# SpatialFear.SFWindow

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    //=============================================================================
    // Spatial Fear
    // Name: SFWindow
    // Description: Abstract base class for Spatial Fear  output windows.
    //
    // Author: Markus Nuebel
    //=============================================================================

    class SFWindow extends SFObject
    abstract;

    const constScreenMaxX     = 1280;
    const constScreenMaxY     = 1024;

    enum ESlideDir
    {
         SLIDE_Up,
         SLIDE_Down,
         SLIDE_Left,
         SLIDE_Right,
    };

    enum EState
    {
         SLIDE_In,
         SLIDE_Out,
         In,
         Out,
    };

    struct Region
    {
         var() int X;
         var() int Y;
         var() int W;
         var() int H;
    };

    var Pawn m_oPawnOwner;	// Private: Pawn currently managing this window
    var SFFontInfo m_Fonts; // Private; Font factory
    var Texture m_texBkg; // Private: Window texture background
    var bool	m_bVisible; // Private: Enables/Disables rendering of the window
    var float   m_fHUDScale; // Private: current HUD scale. Depends on screen resolution and user defined HUD size.
    var float	m_fVHUDScale; // Private: Correction of ChallengeHUD bug;
    var int     m_X; // Private destination window position x
    var int     m_Y; // Private destination window position y
    var int     m_nWidth;  // Private: width
    var int		m_nHeight; // Private: height
    var int		m_fAspectRatio; // Private: aspect ratio of the window
    var int     m_nWidthScaled;  // Private: width (scaled)
    var int		m_nHeightScaled; // Private: height (scaled)
    var int		m_nBorderSizeScaled; // Private: border size (scaled)
    var int		m_nStepCur; // Private current sliding step
    var int     m_nSlideTime; // Private: Time it takes to slide the window in. Time in msecs. Default: 1000msecs.
    var int     m_nTimerInterval; // Private: timer interval for slide in/out actions
    var float     m_XCur; // Private current window position x
    var float     m_YCur; // Private current window position y
    var float     m_XCurScaled; // Private current window position x (scaled)
    var float     m_YCurScaled; // Private current window position y (scaled)
    var float     m_fXStep; // Privat: Size of sliding step for x direction
    var float     m_fYStep; // Privat: Size of sliding step for y direction
    var int		m_nSlideSteps; // Private: Number of steps, needed to slide in the window
    var EState	m_nState; // Private: Current slide action, in/out
    var int		m_nBorderSize; // Private: Size of border
    var int		m_nBkgTopOffset;	// Private: Offset of the top of the background.
    var SFWindow	m_wndParent;	// Private: Parent window
    var Sound	m_sndOpen;	// Private: Sound effect for opening window
    var Sound	m_sndClose;	// Private: Sound effect for closing window
    var float	m_fOpenSoundVol; // Volume of opening sound
    var float	m_fCloseSoundVol; // Volume of closing sound

    // All initialization stuff
    simulated function init(float fHUDScale, int X, int Y, int nWidth, int nHeight, optional Pawn Owner, optional string strText, optional SFWindow wndParent)
    {
          // Setup font factory
    //      m_Fonts = FontInfo(spawn(Class<Actor>(DynamicLoadObject("Botpack.FontInfo", class'Class'))));
         m_Fonts	= spawn(class<SFFontInfo>(DynamicLoadObject("SpatialFear.SFFontInfo", class'Class')));

          // Init some members
          m_fHUDScale       = fHUDScale;
          m_X               = X;
          m_Y               = Y;
          m_XCur            = m_X;
          m_YCur            = m_Y;
          m_nWidth          = nWidth;
          m_nHeight         = nHeight;
    	  m_fAspectRatio	= m_nWidth/m_nHeight;
          m_nState          = Out;
    	  m_oPawnOwner		= Owner;
          m_wndParent       = wndParent;
    }

    // Cleanup
    simulated function terminate()
    {
    	m_Fonts			= None;
    	m_oPawnOwner	= None;
    	m_wndParent		= None;
    }

    // Set the parent window
    simulated function setParent(SFWindow oParent)
    {
    	m_wndParent	= oParent;
    }

