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DeusEx.DeusExRootWindow


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//=============================================================================
// DeusExRootWindow.
//=============================================================================
class DeusExRootWindow expands RootWindow;

// ----------------------------------------------------------------------
// Local Variables
// ----------------------------------------------------------------------

var DeusExHUD           hud;
var ActorDisplayWindow  actorDisplay;

var DeusExScopeView     scopeView;

// Window Stack
var int                 MaxWinStack;
var DeusExBaseWindow    winStack[6];        // Array of Windows
var int                 winCount;           // Number of Windows
var Bool                bIgnoreHotkeys;     // Ignore Hotkeys

struct S_ColorScheme
{
    var Color back;         // Background color
    var Color face;         // Button face color
    var Color text;         // Text color
    var Color titleText;    // Title bar text color
    var Color titleBar;     // Title bar background color
};

// Color Schemes
var S_ColorScheme       defaultMenuColorSchemes[10];
var S_ColorScheme       defaultHUDColorSchemes[10];

// Current color scheme in use
var S_ColorScheme       menuColorScheme;
var Bool                bMenuTranslucency;
var S_ColorScheme       HUDColorScheme;
var Bool                bHUDTranslucency;

// Used to draw a snapshot of the current game behind UI screens
var Color   colSnapshot;
var Texture Snapshot;
var Float   snapshotWidth;
var Float   snapshotHeight;
var Bool    bUIPaused;

struct S_DataVaultFunction
{
    var String function;
    var Class<DeusExBaseWindow> winClass;
};

var S_DataVaultFunction DataVaultFunctions[8];

var localized String QuickLoadTitle;
var localized String QuickLoadMessage;

// ----------------------------------------------------------------------
// InitWindow()
// ----------------------------------------------------------------------

event InitWindow()
{
    Super.InitWindow();

    // Initialize variables
    winCount = 0;

    actorDisplay = ActorDisplayWindow(NewChild(Class'ActorDisplayWindow'));
    actorDisplay.SetWindowAlignments(HALIGN_Full, VALIGN_Full);

    hud = DeusExHUD(NewChild(Class'DeusExHUD'));
    hud.UpdateSettings(DeusExPlayer(parentPawn));
    hud.SetWindowAlignments(HALIGN_Full, VALIGN_Full, 0, 0);

    scopeView = DeusExScopeView(NewChild(Class'DeusExScopeView', False));
    scopeView.SetWindowAlignments(HALIGN_Full, VALIGN_Full, 0, 0);

    SetDefaultCursor(Texture'DeusExCursor1', Texture'DeusExCursor1_Shadow');

    scopeView.Lower();

    ConditionalBindMultiplayerKeys();
}


// ----------------------------------------------------------------------
// ConditionalBindMultiplayerKeys()
// ----------------------------------------------------------------------

function ConditionalBindMultiplayerKeys()
{
    local String keyTalk, keyTeamTalk, keyBuySkills, keyKillDetail, keyScores, keyName, Alias;
    local int i;

    for ( i = 0; i < 255; i++ )
    {
        keyName = parentPawn.ConsoleCommand ( "KEYNAME "$i );
        if ( keyName != "" )
        {
            Alias = parentPawn.ConsoleCommand( "KEYBINDING "$keyName );

            // Bail out if any key has already been bound
            if (( Alias ~= "Talk" ) || ( Alias ~= "TeamTalk" ) || ( Alias ~= "BuySkills" ) || ( Alias ~= "KillerProfile" ) || ( Alias ~= "ShowScores" ))
                return;
        }
    }
    if ( !IsKeyAssigned( IK_T, "" ) )
        return;
    if ( !IsKeyAssigned( IK_Y, "" ) )
        return;
    if ( !IsKeyAssigned( IK_B, "" ) )
        return;
    if ( !IsKeyAssigned( IK_K, "" ) )
        return;
    if ( !IsKeyAssigned( IK_Equals, "" ) )
        return;

    // Go ahead and set them then
    parentPawn.ConsoleCommand("SET InputExt T Talk");
    parentPawn.ConsoleCommand("SET InputExt Y TeamTalk");
    parentPawn.ConsoleCommand("SET InputExt B BuySkills");
    parentPawn.ConsoleCommand("SET InputExt K KillerProfile");
    parentPawn.ConsoleCommand("SET InputExt Equals ShowScores");
}

