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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. * * - This is a simple Horz. List that uses graphics. */ class UTSimpleImageList extends UTDrawPanel native(UI); var() editinlineuse array<Texture2D> ImageList; var transient int ItemCount; var transient int Selection, OldSelection; var() float DefaultCellWidth, DefaultCellHeight; var() float Padding; var transient float TransitionTime; var transient float ResScale; struct native SimpleImageListData { var name Tag; var int Count; var int ImageIndex; var TextureCoordinates UVs; var float CurMultiplier; var float Multipliers[2]; var float TransitionTime; var float TransitionAlpha; var float Bounds[4]; var bool bWasRendered; structdefaultproperties { CurMultiplier=1.0 Multipliers(0)=1.0 Multipliers(1)=1.0 TransitionTime=0.0 TransitionAlpha=1.0 bWasRendered = false; } }; var transient array<SimpleImageListData> List; var transient float WindowWidth; var transient float ListWidthInPixel; /** Size of the selection bubble, used to calculate alpha for items around the selected item. */ var() int BubbleRadius; /** If true, the positions have been invalidated so recalculate the sizes/etc. */ var transient bool bInvalidated; var transient float ListWidthInPixels; var transient float LastMouseUpdate; var transient float WindowLeft; var transient float PaddingThisFrame; var transient float SelectionModifier; var transient float StartSelectionTime; var transient float LastRenderTime; var transient bool bTransitioning; var transient float SelectionAlpha; var transient float WindowScaling; /* ====================================================================== Natives ====================================================================== */ native function UpdateAnimation(FLOAT DeltaTime); /** * Setup the input system */ event PostInitialize() { Super.PostInitialize(); OnProcessInputKey=ProcessInputKey; } /* ====================================================================== Input ====================================================================== */ event GetSupportedUIActionKeyNames(out array<Name> out_KeyNames ) { out_KeyNames[out_KeyNames.Length] = 'SelectionLeft'; out_KeyNames[out_KeyNames.Length] = 'SelectionRight'; out_KeyNames[out_KeyNames.Length] = 'SelectionHome'; out_KeyNames[out_KeyNames.Length] = 'SelectionEnd'; out_KeyNames[out_KeyNames.Length] = 'Select'; out_keyNames[out_KeyNames.Length] = 'Click'; out_keyNames[out_KeyNames.Length] = 'MouseMoveX'; out_keyNames[out_KeyNames.Length] = 'MouseMoveY'; } /** * @Returns the mouse position in widget space */ function Vector GetMousePosition() { local int x,y; local vector2D MousePos; local vector AdjustedMousePos; class'UIRoot'.static.GetCursorPosition( X, Y ); MousePos.X = X; MousePos.Y = Y; AdjustedMousePos = PixelToCanvas(MousePos); AdjustedMousePos.X -= GetPosition(UIFACE_Left,EVALPOS_PixelViewport); AdjustedMousePos.Y -= GetPosition(UIFACE_Top, EVALPOS_PixelViewport); return AdjustedMousePos; } function bool ProcessInputKey( const out SubscribedInputEventParameters EventParms ) { if (EventParms.EventType == IE_Pressed || EventParms.EventType == IE_Repeat || EventParms.EventType == IE_DoubleClick) { if ( EventParms.InputAliasName == 'SelectionLeft' ) { SelectItem(Selection - 1); PlayUISound('ListUp'); return true; } else if ( EventParms.InputAliasName == 'SelectionRight' ) { SelectItem(Selection + 1); PlayUISound('ListDown'); return true; } if ( EventParms.InputAliasName == 'SelectionHome' ) { SelectItem(0); PlayUISound('ListUp'); return true; } else if ( EventParms.InputAliasName == 'SelectionEnd' ) { SelectItem(List.Length-1); PlayUISound('ListDown'); return true; } else if ( EventParms.InputAliasName == 'Click' ) { if ( EventParms.EventType == IE_DoubleClick ) { ItemChosen(EventParms.PlayerIndex); } return true; } } else if ( EventParms.EventType == IE_Released ) { if(EventParms.InputAliasName == 'Click') { PlayUISound('ListSubmit'); SelectUnderCursor(); return