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//============================================================================= // HUDObjectSlot //============================================================================= class HUDObjectSlot expands ToggleWindow; var DeusExPlayer player; var int objectNum; var Inventory item; var Color colObjectNum; var Color colObjectDesc; var Color colOutline; var Color fillColor; var Color colDropGood; var Color colDropBad; var Color colNone; var Color colSelected; var Color colSelectionBorder; var int slotFillWidth; var int slotFillHeight; var int borderWidth; var int borderHeight; // Stuff to optimize DrawWindow() var String itemText; // Drag/Drop Stuff var PersonaScreenInventory winInv; // Pointer back to the inventory window var Int clickX; var Int clickY; var bool bDragStart; var bool bDimIcon; var bool bAllowDragging; var bool bDragging; // Set to True when we're dragging enum FillModes { FM_Selected, FM_DropGood, FM_DropBad, FM_None }; var FillModes fillMode; // Variables used to draw belt var Texture slotTextures; var int slotIconX; var int slotIconY; var int slotNumberX; var int slotNumberY; // Used by DrawWindow() var int itemTextPosY; // Defaults var EDrawStyle backgroundDrawStyle; var Texture texBackground; var Texture mpBorderTex; //For drawing borders between item slot sections in mp var Color colBackground; var Texture texBorders[9]; var localized String RoundLabel; var localized String RoundsLabel; var localized String CountLabel; // ---------------------------------------------------------------------- // InitWindow() // ---------------------------------------------------------------------- event InitWindow() { Super.InitWindow(); objectNum = -1; item = None; SetSelectability(false); SetSize(51, 54); SetFont(Font'FontTiny'); // Get a pointer to the player player = DeusExPlayer(GetRootWindow().parentPawn); // Position where we'll be drawing the item-dependent text itemTextPosY = slotFillHeight - 8 + slotIconY; StyleChanged(); } // ---------------------------------------------------------------------- // ToggleChanged() // ---------------------------------------------------------------------- event bool ToggleChanged(Window button, bool bNewToggle) { if ((item == None) && (bNewToggle)) { SetToggle(False); return True; } else { return False; } } // ---------------------------------------------------------------------- // SetObjectNumber() // ---------------------------------------------------------------------- function SetObjectNumber(int newNumber) { objectNum = newNumber; } // ---------------------------------------------------------------------- // SetItem() // ---------------------------------------------------------------------- function SetItem(Inventory newItem) { item = newItem; if ( newItem != None ) { newItem.bInObjectBelt = True; newItem.beltPos = objectNum; } else { HighlightSelect(False); SetToggle(False); } // Update the text that will be displayed above the icon (if any) UpdateItemText(); } // ---------------------------------------------------------------------- // UpdateItemText() // ---------------------------------------------------------------------- function UpdateItemText() { local DeusExWeapon weapon; itemText = ""; if (item != None) { if (item.IsA('DeusExWeapon')) { // If this is a weapon, show the number of remaining rounds weapon = DeusExWeapon(item); // Ammo loaded if ((weapon.AmmoName != class'AmmoNone') && (!weapon.bHandToHand) && (weapon.ReloadCount != 0) && (weapon.AmmoType != None)) itemText = weapon.AmmoType.beltDescription; // If this is a grenade if (weapon.IsA('WeaponNanoVirusGrenade') || weapon.IsA('WeaponGasGrenade') || weapon.IsA('WeaponEMPGrenade') || weapon.IsA('WeaponLAM')) { if (weapon.AmmoType.AmmoAmount > 1) itemText = CountLabel @ weapon.AmmoType.AmmoAmount; } } else if (item.IsA('DeusExPickup') && (!item.IsA('NanoKeyRing'))) { // If the object is a SkilledTool (but not the NanoKeyRing) then show the // number of uses if (DeusExPickup(item).NumCopies > 1) itemText = DeusExPickup(item).CountLabel @ String(DeusExPickup(item).NumCopies); } } } // ---------------------------------------------------------------------- // GetItem() // ---------------------------------------------------------------------- function Inventory GetItem() { return (item); } // ---------------------------------------------------------------------- // DrawWindow() // ---------------------------------------------------------------------- event DrawWindow(GC gc) { // First draw the background DrawHUDBackground(gc); // Now fill the area under the icon, which can be different // colors based on the state of the item. // // Don't waste time drawing the fill if the fillMode is set // to None if (fillMode != FM_None) { SetFillColor(); gc.SetStyle(DSTY_Translucent); gc.SetTileColor(fillColor); gc.DrawPattern( slotIconX, slotIconY, slotFillWidth, slotFillHeight, 