    // Shows the window
    simulated function show()
    {
    	m_bVisible    = true;
    	if(None != m_sndOpen)
    		if(None != m_oPawnOwner)
    			m_oPawnOwner.PlaySound(m_sndOpen, SLOT_Misc, m_fOpenSoundVol);
    		else
    			PlaySound(m_sndOpen, SLOT_Misc, m_fOpenSoundVol);
    }

    // Hides the window
    simulated function hide()
    {
    	if(None != m_sndClose)
    		if(None != m_oPawnOwner)
    			m_oPawnOwner.PlaySound(m_sndClose, SLOT_Misc, m_fCloseSoundVol);
    		else
    			PlaySound(m_sndClose, SLOT_Misc, m_fCloseSoundVol);

    	m_bVisible    = false;
    }

    // Get visible state
    simulated function bool isVisible()
    {
              return m_bVisible;
    }

    // Sets a new position
    simulated function setPos(int X, int Y)
    {
    	m_XCur	= X;;
    	m_YCur	= Y;
    }

    // Slides in the text window
    simulated function slideIn(ESlideDir slide)
    {

         m_nSlideSteps     = m_nSlideTime / 100;

         // Set the initial starting position, out of the screen boundaries.
         switch(slide)
         {
         case SLIDE_Up:
              //class'sfUtils'.static.sfLogEx(5, "SFWindow - slideIn - UP");
              m_YCur               = constScreenMaxY +2;     // below screen
              m_XCur               = m_X;
              m_fXStep          = 0;
              m_fYStep          = (m_Y - m_YCur) / m_nSlideSteps     ;
              break;
         case SLIDE_Down:
              //class'sfUtils'.static.sfLogEx(5, "SFWindow - slideIn - DOWN");
              m_YCur               = -m_nHeight-2;               // above screen
              m_XCur               = m_X;
              m_fXStep          = 0;
              m_fYStep          = (m_Y - m_YCur) / m_nSlideSteps     ;
              break;
         case SLIDE_Left:
              //class'sfUtils'.static.sfLogEx(5, "SFWindow - slideIn - LEFT");
              m_XCur               = constScreenMaxX +2;     // right out of screen
              m_YCur               = m_Y;
              m_fXStep          = (m_X - m_XCur) / m_nSlideSteps     ;
              m_fYStep          = 0;
              break;
         case SLIDE_Right:
              //class'sfUtils'.static.sfLogEx(5, "SFWindow - slideIn - RIGHT");
              m_XCur               = -m_nWidth-2;               // left out of screen
              m_YCur               = m_Y;
              m_fXStep          = (m_X - m_XCur) / m_nSlideSteps;
              m_fYStep          = 0;
              break;
         }

         // Update state
         m_nState          = SLIDE_In;
         m_nStepCur          = 0;

         // class'sfUtils'.static.sfLogEx(5, "SFWindow - slideIn - SliderSteps " $ m_nSlideSteps $ " XStep " $ m_fXStep $  "YStep" $ m_fYStep);

         // Start the timer
         SetTimer(0.1, True);

         // Shows the window
         show();

    }

    // Overwritten in child class, to do different backgrounds and effects
    simulated function renderBackground(Canvas C)
    {
    	local int	X, Y, W, H;
    	local int	nXBorder, nYBorder;

    	if(None == m_texBkg)
    		return;

    	// Calculate border sizes
    	nXBorder	= m_nBorderSizeScaled;
    	nYBorder	= int(float(nXBorder) / m_fAspectRatio);

        //class'SfUtils'.static.sfLogEx(5, "SFWindow - renderBackground: Tex.U" $  m_texBkg.USize $ " Tex.V" $  m_texBkg.VSize $  " Width" $ m_nWidth $  " Height" $ m_nHeight);
    	X = m_XCurScaled-nXBorder;
    	Y = m_YCurScaled-nYBorder-(m_nBkgTopOffset*m_fHUDScale);
    	W = m_nWidthScaled+2*nXBorder;
    	H = m_nHeightScaled+2*nYBorder+(m_nBkgTopOffset*m_fHUDScale);

    	C.SetPos(X, Y);
    	C.DrawTile(m_texBkg, W, H, 0,0, m_texBkg.USize,m_texBkg.VSize);
        //class'SfUtils'.static.sfLogEx(5, "SFWindow - renderBackground: X" $  m_XCurScaled $ " Y" $ m_YCurScaled $  " Width" $ m_nWidthScaled $  " Height" $ m_nHeightScaled);

