KF2-YetAnotherScoreboard/ScoreboardExt/Classes/KFGUI_Base.uc
2021-06-13 05:54:35 +03:00

348 lines
7.5 KiB
Ucode

// Menu system written by Marco.
Class KFGUI_Base extends Object
abstract;
`include(Build.uci)
`include(Logger.uci)
var KF2GUIController Owner;
var ScoreboardExtHUD HUDOwner;
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,
};
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 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 transient bool bFocused, bTextureInit, bVisible;
var bool bIsHUDWidget, bEnableInputs, bNoLookInputs;
var array < name> TimerNames;
function InitMenu(); // Menu was initialized for the first time.
function ShowMenu(); // Menu was opened.
function PreDraw()
{
if (!bVisible)
return;
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 InventoryChanged(optional KFWeapon Wep, optional bool bRemove); // Called when a players inventory is changed.
function MenuTick( float DeltaTime );
final function SetTimer(float InRate, optional bool inbLoop, optional Name inTimerFunc='Timer')
{
if (InRate <= 0.f)
{
ClearTimer(inTimerFunc);
return;
}
if (TimerNames.Find(inTimerFunc) == INDEX_NONE)
{
TimerNames.AddItem(inTimerFunc);
}
`TimerHelper.SetTimer( InRate, inbLoop, inTimerFunc, self );
}
final function ClearTimer(optional Name inTimerFunc='Timer')
{
if (TimerNames.Find(inTimerFunc) != INDEX_NONE)
{
TimerNames.RemoveItem(inTimerFunc);
}
`TimerHelper.ClearTimer( inTimerFunc, self );
}
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 );
function bool ReceievedControllerInput(int ControllerId, name Key, EInputEvent Event)
{
return false;
}
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 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]) );
}
final function KFGUI_Base GetMouseFocus()
{
local KFGUI_Base M;
for (M=Self; M.MouseArea != None; M=M.MouseArea)
{}
return M;
}
function SetVisibility(bool Visible)
{
bVisible = Visible;
}
function DoClose()
{
local int i;
for (i=0; i < TimerNames.Length; i++)
{
ClearTimer(TimerNames[i]);
}
if (ParentComponent != None)
ParentComponent.DoClose();
else Owner.PopCloseMenu(Self);
}
function byte GetCursorStyle()
{
return (bClickable ? `PEN_BLACK : `PEN_WHITE);
}
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)
{
if (bIsHUDWidget && bEnableInputs)
{
switch( Key)
{
case 'XboxTypeS_Start':
case 'Escape':
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':
if (Event == IE_Pressed)
ScrollMouseWheel(Key == 'MouseScrollUp' || Key == 'XboxTypeS_DPad_Up' || Key == 'XboxTypeS_DPad_Left');
return true;
}
}
return false;
}
function bool NotifyInputAxis( int ControllerId, name Key, float Delta, float DeltaTime, 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;
local KFGameEngine Engine;
Engine = KFGameEngine(class'Engine'.static.GetEngine());
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;
}
if (S != None)
{
S.VolumeMultiplier = (Engine.SFxVolumeMultiplier/100.f) * (Engine.MasterVolumeMultiplier/100.f);
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
bVisible=true
}