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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTSimpleList extends UTDrawPanel native(UI); /************ These values can be set in the editor ***********/ /** The font to use for rendering */ var() font TextFont; var() color NormalColor; var() color AboveBelowColor; var() color SelectedColor; var() color SelectionBarColor; var() color ArrowColor; /** Selection Image texture. */ var() texture2D SelectionImage; /** Selection bar icon bg UVs. */ var() float SelectionImageIconBGU; var() float SelectionImageIconBGV; var() float SelectionImageIconBGUL; var() float SelectionImageIconBGVL; /** Selection bar image UVs. */ var() float SelectionImageBarU; var() float SelectionImageBarV; var() float SelectionImageBarUL; var() float SelectionImageBarVL; var() texture2D ArrowImage; /** This is how big the normal cell of text is at 1024x768. */ var() float DefaultCellHeight; /** How mucbh to multiply the above and below cells by */ var() float AboveBelowCellHeightMultiplier; /** How much to multiply the selected cell by */ var() float SelectionCellHeightMultiplier; /** How fast should we transition between objects */ var() float TransitionTime; /** This is the ratio of Height to widget for the selection widget's box. It will be used to size the list*/ var() float ScrollWidthRatio; var() bool bHideScrollArrows; /** Whether or not we should draw scroll arrows. */ /** Padding and offset percentage for a normal list item's text. */ var() vector2D NormalTextPadding; var() vector2D NormalTextOffset; /** Padding and offset percentage for a selected list item's text. */ var() vector2D SelectedTextPadding; var() vector2D SelectedTextOffset; /** Distance of the text drop shadow. */ var() float ShadowDist; /** Color of text drop shadow. */ var() color ShadowColor; struct native SimpleListData { // Text for this entry. Can be markup as it will be resolved when set var() string Text; // A general int TAG for indexing extra data. var() int Tag; // The current Height Multiplier var float CurHeightMultiplier; /** Alpha to use to transition this item. */ var float TransitionAlpha; // Is set to true if this cell was actually rendered this frame var bool bWasRendered; structdefaultproperties { CurHeightMultiplier=1.0 TransitionAlpha=1.0 } }; /** The list itself. */ var() editinline array<SimpleListData> List; /** Index of the current top widget */ var transient int Top; /** Index of the currently selected widget */ var() transient int Selection; /** Floating point selection position (0 .. (List.length - 1)) */ var transient float SelectionPos; /** Index of the previously selected widget. */ var transient float OldSelection; /** Whether we are a vertical or horizontal list. */ var() bool bHorizontalList; /** Whether or not the list should wrap. */ var() bool bWrapList; /** Whether or not to hot track the current item mouse cursor. */ var() bool bHotTracking; /** 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; /** This is calculated once each frame and cached. It holds the resolution scaling factor that is forced to a 4:3 aspect ratio. */ var transient vector2D ResScaling; /** Last time this scene was rendered */ var transient float LastRenderTime; /** Defines the top of the window in to the overall list to begin rendering */ var transient float WindowTop; /** How big is the rendering window */ var transient float WindowHeight; /** How big is the list in pixels */ var transient float ListHeightInPixel; /** Used to animate the scroll. These hold the target top position and the current transition timer */ var transient float TargetWindowTop; var transient float WindowTopTransitionTime; /** We cache the rendering bounds of the Up/Down arrows for quick mouse look up. */ var transient float UpArrowBounds[4]; var transient float DownArrowBounds[4]; /** Used to animate the transition from one selection to another. */ var transient float StartSelectionTime; var transient float SelectionAlpha; var transient bool bTransitioning; var transient float OldBarPosition; var transient float BarPosition; /** Whether or not the up arrow is currently pressed. */ var transient bool bUpArrowPressed; /** Whether or not the down arrow is