    }

    // Overwritten in child class, to do different forground
    simulated function renderForeground(Canvas C)
    {
    }

    // Owerwritten in child class to set up the canvas
    simulated function prepareCanvas(Canvas C)
    {
    }

    // Called during each frame to render the window.
    simulated final function render(Canvas C, float fHUDScale)
    {
    	local Color	m_colSave;

        if(!m_bVisible)
              return;          // Early out

    	// Save hud scaling
    	m_fHUDScale		= fHUDScale;
    	// Calc scaled window positions and size
    	m_XCurScaled	= m_XCur * m_fHUDScale;
    	m_YCurScaled	= m_YCur * m_fHUDScale;
    	m_nWidthScaled	= m_nWidth	* m_fHUDScale;
    	m_nHeightScaled	= m_nHeight	* m_fHUDScale;
    	m_nBorderSizeScaled	= m_nBorderSize * m_fHUDScale;

    	m_fVHUDScale = ((m_fHUDScale/C.ClipX*1280.0)*C.ClipY)/1024.0f;

    	// Save the original Canvas
    	m_colSave = C.DrawColor;

    	// Prepare canvas for output
         prepareCanvas(C);

    	// First render background
    	renderBackGround(C);

       // Then render foreground
    	renderForeGround(C);

    	// Restore the old canvas
    	C.DrawColor = m_colSave ;
    }

    // Timer event
    event Timer()
    {
         // Check the timer
         if((m_nSlideSteps-1)<m_nStepCur)
         {
              SetTimer(0, False);
              m_nState = In;
              return;
         }

         // Check state
         switch(m_nState)
         {
         case SLIDE_In:
              // Move the window on step further
              m_YCur     += m_fYStep;
              m_XCur     += m_fXStep;
              break;

         case SLIDE_Out:
              // Move the window on step back
              m_YCur     -= m_fYStep;
              m_XCur     -= m_fXStep;
              break;
         }

         m_nStepCur++;
         // Check for finished movement

         // class'sfUtils'.static.sfLogEx(5, "SFWindow - Timer: x:" $ m_XCur $ " y: " $ m_YCur $ "m_nStepCur " $ m_nStepCur);

    }

    simulated function DrawClippedActor( Canvas C, float XB, float YB, float X, float Y, Actor A, bool WireFrame, rotator RotOffset, vector LocOffset )
    {
         local vector MeshLoc;
         local float FOV;
    	 local float fWidth;

    	 if(None != m_oPawnOwner)
    		FOV = PlayerPawn(m_oPawnOwner).FOVAngle * Pi / 180;
    	 else
    	     class'sfUtils'.static.sfError( "SFWindow - DrawClippedActor: window owner not set!");

    	fWidth = 2.0 + (A.CollisionRadius/10);
    	MeshLoc.X = fWidth / tan(FOV/2);

    	//MeshLoc.X = 4 / tan(FOV/2);
         MeshLoc.Y = 0;
         MeshLoc.Z = 0;

         A.SetRotation(RotOffset);
         A.SetLocation(MeshLoc + LocOffset);

    	 C.DrawClippedActor(A, WireFrame, X, Y, XB, YB, True);
    }

    // Trims spaces from a string
    function String TrimSpaces(String strText)
    {
    	local int nIndex;
    	local int nLength;

    	if ( strText == "" )
    		return strText;

    	// Trim appended spaces
    	nIndex = Len(strText) - 1;
    	while ((nIndex >= 0) && (Mid(strText, nIndex, 1) == " ") )
    		nIndex--;

    	if ( nIndex < 0 )
    		return "";

    	// Remove appended spaces
    	strText = Mid(strText, 0, nIndex + 1);

    	// Trim leading spaces
    	nIndex = 0;
    	while((nIndex < Len(strText) - 1) && (Mid(strText, nIndex, 1) == " "))
    		nIndex++;

    	// Remove leading spaces
    	nLength = len(strText) - nIndex;
    	strText = Right(strText, nLength);

    	return strText;
    }

    defaultproperties
    {
         m_nSlideTime=1000
         m_fOpenSoundVol=2.000000
         m_fCloseSoundVol=2.000000
    }

class file time: 12/7/2003 3:58:24 PM - creation time: 12/7/2003 4:03:46 PM
Created with UnCodeX