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

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// 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;
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var localized string Caption;
var localized string Hint;
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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();
}
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function DrawMenu(); // Draw menu now.
function CloseMenu(); // Menu was closed.
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function MenuTick(float DeltaTime)
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{
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if (bTimerActive && (TimerCounter-=DeltaTime)<=0.f)
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{
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if (bLoopTimer)
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TimerCounter = TimerRate;
else bTimerActive = false;
Timer();
}
}
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final function SetTimer(float Rate, optional bool bLoop)
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{
bTimerActive = (Rate>0.f);
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if (bTimerActive)
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{
bLoopTimer = bLoop;
TimerRate = Rate;
TimerCounter = Rate;
}
}
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function Timer();
function MouseEnter()
{
bFocused = true;
OnFocus(Self,True);
}
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function MouseLeave()
{
bFocused = false;
OnFocus(Self,False);
}
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function MouseClick(bool bRight);
function MouseRelease(bool bRight);
function DoubleMouseClick(bool bRight) // User rapidly double clicked this component.
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{
MouseClick(bRight);
}
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function ScrollMouseWheel(bool bUp);
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final function PlayerController GetPlayer()
{
return Owner.PlayerOwner;
}
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function SetDisabled(bool bDisable)
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{
bDisabled = bDisable;
}
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Delegate OnFocus(KFGUI_Base Sender, bool bBecame);
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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()
{
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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]));
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}
final function KFGUI_Base GetMouseFocus()
{
local KFGUI_Base M;
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for (M=Self; M.MouseArea!=None; M=M.MouseArea)
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{}
return M;
}
function DoClose()
{
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if (ParentComponent!=None)
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ParentComponent.DoClose();
else Owner.PopCloseMenu(Self);
}
function byte GetCursorStyle()
{
return (bClickable ? 1 : 0);
}
function UserPressedEsc() // user pressed escape while this menu was active.
{
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if (ParentComponent!=None)
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ParentComponent.UserPressedEsc();
else DoClose();
}
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function bool BringPageToFront()
{
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if (ParentComponent!=None)
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return ParentComponent.BringPageToFront();
return true; // Allow user to bring this page to front.
}
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final function bool IsTopMenu()
{
return (Owner.ActiveMenus.Length>0 && GetPageTop()==Owner.ActiveMenus[0]);
}
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final function KFGUI_Page GetPageTop()
{
local KFGUI_Base M;
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for (M=Self; M.ParentComponent!=None; M=M.ParentComponent)
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{}
return KFGUI_Page(M);
}
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function KFGUI_Base FindComponentID(name InID)
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{
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if (ID==InID)
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return Self;
return None;
}
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function FindAllComponentID(name InID, out array<KFGUI_Base> Res)
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{
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if (ID==InID)
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Res[Res.Length] = Self;
}
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function RemoveComponent(KFGUI_Base B);
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function GetInputFocus()
{
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if (Owner.InputFocus!=None)
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Owner.InputFocus.LostInputFocus();
Owner.InputFocus = Self;
}
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function DropInputFocus()
{
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if (Owner.InputFocus==Self)
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{
Owner.InputFocus.LostInputFocus();
Owner.InputFocus = None;
}
}
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function LostInputFocus();
// Obtain keyboard focus.
final function GrabKeyFocus()
{
Owner.GrabInputFocus(Self);
}
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final function ReleaseKeyFocus()
{
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if (Owner.KeyboardFocus==Self)
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Owner.GrabInputFocus(None);
}
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function LostKeyFocus();
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function bool NotifyInputKey(int ControllerId, name Key, EInputEvent Event, float AmountDepressed, bool bGamepad)
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{
return false;
}
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function bool NotifyInputChar(int ControllerId, string Unicode)
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{
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();
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final function GetActualPos(out float X, out float Y)
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{
X = ((XPosition+X)*InputPos[2]) + InputPos[0];
Y = ((YPosition+Y)*InputPos[3]) + InputPos[1];
}
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final function GetRealtivePos(out float X, out float Y)
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{
X = X / CompPos[2];
Y = Y / CompPos[2];
}
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simulated final function PlayMenuSound(EMenuSound Slot)
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{
/*local SoundCue S;
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switch (Slot)
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{
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;
}
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if (S!=None)
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GetPlayer().PlaySound(S,true,,false);*/
}
// Pre level change notification.
function NotifyLevelChange();
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final function SetPosition(float X, float Y, float XS, float YS)
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{
XPosition = X;
YPosition = Y;
XSize = XS;
YSize = YS;
}
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static final function string MakeSortStr(int Value)
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{
local string S;
local int i;
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// Prefix with zeroes to properly sort this string.
S = string(Value);
i = Len(S);
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if (i<10)
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return Mid("0000000000",i)$S;
return S;
}
defaultproperties
{
XSize=1
YSize=1
bCanFocus=true
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}