Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
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 |
/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. * * Specific version of the menu list that draws a mesh in addition to an item background. */ class UTUICharacterPartMenuList extends UTUIMenuList native(UIFrontEnd) placeable; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** Array of part meshes, generated by RegenerateOptions. */ struct native PartMeshInfo { var SkeletalMeshComponent MeshComp; var vector Offset; var float Scale; var bool bHidden; }; var transient array<PartMeshInfo> Meshes; /** Light for the mesh widget. */ var() LightComponent DefaultLight; /** Light for the mesh widget. */ var() LightComponent DefaultLight2; /** Scaling value for the mesh when it is selected. */ var() float SelectedMeshScale; /** Scaling value for the mesh when it is not selected. */ var() float NormalMeshScale; /** Extra rotation to be applied to all parts, used to tweak the viewing angle of the part. */ var vector PartRotation; /** Whether or not to allow character parts to load, this will need to be set to true before the list will display any parts. */ var bool bAllowPartLoading; /** Regenerates the list of objects and mesh components for this widget. */ native function RegenerateOptions(); /** Input handling callback. */ function bool ProcessInputKey( const out SubscribedInputEventParameters EventParms ) { if (EventParms.EventType == IE_Pressed || EventParms.EventType == IE_Repeat || EventParms.EventType == IE_DoubleClick) { if ( EventParms.InputAliasName == 'SelectionUp' ) { PlayUISound('ListUp'); return true; } else if ( EventParms.InputAliasName == 'SelectionDown' ) { PlayUISound('ListDown'); return true; } } return Super.ProcessInputKey(EventParms); } /** * Render the list. At this point each cell should be sized, etc. */ event DrawPanel() { local int DrawIndex; local float XPos, YPos; local float TimeSeconds,DeltaTime; 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 UpdateMouseOverMenu(); 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; Canvas.Font = TextFont; SizeList(); XPos = DefaultCellHeight * SelectionCellHeightMultiplier * ScrollWidthRatio; YPos = 0; // Draw selection bar first if(bTransitioning) { DrawSelectionBG(SelectionAlpha * (BarPosition-OldBarPosition) + OldBarPosition); } else { DrawSelectionBG(BarPosition); } // Draw all items DrawIndex = 0; for (DrawIndex = 0; DrawIndex < List.Length; DrawIndex++) { // 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; } } } /** * 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 int Dist; local int TotalVisible; local float Angle, PreviousAngle, FinalAngle, AngleStep; local float WheelRadius; local float ScaleFactor; if(IsVisible()==false) { return; } TotalVisible=BubbleRadius*2+1; Dist = Selection-ItemIndex; // Scale small meshes up to a consistent size and big meshes down. ScaleFactor = 1.0f; if(Meshes[ItemIndex].MeshComp != None) { ScaleFactor = DefaultCellHeight / Meshes[ItemIndex].MeshComp.SkeletalMesh.Bounds.SphereRadius; } AngleStep = (180.0/TotalVisible); Angle = Dist*AngleStep; Angle = Angle; Dist = OldSelection-ItemIndex; PreviousAngle = Dist*AngleStep; PreviousAngle = PreviousAngle; FinalAngle = (Angle-PreviousAngle)*SelectionAlpha+PreviousAngle; WheelRadius = DefaultCellHeight*SelectedMeshScale; Meshes[ItemIndex].bHidden = FinalAngle > 90.0f || FinalAngle < -90.0f; Meshes[ItemIndex].Offset.X = Sin(FinalAngle*PI/180.0)*WheelRadius; Meshes[ItemIndex].Offset.Y = 0; Meshes[ItemIndex].Offset.Z = -Cos(FinalAngle*PI/180.0)*WheelRadius+WheelRadius; Meshes[ItemIndex].Scale = (List[ItemIndex].TransitionAlpha*(SelectedMeshScale-NormalMeshScale) + NormalMeshScale)*ScaleFactor; //Super.DrawItem(ItemIndex, XPos, YPos); } /** * Draw the selection Bar */ function DrawSelectionBG(float YPos) { } defaultproperties { Begin Object Class=DirectionalLightComponent Name=WidgetLight ObjName=WidgetLight Archetype=DirectionalLightComponent'Engine.Default__DirectionalLightComponent' Name="WidgetLight" ObjectArchetype=DirectionalLightComponent'Engine.Default__DirectionalLightComponent' End Object DefaultLight=WidgetLight SelectedMeshScale=3.000000 NormalMeshScale=1.000000 DefaultCellHeight=70.000000 bHorizontalList=True bSupportsPrimaryStyle=False bSupports3DPrimitives=True Begin Object Class=UIComp_Event Name=WidgetEventComponent ObjName=WidgetEventComponent Archetype=UIComp_Event'UTGame.Default__UTUIMenuList:WidgetEventComponent' ObjectArchetype=UIComp_Event'UTGame.Default__UTUIMenuList:WidgetEventComponent' End Object EventProvider=WidgetEventComponent Name="Default__UTUICharacterPartMenuList" ObjectArchetype=UTUIMenuList'UTGame.Default__UTUIMenuList' } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |