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//============================================================================= // Canvas: A drawing canvas. // Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. //============================================================================= class Canvas extends Object native noexport transient; /** * Holds texture information with UV coordinates as well. */ struct CanvasIcon { /** Source texture */ var Texture2D Texture; /** UV coords */ var float U, V, UL, VL; }; // Modifiable properties. var font Font; // Font for DrawText. var float OrgX, OrgY; // Origin for drawing. var float ClipX, ClipY; // Bottom right clipping region. var float CurX, CurY; // Current position for drawing. var float CurYL; // Largest Y size since DrawText. var color DrawColor; // Color for drawing. var bool bCenter; // Whether to center the text. var bool bNoSmooth; // Don't bilinear filter. var const int SizeX, SizeY; // Zero-based actual dimensions. // Internal. var native const pointer Canvas{FCanvas}; var native const pointer SceneView{FSceneView}; var Plane ColorModulate; var Texture2D DefaultTexture; // native functions. native final function DrawTile( Texture2D Tex, float XL, float YL, float U, float V, float UL, float VL ); /** the only difference in this new version is you can pass in other types of textures (e.g. ScriptedTexture) */ native final function DrawTileNew(Texture Tex, float XL, float YL, float U, float V, float UL, float VL); /** * Draws the emissive channel of a material to an axis-aligned quad at CurX,CurY. * * @param Mat - The material which contains the emissive expression to render. * @param XL - The width of the quad in pixels. * @param YL - The height of the quad in pixels. * @param U - The U coordinate of the quad's upper left corner, in normalized coordinates. * @param V - The V coordinate of the quad's upper left corner, in normalized coordinates. * @param UL - The range of U coordinates which is mapped to the quad. * @param VL - The range of V coordinates which is mapped to the quad. */ native final function DrawMaterialTile ( MaterialInterface Mat, float XL, float YL, optional float U, optional float V, optional float UL, optional float VL ); native final function DrawMaterialTileClipped ( MaterialInterface Mat, float XL, float YL, optional float U, optional float V, optional float UL, optional float VL ); native final function StrLen( coerce string String, out float XL, out float YL ); // Wrapped! native final function TextSize( coerce string String, out float XL, out float YL ); // Clipped! native final function DrawText( coerce string Text, optional bool CR, optional float XScale, optional float YScale ); native final function DrawTextClipped( coerce string Text, optional bool bCheckHotKey, optional float XScale, optional float YScale ); /** * Draws text right aligned from the current position. */ final function DrawTextRA(coerce string Text, optional bool CR) { local float XL, YL; TextSize(Text,XL,YL); SetPos(CurX - XL,CurY); DrawText(Text,CR); } native(468) final function DrawTileClipped( Texture2D Tex, float XL, float YL, float U, float V, float UL, float VL ); native final function vector Project(vector location); // Convert a 3D vector to a 2D screen coords. native final function vector DeProject(vector location); // Convert a 2D screen position to a 3D vector. /** * Pushes a translation matrix onto the canvas. * * @param TranslationVector Translation vector to use to create the translation matrix. */ native final function PushTranslationMatrix(vector TranslationVector); /** Pops the topmost matrix from the canvas transform stack. */ native final function PopTransform(); native final function DrawTileStretched(Texture2D Tex, float XL, float YL, float U, float V, float UL, float VL, LinearColor LColor, optional bool bStretchHorizontally=true, optional bool bStretchVertically=true,optional float ScalingFactor=1.0); native final function DrawColorizedTile( Texture2D Tex, float XL, float YL, float U, float V, float UL, float VL, LinearColor LColor ); /* rjp - unused native final function WrapStringToArray(string Text, out array<string> OutArray, float dx, optional string EOL); */ /* rjp - unused // jmw - These are two helper functions. The use the whole texture only. If you need better support, use DrawTile native final function DrawTileJustified(Texture2D Tex, byte Justification, float XL, float YL); native final function DrawTileScaled(Texture2D Tex, float XScale, float YScale); native final function DrawTextJustified(coerce string String, byte Justification, float x1, float y1, float x2, float y2); */ // UnrealScript functions. event Reset(optional bool bKeepOrigin) { Font = Default.Font; if ( !bKeepOrigin ) { OrgX = Default.OrgX; OrgY = Default.OrgY; } CurX = Default.CurX; CurY = Default.CurY; DrawColor = Default.DrawColor; CurYL = Default.CurYL; bCenter = false; bNoSmooth = false; } native final function SetPos( float PosX, float PosY ); final function SetOrigin( float X, float Y ) { OrgX = X; OrgY = Y; } final function SetClip( float X, float Y ) { ClipX = X; ClipY = Y; } /* rjp - unused final function DrawPattern( Texture2D Tex, float XL, float YL, float Scale ) { DrawTile( Tex, XL, YL, (CurX-OrgX)*Scale, (CurY-OrgY)*Scale, XL*Scale, YL*Scale ); } */ final function DrawTexture(Texture2D Tex, float Scale) { if (Tex != None) { DrawTile( Tex, Tex.SizeX*Scale, Tex.SizeY*Scale, 0, 0, Tex.SizeX, Tex.SizeY ); } } /** * Fake CanvasIcon constructor. */ final function CanvasIcon MakeIcon(Texture2D Texture, optional float U, optional float V, optional float UL, optional float VL) { local CanvasIcon Icon; if (Texture != None) { Icon.Texture = Texture; Icon.U = U; Icon.V = V; Icon.UL = (UL != 0.f ? UL : float(Texture.SizeX)); Icon.VL = (VL != 0.f ? VL : float(Texture.SizeY)); } return Icon; } /** * Draw a CanvasIcon at the desired canvas position. */ final function DrawIcon(CanvasIcon Icon, float X, float Y, optional float Scale) { if (Icon.Texture != None) { // verify properties are valid if (Scale <= 0.f) { Scale = 1.f; } if (Icon.UL == 0.f) { Icon.UL = Icon.Texture.SizeX; } if (Icon.VL == 0.f) { Icon.VL = Icon.Texture.SizeY; } // set the canvas position CurX = X; CurY = Y; // and draw the texture DrawTile(Icon.Texture, Icon.UL*Scale, Icon.VL*Scale, Icon.U, Icon.V, Icon.UL, Icon.VL); } } /** * Draw a subsection of a CanvasIcon at the desired canvas position. */ final function DrawIconSection(CanvasIcon Icon, float X, float Y, float UStartPct, float VStartPct, float UEndPct, float VEndPct, optional float Scale) { if (Icon.Texture != None) { // verify properties are valid if (Scale <= 0.f) { Scale = 1.f; } if (Icon.UL == 0.f) { Icon.UL = Icon.Texture.SizeX; } if (Icon.VL == 0.f) { Icon.VL = Icon.Texture.SizeY; } // set the canvas position CurX = X + (UStartPct * Icon.UL * Scale); CurY = Y + (VStartPct * Icon.VL * Scale); // and draw the texture DrawTile(Icon.Texture, Icon.UL * UEndPct * Scale, Icon.VL * VEndPct * Scale, Icon.U + (UStartPct * Icon.UL), Icon.V + (VStartPct * Icon.VL), Icon.UL * UEndPct, Icon.VL * VEndPct); } } final function DrawRect(float RectX, float RectY, optional Texture2D Tex = DefaultTexture ) { DrawTile( Tex, RectX, RectY, 0, 0, Tex.SizeX, Tex.SizeY ); } final simulated function DrawBox(float width, float height) { local int X, Y; X = CurX; Y = CurY; // normalize CurX, CurY (eliminate float precision errors) SetPos(X, Y); // draw the left side DrawRect(2, height); // then move cursor to top-right SetPos(X + width - 2, Y); // draw the right face DrawRect(2, height); // then move the cursor to the top-left (+2 to account for the line we already drew for the left-face) SetPos(X + 2, Y); // draw the top face DrawRect(width - 4, 2); // then move the cursor to the bottom-left (+2 to account for the line we already drew for the left-face) SetPos(X + 2, Y + height - 2); // draw the bottom face DrawRect(width - 4, 2); // move the cursor back to its original position SetPos(X, Y); } native final function SetDrawColor(byte R, byte G, byte B, optional byte A /*= 255*/); /* rjp - unused // Draw a vertical line final function DrawVertical(float X, float height) { SetPos( X, CurY); DrawRect(2, height); } // Draw a horizontal line final function DrawHorizontal(float Y, float width) { SetPos(CurX, Y); DrawRect(width, 2); } // Draw Line is special as it saves it's original position final function DrawLine(int direction, float size) { local float X, Y; // Save current position X = CurX; Y = CurY; switch (direction) { case 0: SetPos(X, Y - size); DrawRect(2, size); break; case 1: DrawRect(2, size); break; case 2: SetPos(X - size, Y); DrawRect(size, 2); break; case 3: DrawRect(size, 2); break; } // Restore position SetPos(X, Y); } final simulated function DrawBracket(float width, float height, float bracket_size) { local float X, Y; X = CurX; Y = CurY; Width = max(width,5); Height = max(height,5); DrawLine(3, bracket_size); DrawLine(1, bracket_size); SetPos(X + width, Y); DrawLine(2, bracket_size); DrawLine(1, bracket_size); SetPos(X + width, Y + height); DrawLine(0, bracket_size); DrawLine(2, bracket_size); SetPos(X, Y + height); DrawLine(3, bracket_size); DrawLine( 0, bracket_size); SetPos(X, Y); } */ native final function DrawRotatedTile( Texture2D Tex, rotator Rotation, float XL, float YL, float U, float V,float UL, float VL, optional float AnchorX, optional float AnchorY); native final function DrawRotatedMaterialTile( MaterialInterface Mat, rotator Rotation, float XL, float YL, optional float U, optional float V, optional float UL, optional float VL, optional float AnchorX, optional float AnchorY); native final function Draw2DLine(float X1, float Y1, float X2, float Y2, color LineColor); native final function DrawTextureLine(vector StartPoint, vector EndPoint, float Perc, float Width, color LineColor, Texture2D LineTexture, float U, float V, float UL, float VL ); native final function DrawTextureDoubleLine(vector StartPoint, vector EndPoint, float Perc, float Spacing, float Width, color LineColor, color AltLineColor, Texture2D Tex, float U, float V, float UL, float VL); defaultproperties { Font=Font'EngineFonts.SmallFont' DrawColor=(B=127,G=127,R=127,A=255) ColorModulate=(W=1.000000,X=1.000000,Y=1.000000,Z=1.000000) DefaultTexture=Texture2D'EngineResources.WhiteSquareTexture' Name="Default__Canvas" ObjectArchetype=Object'Core.Default__Object' } |
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