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//============================================================================= // PersonaInventoryItemButton //============================================================================= class PersonaInventoryItemButton extends PersonaItemButton; var bool bEquipped; // True if item Equipped // Drag/Drop Stuff var bool bDragStart; var bool bDimIcon; var bool bAllowDragging; var bool bDragging; var bool bValidSlot; var Int clickX; var Int clickY; var Int dragPosX; var Int dragPosY; var PersonaScreenInventory winInv; // Pointer back to the window enum FillModes { FM_WeaponModTrue, FM_WeaponModFalse, FM_Selected, FM_DropGood, FM_DropBad, FM_None }; var FillModes fillMode; var Color colDragGood; var Color colDragBad; var Color colWeaponModTrue; var Color colWeaponModFalse; var Color colDropGood; var Color colDropBad; var Color colNone; // Texture and Color for background var Color fillColor; var Texture fillTexture; var localized String CountLabel; var localized String RoundLabel; var localized String RoundsLabel; // ---------------------------------------------------------------------- // DrawWindow() // ---------------------------------------------------------------------- event DrawWindow(GC gc) { local Inventory anItem; local String str; local DeusExWeapon weapon; local float strWidth, strHeight; if (( !bDragging ) || ( bDragging && bValidSlot )) { // Draw the background SetFillColor(); gc.SetStyle(DSTY_Translucent); gc.SetTileColor(fillColor); gc.DrawPattern(1, 1, width - 2, height - 2, 0, 0, fillTexture); } if ( !bDragging ) { gc.SetStyle(DSTY_Masked); gc.SetTileColor(colIcon); // Draw icon centered in button gc.DrawTexture(((width) / 2) - (iconPosWidth / 2), ((height) / 2) - (iconPosHeight / 2), iconPosWidth, iconPosHeight, 0, 0, icon); anItem = Inventory(GetClientObject()); // If this item is an inventory item *and* it's in the object // belt, draw a small number in the // upper-right corner designating it's position in the belt if ( anItem.bInObjectBelt ) { gc.SetFont(Font'FontMenuSmall_DS'); gc.SetAlignments(HALIGN_Right, VALIGN_Center); gc.SetTextColor(colHeaderText); gc.GetTextExtent(0, strWidth, strHeight, anItem.beltPos); gc.DrawText(width - strWidth - 3, 3, strWidth, strHeight, anItem.beltPos); } // If this is an ammo or a LAM (or other thrown projectile), // display the number of rounds remaining // // If it's a weapon that takes ammo, then show the type of // ammo loaded into it if (anItem.IsA('DeusExAmmo') || anItem.IsA('DeusExWeapon')) { weapon = DeusExWeapon(anItem); str = ""; if ((weapon != None) && weapon.bHandToHand && (weapon.AmmoType != None) && (weapon.AmmoName != class'AmmoNone')) { str = String(weapon.AmmoType.AmmoAmount); if (str == "1") str = Sprintf(RoundLabel, str); else str = Sprintf(RoundsLabel, str); } else if (anItem.IsA('DeusExAmmo')) { str = String(DeusExAmmo(anItem).AmmoAmount); if (str == "1") str = Sprintf(RoundLabel, str); else str = Sprintf(RoundsLabel, str); } else if ((weapon != None) && (!weapon.bHandToHand)) { str = weapon.AmmoType.beltDescription; } if (str != "") { gc.SetFont(Font'FontMenuSmall_DS'); gc.SetAlignments(HALIGN_Center, VALIGN_Center); gc.SetTextColor(colHeaderText); gc.GetTextExtent(0, strWidth, strHeight, str); gc.DrawText(0, height - strHeight, width, strHeight, str); } } // Check to see if we need to print "x copies" if (anItem.IsA('DeusExPickup') && (!anItem.IsA('NanoKeyRing'))) { if (DeusExPickup(anItem).NumCopies > 1) { str = Sprintf(CountLabel, DeusExPickup(anItem).NumCopies); gc.SetFont(Font'FontMenuSmall_DS'); gc.SetAlignments(HALIGN_Center, VALIGN_Center); gc.SetTextColor(colHeaderText); gc.GetTextExtent(0, strWidth, strHeight, str); gc.DrawText(0, height - strHeight, width, strHeight, str); } } } // Draw selection border width/height of button if (bSelected) { gc.SetTileColor(colSelectionBorder); gc.SetStyle(DSTY_Masked); gc.DrawBorders(0, 0, width, height, 0, 0, 0, 0, texBorders); } } // ---------------------------------------------------------------------- // SetInventoryWindow() // ---------------------------------------------------------------------- function