0, 0, Texture'Solid' ); } // Don't draw any of this if we're dragging if ((item != None) && (item.Icon != None) && (!bDragging)) { // Draw the icon DrawHUDIcon(gc); // Text defaults gc.SetAlignments(HALIGN_Center, VALIGN_Center); gc.EnableWordWrap(false); gc.SetTextColor(colObjectNum); // Draw the item description at the bottom gc.DrawText(1, 42, 42, 7, item.BeltDescription); // If there's any additional text (say, for an ammo or weapon), draw it if (itemText != "") gc.DrawText(slotIconX, itemTextPosY, slotFillWidth, 8, itemText); // Draw selection border if (bButtonPressed) { gc.SetTileColor(colSelectionBorder); gc.SetStyle(DSTY_Masked); gc.DrawBorders(slotIconX - 1, slotIconY - 1, borderWidth, borderHeight, 0, 0, 0, 0, texBorders); } } else if ((item == None) && (player != None) && (player.Level.NetMode != NM_Standalone) && (player.bBeltIsMPInventory)) { // Text defaults gc.SetAlignments(HALIGN_Center, VALIGN_Center); gc.EnableWordWrap(false); gc.SetTextColor(colObjectNum); if ((objectNum >=1) && (objectNum <=3)) { gc.DrawText(1, 42, 42, 7, "WEAPONS"); } else if ((objectNum >=4) && (objectNum <=6)) { gc.DrawText(1, 42, 42, 7, "GRENADES"); } else if ( ((objectNum >=7) && (objectNum <=9)) || (objectNum == 0) ) { gc.DrawText(1, 42, 42, 7, "TOOLS"); } } // Draw the Object Slot Number in upper-right corner gc.SetAlignments(HALIGN_Right, VALIGN_Center); gc.SetTextColor(colObjectNum); gc.DrawText(slotNumberX - 1, slotNumberY, 6, 7, objectNum); } function DrawHUDIcon(GC gc) { gc.SetStyle(DSTY_Masked); gc.SetTileColorRGB(255, 255, 255); gc.DrawTexture(slotIconX, slotIconY, slotFillWidth, slotFillHeight, 0, 0, item.Icon); } function DrawHUDBackground(GC gc) { local Color newBackground; gc.SetStyle(backgroundDrawStyle); if (( player != None ) && (player.Level.NetMode != NM_Standalone) && (player.bBuySkills)) { newBackground.r = colBackground.r / 2; newBackground.g = colBackground.g / 2; newBackground.b = colBackground.b / 2; gc.SetTileColor(newBackground); } else gc.SetTileColor(colBackground); // DEUS_EX AMSD Warning. This background delineates specific item locations on the belt, which // are usually only known to the items themselves. if ( (player != None) && (Player.Level.Netmode != NM_Standalone) && (Player.bBeltIsMPInventory) && ((objectNum == 3) || (objectNum == 6)) ) { gc.DrawTexture(0, 0, width, height, 0, 0, mpBorderTex); } else gc.DrawTexture(0, 0, width, height, 0, 0, texBackground); } // ---------------------------------------------------------------------- // SetDropFill() // ---------------------------------------------------------------------- function SetDropFill(bool bGoodDrop) { if (bGoodDrop) fillMode = FM_DropGood; else fillMode = FM_DropBad; } // ---------------------------------------------------------------------- // AllowDragging() // ---------------------------------------------------------------------- function AllowDragging(bool bNewAllowDragging) { bAllowDragging = bNewAllowDragging; } // ---------------------------------------------------------------------- // ResetFill() // ---------------------------------------------------------------------- function ResetFill() { fillMode = FM_None; } // ---------------------------------------------------------------------- // HighlightSelect() // ---------------------------------------------------------------------- function HighlightSelect(bool bHighlight) { if (bHighlight) fillMode = FM_Selected; else fillMode = FM_None; } // ---------------------------------------------------------------------- // SetFillColor() // ---------------------------------------------------------------------- function SetFillColor() { switch(fillMode) { case FM_Selected: fillColor = colSelected; break; case FM_DropBad: fillColor = colDropBad; break; case FM_DropGood: fillColor = colDropGood; break; case FM_None: fillColor = colNone; break; } } // ---------------------------------------------------------------------- // MouseButtonPressed() // // If the user presses the mouse button, initiate drag mode, // but only if this button has an inventory item associated // with it. // ---------------------------------------------------------------------- event bool MouseButtonPressed(float pointX, float pointY, EInputKey button, int numClicks) { local Bool bResult; bResult = False; if ((item != None) && (button == IK_LeftMouse)) { bDragStart = True; clickX = pointX; clickY = pointY; bResult = True; } return bResult; } // ---------------------------------------------------------------------- // MouseButtonReleased() // // If we were in drag mode, then release the mouse button. // If the player is over a new (and valid) inventory location or // object belt location, drop the item here. // ---------------------------------------------------------------------- event bool MouseButtonReleased(float pointX, float pointY, EInputKey button, int numClicks) { if (button == IK_LeftMouse) { FinishButtonDrag(); return True; } else { return false; // don't handle } } // ---------------------------------------------------------------------- // MouseMoved() // ---------------------------------------------------------------------- event MouseMoved(float newX, float newY) { local Float invX; local Float invY; if (bAllowDragging) { if (bDragStart) { // Only start a drag even if the cursor has moved more than, say, // two pixels. This prevents problems if the user just wants to // click on an item to select it but is a little sloppy. :) if (( Abs(newX - clickX) > 2 ) || ( Abs(newY- clickY) > 2 )) { StartButtonDrag(); SetCursorPos( slotIconX + slotFillWidth/2, slotIconY + slotFillHeight/2); } } if (bDragging) { // Call the InventoryWindow::MouseMoved function, with translated // coordinates. ConvertCoordinates(Self, newX, newY, winInv, invX, invY); winInv.UpdateDragMouse(invX, invY); } } } // ---------------------------------------------------------------------- // CursorRequested() // // If we're dragging an inventory item, then set the cursor to that // icon. Otherwise return None, meaning use the default cursor icon. // ---------------------------------------------------------------------- event texture CursorRequested(window win, float pointX, float pointY, out float hotX, out float hotY, out color newColor, out Texture shadowTexture) { shadowTexture = None; hotX = slotFillWidth / 2; hotY = slotFillHeight / 2; if ((item != None) && (bDragging)) { if (bDimIcon) { newColor.R = 64; newColor.G = 64; newColor.B = 64; } return item.Icon; } else { return None; } } // ---------------------------------------------------------------------- // StartButtonDrag() // ---------------------------------------------------------------------- function StartButtonDrag() { bDragStart = False; bDragging = True; winInv.StartButtonDrag(Self); } // ---------------------------------------------------------------------- // FinishButtonDrag() // ---------------------------------------------------------------------- function FinishButtonDrag() { winInv.FinishButtonDrag(); bDragStart = False; bDragging = False; } // ---------------------------------------------------------------------- // AssignWinInv() // ---------------------------------------------------------------------- function AssignWinInv(PersonaScreenInventory newWinInventory) { winInv = newWinInventory; } // ---------------------------------------------------------------------- // GetIconPos() // // Returns the location where the icon will be drawn // ---------------------------------------------------------------------- function GetIconPos(out int iconPosX, out int iconPosY) { iconPosX = slotIconX; iconPosY = slotIconY; } // ---------------------------------------------------------------------- // StyleChanged() // ---------------------------------------------------------------------- event StyleChanged() { local ColorTheme theme; theme = player.ThemeManager.GetCurrentHUDColorTheme(); colBackground = theme.GetColorFromName('HUDColor_Background'); colObjectNum = theme.GetColorFromName('HUDColor_NormalText'); colSelected.r = Int(Float(colBackground.r) * 0.50); colSelected.g = Int(Float(colBackground.g) * 0.50); colSelected.b = Int(Float(colBackground.b) * 0.50); if (player.GetHUDBackgroundTranslucency()) backgroundDrawStyle = DSTY_Translucent; else backgroundDrawStyle = DSTY_Masked; } // ---------------------------------------------------------------------- // ---------------------------------------------------------------------- defaultproperties { colObjectNum=(G=170,B=255) colDropGood=(R=32,G=128,B=32) colDropBad=(R=128,G=32,B=32) colSelected=(R=60,G=60,B=60) colSelectionBorder=(R=255,G=255,B=255) slotFillWidth=42 slotFillHeight=37 borderWidth=44 borderHeight=50 bAllowDragging=True fillMode=FM_None slotIconX=1 slotIconY=3 slotNumberX=38 slotNumberY=3 texBackground=Texture'DeusExUI.UserInterface.HUDObjectBeltBackground_Cell' mpBorderTex=Texture'DeusExUI.UserInterface.HUDObjectBeltBackground_Divider' texBorders(0)=Texture'DeusExUI.UserInterface.PersonaItemHighlight_TL' texBorders(1)=Texture'DeusExUI.UserInterface.PersonaItemHighlight_TR' texBorders(2)=Texture'DeusExUI.UserInterface.PersonaItemHighlight_BL' texBorders(3)=Texture'DeusExUI.UserInterface.PersonaItemHighlight_BR' texBorders(4)=Texture'DeusExUI.UserInterface.PersonaItemHighlight_Left' texBorders(5)=Texture'DeusExUI.UserInterface.PersonaItemHighlight_Right' texBorders(6)=Texture'DeusExUI.UserInterface.PersonaItemHighlight_Top' texBorders(7)=Texture'DeusExUI.UserInterface.PersonaItemHighlight_Bottom' texBorders(8)=Texture'DeusExUI.UserInterface.PersonaItemHighlight_Center' RoundLabel="%d Rd" RoundsLabel="%d Rds" CountLabel="COUNT:" } |
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