currently pressed. */ var transient bool bDownArrowPressed; var transient bool bDragging; var transient float DragAdjustment; var float LastMouseUpdate; /** True if the mouse cursor is currently over the menu */ var transient bool bIsMouseOverMenu; /** True if we're currently using the mouse to navigate the menu */ var transient bool bIsUsingMouseNavigation; /* ====================================================================== Natives ====================================================================== */ // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** * @Returns the index of the first entry matching SearchText */ native function int Find(string SearchText); /** * @Returns the index of the first entry with a tag that matches SearchTag */ native function int FindTag(int SearchTag); /** * Sorts the list */ native function SortList(); native function UpdateAnimation(FLOAT DeltaTime); /** * Setup the input system */ event PostInitialize() { local int i; Super.PostInitialize(); OnProcessInputKey=ProcessInputKey; OnProcessInputAxis=ProcessInputAxis; // Force resolve of everything for (i=0;i<List.Length;i++) { List[i].Text = ResolveText(List[i].Text); } // Default to using mouse navigation on PC platform. If the user presses a keyboard button, this will turn off. // Moving the mouse will reactivate it. if( !IsConsole() ) { bIsUsingMouseNavigation = true; } } /* ====================================================================== Input ====================================================================== */ event GetSupportedUIActionKeyNames(out array<Name> out_KeyNames ) { out_KeyNames[out_KeyNames.Length] = 'SelectionUp'; out_KeyNames[out_KeyNames.Length] = 'SelectionDown'; 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] = 'SelectionPgUp'; out_KeyNames[out_KeyNames.Length] = 'SelectionPgDn'; 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 ) { local bool bHandled; local bool bIsMouseAction; // We'll figure out whether we're handled or not as we go. Also, we'll figure out if we're a mouse action, too! bHandled = true; bIsMouseAction = false; if (EventParms.EventType == IE_Pressed || EventParms.EventType == IE_Repeat || EventParms.EventType == IE_DoubleClick) { if(bHorizontalList) { if ( EventParms.InputAliasName == 'SelectionLeft' ) { SelectItem(Selection - 1); PlayUISound('ListUp'); bHandled = true; } else if ( EventParms.InputAliasName == 'SelectionRight' ) { SelectItem(Selection + 1); PlayUISound('ListDown'); bHandled = true; } } else { if ( EventParms.InputAliasName == 'SelectionUp' ) { bUpArrowPressed = true; SelectItem(Selection - 1); PlayUISound('ListUp'); bHandled = true; } else if ( EventParms.InputAliasName == 'SelectionDown' ) { bDownArrowPressed = true; SelectItem(Selection + 1); PlayUISound('ListDown'); bHandled = true; } else if ( EventParms.InputAliasName == 'SelectionPgUp' ) { bUpArrowPressed = true; PgUp(); PlayUISound('ListUp'); bHandled = true; } else if ( EventParms.InputAliasName == 'SelectionPgDn' ) { bDownArrowPressed = true; PgDn(); PlayUISound('ListDown'); bHandled = true; } } if ( EventParms.InputAliasName == 'SelectionHome' ) { SelectItem(0); PlayUISound('ListUp'); bHandled = true; } else if ( EventParms.InputAliasName == 'SelectionEnd' ) { SelectItem(List.Length-1); PlayUISound('ListDown'); bHandled = true; } else if ( EventParms.InputAliasName == 'Click' ) { bIsMouseAction = true; if(SelectUnderCursor()) { if ( bHotTracking ? (EventParms.EventType == IE_DoubleClick) : (EventParms.EventType == IE_Pressed) ) { PlayUISound('ListSubmit'); ItemChosen(EventParms.PlayerIndex); } bHandled = true; } } } else if ( EventParms.EventType == IE_Released ) { if(bHorizontalList==false) { if ( EventParms.InputAliasName == 'SelectionUp' ) { bUpArrowPressed = false; bHandled = true; } else if ( EventParms.InputAliasName == 'SelectionDown' ) { bDownArrowPressed = false; bHandled = true; } else if ( EventParms.InputAliasName == 'SelectionPgUp' ) { bUpArrowPressed = false; bHandled = true; } else if ( EventParms.InputAliasName == 'SelectionPgDn' ) { bDownArrowPressed = false; bHandled = true; } } if(EventParms.InputAliasName == 'Click') { bIsMouseAction = true; SetFocus(none); if(bDragging) { bDragging = false; bHandled = true; } else { if(bHotTracking && MouseInBounds() && SelectUnderCursor()) { PlayUISound('ListSubmit'); ItemChosen(EventParms.PlayerIndex); bHandled = true; } } } else if ( EventParms.InputAliasName == 'Select' ) { PlayUISound('ListSubmit'); ItemChosen(EventParms.PlayerIndex); bHandled = true; } } if( bHandled && !bIsMouseAction ) { // Turn off mouse navigation bIsUsingMouseNavigation = false; } return bHandled; } function ItemChosen(int PlayerIndex) { // Lock in on the currently selected item. The bar may not be entirely centered on it yet! RefreshBarPosition(); SetItemSelectionIndex( Selection ); 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 ); } /** * Returns true if the mouse cursor is currently over the menu * * @return True if the mouse cursor is over the menu */ function bool IsMouseOverMenu() { local Vector MousePos; local float MinListHeight; MousePos = GetMousePosition(); // Compute the maximum height of the list. We'll use this to figure out of the mouse is over the list MinListHeight = ComputeListHeightWithSelection( true ); // Compute maximum height? return( MouseInBounds() && MousePos.Y > 0.0 && MousePos.Y < MinListHeight ); } /** * Updates whether or not the mouse is currently over the menu and runs the appropriate callback if needed */ function UpdateMouseOverMenu() { local bool bIsMouseOverMenuNow; // Update whether the mouse cursor is over the menu bIsMouseOverMenuNow = IsMouseOverMenu(); if( bIsMouseOverMenuNow != bIsMouseOverMenu ) { // Mouse rollover state has changed for the menu bIsMouseOverMenu = bIsMouseOverMenuNow; // Run rollover event OnMouseOverMenu( bIsMouseOverMenu ); } // Also update the currently selected menu item based on what's under the cursor if ( bDragging || bHotTracking ) { if ( MouseInBounds() ) { SelectUnderCursor(); // Force bar position to mouse position if we are hot tracking. if(bHotTracking) { SetBarPositionUsingMouseY(); } } } } /** * Enable hottracking if we are dragging */ function bool ProcessInputAxis( const out SubscribedInputEventParameters EventParms ) { if ( EventParms.InputKeyName=='MouseX' || EventParms.InputKeyName=='MouseY' ) { // Turn on mouse navigation bIsUsingMouseNavigation = true; // Update whether the mouse cursor is over the menu UpdateMouseOverMenu(); return true; } return false; } /** * 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 * * @return Returns TRUE if we selected something, FALSE otherwise. */ function bool SelectUnderCursor() { local int w; local vector AdjustedMousePos; local int CurItemIndex; local float CurY; local float CurItemScale; local float CurItemHeight; local float IgnoredTransitionAlpha; local bool bResult; bResult = false; AdjustedMousePos = GetMousePosition(); w = GetBounds(UIORIENT_Horizontal, EVALPOS_PixelViewport); if ( (CursorCheck(UpArrowBounds[0],UpArrowBounds[1],UpArrowBounds[2],UpArrowBounds[3])) || (CursorCheck(DownArrowBounds[0],DownArrowBounds[1],DownArrowBounds[2],DownArrowBounds[3])) ) { bDragging = true; bResult = true; } else if( AdjustedMousePos.X >= 0 && AdjustedMousePos.X < w) { CurY = 0.0f; // For each item in the list for( CurItemIndex = 0; CurItemIndex < List.length; ++CurItemIndex ) { // Ignore items that are not in view if( List[ CurItemIndex ].bWasRendered ) { // Grab the "bubbled" scale of the current element CurItemScale = GetItemScale( CurItemIndex, SelectionPos, IgnoredTransitionAlpha ); // Compute the item's height CurItemHeight = GetItemHeightInPixels( CurItemScale ); // Bounds test if( AdjustedMousePos.Y >= CurY && AdjustedMousePos.Y < CurY + CurItemHeight ) { // Found it! SelectItem( CurItemIndex ); bResult = true; break; } // Now compute the actual height in pixels of this element and increment our total! CurY += CurItemHeight; } } } return bResult; } /** * Move up 10 items */ function PgUp() { local int NewSelection; NewSelection = Clamp(Selection - 10, 0, List.Length-1); SelectItem(NewSelection); } /** * Move down 10 items */ function PgDn() { local int NewSelection; NewSelection = Clamp(Selection + 10, 0, List.Length-1); SelectItem(NewSelection); } /* ====================================================================== List Management ====================================================================== */ /** * Imports a string list and fills the array * * @Param StringList The Stringlist to import */ event ImportStringList(array<string> StringList) { local int i; for (i=0;i<StringList.Length;i++) { AddItem(StringList[i]); } } /** * Attempt to resolve markup to it's string value * * @Returns the resolve text or the original text if unresolable */ function string ResolveText(string Markup) { local string s; if ( class'UIRoot'.static.GetDataStoreStringValue(Markup, S) ) { return s; } return Markup; } /** * Adds an item to the list * * @Param Text String caption of what to add * @Param Tag A generic tag that can be assoicated with this list * * @ToDo: Add support for resolving markup on assignment. */ event AddItem(string Text, optional int Tag=-1) { local int Index; Index = List.Length; List.Length = Index+1; List[Index].Text = ResolveText(Text); List[Index].Tag = Tag; List[Index].CurHeightMultiplier = 1.0; bInvalidated = true; // Select the first item if (List.Length == 1) { SelectItem(Index); } else { SelectItem(Selection); } } /** * Inserts a string somewhere in the stack * * @Param Text String caption of what to add * @Param Tag A generic tag that can be assoicated with this list * * @ToDo: Add support for resolving markup on assignment. */ event InsertItem(int Index, string Text, optional int Tag=-1) { List.Insert(Index,1); List.Length = Index+1; List[Index].Text = ResolveText(Text); List[Index].Tag = Tag; List[Index].CurHeightMultiplier = 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; } /** * Attempts to find a string then remove it from the list * * @Param TextToRemove The String to remove */ event RemoveString(string TextToRemove) { local int i; i = Find(TextToRemove); if (i > INDEX_None) { RemoveItem(i); } bInvalidated = true; } /** * Empties the list */ event Empty() { Selection = -1; Top = -1; List.Remove(0,List.Length); bInvalidated = true; } /** * @Returns the list as an array of strings */ function ToStrings(out array<string> StringList, optional bool bAppend) { local int i; if (!bAppend) { StringList.Remove(0,StringList.Length); } for (i=0;i<List.Length;i++) { StringList[i] = List[i].Text; } } /** * Selects an item */ event SelectItem(int NewSelection) { if(NewSelection != Selection) { // wrap list ends if we arent dragging the mouse. if(bWrapList && !bDragging) { if(NewSelection==List.Length) { NewSelection = 0; } else if(NewSelection==-1) { NewSelection=List.length-1; } } NewSelection = Clamp(NewSelection,0,List.Length-1); OldSelection = Selection; Selection = NewSelection; StartSelectionTime = UTUIScene( GetScene() ).GetWorldInfo().RealTimeSeconds; SelectionAlpha = 0.0f; bTransitioning = true; RefreshBarPosition(); WindowTopTransitionTime = FClamp(WindowTopTransitionTime+0.15, 0.0, TransitionTime); if (Selection != OldSelection) { OnSelectionChange(self, Selection); } } } /* ====================================================================== Rendering / Sizing - All of these function assume Canvas is valid. ====================================================================== */ /** Refreshes the selection bar's position. Should be used when selection has changed or screen res has changed. */ event RefreshBarPosition() { OldBarPosition = CalculateSelectionBGPosition(OldSelection); BarPosition = CalculateSelectionBGPosition(Selection); } /** * Computes the maximum possible height of the list, taking into account 'bubble scaling' * * @param bMaximum True to compute the maximum height of the list, or false for the minimum * * @return Returns the maximum height of the list in pixels */ function float ComputeListHeightWithSelection( bool bMaximum ) { local float MaxHeight; local int CurItemIndex; local int FocusedItemIndex; local float IgnoredTransitionAlpha; local float CurItemScale; MaxHeight = 0.0f; // The maximum height is the height of the bubble-scaled list when the selection focus in the middle of the // list somewhere, since every item within the bubble's radius will be scaled. For minimum height, the // selection bar is at the top of the list FocusedItemIndex = bMaximum ? ( List.length / 2 ) : 0; // For each item in the list for( CurItemIndex = 0; CurItemIndex < List.length; ++CurItemIndex ) { // Grab the "bubbled" scale of the current element, pretending that the center item is selected CurItemScale = GetItemScale( CurItemIndex, FocusedItemIndex, IgnoredTransitionAlpha ); // Now compute the actual height in pixels of this element and increment our total! MaxHeight += GetItemHeightInPixels( CurItemScale ); } return MaxHeight; } /** * Sets the bar position using the current mouse position. */ function SetBarPositionUsingMouseY() { local Vector MousePos; local float HalfBarHeight; local float MinListHeight; local float NewSelectionPos; local float MaxBarPos; MousePos = GetMousePosition(); // Cache half the height of the selection bar HalfBarHeight = GetSelectedCellHeight() * 0.5f; // Compute the maximum height of the list. We'll use this to figure out of the mouse is over the list MinListHeight = ComputeListHeightWithSelection( false ); // Compute maximum height? MinListHeight += 0.5f; // Half pixel offset to account for float accumulation error if( MousePos.Y > 0.0 && MousePos.Y < MinListHeight ) { // Kill any transition animation in progress since we're going to move the selection bar instantly! bTransitioning = false; // Note that bar positions are offset by half bar height because we want the center of the bar to be at // the mouse Y position. // Compute the maximum position for the bar. We don't want the bar to extend beyond the bottom item // in the list. MaxBarPos = MinListHeight - GetSelectedCellHeight(); // Set the position of the selection bar BarPosition = Clamp( MousePos.Y - HalfBarHeight, 0.0, MaxBarPos ); // NOTE: Passing in a value between 0 and N-1 NewSelectionPos = FClamp( BarPosition / GetDefaultCellHeight() - 0.5f, 0, List.length - 1.0f ); SetItemSelectionIndex( NewSelectionPos ); } else { // Mouse isn't over the menu? } } /** * Called when the mouse cursor moves onto or off of the menu * * @param bIsOverMenu True if mouse cursor is over the menu, otherwise false */ function OnMouseOverMenu( bool bIsOverMenu ) { local float TargetBarPosition; if( bIsOverMenu ) { // We're over the menu. Big deal! } else { // Mouse rolled off the menu, so let's make sure we don't leave the visuals in a weird state by // leaving the selection bar in between menu items. if( !bTransitioning ) { // Don't bother transitioning if we're already practically on top of the target TargetBarPosition = CalculateSelectionBGPosition( Selection ); if( Abs( TargetBarPosition - BarPosition ) > 1.0 ) { // Smoothly interpolate to the currently selected item OldBarPosition = BarPosition; OldSelection = FClamp( OldBarPosition / GetDefaultCellHeight() - 0.5f, 0, List.length - 1.0f ); BarPosition = TargetBarPosition; StartSelectionTime = UTUIScene( GetScene() ).GetWorldInfo().RealTimeSeconds; SelectionAlpha = 0.0f; bTransitioning = true; } } } } /** * Sets the selection index for all items. This is used to calculate item scaling as the bar moves around. * * @param SelectionIndex New selection index for the items, the item's distance from this value in the List array determines how much they scale. */ event SetItemSelectionIndex(float SelectionIndex) { local int ItemIdx; local float TransitionAlpha; // Store new selection position SelectionPos = SelectionIndex; for( ItemIdx = 0; ItemIdx < List.length; ItemIdx++ ) { // How much should we scale this menu item's text? List[ItemIdx].CurHeightMultiplier = GetItemScale( ItemIdx, SelectionPos, TransitionAlpha ); // Store the opacity for transition animations List[ItemIdx].TransitionAlpha = TransitionAlpha; } } /** * SizeList is called directly before rendering anything in the list. */ event SizeList() { local int i; local Vector2D ViewportSize; local float SelectedPosition; local float SelectedSize; local float Size; /** Calculate the resolution scaling factor */ GetViewportSize(ViewportSize); ResScaling.Y = ViewportSize.Y / 768; ResScaling.X = ResScaling.Y; // Scale proportionally ListHeightInPixel = 0; for (i=0;i<List.Length;i++) { Size = GetDefaultCellHeight() * List[i].CurHeightMultiplier; if (i == Selection ) { SelectedPosition = ListHeightInPixel; SelectedSize = Size; } ListHeightInPixel += Size; } WindowHeight = GetBounds(UIORIENT_Vertical, EVALPOS_PixelViewport); WindowHeight = FMin(WindowHeight, ListHeightInPixel); // Try and position