SetInventoryWindow(PersonaScreenInventory newWinInv) { winInv = newWinInv; } // ---------------------------------------------------------------------- // SetEquipped() // ---------------------------------------------------------------------- function SetEquipped(Bool bNewEquipped) { bEquipped = bNewEquipped; } // ---------------------------------------------------------------------- // SetIconSize() // ---------------------------------------------------------------------- function SetIconSize(int newWidth, int newHeight) { iconPosWidth = newWidth; iconPosHeight = newHeight; // Also draw borders at the same size borderWidth = newWidth; borderHeight = newHeight; } // ---------------------------------------------------------------------- // AllowDragging() // ---------------------------------------------------------------------- function AllowDragging(bool bNewDragMode) { bAllowDragging = bNewDragMode; } // ---------------------------------------------------------------------- // SelectButton() // ---------------------------------------------------------------------- function SelectButton(Bool bNewSelected) { bSelected = bNewSelected; if (bSelected) fillMode = FM_Selected; else fillMode = FM_None; } // ---------------------------------------------------------------------- // HighlightWeapon() // ---------------------------------------------------------------------- function HighlightWeapon(bool bNewToggle) { if (bNewToggle) fillMode = FM_WeaponModTrue; else fillMode = FM_WeaponModFalse; } // ---------------------------------------------------------------------- // SetDropFill() // ---------------------------------------------------------------------- function SetDropFill(bool bGoodDrop) { if (bGoodDrop) fillMode = FM_DropGood; else fillMode = FM_DropBad; } // ---------------------------------------------------------------------- // ResetFill() // ---------------------------------------------------------------------- function ResetFill() { fillMode = FM_None; } // ---------------------------------------------------------------------- // SetFillColor() // ---------------------------------------------------------------------- function SetFillColor() { switch(fillMode) { case FM_WeaponModTrue: fillColor = colWeaponModTrue; break; case FM_WeaponModFalse: fillColor = colWeaponModFalse; break; case FM_Selected: fillColor = colFillSelected; 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 // ---------------------------------------------------------------------- event bool MouseButtonPressed(float pointX, float pointY, EInputKey button, int numClicks) { local Bool bResult; bResult = False; if (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(width/2, height/2); } } if (bDragging) { // Call the PersonaScreenInventory::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 = iconPosWidth / 2; hotY = iconPosHeight / 2; if (bDragging) { if (bDimIcon) { newColor.R = 64; newColor.G = 64; newColor.B = 64; } return (icon); } else { return (None); } } // ---------------------------------------------------------------------- // StartButtonDrag() // ---------------------------------------------------------------------- function StartButtonDrag() { bDragStart = False; bDragging = True; winInv.StartButtonDrag(Self); } // ---------------------------------------------------------------------- // FinishButtonDrag() // ---------------------------------------------------------------------- function FinishButtonDrag() { bDragStart = False; bDragging = False; winInv.FinishButtonDrag(); } // ---------------------------------------------------------------------- // ---------------------------------------------------------------------- defaultproperties { bAllowDragging=True fillMode=FM_None colDragGood=(G=255) colDragBad=(R=255) colWeaponModTrue=(R=32,G=128,B=32) colWeaponModFalse=(R=128,G=32,B=32) colDropGood=(R=32,G=128,B=32) colDropBad=(R=128,G=32,B=32) fillTexture=Texture'Extension.Solid' CountLabel="Count: %d" RoundLabel="%d Rd" RoundsLabel="%d Rds" } |
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