// ----------------------------------------------------------------------
// VirtualKeyPressed()
//
// Called when a key is pressed; provides a virtual key value
// ----------------------------------------------------------------------

event bool VirtualKeyPressed(EInputKey key, bool bRepeat)
{
    local bool bKeyHandled;
    local DeusExPlayer Player;

    Player = DeusExPlayer(parentPawn);

    bKeyHandled = True;

    Super.VirtualKeyPressed(key, bRepeat);

    // Check for Ctrl-F9, which is a hard-coded key to take a screenshot
    if ( IsKeyDown( IK_Ctrl ) && ( key == IK_F9 ))
    {
        parentPawn.ConsoleCommand("SHOT");          
        return True;
    }

    if ( IsKeyDown( IK_Alt ) || IsKeyDown( IK_Shift ) || IsKeyDown( IK_Ctrl ))
        return False;

    // When player dies in multiplayer...
    if ((Player != None) && (Player.Health <= 0) && (Player.Level.NetMode != NM_Standalone))
    {
        if (( MultiplayerMessageWin(GetTopWindow()) != None ) && ( key == IK_Escape ))
        {
            PopWindow();
            Player.ShowMainMenu();
        }
        return True;
    }

    // Check if this is a DataVault key
    if (!ProcessDataVaultSelection(key))
    {
        switch( key ) 
        {   
            // Hide the screen if the Escape key is pressed
            // Temp: Also if the Return key is pressed
            case IK_Escape:
                PopWindow();
                break;

            // We want Print Screen to work in UI screens
            case IK_PrintScrn:
                parentPawn.ConsoleCommand("SHOT");          
                break;

    //		case IK_GreyMinus:
    //			PushWindow(Class'MenuScreenRGB');
    //			break;

            default:
                bKeyHandled = False;
        }
    }

    return bKeyHandled;
}

// ----------------------------------------------------------------------
// ProcessDataVaultSelection()
//
// Checks to see if the key pressed is assigned to one of the 
// DataVault screens.  If so, control is passed to that screen. 
// This is done so the hot keys work inside another screen.
// ----------------------------------------------------------------------

function bool ProcessDataVaultSelection(EInputKey key)
{
    local int dvIndex;
    local bool bKeyPressed;
    local string Alias;

    bKeyPressed = False;

    // Loop through the functions
    for(dvIndex=0; dvIndex<arrayCount(DataVaultFunctions); dvIndex++)
    {
        // Get the key(s) bound to this function
        if (IsKeyAssigned(key, DataVaultFunctions[dvIndex].function))   
        {
            // If the screen is already active, then cancel it. 
            // Otherwise invoke it.

            if ((GetTopWindow() != None) && (GetTopWindow().Class == DataVaultFunctions[dvIndex].winClass))
                PopWindow();
            else
                InvokeUIScreen(DataVaultFunctions[dvIndex].winClass);

            bKeyPressed = True;
            break;
        }
    }

    return bKeyPressed;
}

// ----------------------------------------------------------------------
// IsKeyAssigned()
//
// Checks to see if the key passed in has a function assigned to it.
// ----------------------------------------------------------------------

function bool IsKeyAssigned(EInputKey key, String function)
{
    local int pos;
    local string InputKeyName;
    local string Alias;
    local DeusExPlayer player;

    player       = DeusExPlayer(parentPawn);
    InputKeyName = mid(string(GetEnum(enum'EInputKey',key)),3);

    Alias = player.ConsoleCommand("KEYBINDING " $ InputKeyName);

    return (Alias == function);
}

// ----------------------------------------------------------------------
// DescendantRemoved()
// ----------------------------------------------------------------------

event DescendantRemoved(Window descendant)
{
    if ( descendant == hud )
        hud = None;

    if ( descendant == scopeView )
        scopeView = None;
}

// ----------------------------------------------------------------------
// ClientMessage()
// ----------------------------------------------------------------------

function bool ClientMessage(coerce string msg, optional Name type,
                           optional bool bBeep)
{
    local Color linecol;

    linecol.R = 255; linecol.G = 255; linecol.B = 255;

    // Add this to the player's list of log objects
    DeusExPlayer(parentPawn).AddLog(msg);

    if ( DeusExPlayer(parentPawn).Level.NetMode != NM_Standalone )
    {
        if ( type == 'Say' )
            PlaySound(Sound'Menu_Incoming', 0.5 );
        else if ( type == 'TeamSay' )
            PlaySound(Sound'Menu_IncomingFriend', 0.5 );

        if ( !hud.bIsVisible )
        {
            if ( parentPawn.Player.Console != None )
            {
                parentPawn.Player.Console.AddString( msg );
                return True;
            }
        }
    }
    if ((hud != None) && (hud.msgLog != None))
    {
        // Display in the HUD
        if ( DeusExPlayer(parentPawn).Level.NetMode != NM_Standalone )
        {
            switch( type )
            {
                case 'TeamSay':
                    linecol.R = 0; linecol.G = 255; linecol.B = 0;
                    break;
                case 'Say':
                    linecol.R = 255; linecol.G = 255; linecol.B = 255;
                    break;
                default:
                    linecol.R = 200; linecol.G = 200; linecol.B = 200;
                    break;
            }
            hud.msgLog.AddLog(msg, linecol);
        }
        else
            hud.msgLog.AddLog(msg, linecol);
        
        return True;
    }
    else
    {
        return False;
    }
}

// ----------------------------------------------------------------------
// ShowHud()
// ----------------------------------------------------------------------

function ShowHud(bool bShow)
{
    if (hud != None)
    {
        if (bShow)
        {
            hud.UpdateSettings(DeusExPlayer(parentPawn));
            hud.Show();
            scopeView.ShowView();
        }
        else
        {
            hud.Hide();
            scopeView.HideView();
        }
    }
}

// ----------------------------------------------------------------------
// UpdateHud()
// ----------------------------------------------------------------------

function UpdateHud()
{
    if (hud != None)
        hud.UpdateSettings(DeusExPlayer(parentPawn));
}

// ----------------------------------------------------------------------
// RefreshDisplay()
// DEUS_EX AMSD Used to keep displays up to date with replication from
// the server.  Calls current topwindow refreshwindow.
// ----------------------------------------------------------------------

function RefreshDisplay(float DeltaTime)
{
    if (GetTopWindow() != None)
        GetTopWindow().RefreshWindow(DeltaTime);
    if (hud != None)
        hud.belt.RefreshHUDDisplay(DeltaTime);
}

// ----------------------------------------------------------------------
// ActivateObjectInBelt()
//
// Returns False if there's nothing in that slot, True otherwise
// ----------------------------------------------------------------------

function bool ActivateObjectInBelt(int pos)
{
    local Inventory item;
    local DeusExPlayer player;
    local bool retval;

    retval = False;

    if (hud != None)
    {
        if (hud.belt != None)
        {
            item = hud.belt.GetObjectFromBelt(pos);
            player = DeusExPlayer(parentPawn);
            if (player != None)
            {
                // if the object is an ammo box, load the correct ammo into
                // the gun if it is the current weapon
                if ((item != None) && item.IsA('Ammo') && (player.Weapon != None))
                    DeusExWeapon(player.Weapon).LoadAmmoType(Ammo(item));
                else
                {
                    player.PutInHand(item);
                    if (item != None)
                        retval = True;
                }
            }
        }
    }

    return retval;
}

// ----------------------------------------------------------------------
// AddInventory()
//
// Adds an item to the object belt.  There are several types of 
// items that should *NOT* get added to the object belt, we'll 
// check for those here.
// ----------------------------------------------------------------------

function AddInventory(inventory item)
{
    if ((item != None) && !item.IsA('DataVaultImage'))
        if (hud != None)
            if (hud.belt != None)
                hud.belt.AddObjectToBelt(item, -1, false);
}

// ----------------------------------------------------------------------
// DeleteInventory()
// ----------------------------------------------------------------------

function DeleteInventory(inventory item)
{
    if (item != None)
        if (hud != None)
            if (hud.belt != None)
                hud.belt.RemoveObjectFromBelt(item);