the selected item in the center of the list. if ( bDragging ) { if (SelectedPosition < WindowTop) { TargetWindowTop = SelectedPosition; } else if (SelectedPosition > WindowTop + WindowHeight - (DefaultCellHeight * SelectionCellHeightMultiplier) ) { TargetWindowTop = SelectedPosition - WindowHeight + (DefaultCellHeight * SelectionCellHeightMultiplier); } } else { TargetWindowTop = SelectedPosition + (SelectedSize * 0.5) - (WindowHeight * 0.5); } TargetWindowTop = FClamp(TargetWindowTop, 0, ListHeightInPixel - WindowHeight); if (TargetWindowTop != WindowTop && WindowTopTransitionTime <= 0.0) { WindowTopTransitionTime = 0.15; } } /** * Render the list. At this point each cell should be sized, etc. */ event DrawPanel() { local int DrawIndex; local float XPos, YPos, CellHeight; local float TimeSeconds,DeltaTime; local float FinalSelectionBarPos; local vector MousePos; local WorldInfo WI; // If the list is empty, exit right away. if ( List.Length == 0 ) { return; } // Update whether the mouse cursor is over the menu. We need to do this frequently because we currently // have no way of getting updates about the mouse cursor when it's *not* over the UI object; this means // there's no event-based way to be notified about a mouse *leaving* the menu if( bIsUsingMouseNavigation ) { UpdateMouseOverMenu(); } WI = UTUIScene( GetScene() ).GetWorldInfo(); TimeSeconds = WI.RealTimeSeconds * WI.TimeDilation; DeltaTime = TimeSeconds - LastRenderTime; LastRenderTime = TimeSeconds; if (bDragging ) { if (!MouseInBounds() && LastMouseUpdate <= 0.0) { MousePos = GetMousePosition(); if (MousePos.Y < 0) { SelectItem(Selection-1); } else { SelectItem(Selection+1); } LastMouseUpdate = 0.15; } else { LastMouseUpdate -= Deltatime; } } if (TargetWindowTop != WindowTop) { if ( WindowTopTransitionTime > 0.0 ) { WindowTop += (TargetWindowTop - WindowTop) * (DeltaTime / WindowTopTransitionTime); WindowTopTransitionTime -= DeltaTime; } if ( WindowTopTransitionTime <= 0.0 ) { WindowTop = TargetWindowTop; WindowTopTransitionTime = 0; } } else { WindowTopTransitionTime = 0.0f; } 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; Canvas.Font = TextFont; SizeList(); XPos = DefaultCellHeight * SelectionCellHeightMultiplier * ScrollWidthRatio * ResScaling.X; YPos = 0 - WindowTop; // Figure out where to start rendering // Draw selection bar first if( bTransitioning ) { FinalSelectionBarPos = YPos + SelectionAlpha * (BarPosition-OldBarPosition) + OldBarPosition; } else { FinalSelectionBarPos = YPos + BarPosition; } if ( !OnDrawSelectionBar( self, FinalSelectionBarPos ) ) { DrawSelectionBG( FinalSelectionBarPos ); } // 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.. CellHeight = GetDefaultCellHeight() * List[DrawIndex].CurHeightMultiplier; // Clear the rendered flag List[DrawIndex].bWasRendered = false; // Render if we should. if ( YPos < WindowHeight ) // Check for the bottom edge clip { // Ok, we haven't gone past the window, so see if we are before it if (YPos + CellHeight > 0) { // 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; } } } YPos += CellHeight; } } /** * Calculates the scaling of the item as a value between 1.0f and SelectionCellHeightMultiplier given the item's index and the current selection position. * * @param ItemIdx Index of the item to calculate scale for. * @param SelectionPos Current position of the selection bar. * @param Alpha Out variable, between 0.0 - 1.0 of what the widget's transition alpha should be. * * @return Returns an item's scale height given the current position of the selection bar. */ event float GetItemScale(int ItemIdx, float SelectionPosValue, optional out float Alpha) { local float Dist; // We'll only enable the bubble effect if BubbleRadius is set Dist = 1.0f; if( BubbleRadius > 0 ) { Dist = FClamp(ItemIdx - SelectionPosValue, -BubbleRadius, BubbleRadius); Dist /= BubbleRadius; Dist = 1.0f - Abs(Dist); Alpha = Dist; Dist = Dist * (SelectionCellHeightMultiplier-1.0f) + 1.0f; } return Dist; } /** @return Converts an item's scale height to pixels. */ function float GetItemHeightInPixels(float ItemScale) { return ItemScale * GetDefaultCellHeight(); } /** * Calculates where the selection bar should be given a selected item index. * * @param SelectedIdx Item to calculate selection position for. * * @return Returns the position of the selection bar in pixels. */ function float CalculateSelectionBGPosition(int SelectedIdx) { local float YPos; local int ItemIdx; local float ItemScalingFactor; local float TransitionAlpha; YPos = 0; for(ItemIdx=0; ItemIdx<SelectedIdx; ItemIdx++) { ItemScalingFactor = GetItemScale(ItemIdx, float(SelectedIdx),TransitionAlpha); YPos += GetItemHeightInPixels( ItemScalingFactor ); } return YPos; } /** * This delegate allows anyone to alter the drawing code of the list. * * @Returns true to skip the default drawing */ delegate bool OnDrawItem(UTSimpleList SimpleList, int ItemIndex, float XPos, out float YPos) { return false; } delegate bool OnDrawSelectionBar( UTSimpleList SimpleList, float YPos ) { return false; } delegate bool OnPostDrawSelectionBar(UTSimpleList SimpleList, float YPos, float Width, float Height) { return false; } /** * This delegate is called when an item in the list is chosen. */ delegate OnItemChosen(UTSimpleList SourceList, int SelectedIndex, int PlayerIndex); /** * This delegate is called when the selection index changes */ delegate OnSelectionChange(UTSimpleList SourceList, int NewSelectedIndex); /** * Draws an item to the screen. NOTE this function can assume that the item * being drawn is not the selected item */ function DrawItem(int ItemIndex, float XPos, out float YPos) { local float H, PaddingHeight, PaddedYpos; local vector2d DrawScale; local float PaddingAmount; local float PaddingOffset; local float ShadowOffset; DrawScale = ResScaling; DrawScale.X *= List[ItemIndex].CurHeightMultiplier; DrawScale.Y *= List[ItemIndex].CurHeightMultiplier; // Figure out the total height of this cell H = DefaultCellHeight * DrawScale.Y; if ( List[ItemIndex].Text != "" ) { // Handle text padding PaddingAmount = List[ItemIndex].TransitionAlpha * SelectedTextPadding.Y + (1.0f - List[ItemIndex].TransitionAlpha) * NormalTextPadding.Y; PaddingOffset = List[ItemIndex].TransitionAlpha * SelectedTextOffset.Y + (1.0f - List[ItemIndex].TransitionAlpha) * NormalTextOffset.Y; PaddingHeight = PaddingAmount * H; PaddedYpos = YPos + PaddingHeight + PaddingOffset*H; // Draw text shadow ShadowOffset = ShadowDist*DrawScale.Y; Canvas.DrawColor = ShadowColor; DrawStringToFit(List[ItemIndex].Text,XPos+ShadowOffset, PaddedYpos+ShadowOffset, PaddedYpos+(H-PaddingHeight*2)+ShadowOffset); // On PC when we're using the mouse we'll snap the color for selected item, so the user knows exactly which // menu item will be selected when clicking the mouse if( (!IsConsole() && bIsUsingMouseNavigation) || BubbleRadius == 0 ) { Canvas.DrawColor = (ItemIndex==Selection) ? SelectedColor : NormalColor; } else { // Take power of the alpha to make the falloff a bit stronger. Canvas.DrawColor = LinearColorToColor( InterpLinearColor( ColorToLinearColor( SelectedColor ), ColorToLinearColor( NormalColor ), List[ItemIndex].TransitionAlpha ** 5 ) ); } DrawStringToFit(List[ItemIndex].Text,XPos, PaddedYpos, PaddedYpos+(H-PaddingHeight*2)); } } /** @return Returns the height of an menu item (without any 'bubble scaling' applied) */ function float GetDefaultCellHeight() { return DefaultCellHeight * ResScaling.Y; } /** @return Returns the height of a selected menu item in pixels. */ function float GetSelectedCellHeight() { return GetDefaultCellHeight() * SelectionCellHeightMultiplier; } /** * Draw the selection Bar */ function DrawSelectionBG(float YPos) { local float Width,Height; local float AWidth, AHeight, AYPos; local bool bOverArrow; Height = GetSelectedCellHeight(); Width = Height * ScrollWidthRatio; // Draw the Bar Canvas.SetPos(0,YPos); Canvas.DrawTileStretched(Selectionimage, Width,Height, SelectionImageIconBGU,SelectionImageIconBGV,SelectionImageIconBGUL,SelectionImageIconBGVL, ColorToLinearColor(SelectionBarColor)); Canvas.SetPos(Width,YPos); Canvas.DrawTileStretched(Selectionimage, Canvas.ClipX-Width,Height, SelectionImageBarU,SelectionImageBarV,SelectionImageBarUL,SelectionImageBarVL, ColorToLinearColor(SelectionBarColor)); // ------------ Draw the up/Down Arrows // Calculate the sizes AHeight = Height * 0.8; AWidth = AHeight * 0.5; AYPos = YPos - AHeight - (Height * 