true; } else if ( EventParms.InputAliasName == 'Select' ) { PlayUISound('ListSubmit'); ItemChosen(EventParms.PlayerIndex); return true; } } return false; } function ItemChosen(int PlayerIndex) { OnItemChosen(self, Selection,PlayerIndex); } function bool MouseInBounds() { local Vector MousePos; local float w,h; MousePos = GetMousePosition(); w = GetBounds(UIORIENT_Horizontal, EVALPOS_PixelViewport); h = GetBounds(UIORIENT_Vertical, EVALPOS_PixelViewport); return ( MousePos.X >=0 && MousePos.X < w && MousePos.Y >=0 && MousePos.Y < h ); } /** * All are in pixels * * @Param X1 Left * @Param Y1 Top * @Param X2 Right * @Param Y2 Bottom * * @Returns true if the mouse is within the bounds given */ function bool CursorCheck(float X1, float Y1, float X2, float Y2) { local vector MousePos;; MousePos = GetMousePosition(); return ( (MousePos.X >= X1 && MousePos.X <= X2) && (MousePos.Y >= Y1 && MousePos.Y <= Y2) ); } /** * Select whichever widget happens to be under the cursor */ function SelectUnderCursor() { local int w; local vector AdjustedMousePos; local int i; AdjustedMousePos = GetMousePosition(); w = GetBounds(UIORIENT_Horizontal, EVALPOS_PixelViewport); if ( AdjustedMousePos.X >= 0 && AdjustedMousePos.X <= w) { for (i=0;i<List.Length;i++) { if ( List[i].bWasRendered && CursorCheck( List[i].Bounds[0], List[i].Bounds[1], List[i].Bounds[2], List[i].Bounds[3]) ) { SelectItem(i); break; } } } } /* ====================================================================== List Management ====================================================================== */ event AddItem(name NewTag, int Count, int NewImageIndex, TextureCoordinates NewUVs) { local int Index; Index = List.Length; List.Length = Index+1; List[Index].Tag = NewTag; List[Index].Count = Count; List[Index].ImageIndex = NewImageIndex; List[Index].UVs = NewUVs; List[Index].CurMultiplier = 1.0; bInvalidated = true; // Select the first item if (List.Length == 1) { SelectItem(Index); } else { SelectItem(Selection); } } /** * Removes an item from the list */ event RemoveItem(int IndexToRemove) { List.Remove(IndexToRemove,1); bInvalidated = true; } /** * Empties the list */ event Empty() { Selection = -1; List.Remove(0,List.Length); bInvalidated = true; } function name GetSelectedTag() { if (Selection < List.Length) { return List[Selection].Tag; } return ''; } /** * Starts an item down the road to transition */ function SetTransition(int ItemIndex, float NewDestinationTransition) { if (NewDestinationTransition != List[ItemIndex].CurMultiplier ) { List[ItemIndex].Multipliers[0] = List[ItemIndex].CurMultiplier; List[ItemIndex].Multipliers[1] = NewDestinationTransition; List[ItemIndex].Transitiontime = TransitionTime; } } /** * Selects an item */ event SelectItem(int NewSelection) { if(NewSelection != Selection) { NewSelection = Clamp(NewSelection,0,List.Length-1); OldSelection = Selection; Selection = NewSelection; StartSelectionTime = UTUIScene( GetScene() ).GetWorldInfo().RealTimeSeconds; SelectionAlpha = 0.0f; bTransitioning = true; if (Selection != OldSelection) { OnSelectionChange(self, Selection); } } } /* ====================================================================== Rendering / Sizing - All of these function assume Canvas is valid. ====================================================================== */ /** * SizeList is called directly before rendering anything in the list. */ event SizeList() { local int i; local float Size; WindowWidth = GetBounds(UIORIENT_Horizontal, EVALPOS_PixelViewport); PaddingThisFrame = WindowWidth * Padding * ResScale; ListWidthInPixel = 0; for (i=0;i<List.Length;i++) { Size = DefaultCellWidth * List[i].CurMultiplier; ListWidthInPixel += Size + PaddingThisFrame; } WindowScaling = GetBounds(UIORIENT_Vertical, EVALPOS_PixelViewport) / 142; WindowLeft = (WindowWidth * 0.5) - (ListWidthInPixel * WindowScaling * 0.5); } /** * Render the list. At this point each cell should be sized, etc. */ event DrawPanel() { local int DrawIndex; local float XPos, YPos, CellWidth,CellHeight; local float TimeSeconds,DeltaTime; local WorldInfo WI; local vector2D VS; GetViewportSize(VS); ResScale = VS.Y / 768; // If the list is empty, exit right away. if ( List.Length == 0 ) { return; } WI = UTUIScene( GetScene() ).GetWorldInfo(); TimeSeconds = WI.RealTimeSeconds * WI.TimeDilation; DeltaTime = TimeSeconds - LastRenderTime; LastRenderTime = TimeSeconds; UpdateAnimation(DeltaTime * UTUIScene( GetScene() ).GetWorldInfo().TimeDilation); // FIXME: Big optimization if we don't have to recalc the // list size each frame. We should only have to do this the resoltuion changes, // if we have added items to the list, or if the list is moving. But for now this is // fine. bInvalidated = true; SizeList(); XPos = WindowLeft; YPos = 0; // Figure out where to start rendering // Draw all items DrawIndex = 0; for (DrawIndex = 0; DrawIndex < List.Length; DrawIndex++) { // Determine if we are past the end of the visible portion of the list.. CellWidth = (DefaultCellWidth * List[DrawIndex].CurMultiplier * WindowScaling); CellHeight = (DefaultCellHeight * List[DrawIndex].CurMultiplier * WindowScaling); // Calculate the Bounds List[DrawIndex].Bounds[0] = XPos; List[DrawIndex].Bounds[1] = YPos; List[DrawIndex].Bounds[2] = XPos + CellWidth; List[DrawIndex].Bounds[3] = YPos + CellHeight; // Clear the rendered flag List[DrawIndex].bWasRendered = false; // Allow a delegate first crack at rendering, otherwise use the default // string rendered. if ( !OnDrawItem(self, DrawIndex, XPos, YPos) ) { DrawItem(DrawIndex, XPos, YPos); List[DrawIndex].bWasRendered = true; } XPos += CellWidth + PaddingThisFrame; } } /** @return Returns an item's height given the current position of the selection bar. */ event float GetItemScale(int ItemIdx, float SelectionPos) { local float Dist; Dist = FClamp(ItemIdx - SelectionPos, -BubbleRadius, BubbleRadius); Dist /= BubbleRadius; Dist *= (PI / 2.0f); Dist = FMax(Cos(Dist),0.5f) * 2.0f - 1.0f; Dist = Dist * (SelectionModifier-1.0f) + 1.0f; Dist = Dist / SelectionModifier; return Dist; } /** @return Converts an item's scale width to pixels. */ function float GetItemWidthInPixels(float ItemScale) { return ItemScale * DefaultCellWidth; } /** * This delegate allows anyone to alter the drawing code of the list. * * @Returns true to skip the default drawing */ delegate bool OnDrawItem(UTSimpleImageList SimpleList, int ItemIndex, float XPos, out float YPos) { return false; } /** * This delegate is called when an item in the list is chosen. */ delegate OnItemChosen(UTSimpleImageList SourceList, int SelectedIndex, int PlayerIndex); /** * This delegate is called when the selection index changes */ delegate OnSelectionChange(UTSimpleImageList SourceList, int NewSelectedIndex); /** * Draws an item to the screen. */ function DrawItem(int ItemIndex, float XPos, out float YPos) { local float Scaler; local int i,Cnt, M; Cnt = Clamp(List[ItemIndex].Count,1,3); M = (Cnt-1) * (8 * ResScale); for (i=0;i<Cnt;i++) { Scaler = WindowScaling * List[ItemIndex].CurMultiplier; Canvas.SetPos(XPos+M, YPos+M); Canvas.SetDrawColor(255,255,255,255); Canvas.DrawTile(ImageList[List[ItemIndex].ImageIndex], DefaultCellWidth * Scaler, DefaultCellHeight * Scaler, List[ItemIndex].UVs.U,List[ItemIndex].UVs.V,List[ItemIndex].UVs.UL,List[ItemIndex].UVs.VL); M -= (8 * ResScale); } } defaultproperties { DefaultCellWidth=96.000000 DefaultCellHeight=128.000000 BubbleRadius=2 DefaultStates(3)=Class'Engine.UIState_Active' Begin Object Class=UIComp_Event Name=WidgetEventComponent ObjName=WidgetEventComponent Archetype=UIComp_Event'UTGame.Default__UTDrawPanel:WidgetEventComponent' ObjectArchetype=UIComp_Event'UTGame.Default__UTDrawPanel:WidgetEventComponent' End Object EventProvider=WidgetEventComponent Name="Default__UTSimpleImageList" ObjectArchetype=UTDrawPanel'UTGame.Default__UTDrawPanel' } |
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