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//============================================================================= // HUD: Superclass of the heads-up display. //============================================================================= class HUD extends Actor native config(user); //============================================================================= // Variables. #exec Texture Import File=Textures\Border.pcx #exec new TrueTypeFontFactory PACKAGE="Engine" Name=MediumFont FontName="Arial Bold" Height=16 AntiAlias=1 CharactersPerPage=128 //#exec new TrueTypeFontFactory PACKAGE="Engine" Name=SmallFont FontName="Terminal" Height=10 AntiAlias=0 CharactersPerPage=256 #exec Font Import File=Textures\SmallFont.bmp Name=SmallFont //NEW (mdf) #exec Font Import File=Textures\DebugFont.tga Name=DebugFont //OLD // Stock fonts. var font SmallFont; // Small system font. var font MedFont; // Medium system font. var font BigFont; // Big system font. var font LargeFont; // Largest system font. var string HUDConfigWindowType; var HUD nextHUD; // list of huds which render to the canvas var PlayerController PlayerOwner; // always the actual owner var ScoreBoard Scoring; var bool bShowScores; var bool bShowDebugInfo; // if true, show properties of current ViewTarget var bool bHideCenterMessages; // don't draw centered messages (screen center being used) var bool bBadConnectionAlert; // display warning about bad connection var() config bool bMessageBeep; var localized string LoadingMessage; var localized string SavingMessage; var localized string ConnectingMessage; var localized string PausedMessage; var localized string PrecachingMessage; var bool bHideHUD; // Should the hud display itself. struct HUDLocalizedMessage { var Class<LocalMessage> Message; var int Switch; var PlayerReplicationInfo RelatedPRI; var Object OptionalObject; var float EndOfLife; var float LifeTime; var bool bDrawing; var int numLines; var string StringMessage; var color DrawColor; var font StringFont; var float XL, YL; var float YPos; }; var string TextMessages[4]; var float MessageLife[4]; /* Draw3DLine() draw line in world space. Should be used when engine calls RenderWorldOverlays() event. */ native final function Draw3DLine(vector Start, vector End, color LineColor); simulated event PostBeginPlay() { Super.PostBeginPlay(); PlayerOwner = PlayerController(Owner); } function SpawnScoreBoard(class<Scoreboard> ScoringType) { if ( ScoringType != None ) { Scoring = Spawn(ScoringType, PlayerOwner); Scoring.OwnerHUD = self; } } simulated event Destroyed() { Super.Destroyed(); if ( Scoring != None ) Scoring.Destroy(); } //============================================================================= // Execs /* toggles displaying scoreboard */ exec function ShowScores() { bShowScores = !bShowScores; } /* toggles displaying properties of player's current viewtarget */ exec function ShowDebug() { if( PlayerOwner == None || !PlayerOwner.OKToCheat() ) return; bShowDebugInfo = !bShowDebugInfo; DMT( "ShowDebug: " $ bShowDebugInfo ); //NEW (mdf) } /* ShowUpgradeMenu() Event called when the engine version is less than the MinNetVer of the server you are trying to connect with. */ event ShowUpgradeMenu(); function PlayStartupMessage(byte Stage); //============================================================================= // Message manipulation function ClearMessage(out HUDLocalizedMessage M) { M.Message = None; M.Switch = 0; M.RelatedPRI = None; M.OptionalObject = None; M.EndOfLife = 0; M.StringMessage = ""; M.DrawColor = class'Canvas'.Static.MakeColor(255,255,255); M.XL = 0; M.bDrawing = false; } function CopyMessage(out HUDLocalizedMessage M1, HUDLocalizedMessage M2) { M1.Message = M2.Message; M1.Switch = M2.Switch; M1.RelatedPRI = M2.RelatedPRI; M1.OptionalObject = M2.OptionalObject; M1.EndOfLife = M2.EndOfLife; M1.StringMessage = M2.StringMessage; M1.DrawColor = M2.DrawColor; M1.XL = M2.XL; M1.YL = M2.YL; M1.YPos = M2.YPos; M1.bDrawing = M2.bDrawing; M1.LifeTime = M2.LifeTime; M1.numLines = M2.numLines; } //============================================================================= // Status drawing. simulated event WorldSpaceOverlays() { if ( bShowDebugInfo ) DrawRoute(); } simulated event PostRender( canvas Canvas ) { /* //NEW: disabled because it doesn't compile. Currently using UIConsole, etc to do all drawing so we really don't need this anyway. local HUD H; local float YL,YPos; local Pawn P; if ( !PlayerOwner.bBehindView ) { P = Pawn(PlayerOwner.ViewTarget); if ( (P != None) && (P.Weapon != None) ) P.Weapon.RenderOverlays(Canvas); } //FIXMEJOE /* if ( PlayerConsole.bNoDrawWorld ) { Canvas.SetPos(0,0); Canvas.DrawPattern( Texture'Border', Canvas.ClipX, Canvas.ClipY, 1.0 ); } */ DisplayMessages(Canvas); bHideCenterMessages = DrawLevelAction(Canvas); if ( !bHideCenterMessages && (PlayerOwner.ProgressTimeOut > Level.TimeSeconds) ) DisplayProgressMessage(Canvas); if ( bBadConnectionAlert ) DisplayBadConnectionAlert(); if ( bShowDebugInfo ) { YPos = 5; UseSmallFont(Canvas); PlayerOwner.ViewTarget.DisplayDebug(Canvas,YL,YPos); } else for ( H=self; H!=None; H=H.NextHUD ) H.DrawHUD(Canvas); */ } simulated function DrawRoute() { local int i; local Controller C; local vector Start, End; local bool bPath; //NEW (mdf) if( Controller(PlayerOwner.ViewTarget) != None ) C = Controller(PlayerOwner.ViewTarget); else if( Pawn(PlayerOwner.ViewTarget) != None ) C = Pawn(PlayerOwner.ViewTarget).Controller; /*OLD C = Pawn(PlayerOwner.ViewTarget).Controller; */ if ( C == None ) return; Start = PlayerOwner.ViewTarget.Location; // show where pawn is going if ( (C == PlayerOwner) || (C.MoveTarget == C.RouteCache[0]) && (C.MoveTarget != None) ) { if ( (C == PlayerOwner) && (C.Destination != vect(0,0,0)) ) { if ( C.PointReachable(C.Destination) ) { Draw3DLine(C.Pawn.Location, C.Destination, class'Canvas'.Static.MakeColor(255,255,255)); return; } //NEW (mdf): this just fills the route cache C.FindPathToPoint( C.Destination ); /*OLD C.FindPathTo(C.Destination); */ } for ( i=0; i<16; i++ ) { if ( C.RouteCache[i] == None ) break; bPath = true; Draw3DLine(Start,C.RouteCache[i].Location,class'Canvas'.Static.MakeColor(0,255,0)); Start = C.RouteCache[i].Location; } if ( bPath ) Draw3DLine(Start,C.Destination,class'Canvas'.Static.MakeColor(255,255,255)); } else if ( PlayerOwner.ViewTarget.Velocity != vect(0,0,0) ) Draw3DLine(Start,C.Destination,class'Canvas'.Static.MakeColor(255,255,255)); if ( C == PlayerOwner ) return; // show where pawn is looking if ( C.Focus != None ) End = C.Focus.Location; else End = C.FocalPoint; Draw3DLine(PlayerOwner.ViewTarget.Location + Pawn(PlayerOwner.ViewTarget).BaseEyeHeight * vect(0,0,1),End,class'Canvas'.Static.MakeColor(255,0,0)); } /* DrawHUD() Draw HUD elements on canvas. */ function DrawHUD(canvas Canvas); /* Print a centered level action message with a drop shadow. */ function PrintActionMessage( Canvas C, string BigMessage ) { local float XL, YL; if ( Len(BigMessage) > 10 ) UseLargeFont(C); else UseHugeFont(C); C.bCenter = false; C.StrLen( BigMessage, XL, YL ); C.SetPos(0.5 * (C.ClipX - XL) + 1, 0.66 * C.ClipY - YL * 0.5 + 1); C.SetDrawColor(0,0,0); C.DrawText( BigMessage, false ); C.SetPos(0.5 * (C.ClipX - XL), 0.66 * C.ClipY - YL * 0.5); C.SetDrawColor(0,0,255);; C.DrawText( BigMessage, false ); } /* Display Progress Messages display progress messages in center of screen */ simulated function DisplayProgressMessage( canvas Canvas ) { local int i; local float XL, YL, YOffset; local GameReplicationInfo GRI; PlayerOwner.ProgressTimeOut = FMin(PlayerOwner.ProgressTimeOut, Level.TimeSeconds + 8); Canvas.Style = ERenderStyle.STY_Normal; UseLargeFont(Canvas); YOffset = 0.3 * Canvas.ClipY; for (i=0; i<4; i++) { Canvas.DrawColor = PlayerOwner.ProgressColor[i]; Canvas.StrLen(PlayerOwner.ProgressMessage[i], XL, YL); Canvas.SetPos(0.5 * (Canvas.ClipX - XL), YOffset); Canvas.DrawText(PlayerOwner.ProgressMessage[i], false); YOffset += YL + 1; } Canvas.SetDrawColor(255,255,255); } /* Draw the Level Action */ function bool DrawLevelAction( canvas C ) { local string BigMessage; if (Level.LevelAction == LEVACT_None ) { if ( Level.Pauser != None ) BigMessage = PausedMessage; // Add pauser name? else { BigMessage = ""; return false; } } else if ( Level.LevelAction == LEVACT_Loading ) BigMessage = LoadingMessage; else if ( Level.LevelAction == LEVACT_Saving ) BigMessage = SavingMessage; else if ( Level.LevelAction == LEVACT_Connecting ) BigMessage = ConnectingMessage; else if ( Level.LevelAction == LEVACT_Precaching ) BigMessage = PrecachingMessage; if ( BigMessage != "" ) { C.Style = ERenderStyle.STY_Normal; UseLargeFont(C); PrintActionMessage(C, BigMessage); return true; } return false; } /* DisplayBadConnectionAlert() Warn user that net connection is bad */ function DisplayBadConnectionAlert(); //============================================================================= // Messaging. simulated function Message( PlayerReplicationInfo PRI, coerce string Msg, name MsgType ) { if ( bMessageBeep ) PlayerOwner.PlayBeepSound(); AddTextMessage(Msg,class'LocalMessage'); } simulated function LocalizedMessage( class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject, optional string CriticalString ); simulated function PlayReceivedMessage( string S, string PName, ZoneInfo PZone ) { PlayerOwner.ClientMessage(S); if ( bMessageBeep ) PlayerOwner.PlayBeepSound(); } function bool ProcessKeyEvent( int Key, int Action, FLOAT Delta ) { if ( NextHud != None ) return NextHud.ProcessKeyEvent(Key,Action,Delta); return false; } /* DisplayMessages() - display current messages */ function DisplayMessages(canvas Canvas) { local int i, j, YPos; local float XL, YL; // first, clean up messages for ( i=0; i<4; i++ ) { if ( TextMessages[i] == "" ) break; else if ( MessageLife[i] < Level.TimeSeconds ) { TextMessages[i] = ""; if ( i < 3 ) { for ( j=i; j<3; j++ ) { TextMessages[j] = TextMessages[j+1]; MessageLife[j] = MessageLife[j+1]; } } TextMessages[3] = ""; break; } } YPos = 0; UseSmallFont(Canvas); Canvas.SetDrawColor(0,255,255); for ( i=0; i<4; i++ ) { if ( TextMessages[i] == "" ) break; else { Canvas.StrLen( TextMessages[i], XL, YL ); Canvas.SetPos(4, YPos); Canvas.DrawText( TextMessages[i], false ); YPos += YL * (1 + int(XL/Canvas.ClipX)); } } } function AddTextMessage(string M, class<LocalMessage> MessageClass) { local int i; // look for empty spot for ( i=0; i<4; i++ ) if ( TextMessages[i] == "" ) { TextMessages[i] = M; MessageLife[i] = Level.TimeSeconds + MessageClass.Default.LifeTime; return; } // force add message for ( i=0; i<3; i++ ) { TextMessages[i] = TextMessages[i+1]; MessageLife[i] = MessageLife[i+1]; } TextMessages[3] = M; MessageLife[3] = Level.TimeSeconds + MessageClass.Default.LifeTime; } //============================================================================= // Font Selection. function UseSmallFont(Canvas Canvas) { if ( Canvas.ClipX <= 640 ) Canvas.Font = SmallFont; else Canvas.Font = MedFont; } function UseMediumFont(Canvas Canvas) { if ( Canvas.ClipX <= 640 ) Canvas.Font = MedFont; else Canvas.Font = BigFont; } function UseLargeFont(Canvas Canvas) { if ( Canvas.ClipX <= 640 ) Canvas.Font = BigFont; else Canvas.Font = LargeFont; } function UseHugeFont(Canvas Canvas) { Canvas.Font = LargeFont; } defaultproperties { SmallFont=Font'Engine.SmallFont' MedFont=Font'Engine.SmallFont' BigFont=Font'Engine.SmallFont' LargeFont=Font'Engine.SmallFont' bMessageBeep=true LoadingMessage="LOADING" SavingMessage="SAVING" ConnectingMessage="CONNECTING" PausedMessage="PAUSED" bHidden=true RemoteRole=ROLE_None UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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