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

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2017-10-20 02:00:49 +00:00
// Menu system written by Marco.
Class KFGUI_Base extends Object
abstract;
var KF2GUIController Owner;
var KFGUI_Base ParentComponent; // Parent component if any.
var transient Canvas Canvas;
enum EMenuSound
{
MN_Focus,
MN_LostFocus,
MN_ClickButton,
MN_ClickCheckboxOn,
MN_ClickCheckboxOff,
MN_Dropdown,
MN_DropdownChange,
};
var() float XPosition,YPosition,XSize,YSize;
var() name ID; // Just for internal purposes, you can give the components unique ID values.
var() int IDValue; // Integer ID value.
var transient float CompPos[4],InputPos[4];
var float TimerRate,TimerCounter;
var transient KFGUI_Base MouseArea; // Next in recurse line of the mouse pointer focus area.
var() bool bDisabled,bClickable,bCanFocus;
var bool bFocusedPostDrawItem; // If this component has been given input focus, should it receive draw menu call after everything else been drawn?
var bool bTimerActive,bLoopTimer;
var transient bool bFocused;
function InitMenu(); // Menu was initialized for the first time.
function ShowMenu(); // Menu was opened.
function PreDraw()
{
ComputeCoords();
Canvas.SetDrawColor(255,255,255);
Canvas.SetOrigin(CompPos[0],CompPos[1]);
Canvas.SetClip(CompPos[0]+CompPos[2],CompPos[1]+CompPos[3]);
DrawMenu();
}
function DrawMenu(); // Draw menu now.
function CloseMenu(); // Menu was closed.
function MenuTick( float DeltaTime )
{
if( bTimerActive && (TimerCounter-=DeltaTime)<=0.f )
{
if( bLoopTimer )
TimerCounter = TimerRate;
else bTimerActive = false;
Timer();
}
}
final function SetTimer( float Rate, optional bool bLoop )
{
bTimerActive = (Rate>0.f);
if( bTimerActive )
{
bLoopTimer = bLoop;
TimerRate = Rate;
TimerCounter = Rate;
}
}
function Timer();
function MouseEnter()
{
bFocused = true;
OnFocus(Self,True);
}
function MouseLeave()
{
bFocused = false;
OnFocus(Self,False);
}
function MouseClick( bool bRight );
function MouseRelease( bool bRight );
function DoubleMouseClick( bool bRight ) // User rapidly double clicked this component.
{
MouseClick(bRight);
}
function ScrollMouseWheel( bool bUp );
final function PlayerController GetPlayer()
{
return Owner.PlayerOwner;
}
function SetDisabled( bool bDisable )
{
bDisabled = bDisable;
}
Delegate OnFocus( KFGUI_Base Sender, bool bBecame );
final function ComputeCoords()
{
CompPos[0] = XPosition*InputPos[2]+InputPos[0];
CompPos[1] = YPosition*InputPos[3]+InputPos[1];
CompPos[2] = XSize*InputPos[2];
CompPos[3] = YSize*InputPos[3];
}
function bool CaptureMouse()
{
return ( Owner.MousePosition.X>=CompPos[0] && Owner.MousePosition.Y>=CompPos[1] && Owner.MousePosition.X<=(CompPos[0]+CompPos[2]) && Owner.MousePosition.Y<=(CompPos[1]+CompPos[3]) );
}
final function KFGUI_Base GetMouseFocus()
{
local KFGUI_Base M;
for( M=Self; M.MouseArea!=None; M=M.MouseArea )
{}
return M;
}
function DoClose()
{
if( ParentComponent!=None )
ParentComponent.DoClose();
else Owner.PopCloseMenu(Self);
}
function byte GetCursorStyle()
{
return (bClickable ? 1 : 0);
}
function UserPressedEsc() // user pressed escape while this menu was active.
{
if( ParentComponent!=None )
ParentComponent.UserPressedEsc();
else DoClose();
}
function bool BringPageToFront()
{
if( ParentComponent!=None )
return ParentComponent.BringPageToFront();
return true; // Allow user to bring this page to front.
}
final function bool IsTopMenu()
{
return (Owner.ActiveMenus.Length>0 && GetPageTop()==Owner.ActiveMenus[0]);
}
final function KFGUI_Page GetPageTop()
{
local KFGUI_Base M;
for( M=Self; M.ParentComponent!=None; M=M.ParentComponent )
{}
return KFGUI_Page(M);
}
function KFGUI_Base FindComponentID( name InID )
{
if( ID==InID )
return Self;
return None;
}
function FindAllComponentID( name InID, out array<KFGUI_Base> Res )
{
if( ID==InID )
Res[Res.Length] = Self;
}
function RemoveComponent( KFGUI_Base B );
function GetInputFocus()
{
if( Owner.InputFocus!=None )
Owner.InputFocus.LostInputFocus();
Owner.InputFocus = Self;
}
function DropInputFocus()
{
if( Owner.InputFocus==Self )
{
Owner.InputFocus.LostInputFocus();
Owner.InputFocus = None;
}
}
function LostInputFocus();
// Obtain keyboard focus.
final function GrabKeyFocus()
{
Owner.GrabInputFocus(Self);
}
final function ReleaseKeyFocus()
{
if( Owner.KeyboardFocus==Self )
Owner.GrabInputFocus(None);
}
function LostKeyFocus();
function bool NotifyInputKey( int ControllerId, name Key, EInputEvent Event, float AmountDepressed, bool bGamepad )
{
return false;
}
function bool NotifyInputChar( int ControllerId, string Unicode )
{
return false;
}
// While on input focus mode, notify that mouse just moved over the threshold.
function InputMouseMoved();
// Notify any focused menu element that mouse has been idle over it.
function NotifyMousePaused();
final function GetActualPos( out float X, out float Y )
{
X = ((XPosition+X)*InputPos[2]) + InputPos[0];
Y = ((YPosition+Y)*InputPos[3]) + InputPos[1];
}
final function GetRealtivePos( out float X, out float Y )
{
X = X / CompPos[2];
Y = Y / CompPos[2];
}
simulated final function PlayMenuSound( EMenuSound Slot )
{
/*local SoundCue S;
switch( Slot )
{
case MN_Focus:
S = SoundCue'a_interface.menu.UT3MenuMouseOverCue';
break;
case MN_LostFocus:
S = SoundCue'a_interface.menu.UT3MenuNavigateDownCue';
break;
case MN_ClickButton:
S = SoundCue'a_interface.menu.UT3MenuSliderBarMoveCue';
break;
case MN_ClickCheckboxOn:
S = SoundCue'a_interface.menu.UT3MenuCheckboxSelectCue';
break;
case MN_ClickCheckboxOff:
S = SoundCue'a_interface.menu.UT3MenuCheckboxDeselectCue';
break;
case MN_Dropdown:
S = SoundCue'a_interface.menu.UT3MenuScreenSlideCue';
break;
case MN_DropdownChange:
S = SoundCue'a_interface.menu.UT3MenuNavigateUpCue';
break;
}
if( S!=None )
GetPlayer().PlaySound(S,true,,false);*/
}
// Pre level change notification.
function NotifyLevelChange();
final function SetPosition( float X, float Y, float XS, float YS )
{
XPosition = X;
YPosition = Y;
XSize = XS;
YSize = YS;
}
static final function string MakeSortStr( int Value )
{
local string S;
local int i;
// Prefix with zeroes to properly sort this string.
S = string(Value);
i = Len(S);
if( i<10 )
return Mid("0000000000",i)$S;
return S;
}
defaultproperties
{
XSize=1
YSize=1
bCanFocus=true
}