}

// ----------------------------------------------------------------------
// CanStartConversation()
//
// Returns True if it's okay to start a conversation from the DeusExRootWindow's 
// perspective.  We can only start a conversation if there are no 
// windows on the stack
// ----------------------------------------------------------------------

function bool CanStartConversation()
{
    local DeusExWeapon weapon;
    local bool         retval;

    retval = (WindowStackCount() == 0);

    if (retval)
    {
        weapon = None;
        if (GetRootWindow().parentPawn != None)
            weapon = DeusExWeapon(GetRootWindow().parentPawn.Weapon);

        if (weapon != None)
            if (weapon.bZoomed)
                retval = False;
    }

    return ( retval );
}

// ----------------------------------------------------------------------
// MessageBox()
//
// Displays a Message box
// ----------------------------------------------------------------------

function MenuUIMessageBoxWindow MessageBox
    ( 
    String msgTitle,
    String msgText, 
    int msgBoxMode, 
    bool hideCurrentScreen,
    Window winParent
    )   
{
    local MenuUIMessageBoxWindow msgBox;

    msgBox = MenuUIMessageBoxWindow(PushWindow(Class'MenuUIMessageBoxWindow', hideCurrentScreen ));
    msgBox.SetTitle(msgTitle);
    msgBox.SetMessageText(msgText);
    msgBox.SetMode(msgBoxMode);
    msgBox.SetNotifyWindow(winParent);

    return msgBox;
}

// ----------------------------------------------------------------------
// ConfirmQuickLoad()
// ----------------------------------------------------------------------

function ConfirmQuickLoad()
{
    local MenuUIMessageBoxWindow msgBox;

    msgBox = MessageBox(QuickLoadTitle, QuickLoadMessage, 0, False, Self);
    msgBox.SetDeferredKeyPress(True);
}

// ----------------------------------------------------------------------
// BoxOptionSelected()
// ----------------------------------------------------------------------

event bool BoxOptionSelected(Window button, int buttonNumber)
{
    // Destroy the msgbox!  
    PopWindow();

    if (buttonNumber == 0) 
        DeusExPlayer(parentPawn).QuickLoadConfirmed();

    return true;
}

// ----------------------------------------------------------------------
// ToolMessageBox()
//
// Displays a Message box
// ----------------------------------------------------------------------

function ToolMessageBox
    ( 
    String msgTitle,
    String msgText, 
    int msgBoxMode, 
    bool hideCurrentScreen,
    Window winParent
    )   
{
    local ToolMessageBoxWindow msgBox;

    msgBox = ToolMessageBoxWindow(PushWindow(Class'ToolMessageBoxWindow', hideCurrentScreen ));
    msgBox.SetTitle( msgTitle );
    msgBox.SetMessageText( msgText );
    msgBox.SetMode( msgBoxMode );
    msgBox.SetNotifyWindow( winParent );
}

// ----------------------------------------------------------------------
// InvokeUIScreen()
//
// Invokes a UI Screen, first checking to make sure a screen isn't
// already pushed on the top of the Window stack.  If so, the current
// screen is popped off so the new screen can replace it.
// ----------------------------------------------------------------------

function DeusExBaseWindow InvokeUIScreen(
    Class<DeusExBaseWindow> newScreen, 
    optional Bool bNoPause)
{
    local DeusExBaseWindow pushedWindow;

    // Determine if we can actually push a screen based on what's at the top
    // of the stack

    if ((GetTopWindow() != None) && (!GetTopWindow().CanPushScreen(newScreen)))
        return None;

    // Now check to see if we have a UI screen at the top 
    // of the stack.  If so, remove it.  

    if (( WindowStackCount() > 0 ) && (!GetTopWindow().CanStack()))
        PopWindow(True);

    // Now push our UI Screen
    pushedWindow = PushWindow(newScreen, False, bNoPause);

    return pushedWindow;
}

// ----------------------------------------------------------------------
// InvokeMenuScreen()
//
// Invokes a menu Screen
// ----------------------------------------------------------------------

function DeusExBaseWindow InvokeMenuScreen(Class<DeusExBaseWindow> newScreen, optional bool bNoPause)
{
    local DeusExBaseWindow newWindow;

    // Check to see if a menu is visible.  If so, hide it first.
    if (( MenuUIMenuWindow(GetTopWindow()) != None ) || ( MenuUIScreenWindow(GetTopWindow()) != None ))
        newWindow = PushWindow(newScreen, True, bNoPause);
    else
        newWindow = PushWindow(newScreen, False, bNoPause);

