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//============================================================================= // RootWindow. //============================================================================= class RootWindow extends ModalWindow native noexport; // ---------------------------------------------------------------------- // Execs #exec FONT IMPORT FILE=Textures\TechMedium.pcx NAME=TechMedium #exec FONT IMPORT FILE=Textures\TechMedium_DS.pcx NAME=TechMedium_DS #exec FONT IMPORT FILE=Textures\TechMedium_B.pcx NAME=TechMedium_B #exec FONT IMPORT FILE=Textures\TechSmall.pcx NAME=TechSmall #exec FONT IMPORT FILE=Textures\TechSmall_DS.pcx NAME=TechSmall_DS #exec FONT IMPORT FILE=Textures\TechTiny.pcx NAME=TechTiny #exec TEXTURE IMPORT FILE=Textures\DefaultCursor.pcx NAME=DefaultCursor #exec TEXTURE IMPORT FILE=Textures\DefaultTextCursor.pcx NAME=DefaultTextCursor #exec TEXTURE IMPORT FILE=Textures\DefaultMoveCursor.pcx NAME=DefaultMoveCursor #exec TEXTURE IMPORT FILE=Textures\DefaultHMoveCursor.pcx NAME=DefaultHMoveCursor #exec TEXTURE IMPORT FILE=Textures\DefaultVMoveCursor.pcx NAME=DefaultVMoveCursor #exec TEXTURE IMPORT FILE=Textures\DefaultTLMoveCursor.pcx NAME=DefaultTLMoveCursor #exec TEXTURE IMPORT FILE=Textures\DefaultTRMoveCursor.pcx NAME=DefaultTRMoveCursor #exec TEXTURE IMPORT FILE=Textures\Solid.pcx NAME=Solid #exec TEXTURE IMPORT FILE=Textures\SolidGreen.pcx NAME=SolidGreen #exec TEXTURE IMPORT FILE=Textures\SolidYellow.pcx NAME=SolidYellow #exec TEXTURE IMPORT FILE=Textures\SolidRed.pcx NAME=SolidRed #exec TEXTURE IMPORT FILE=Textures\VisionBlue.pcx NAME=VisionBlue #exec TEXTURE IMPORT FILE=Textures\Dithered.pcx NAME=Dithered // ---------------------------------------------------------------------- // Variables var const PlayerPawnExt parentPawn; // APlayerPawnExt which owns this win var private RootWindow nextRootWindow; // Next root window in global list // Cursor position info var private float mouseX; // Cursor X pos var private float mouseY; // Cursor Y pos var private float prevMouseX; // Last cursor X pos var private float prevMouseY; // Last cursor Y pos var private window lastMouseWindow; // Last window the cursor was in var private bool bMouseMoved; // TRUE if the mouse moved var private bool bMouseMoveLocked; // TRUE if mouse movement is disabled var private bool bMouseButtonLocked; // TRUE if mouse buttons are disabled var private bool bCursorVisible; // TRUE if the cursor is visible // Default cursors var private texture defaultEditCursor; // Cursor for edit widgets var private texture defaultMoveCursor; // General movement cursor var private texture defaultHorizontalMoveCursor; // Horizontal movement cursor var private texture defaultVerticalMoveCursor; // Vertical movement cursor var private texture defaultTopLeftMoveCursor; // Upper left to lower right cursor var private texture defaultTopRightMoveCursor; // Upper right to lower left cursor // Sound options var private bool bPositionalSound; // TRUE if positional sound is enabled // Input windows var const window grabbedWindow; // Recipient window for all mouse events var const window focusWindow; // Recipient window for all keyboard events // Reference counters var int handleMouseRef; // Should root handle mouse events? var int handleKeyboardRef; // Should root handle keyboard events? // Initialization reference counter var int initCount; // Number of windows to be initialized this tick // Rendered area information var private bool bRender; // TRUE if 3D areas should be rendered var private bool bClipRender; // TRUE if the 3D area is clipped var private bool bStretchRawBackground; // TRUE if raw background should be stretched var private float renderX; // X offset of rendered area var private float renderY; // Y offset of rendered area var private float renderWidth; // Width of rendered area var private float renderHeight; // Height of rendered area var private texture rawBackground; // Background graphic drawn in unrendered areas var private float rawBackgroundWidth; // Width of background graphic var private float rawBackgroundHeight; // Height of background graphic var private color rawColor; // Color of raw background texture // Statistical variables var const int tickCycles; // Number of cycles used during windows tick var const int paintCycles; // Number of cycles used during PaintWindows call var bool bShowStats; // Should statistics be shown on root window? var bool bShowFrames; // Should we draw debugging frames around all windows? var texture debugTexture; // Debugging texture var float frameTimer; // Timer used for frames // Button click information used to determine multiple clicks var float multiClickTimeout; // Max amount of time between multiple button clicks var private float maxMouseDist; // Maximum mouse distance for multi-click to work var private int clickCount; // Current click number (zero-based) var private int lastButtonType; // Last mouse button handled var private float lastButtonPress; // Time remaining for last button press var private window lastButtonWindow; // Last window clicked in var private float firstButtonMouseX; // X position of initial button press var private float firstButtonMouseY; // Y position of initial button press // List of all current key states var private byte keyDownMap[0xFF]; // State is TRUE if key is pressed var private int hMultiplier; // Horizontal multiplier var private int vMultiplier; // Vertical multiplier // Snapshot-related variables var private int snapshotWidth; // Snapshot width var private int snapshotHeight; // Snapshot height var private transient int rootFrame; // Transient frame // ---------------------------------------------------------------------- // Intrinsics native(1510) final function SetDefaultEditCursor(optional texture newEditCursor); native(1511) final function SetDefaultMovementCursors(optional texture newMovementCursor, optional texture newHorizontalMovementCursor, optional texture newVerticalMovementCursor, optional texture newTopLeftMovementCursor, optional texture newTopRightMovementCursor); native(1512) final function EnableRendering(optional bool bRender); native(1513) final function Bool IsRenderingEnabled(); native(1514) final function SetRenderViewport(float newX, float newY, float newWidth, float newHeight); native(1515) final function ResetRenderViewport(); native(1516) final function SetRawBackground(optional texture newTexture, optional color newColor); native(1517) final function SetRawBackgroundSize(float newWidth, float newHeight); native(1518) final function StretchRawBackground(optional bool bStretch); native(1519) final function EnablePositionalSound(optional bool bEnable); native(1520) final function bool IsPositionalSoundEnabled(); native(1521) final function LockMouse(optional bool bLockMove, optional bool bLockButton); native(1522) final function ShowCursor(optional bool bShow); native(1523) final function SetSnapshotSize(float newWidth, float newHeight); native(1524) final function Texture GenerateSnapshot(optional bool bFilter); // ---------------------------------------------------------------------- // InitWindow() : Called when this window is initialized function InitWindow() { Super.InitWindow(); SetFont(Font'TechMedium'); SetDefaultCursor(Texture'DefaultCursor'); SetDefaultEditCursor(Texture'DefaultTextCursor'); SetDefaultMovementCursors(Texture'DefaultMoveCursor', Texture'DefaultHMoveCursor', Texture'DefaultVMoveCursor', Texture'DefaultTLMoveCursor', Texture'DefaultTRMoveCursor'); } // ---------------------------------------------------------------------- // Tick() : Work procedure, called periodically function Tick(float deltaSeconds) { } // ---------------------------------------------------------------------- // VirtualKeyPressed() : Default virtual key handler for the root window function bool VirtualKeyPressed(EInputKey key, bool bRepeat) { local bool retval; // Try the superclass first retval = Super.VirtualKeyPressed(key, bRepeat); // Didn't handle it -- do it ourselves if (!retval) { retval = true; // Handle arrow keys if (key == IK_Left) MoveFocusLeft(); else if (key == IK_Right) MoveFocusRight(); else if (key == IK_Up) MoveFocusUp(); else if (key == IK_Down) MoveFocusDown(); // Handle tab key else if (key == IK_Tab) { if (IsKeyDown(IK_Shift)) MoveTabGroupPrev(); else MoveTabGroupNext(); } // Handle zilch else retval = false; } // Return TRUE if we handled this event return (retval); } // ---------------------------------------------------------------------- // ClientMessage() : Called when the game wants to tell the player // something event bool ClientMessage(coerce string msg, optional name type, optional bool bBeep) { return (false); // don't handle this } // ---------------------------------------------------------------------- // GrabKeyboardEvents() : Allows root window to process keyboard events; // uses reference counting function GrabKeyboardEvents() { handleKeyboardRef++; } // ---------------------------------------------------------------------- // UngrabKeyboardEvents() : Prevents root window from processing // keyboard events; uses reference counting function UngrabKeyboardEvents() { if (handleKeyboardRef > 0) handleKeyboardRef--; } // ---------------------------------------------------------------------- // GrabMouseEvents() : Allows root window to process mouse events; uses // reference counting function GrabMouseEvents() { handleMouseRef++; } // ---------------------------------------------------------------------- // UngrabMouseEvents() : Prevents root window from processing mouse // events; uses reference counting function UngrabMouseEvents() { if (handleMouseRef > 0) handleMouseRef--; } // ---------------------------------------------------------------------- // IsKeyboardGrabbed() : Returns TRUE if the root window can process // keyboard events function bool IsKeyboardGrabbed() { if (handleKeyboardRef > 0) return true; else return false; } // ---------------------------------------------------------------------- // IsMouseGrabbed() : Returns TRUE if the root window can process mouse // events function bool IsMouseGrabbed() { if (handleMouseRef > 0) return true; else return false; } // ---------------------------------------------------------------------- // ShowStats() : Turns the status display on or off function ShowStats(bool bNewShowStats) { bShowStats = bNewShowStats; } // ---------------------------------------------------------------------- // ShowFrames() : Turns window frames on or off function ShowFrames(bool bNewShowFrames) { bShowFrames = bNewShowFrames; } defaultproperties { rawBackground=Texture'Extension.Solid' debugTexture=Texture'Extension.Solid' } |
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