustomInput.BaseInput = PlayerOwner.PlayerInput;
BackupInput = PlayerOwner.PlayerInput;
PlayerOwner.Interactions.AddItem(CustomInput);
}
BackupInput.OnReceivedNativeInputKey = ReceivedInputKey;
BackupInput.OnReceivedNativeInputChar = ReceivedInputChar;
PlayerOwner.PlayerInput = CustomInput;
ClientViewport.SetHardwareMouseCursorVisibility(true);
}
else
{
if( BackupInput!=None )
{
PlayerOwner.PlayerInput = BackupInput;
BackupInput.OnReceivedNativeInputKey = BackupInput.OnReceivedNativeInputKey;
BackupInput.OnReceivedNativeInputChar = BackupInput.OnReceivedNativeInputChar;
}
ClientViewport.SetHardwareMouseCursorVisibility(false);
LastClickTimes[0] = 0;
LastClickTimes[1] = 0;
}
}
simulated function NotifyLevelChange()
{
local int i;
if( bIsInvalid )
return;
bIsInvalid = true;
if( InputFocus!=None )
{
InputFocus.LostInputFocus();
InputFocus = None;
}
for( i=(ActiveMenus.Length-1); i>=0; --i )
ActiveMenus[i].NotifyLevelChange();
for( i=(PersistentMenus.Length-1); i>=0; --i )
PersistentMenus[i].NotifyLevelChange();
SetMenuState(false);
}
simulated function MenuInput(float DeltaTime)
{
local int i;
if( PlayerOwner.PlayerInput==None )
{
NotifyLevelChange();
return;
}
if( InputFocus!=None )
InputFocus.MenuTick(DeltaTime);
for( i=0; i<ActiveMenus.Length; ++i )
ActiveMenus[i].MenuTick(DeltaTime);
// Check idle.
if( Abs(MousePosition.X-OldMousePos.X)>5.f || Abs(MousePosition.Y-OldMousePos.Y)>5.f || (bMouseWasIdle && MousePauseTime<0.5f) )
{
if( bMouseWasIdle )
{
bMouseWasIdle = false;
if( InputFocus!=None )
InputFocus.InputMouseMoved();
}
OldMousePos = MousePosition;
MousePauseTime = 0.f;
}
else if( !bMouseWasIdle && (MousePauseTime+=DeltaTime)>0.5f )
{
bMouseWasIdle = true;
if( MouseFocus!=None )
MouseFocus.NotifyMousePaused();
}
if( ActiveMenus.Length>0 )
MenuTime+=DeltaTime;
}
simulated function MouseMove( float MouseX, float MouseY )
{
local int i;
local KFGUI_Base F;
// Handle mouse
MousePosition.X = Clamp(MouseX, 0, ScreenSize.X);
MousePosition.Y = Clamp(MouseY, 0, ScreenSize.Y);
// Capture mouse for GUI
if( InputFocus!=None && InputFocus.bCanFocus )
{
if( InputFocus.CaptureMouse() )
{
F = InputFocus.GetMouseFocus();
if( F!=MouseFocus )
{
MousePauseTime = 0;
if( MouseFocus!=None )
MouseFocus.MouseLeave();
MouseFocus = F;
F.MouseEnter();
}
}
else i = ActiveMenus.Length;
}
else
{
for( i=0; i<ActiveMenus.Length; ++i )
{
if( ActiveMenus[i].CaptureMouse() )
{
F = ActiveMenus[i].GetMouseFocus();
if( F!=MouseFocus )
{
MousePauseTime = 0;
if( MouseFocus!=None )
MouseFocus.MouseLeave();
MouseFocus = F;
F.MouseEnter();
}
break;
}
else if( ActiveMenus[i].bOnlyThisFocus ) // Discard any other menus after this one.
{
i = ActiveMenus.Length;
break;
}
}
}
if( MouseFocus!=None && i==ActiveMenus.Length ) // Hovering over nothing.
{
MousePauseTime = 0;
if( MouseFocus!=None )
MouseFocus.MouseLeave();
MouseFocus = None;
}
}
simulated final function int GetFreeIndex( bool bNewAlwaysTop ) // Find first allowed top index of the stack.