    // Pause the game
    if (!bNoPause)
        UIPauseGame();

    return newWindow;
}

// ----------------------------------------------------------------------
// UIPauseGame()
//
// Pauses the game, but checks to see if the Mission is -1 or -2, which means
// we're on the title screen and we don't want to pause the game here.
// ----------------------------------------------------------------------

function UIPauseGame()
{
    // Only do this once 
    if (!bUIPaused)
    {
        bUIPaused = True;

        if (!AtIntroMap())
        {
            ShowSnapshot();
            parentPawn.ShowMenu();
        }
        else
        {
            MaskBackground(True);
        }
    }
}

// ----------------------------------------------------------------------
// UnPauseGame()
// ----------------------------------------------------------------------

function UnPauseGame()
{
    bUIPaused = False;

    SetBackgroundStyle(DSTY_None);

    HideSnapshot();
    ShowHud(True);

    parentPawn.bShowMenu = false;
    parentPawn.Player.Console.GotoState('');
    parentPawn.SetPause(False);
}

// ----------------------------------------------------------------------
// ShowSnapshot()
// ----------------------------------------------------------------------

function ShowSnapshot(optional bool bUseExistingSnapshot)
{
    local DeusExPlayer player;
    local int UIBackground;

    ShowHUD(False);

    player = DeusExPlayer(parentPawn);
    if (player != None)
        UIBackground = player.UIBackground;
    else
        UIBackground = 0;

    // Only do this if we're not at the intro screen
    if (!AtIntroMap())
    {
        if (UIBackground > 0)
        {
            SetSnapshotSize(snapshotWidth, snapshotHeight);

            if (UIBackground == 1)
            {
                if (!bUseExistingSnapshot)
                {
                    snapshot = GenerateSnapshot();
                }
            }
            else
            {
                if (snapshot != None)
                {
                    CriticalDelete(snapshot);   
                    snapshot = None;
                }
            }

            SetBackgroundSmoothing(True);
            SetBackgroundStretching(True);
            SetRawBackground(snapshot, colSnapshot);
            SetRawBackgroundSize(snapshotWidth, snapshotHeight);
            StretchRawBackground(True);
            EnableRendering(False);
        }
        else
        {
            EnableRendering(True);
            MaskBackground(True);
        }
    }
    else
    {
        MaskBackground(True);
    }
}

// ----------------------------------------------------------------------
// HideSnapshot()
// ----------------------------------------------------------------------

function HideSnapshot()
{
    local DeusExPlayer player;

    EnableRendering(True);

    player = DeusExPlayer(parentPawn);
    if ((player != None) && (player.UIBackground == 0))
        MaskBackground(False);

}

// ----------------------------------------------------------------------
// MaskBackground()
// ----------------------------------------------------------------------

function MaskBackground(bool bMask)
{
    if (bMask)
    {
        SetBackground(Texture'MaskTexture');
        SetBackgroundStyle(DSTY_Modulated);
        ShowHud(False);
    }
    else
    {
        SetBackground(None);
        SetBackgroundStyle(DSTY_None);
        ShowHud(True);  
    }
}

// ----------------------------------------------------------------------
// AtIntroMap()
// ----------------------------------------------------------------------

function bool AtIntroMap()
{
    local DeusExLevelInfo dxInfo;

    foreach parentPawn.AllActors(class'DeusExLevelInfo', dxInfo)
        break;

    if ((dxInfo == None) || ((dxInfo != None) && (dxInfo.missionNumber >= 0)))
        return False;
    else
        return True;
}

// ----------------------------------------------------------------------
// InvokeMenu()
//
// Pops a menu onscreen, hiding any current menu
// ----------------------------------------------------------------------

function InvokeMenu(Class<DeusExBaseWindow> newMenu)
{
    // If the top window is a menu, then we want to 
    // hide it first.

    if ( MenuUIMenuWindow(GetTopWindow()) == None )
        PushWindow(newMenu, False);
    else
        PushWindow(newMenu, True);

