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//============================================================================= // ConWindow // // Used for non-interactive conversations displayed in first-person // mode. This type of conversation can only display spoken text, // choices are -not- allowed. //============================================================================= class ConWindow extends DeusExBaseWindow; var TileWindow lowerConWindow; // Lower letterbox region var ConWindowSpeech winSpeech; // Speech window var ConCameraWindow cameraWin; // Camera Stats displayed here var Texture conTexture; // Background texture for window var ConPlay conPlay; // Pointer into current conPlay object var DeusExPlayer player; var DeusExRootWindow root; var float conStartTime; var bool bForcePlay; //var float fadeInterval; //var float lastTick; //var int fadeColor; // ---------------------------------------------------------------------- // InitWindow() // // Initialize the Window // ---------------------------------------------------------------------- event InitWindow() { Super.InitWindow(); // Get a pointer to the player player = DeusExPlayer(DeusExRootWindow(GetRootWindow()).parentPawn); // Get a pointer to the root window root = DeusExRootWindow(GetRootWindow()); // Set default mouse focus mode SetMouseFocusMode(MFocus_Enter); // Initialize some variables and stuff conPlay = None; // Create text window where we'll display the conversation lowerConWindow = TileWindow(NewChild(Class'TileWindow')); lowerConWindow.SetBackground(conTexture); lowerConWindow.SetBackgroundStyle(DSTY_Modulated); lowerConWindow.SetOrder(ORDER_Down); lowerConWindow.SetChildAlignments(HALIGN_Full, VALIGN_Top); lowerConWindow.SetMargins(2, 2); lowerConWindow.MakeWidthsEqual(False); lowerConWindow.MakeHeightsEqual(False); lowerConWindow.SetTileColorRGB(0, 0, 0); conStartTime = player.level.TimeSeconds; // lastTick = 0; // fadeColor = 255; } // ---------------------------------------------------------------------- // CreateSpeechWindow() // ---------------------------------------------------------------------- function CreateSpeechWindow() { if (winSpeech == None) { winSpeech = ConWindowSpeech(lowerConWindow.NewChild(Class'ConWindowSpeech')); winSpeech.SetSpeechFont(conPlay.GetCurrentSpeechFont()); winSpeech.SetNameFont(conPlay.GetCurrentNameFont()); winSpeech.SetForcePlay(bForcePlay); } } // ---------------------------------------------------------------------- // Tick() // ---------------------------------------------------------------------- event Tick(float deltaSeconds) { ////////////////////////////////////////////////////////////////// // This code is commented out because setting the tile color for // modulated textures DOES NOT WORK (damn). Someday perhaps we'll // find a work-around or fix the engine to support this. ////////////////////////////////////////////////////////////////// /* if ( lastTick + deltaSeconds > fadeInterval ) { fadeColor--; lowerConWindow.SetTileColorRGB(fadeColor, fadeColor, fadeColor); lastTick = ( lastTick - fadeInterval); // Stop the tick event once the box is solid black. if ( fadeColor == 0 ) bTickEnabled = False; } else { lastTick = lastTick + deltaSeconds; } */ } // ---------------------------------------------------------------------- // CreateCameraWindow() // ---------------------------------------------------------------------- function CreateCameraWindow() { if (( cameraWin == None ) && (conPlay != None)) { cameraWin = ConCameraWindow(NewChild(Class'ConCameraWindow')); cameraWin.SetConCamera(conPlay.cameraInfo); } } // ---------------------------------------------------------------------- // DestroyCameraWindow() // ---------------------------------------------------------------------- function DestroyCameraWindow() { if ( cameraWin != None ) { cameraWin.Destroy(); cameraWin = None; } } // ---------------------------------------------------------------------- // UpdateCameraInfo() // ---------------------------------------------------------------------- function UpdateCameraInfo() { if ( cameraWin != None ) cameraWin.UpdateCameraInfo(); } // ---------------------------------------------------------------------- // ConfigurationChanged() // // Resize the letterbox