{
local int i;
for( i=0; i<ActiveMenus.Length; ++i )
if( bNewAlwaysTop || !ActiveMenus[i].bAlwaysTop )
{
ActiveMenus.Insert(i,1);
return i;
}
i = ActiveMenus.Length;
ActiveMenus.Length = i+1;
return i;
}
simulated function KFGUI_Page OpenMenu( class<KFGUI_Page> MenuClass )
{
local int i;
local KFGUI_Page M;
if( MenuClass==None )
return None;
if( KeyboardFocus!=None )
GrabInputFocus(None);
if( InputFocus!=None )
{
InputFocus.LostInputFocus();
InputFocus = None;
}
// Enable mouse on UI if disabled.
SetMenuState(true);
// Check if should use pre-excisting menu.
if( MenuClass.Default.bUnique )
{
for( i=0; i<ActiveMenus.Length; ++i )
if( ActiveMenus[i].Class==MenuClass )
{
if( i>0 && ActiveMenus[i].BringPageToFront() ) // Sort it upfront.
{
M = ActiveMenus[i];
ActiveMenus.Remove(i,1);
i = GetFreeIndex(M.bAlwaysTop);
ActiveMenus[i] = M;
}
return M;
}
if( MenuClass.Default.bPersistant )
{
for( i=0; i<PersistentMenus.Length; ++i )
if( PersistentMenus[i].Class==MenuClass )
{
M = PersistentMenus[i];
PersistentMenus.Remove(i,1);
i = GetFreeIndex(M.bAlwaysTop);
ActiveMenus[i] = M;
M.ShowMenu();
return M;
}
}
}
M = New(None)MenuClass;
if( M==None ) // Probably abstract class.
return None;
i = GetFreeIndex(M.bAlwaysTop);
ActiveMenus[i] = M;
M.Owner = Self;
M.InitMenu();
M.ShowMenu();
return M;
}
simulated function CloseMenu( class<KFGUI_Page> MenuClass, optional bool bCloseAll )
{
local int i;
local KFGUI_Page M;
if( !bCloseAll && MenuClass==None )
return;
if( KeyboardFocus!=None )
GrabInputFocus(None);
if( InputFocus!=None )
{
InputFocus.LostInputFocus();
InputFocus = None;
}
for( i=(ActiveMenus.Length-1); i>=0; --i )
if( bCloseAll || ActiveMenus[i].Class==MenuClass )
{
M = ActiveMenus[i];
ActiveMenus.Remove(i,1);
M.CloseMenu();
// Cache menu.
if( M.bPersistant && M.bUnique )
PersistentMenus[PersistentMenus.Length] = M;
}
if( ActiveMenus.Length==0 )
SetMenuState(false);
}
simulated function PopCloseMenu( KFGUI_Base Item )
{
local int i;
local KFGUI_Page M;
if( Item==None )
return;
if( KeyboardFocus!=None )
GrabInputFocus(None);
if( InputFocus!=None )
{
InputFocus.LostInputFocus();
InputFocus = None;
}
for( i=(ActiveMenus.Length-1); i>=0; --i )
if( ActiveMenus[i]==Item )
{
M = ActiveMenus[i];
ActiveMenus.Remove(i,1);
M.CloseMenu();
// Cache menu.
if( M.bPersistant && M.bUnique )
PersistentMenus[PersistentMenus.Length] = M;
break;
}
if( ActiveMenus.Length==0 )
SetMenuState(false);
}
simulated function BringMenuToFront( KFGUI_Page Page )
{
local int i;
if( ActiveMenus[0].bAlwaysTop && !Page.bAlwaysTop )
return; // Can't override this menu.
// Try to remove from current position at stack.
for( i=(ActiveMenus.Length-1); i>=0; --i )
if( ActiveMenus[i]==Page )
{
ActiveMenus.Remove(i,1);
break;
}
if( i==-1 )
return; // Page isn't open.
// Put on front of stack.
ActiveMenus.Insert(0,1);
ActiveMenus[0] = Page;
}
simulated final function bool MenuIsOpen( optional class<KFGUI_Page> MenuClass )
{
local int i;
for( i=(ActiveMenus.Length-1); i>=0; --i )
if( MenuClass==None || ActiveMenus[i].Class==MenuClass )
return true;
return false;
}
simulated final function GrabInputFocus( KFGUI_Base Comp, optional bool bForce )
{
if( Comp==KeyboardFocus && !bForce )
return;
if( KeyboardFocus!=None )
KeyboardFocus.LostKeyFocus();
if( Comp==None )
{
OnInputKey = InternalInputKey;
OnReceivedInputChar = InternalReceivedInputChar;
}
else if( KeyboardFocus==None )
{
OnInputKey = Comp.NotifyInputKey;
OnReceivedInputChar = Comp.NotifyInputChar;
}
KeyboardFocus = Comp;
}
simulated final function GUI_InputMouse( bool bPressed, bool bRight )
{
local byte i;
MousePauseTime = 0;
if( bPressed )
{
if( KeyboardFocus!=None && KeyboardFocus!=MouseFocus )
{
GrabInputFocus(None);
LastClickTimes[0] = 0;
LastClickTimes[1] = 0;
}
if( MouseFocus!=None )
{
if( MouseFocus!=InputFocus && !MouseFocus.bClickable && !MouseFocus.IsTopMenu() && MouseFocus.BringPageToFront() )
{
BringMenuToFront(MouseFocus.GetPageTop());
LastClickTimes[0] = 0;
LastClickTimes[1] = 0;
}
else
{
i = byte(bRight);
if( (MenuTime-LastClickTimes[i])<0.2 && Abs(LastClickPos[i].X-MousePosition.X)<5 && Abs(LastClickPos[i].Y-MousePosition.Y)<5 )
{
LastClickTimes[i] = 0;
MouseFocus.DoubleMouseClick(bRight);
}
else
{
MouseFocus.MouseClick(bRight);
LastClickTimes[i] = MenuTime;
LastClickPos[i] = MousePosition;
}
}
}
else if( InputFocus!=None )
{
InputFocus.LostInputFocus();
InputFocus = None;
LastClickTimes[0] = 0;
LastClickTimes[1] = 0;
}
}
else
{
if( InputFocus!=None )
InputFocus.MouseRelease(bRight);
else if( MouseFocus!=None )
MouseFocus.MouseRelease(bRight);
}
}
simulated final function bool CheckMouse( name Key, EInputEvent Event )
{
if ( Event == IE_Pressed )
{
switch( Key )
{
case 'LeftMouseButton':
GUI_InputMouse(true,false);
return true;
case 'RightMouseButton':
GUI_InputMouse(true,true);
return true;
}
}
else if ( Event == IE_Released )
{
switch( Key )
{
case 'LeftMouseButton':
GUI_InputMouse(false,false);
return true;
case 'RightMouseButton':
GUI_InputMouse(false,true);
return true;
}
}
return false;
}
simulated function bool ReceivedInputKey( int ControllerId, name Key, EInputEvent Event, optional float AmountDepressed=1.f, optional bool bGamepad )
{
if( !bIsInMenuState )
return false;
if( !CheckMouse(Key,Event) && !OnInputKey(ControllerId,Key,Event,AmountDepressed,bGamepad) )
{
switch( Key )
{
case 'Escape':
if( Event==IE_Pressed )
ActiveMenus[0].UserPressedEsc(); // Pop top menu if possible.
return true;
case 'MouseScrollDown':
case 'MouseScrollUp':
if( Event==IE_Pressed && MouseFocus!=None )
MouseFocus.ScrollMouseWheel(Key=='MouseScrollUp');
return true;
}
return bAbsorbInput;
}
return true;
}
simulated function bool ReceivedInputChar( int ControllerId, string Unicode )
{
if( !bIsInMenuState )
return false;
return OnReceivedInputChar(ControllerId,Unicode);
}
simulated Delegate bool OnInputKey( int ControllerId, name Key, EInputEvent Event, optional float AmountDepressed=1.f, optional bool bGamepad )
{
return false;
}
simulated Delegate bool OnReceivedInputChar( int ControllerId, string Unicode )
{
return false;
}
simulated Delegate bool InternalInputKey( int ControllerId, name Key, EInputEvent Event, optional float AmountDepressed=1.f, optional bool bGamepad )
{
return false;
}
simulated Delegate bool InternalReceivedInputChar( int ControllerId, string Unicode )
{
return false;
}
defaultproperties
{
DefaultStyle=class'KF2Style'
bAbsorbInput=true
}