| 00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 00104 00105 00106 00107 00108 00109 00110 00111 00112 00113 00114 00115 00116 00117 00118 00119 00120 00121 00122 00123 00124 00125 00126 00127 00128 00129 00130 00131 00132 00133 00134 00135 00136 00137 00138 00139 00140 00141 00142 00143 00144 00145 00146 00147 00148 00149 00150 00151 00152 00153 00154 00155 00156 00157 00158 00159 00160 00161 00162 00163 00164 00165 00166 00167 00168 00169 00170 00171 00172 00173 00174 00175 00176 00177 00178 00179 00180 00181 00182 00183 00184 00185 00186 00187 00188 00189 00190 00191 00192 00193 00194 00195 00196 00197 00198 00199 00200 00201 00202 00203 00204 00205 00206 00207 00208 00209 00210 00211 00212 00213 00214 00215 00216 00217 00218 00219 00220 00221 00222 00223 00224 00225 00226 00227 00228 00229 00230 00231 00232 00233 00234 00235 00236 00237 00238 00239 00240 00241 00242 00243 00244 00245 00246 00247 00248 00249 00250 00251 00252 00253 00254 00255 00256 00257 00258 00259 00260 00261 00262 00263 00264 00265 00266 00267 00268 00269 00270 00271 00272 00273 00274 00275 00276 00277 00278 00279 00280 00281 00282 00283 00284 00285 00286 00287 00288 00289 00290 00291 00292 00293 00294 00295 00296 00297 00298 00299 00300 00301 00302 00303 00304 00305 00306 00307 00308 00309 00310 00311 00312 00313 00314 00315 00316 00317 00318 00319 00320 00321 00322 00323 00324 00325 00326 00327 00328 00329 00330 00331 00332 00333 00334 00335 00336 00337 00338 00339 00340 00341 00342 00343 00344 00345 00346 00347 00348 00349 00350 00351 00352 00353 00354 00355 00356 00357 00358 00359 00360 00361 00362 00363 00364 00365 00366 00367 | //============================================================================= // 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 } |