regions when we get this event // ---------------------------------------------------------------------- event ConfigurationChanged() { local float newHeight; local float lowerConPosY; newHeight = height * 0.15; lowerConPosY = height - newHeight - 30; lowerConWindow.ConfigureChild(75, lowerConPosY, width - 150, newHeight); ConfigureCameraWindow(lowerConPosY); } // ---------------------------------------------------------------------- // ChildRequestedReconfiguration() // ---------------------------------------------------------------------- event bool ChildRequestedReconfiguration(window childWin) { ConfigurationChanged(); return True; } // ---------------------------------------------------------------------- // ConfigureCameraWindow() // ---------------------------------------------------------------------- function ConfigureCameraWindow(float lowerConPosY) { local float qWidth, qHeight; // If the camera window is visible, position it right above the lower window if (cameraWin != None) { cameraWin.QueryPreferredSize(qWidth, qHeight); cameraWin.ConfigureChild(10, lowerConPosY - qHeight - 10, qWidth, qHeight); } } // ---------------------------------------------------------------------- // DisplayName() // // Displays the Actor's name at the top line of the conversation // ---------------------------------------------------------------------- function DisplayName(string text) { // Don't do this if bForcePlay == True if (!bForcePlay) { if (winSpeech == None ) CreateSpeechWindow(); winSpeech.SetName(text); } } // ---------------------------------------------------------------------- // DisplayText() // // Displays a string of conversation text // ---------------------------------------------------------------------- function DisplayText(string text, Actor speakingActor) { if (winSpeech == None ) CreateSpeechWindow(); winSpeech.SetSpeech(text, speakingActor); } // ---------------------------------------------------------------------- // AppendText() // // Adds string to the last button // ---------------------------------------------------------------------- function AppendText(string text) { if (winSpeech == None ) CreateSpeechWindow(); winSpeech.AppendSpeech(text); } // ---------------------------------------------------------------------- // DestroyChildren() // // Destroys all the windows used to display text and choices, // including the name window // ---------------------------------------------------------------------- function DestroyChildren() { local Window win; win = lowerConWindow.GetTopChild(); while( win != None ) { win.Destroy(); win = lowerConWindow.GetTopChild(); } // Reset variables winSpeech = None; } // ---------------------------------------------------------------------- // Close() // ---------------------------------------------------------------------- function Close() { Hide(); } // ---------------------------------------------------------------------- // Clear() // // Clears the screen // ---------------------------------------------------------------------- function Clear() { DestroyChildren(); } // ---------------------------------------------------------------------- // MouseButtonReleased // // Any mouse click will allow the conversation to continue // ---------------------------------------------------------------------- event bool MouseButtonReleased(float pointX, float pointY, EInputKey button, int numClicks) { // Ignore the mouse click if we're less than two seconds // into the conversation if (player.level.TimeSeconds - conStartTime < 2) { return False; } else { conPlay.PlayNextEvent(); return True; } } // ---------------------------------------------------------------------- // VirtualKeyPressed() // // If the user hits return, enter or ESC, allow the conversation // to continue // ---------------------------------------------------------------------- event bool VirtualKeyPressed(EInputKey key, bool bRepeat) { local bool bHandled; if ( conPlay.interactiveCamera ) bHandled = ProcessCameraKey( key ); // Check for Ctrl-F9, which is a hard-coded key to take a screenshot if ( IsKeyDown( IK_Ctrl ) && ( key == IK_F9 )) { player.ConsoleCommand("SHOT"); return True; } // If the key wasn't handled, let's take a look to see if we can // use it. if ( bHandled == False ) { switch( key ) { // Toggle interactive conversations on/off // case IK_F1: // conPlay.ToggleInteractiveCamera(); // bHandled = True; // break; case IK_Escape: case IK_Enter: case IK_Space: conPlay.PlayNextEvent(); bHandled = True; break; } } return bHandled; } // ---------------------------------------------------------------------- // ProcessCameraKey() // // Processes keys that control camera movement in conversations // Returns TRUE if the key is handled here // ---------------------------------------------------------------------- function bool ProcessCameraKey(EInputKey key) { local float magnitude; local bool rotationControl; local ConCamera ci; local bool bHandled; // Get a pointer to the Camera Object for shorthand reference ci = conPlay.cameraInfo; // Allow the user to hold down shift or ctrl for less/finer // resolution if ( IsKeyDown(IK_SHIFT) ) magnitude = 10.0; else magnitude = 1.0; // If the user is holding down Control, then we're toying with // the camera rotation rotationControl = IsKeyDown(IK_CTRL); // Keys are different based on whether we're in Speakers or Actor camera mode. if (( ci.cameraMode == CT_Actor ) && ( rotationControl == False )) { switch( key ) { // Move Left/Right (X Axis) case IK_Left: ci.cameraOffset.X -= (0.10 * magnitude); bHandled = True; break; case IK_Right: ci.cameraOffset.X += (0.10 * magnitude); bHandled = True; break; // Move Up/Down (Y Axis) case IK_Up: ci.cameraOffset.Y -= (0.10 * magnitude); bHandled = True; break; case IK_Down: ci.cameraOffset.Y += (0.10 * magnitude); bHandled = True; break; // Zoom-In/Out (Z Axis) case IK_A: ci.cameraOffset.Z -= (0.10 * magnitude); bHandled = True; break; case IK_Z: ci.cameraOffset.Z += (0.10 * magnitude); bHandled = True; break; } } else if (( ci.cameraMode == CT_Speakers ) && ( rotationControl == False )) { switch( key ) { // Center Modifier case IK_Left: ci.centerModifier += (0.10 * magnitude); bHandled = True; break; case IK_Right: ci.centerModifier -= (0.10 * magnitude); bHandled = True; break; // Camera Height Modifier case IK_Up: ci.heightModifier += (0.10 * magnitude); bHandled = True; break; case IK_Down: ci.heightModifier -= (0.10 * magnitude); bHandled = True; break; // Distance Multiplier case IK_A: ci.distanceMultiplier += (0.10 * magnitude); bHandled = True; break; case IK_Z: ci.distanceMultiplier -= (0.10 * magnitude); bHandled = True; break; } } // If the key still hasn't been handled, check to see there's a key // common to both modes if ( bHandled == False ) { // Keys common to both modes switch( key ) { // Pitch case IK_Up: ci.rotation.pitch += (100 * magnitude); bHandled = True; break; case IK_Down: ci.rotation.pitch -= (100 * magnitude); bHandled = True; break; // Yaw case IK_Left: ci.rotation.yaw += (100 * magnitude); bHandled = True; break; case IK_Right: ci.rotation.yaw -= (100 * magnitude); bHandled = True; break; // Roll case IK_A: ci.rotation.roll += (100 * magnitude); bHandled = True; break; case IK_Z: ci.rotation.roll -= (100 * magnitude); bHandled = True; break; // Toggle through camera views case IK_PageUp: ci.IncCameraMode(); break; case IK_PageDown: ci.DecCameraMode(); break; // Write camera info to log case IK_SPACE: ci.LogCameraInfo(); bHandled = True; break; // Switch camera modes case IK_ENTER: ci.SwitchCameraMode(); bHandled = True; break; } } // If we processed this key, update the camera window if (( bHandled ) && (cameraWin != None)) cameraWin.UpdateCameraInfo(); return bHandled; } // ---------------------------------------------------------------------- // ShowReceivedItem() // ---------------------------------------------------------------------- function ShowReceivedItem(Inventory invItem, int count) { } // ---------------------------------------------------------------------- // SetForcePlay() // ---------------------------------------------------------------------- function SetForcePlay(bool bNewForcePlay) { bForcePlay = bNewForcePlay; } // ---------------------------------------------------------------------- // ---------------------------------------------------------------------- defaultproperties { conTexture=Texture'DeusExUI.UserInterface.ConWindowBackground' ScreenType=ST_Conversation } |
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