    // Pause the game
    UIPauseGame();
}

// ----------------------------------------------------------------------
// InvokeLoadScreen()
//
// Invokes the Load Screen
// ----------------------------------------------------------------------

function InvokeLoadScreen()
{
    InvokeMenuScreen(Class'MenuScreenLoadGame');
}

// ----------------------------------------------------------------------
// InvokeSaveScreen()
//
// Invokes the Save Screen
// ----------------------------------------------------------------------

function InvokeSaveScreen()
{
    InvokeMenuScreen(Class'MenuScreenSaveGame');
}

// ----------------------------------------------------------------------
// PushWindow()
//
// Pushes a Window onto the stack.  First checks to make sure the stack
// won't overflow.  Then it checks to make sure we're not trying 
// trying to push the same type of object on the stack if an object 
// of that type is already at the top of the stack.  Then we create
// the window and show it.  
//
// Will optionally hide the current window so it's not visible underneath
// the new window.
//
// Returns the newly created window
// ----------------------------------------------------------------------

function DeusExBaseWindow PushWindow( 
    Class<DeusExBaseWindow> newWindowClass, 
    optional Bool hideCurrentWin, 
    optional Bool bNoPause)
{
    local DeusExBaseWindow newWindow;

    newWindow = None;

    if ( winCount < MaxWinStack )
    {
        if ( winCount != 0 )
        {
            // As a precaution, make sure this window isn't already at the top 
            // of the stack
            if ( winStack[winCount-1].Class == newWindowClass ) 
                return None;

            // Check if we need to hide the current window
            if (( hideCurrentWin ) && (winCount > 0 ))
                winStack[winCount-1].Hide();
        }

        // Create the new window based on the type passed in
        newWindow = DeusExBaseWindow(NewChild(newWindowClass, True));           

        // Now push this new window on the stack
        winStack[winCount++] = newWindow;

        // Pause the game
        if (!bNoPause)
            UIPauseGame();
    }

    return newWindow;
}

// ----------------------------------------------------------------------
// PopWindow()
//
// Returns the new current window, after the topmost window is 
// popped off the stack.  First checks to make sure there's at least
// one window on the stack.  Then it pops the topmost window off,
// destroys it, decrements the window count and then attempts to 
// Show() the new Topmost window if it's hidden.
//
// Returns the new Topmost window.
// ----------------------------------------------------------------------

function DeusExBaseWindow PopWindow(
    optional Bool bNoUnpause)
{
    local DeusExBaseWindow oldWindow;
    local DeusExBaseWindow newWindow;
    local DeusExPlayer Player;
    local bool bFromMain;

    Player = DeusExPlayer(parentPawn);
    bFromMain = ( MenuMain(GetTopWindow()) != None );

    newWindow = None;

    if ( winCount > 0 )
    {
        // First pop off the current window and destroy it.
        oldWindow = winStack[winCount-1];
        oldWindow.Destroy();
        winStack[winCount-1] = None;
        winCount--;

        if ( winCount > 0 )
        {
            newWindow = winStack[winCount-1];

            // Now show the topmost window if it's hidden
            if (!newWindow.IsVisible())
                newWindow.Show();
        }
    }

    if ((newWindow == None) && (!bNoUnpause))
        UnPauseGame();

    // When player is dead and is coming from the main menu
    if ((Player != None) && (Player.Health <= 0) && (Player.Level.NetMode != NM_Standalone))
    {
        if (bFromMain)
            Player.Fire(0);
    }

    return newWindow;
}

// ----------------------------------------------------------------------
// GetTopWindow()
//
// Returns the topmost window on the stack, or None if there 
// are no windows.
// ----------------------------------------------------------------------

function DeusExBaseWindow GetTopWindow()
{
    if ( winCount > 0 )
        return winStack[winCount-1];
    else
        return None;
}

// ----------------------------------------------------------------------
// ClearWindowStack()
//
// Runs through the window stack and destroys all the windows.
// ----------------------------------------------------------------------

function ClearWindowStack()
{
    while(winCount > 0)
    {
        if ( winStack[winCount-1] != None )
        {
            winStack[winCount-1].Destroy();
            winStack[winCount-1] = None;
            winCount--;
        }
    }

    UnPauseGame();
}

// ----------------------------------------------------------------------
// WindowStackCount()
//
// Returns the number of windows currently pushed on the stack
// ----------------------------------------------------------------------

function int WindowStackCount()
{
    return winCount;
}

// ----------------------------------------------------------------------
// ExitGame()
//
// Clears the window stack then exits the game
// ----------------------------------------------------------------------

function ExitGame()
{
    ClearWindowStack();
    parentPawn.ConsoleCommand("Exit");
}

