KF2-YetAnotherScoreboard/ScoreboardExt/Classes/KFGUI_Base.uc

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// Menu system written by Marco.
Class KFGUI_Base extends Object
abstract;
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`include(Build.uci)
`include(Logger.uci)
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var KF2GUIController Owner;
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var ScoreboardExtHUD HUDOwner;
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var KFGUI_Base ParentComponent; // Parent component if any.
var transient Canvas Canvas;
enum EMenuSound
{
MN_Focus,
MN_LostFocus,
MN_FocusHover,
MN_ClickButton,
MN_ClickCheckboxOn,
MN_ClickCheckboxOff,
MN_Dropdown,
MN_DropdownChange,
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};
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var() float XPosition, YPosition, XSize, YSize;
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var() name ID; // Just for internal purposes, you can give the components unique ID values.
var() int IDValue; // Integer ID value.
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var transient float CompPos[4], InputPos[4];
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var transient KFGUI_Base MouseArea; // Next in recurse line of the mouse pointer focus area.
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var() bool bDisabled, bClickable, bCanFocus;
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var bool bFocusedPostDrawItem; // If this component has been given input focus, should it receive draw menu call after everything else been drawn?
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var transient bool bFocused, bTextureInit, bVisible;
var bool bIsHUDWidget, bEnableInputs, bNoLookInputs;
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var array<name> TimerNames;
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function InitMenu(); // Menu was initialized for the first time.
function ShowMenu(); // Menu was opened.
function PreDraw()
{
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if (!bVisible)
return;
ComputeCoords();
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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.
function InventoryChanged(optional KFWeapon Wep, optional bool bRemove); // Called when a players inventory is changed.
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function MenuTick(float DeltaTime);
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final function SetTimer(float InRate, optional bool inbLoop, optional Name inTimerFunc='Timer')
{
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if (InRate <= 0.f)
{
ClearTimer(inTimerFunc);
return;
}
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if (TimerNames.Find(inTimerFunc) == INDEX_NONE)
{
TimerNames.AddItem(inTimerFunc);
}
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`TimerHelper.SetTimer(InRate, inbLoop, inTimerFunc, self);
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}
final function ClearTimer(optional Name inTimerFunc='Timer')
{
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if (TimerNames.Find(inTimerFunc) != INDEX_NONE)
{
TimerNames.RemoveItem(inTimerFunc);
}
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`TimerHelper.ClearTimer(inTimerFunc, self);
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}
function Timer();
function MouseEnter()
{
bFocused = true;
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OnFocus(Self, True);
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}
function MouseLeave()
{
bFocused = false;
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OnFocus(Self, False);
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}
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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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}
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function ScrollMouseWheel(bool bUp);
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function bool ReceievedControllerInput(int ControllerId, name Key, EInputEvent Event)
{
return false;
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}
final function PlayerController GetPlayer()
{
return Owner.PlayerOwner;
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}
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function SetDisabled(bool bDisable)
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{
bDisabled = bDisable;
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}
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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];
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}
function bool CaptureMouse()
{
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return bVisible && ( 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)
{}
return M;
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}
function SetVisibility(bool Visible)
{
bVisible = Visible;
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}
function DoClose()
{
local int i;
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for (i=0; i < TimerNames.Length; i++)
{
ClearTimer(TimerNames[i]);
}
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if (ParentComponent != None)
ParentComponent.DoClose();
else Owner.PopCloseMenu(Self);
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}
function byte GetCursorStyle()
{
return (bClickable ? `PEN_BLACK : `PEN_WHITE);
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}
function UserPressedEsc() // user pressed escape while this menu was active.
{
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if (ParentComponent != None)
ParentComponent.UserPressedEsc();
else DoClose();
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}
function bool BringPageToFront()
{
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if (ParentComponent != None)
return ParentComponent.BringPageToFront();
return true; // Allow user to bring this page to front.
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}
final function bool IsTopMenu()
{
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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)
{}
return KFGUI_Page(M);
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}
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function KFGUI_Base FindComponentID(name InID)
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{
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if (ID == InID)
return Self;
return None;
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}
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function FindAllComponentID(name InID, out array<KFGUI_Base> Res)
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{
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if (ID == InID)
Res[Res.Length] = Self;
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}
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function RemoveComponent(KFGUI_Base B);
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function GetInputFocus()
{
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if (Owner.InputFocus != None)
Owner.InputFocus.LostInputFocus();
Owner.InputFocus = Self;
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}
function DropInputFocus()
{
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if (Owner.InputFocus == Self)
{
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)
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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{
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if (bIsHUDWidget && bEnableInputs)
{
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switch (Key)
{
case 'XboxTypeS_Start':
case 'Escape':
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if (Event == IE_Pressed)
UserPressedEsc();
return true;
case 'XboxTypeS_DPad_Up':
case 'XboxTypeS_DPad_Down':
case 'XboxTypeS_DPad_Left':
case 'XboxTypeS_DPad_Right':
case 'MouseScrollDown':
case 'MouseScrollUp':
case 'MouseScrollDown':
case 'MouseScrollUp':
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if (Event == IE_Pressed)
ScrollMouseWheel(Key == 'MouseScrollUp' || Key == 'XboxTypeS_DPad_Up' || Key == 'XboxTypeS_DPad_Left');
return true;
}
}
return false;
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}
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function bool NotifyInputAxis(int ControllerId, name Key, float Delta, float DeltaTime, bool bGamepad)
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{
return false;
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}
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function bool NotifyInputChar(int ControllerId, string Unicode)
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{
return false;
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}
// 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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}
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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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}
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simulated final function PlayMenuSound(EMenuSound Slot)
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{
local SoundCue S;
local KFGameEngine Engine;
Engine = KFGameEngine(class'Engine'.static.GetEngine());
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switch (Slot)
{
case MN_FocusHover:
case MN_Focus:
S = Owner.CurrentStyle.MenuHover;
break;
case MN_LostFocus:
S = Owner.CurrentStyle.MenuFade;
break;
case MN_ClickButton:
case MN_ClickCheckboxOff:
S = Owner.CurrentStyle.MenuClick;
break;
case MN_Dropdown:
S = Owner.CurrentStyle.MenuDown;
break;
case MN_DropdownChange:
S = Owner.CurrentStyle.MenuEdit;
break;
}
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if (S != None)
{
S.VolumeMultiplier = (Engine.SFxVolumeMultiplier/100.f) * (Engine.MasterVolumeMultiplier/100.f);
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GetPlayer().PlaySound(S, true, ,false);
}
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}
// 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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}
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static final function string MakeSortStr(int Value)
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{
local string S;
local int i;
// 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;
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}
defaultproperties
{
XSize=1
YSize=1
bCanFocus=true
bVisible=true
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}