0.1); if(bHideScrollArrows==false) { // Draw The up button // Cache the bounds for mouse lookup later UpArrowBounds[0] = Width*0.5f - (AWidth * 0.5); UpArrowBounds[2] = UpArrowBounds[0] + AWidth; UpArrowBounds[1] = AYPos; UpArrowBounds[3] = AYPos + AHeight; bOverArrow = CursorCheck(UpArrowBounds[0],UpArrowBounds[1],UpArrowBounds[2],UpArrowBounds[3]); ArrowColor.A = (1.0f-List[0].TransitionAlpha)*255; // Fade out upper arrow near top of list DrawSpecial(UpArrowBounds[0],UpArrowBounds[1], AWidth, AHeight,77,198,63,126,ArrowColor,bOverArrow, bUpArrowPressed); // Draw The down button // Cache the bounds for mouse lookup later AYPos = YPos + Height + (Height * 0.1); DownArrowBounds[0] = Width*0.5f - (AWidth * 0.5); DownArrowBounds[2] = DownArrowBounds[0] + AWidth; DownArrowBounds[1] = AYPos; DownArrowBounds[3] = AYPos + AHeight; bOverArrow = CursorCheck(DownArrowBounds[0],DownArrowBounds[1],DownArrowBounds[2],DownArrowBounds[3]); ArrowColor.A = (1.0f-List[List.length-1].TransitionAlpha)*255; // Fade out lower arrow near bottom of list DrawSpecial(DownArrowBounds[0],DownArrowBounds[1], AWidth, AHeight,77,358,63,126,ArrowColor,bOverArrow, bDownArrowPressed); } OnPostDrawSelectionBar(self, YPos, Width, Height); } /** @return Linearly interpolates between 2 linear colors. */ function LinearColor InterpLinearColor(LinearColor A, LinearColor B, float Alpha) { local LinearColor Result; local float InvAlpha; InvAlpha = 1.0 - Alpha; Result.A = A.A*Alpha + InvAlpha*B.A; Result.R = A.R*Alpha + InvAlpha*B.R; Result.G = A.G*Alpha + InvAlpha*B.G; Result.B = A.B*Alpha + InvAlpha*B.B; return Result; } /** @return Creates a color from a linear color by clamping values to 0-255. */ function color LinearColorToColor(LinearColor Src) { local color Result; Result.A = int(FClamp(Src.A, 0.0, 1.0)*255); Result.R = int(FClamp(Src.R, 0.0, 1.0)*255); Result.G = int(FClamp(Src.G, 0.0, 1.0)*255); Result.B = int(FClamp(Src.B, 0.0, 1.0)*255); return Result; } function DrawSpecial(float x, float y, float w, float h, float u, float v, float ul, float vl, color DrawColor, bool bOver, bool bPressed) { if (bDragging || bOver || bPressed) { Canvas.SetDrawColor(255,0,0,DrawColor.A); Canvas.SetPos(x-2,y-2); Canvas.DrawTile(ArrowImage, w+4, h+4, u,v,ul,vl); } if ( !bDragging && !bPressed ) { Canvas.SetPos(x,y); Canvas.DrawColor = DrawColor; Canvas.DrawTile(ArrowImage, w, h, u, v, ul, vl); } } function DrawStringToFit(string StringToDraw, float XPos, float Y1, float Y2) { local float XL, YL; local float H; local float TextScale; local float OldClipX; OldClipX = Canvas.ClipX; Canvas.ClipX = 10000; // Make sure that ClipX doesnt affect the string size. Canvas.StrLen(StringToDraw,XL,YL); Canvas.ClipX = OldClipX; H = Y2-Y1; TextScale = H / YL; Canvas.SetPos(XPos, Y1 + (H*0.5) - (YL * TextScale * 0.5)); Canvas.DrawTextClipped(StringToDraw,,TextScale,TextScale); } function string GetText() { if (Selection != INDEX_None) { return List[Selection].Text; } return ""; } function int GetTag() { if (Selection != INDEX_None) { return List[Selection].Tag; } return Index_None; } defaultproperties { TextFont=MultiFont'UI_Fonts_Final.Menus.Fonts_Positec' NormalColor=(B=64,G=64,R=192,A=255) AboveBelowColor=(B=32,G=32,R=128,A=255) SelectedColor=(B=255,G=255,R=255,A=255) SelectionBarColor=(B=1,G=0,R=64,A=225) ArrowColor=(B=1,G=0,R=128,A=255) SelectionImage=Texture2D'UI_HUD.HUD.UI_HUD_BaseD' SelectionImageIconBGU=260.000000 SelectionImageIconBGUL=80.000000 SelectionImageIconBGVL=76.000000 SelectionImageBarU=340.000000 SelectionImageBarUL=361.000000 SelectionImageBarVL=76.000000 ArrowImage=Texture2D'UI_HUD.HUD.UI_HUD_BaseC' DefaultCellHeight=23.000000 AboveBelowCellHeightMultiplier=1.500000 SelectionCellHeightMultiplier=3.250000 ScrollWidthRatio=1.293470 bHideScrollArrows=True bWrapList=True SelectedTextPadding=(X=0.000000,Y=0.200000) SelectedTextOffset=(X=0.000000,Y=0.050000) ShadowDist=1.000000 ShadowColor=(B=0,G=0,R=0,A=255) Selection=-1 BubbleRadius=2 DefaultStates(3)=Class'Engine.UIState_Active' DefaultStates(4)=Class'Engine.UIState_Pressed' 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__UTSimpleList" ObjectArchetype=UTDrawPanel'UTGame.Default__UTDrawPanel' } |
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