// ----------------------------------------------------------------------
// ResetFlags()
//
// Removes all but the "SKTemp_" flags
// ----------------------------------------------------------------------

function ResetFlags()
{
    local name flagName;
    local name lastFlagName;
    local EFlagType flagType;
    local EFlagType lastFlagType;
    local String flagStringName;
    local int flagIterator;

    if (DeusExPlayer(parentPawn) != None)
    {
        flagIterator = DeusExPlayer(parentPawn).flagBase.CreateIterator();

        do 
        {
            DeusExPlayer(parentPawn).flagBase.GetNextFlag( flagIterator, flagName, flagType );

            // Delete the previous flag (this is gay)
            if (lastFlagName != '')
            {
                flagStringName = "" $ lastFlagName;

                // If "SKTemp_" can't be found, then delete the flag
                if (InStr(flagStringName, "SKTemp_") == -1)
                    DeusExPlayer(parentPawn).flagBase.DeleteFlag(lastFlagName, lastFlagType);
            }

            lastFlagName = flagName;

        } until(lastFlagName == '')

        DeusExPlayer(parentPawn).flagBase.DestroyIterator(flagIterator);
    }
}

// ======================================================================
// ======================================================================
// Color Scheme Functions
// ======================================================================
// ======================================================================

// ----------------------------------------------------------------------
// ----------------------------------------------------------------------

function S_ColorScheme GetMenuColorScheme(int schemeIndex)
{
}

// ----------------------------------------------------------------------
// ----------------------------------------------------------------------

function S_ColorScheme GetHUDColorScheme(int schemeIndex)
{
}

// ----------------------------------------------------------------------
// ----------------------------------------------------------------------

function UseHUDColorScheme(int schemeIndex)
{
}

// ----------------------------------------------------------------------
// ----------------------------------------------------------------------

function UseMenuColorScheme(int schemeIndex)
{
}

// ----------------------------------------------------------------------
// ----------------------------------------------------------------------

function bool GetHUDTranslucency()
{
}

// ----------------------------------------------------------------------
// ----------------------------------------------------------------------

function SetHUDTranslucency(bool bNewTranslucency)
{
}

// ----------------------------------------------------------------------
// ----------------------------------------------------------------------

function bool GetMenuTranslucency()
{
}

// ----------------------------------------------------------------------
// ----------------------------------------------------------------------

function SetMenuTranslucency(bool bNewTranslucency)
{
}

// ----------------------------------------------------------------------
// ----------------------------------------------------------------------

function S_ColorScheme GetCurrentMenuColorScheme()
{
}

// ----------------------------------------------------------------------
// ----------------------------------------------------------------------

function S_ColorScheme GetCurrentHUDColorScheme()
{
}


// ----------------------------------------------------------------------
// ----------------------------------------------------------------------

defaultproperties
{
     MaxWinStack=6
     colSnapshot=(R=128,G=128,B=128)
     snapshotWidth=256.000000
     snapshotHeight=192.000000
     DataVaultFunctions(0)=(Function="ShowInventoryWindow",winClass=Class'DeusEx.PersonaScreenInventory')
     DataVaultFunctions(1)=(Function="ShowHealthWindow",winClass=Class'DeusEx.PersonaScreenHealth')
     DataVaultFunctions(2)=(Function="ShowAugmentationsWindow",winClass=Class'DeusEx.PersonaScreenAugmentations')
     DataVaultFunctions(3)=(Function="ShowSkillsWindow",winClass=Class'DeusEx.PersonaScreenSkills')
     DataVaultFunctions(4)=(Function="ShowGoalsWindow",winClass=Class'DeusEx.PersonaScreenGoals')
     DataVaultFunctions(5)=(Function="ShowConversationsWindow",winClass=Class'DeusEx.PersonaScreenConversations')
     DataVaultFunctions(6)=(Function="ShowImagesWindow",winClass=Class'DeusEx.PersonaScreenImages')
     DataVaultFunctions(7)=(Function="ShowLogsWindow",winClass=Class'DeusEx.PersonaScreenLogs')
     QuickLoadTitle="Quick Load?"
     QuickLoadMessage="You will lose your current game in progress, are you sure you wish to Quick Load?"
}

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Class file time: Mon 8/11/2021 16:22:50.000 - Creation time: Mon 8/11/2021 16:31:25.820 - Created with UnCodeX