00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 00104 00105 00106 00107 00108 00109 00110 00111 00112 00113 00114 00115 00116 00117 00118 00119 00120 00121 00122 00123 00124 00125 00126 00127 00128 00129 00130 00131 00132 00133 00134 00135 00136 00137 00138 00139 00140 00141 00142 00143 00144 00145 00146 00147 00148 00149 00150 00151 00152 00153 00154 00155 00156 00157 00158 00159 00160 00161 00162 00163 00164 00165 00166 00167 00168 00169 00170 00171 00172 00173 00174 00175 00176 00177 00178 00179 00180 00181 00182 00183 00184 00185 00186 00187 00188 00189 00190 00191 00192 00193 00194 00195 00196 00197 00198 00199 00200 00201 00202 00203 00204 00205 00206 00207 | //============================================================================= // Spatial Fear // Name: SFWeaponDesctWindow // Description: Window, that pops up and describes a new weapon // // Author: Markus Nuebel //============================================================================= class SFWeaponDescWindow extends SFFadeWindow; var SFIconWindow m_wndIcon; // Private: Icon for this item. var int m_nIconSize; // Private: Icon size var int m_nIconLeftOffset; // Private: Left offset for icon var int m_nIconTopOffset; // Private: Top offset for icon var bool m_bFirstTime; // Private: Indicates, if the running text has already been set on the window var string m_strWeaponText; // Private: Running weapon text. var MeshActor m_actMesh; // Private: Mesh actor for weapon display var Rotator m_rotView; // Private: Rotator used to animate the weapon mesh var int m_nWeaponIconHeight; // Private: Height of weapon icon window; var int m_nWeaponIconWidth; // Private: Width of weapon icon window; var int m_nModelOffsetX; // Private: X offset of weapon model to window top/left corner var int m_nModelOffsetY; // Private: Y offset of weapon model to window top/left corner var float m_fMeshScale; // Private: Scaling factor for the icon mesh var bool m_bIntroMode; // Flag to enable the intro mode display of the window // All initialization stuff simulated function init(float fHUDScale, int X, int Y, int nWidth, int nHeight, optional Pawn Owner, optional string strText, optional SFWindow wndParent) { // Call to base class Super.init(fHUDScale, X, Y, nWidth, nHeight, Owner, strText, wndParent); // Setup the item icon m_wndIcon = Spawn(class'SFIconWindow'); m_wndIcon.init(m_fHUDScale, m_XCur+m_nIconLeftOffset, m_YCur-m_nIconTopOffset, m_nIconSize, m_nIconSize, Owner, "", Self); m_wndIcon.setDisplaySize(64); m_wndIcon.m_bNoFade = false; m_nTextOffset = 63; /* // Setup mesh actor to display weapon m_actMesh = PlayerPawn(m_oPawnOwner).Spawn(class'MeshActor'); m_actMesh.Mesh = None; m_actMesh.Skin = None; m_actMesh.DrawScale=0.07; m_actMesh.AmbientGlow=255; m_actMesh.ScaleGlow=3; */ } // Cleanup simulated function terminate() { // Call to base class Super.terminate(); if(None != m_wndIcon) m_wndIcon.terminate(); // Release references m_actMesh = None; m_wndIcon = None; } // Sets the texture for the item icon simulated function setIcon(Texture tex) { m_wndIcon.setTexture(tex); } // Custom show function to enable a fade-in simulated function show() { m_bFirstTime = false; m_wndIcon.show(); clearRunningText(); setSingleFadeReverse(1.0f); Super.show(); } // Custom show function to enable a fade-in simulated function showInIntro() { m_bIntroMode = true; m_bFirstTime = false; m_bNoFade = true; m_bRunningText = false; m_strText = m_strWeaponText; // Call to base class Super.show(); m_wndIcon.show(); stopRunning(); } // Custom hide to provide a fade out simulated function hide() { m_bIntroMode = false; setSingleFade(1.0f); stopRunning(); // Force window do fade out m_bUsedRunningText=false; // Because the fade out replaces the hide command if(None != m_sndClose) m_oPawnOwner.PlaySound(m_sndClose, SLOT_Misc, m_fCloseSoundVol); // Super.hide(); } // Called every frame function Tick(float fDelta) { if(!isVisible() || m_bIntroMode) return; // Call to base class Super.Tick(fDelta); if(isFadedIn() && !m_bRunningText && !m_bFirstTime) { // Set Fade out parameter when running text is done setSingleFade(1.0f); resetFadeCounter(); // To show the window with full fade setRunningText(m_strWeaponText, SFGameInfo(Level.Game).fReadingSpeed); m_bFirstTime = true; } // Increments the rotation yaw, thereby flipping back to 0 when at 360 //m_rotView.Yaw = (m_rotView.Yaw + fDelta * 16384) & 65535; } // Overwritten in child class, to do different foreground simulated function renderForeground(Canvas C) { // Call to base class Super.renderForeground(C); // Show the icon m_wndIcon.render(C, m_fHUDScale); } // Overwritten in child class, to do different backgrounds and effects simulated function renderBackground(Canvas C) { local float OldFov; local vector vectLocation; local Weapon oWeap; // Call to base class Super.renderBackground(C); /* if ((m_actMesh != None) && (m_actMesh.Mesh != None) && (!isFading())) { // Save old FOV OldFov = PlayerPawn(m_oPawnOwner).FOVAngle; // Set new FOV PlayerPawn(m_oPawnOwner).SetFOVAngle(30); // Some scaling depending on collision radius vectLocation.x = -1 -((m_fMeshScale-1)*10); vectLocation.y = 0; vectLocation.z = 0; // Draw the clipped actor DrawClippedActor(C, (m_XCur+m_nModelOffsetX)*m_fHUDScale, (m_YCur+m_nModelOffsetY)*m_fHUDScale, m_nWeaponIconWidth*m_fHUDScale, m_nWeaponIconHeight*m_fHUDScale, m_actMesh, false, m_rotView, vectLocation); // Restore old FOV PlayerPawn(m_oPawnOwner).SetFOVAngle(OldFov); } */ } defaultproperties { m_nIconSize=64 m_nIconLeftOffset=15 m_nIconTopOffset=-3 m_nWeaponIconHeight=100 m_nWeaponIconWidth=300 m_fMeshScale=1.000000 m_fFadeOutTime=1.000000 m_nTextOffset=115 m_nTextIndent=16 m_texBkg=Texture'SfResource1.Background.WeaponWin' m_nBorderSize=12 m_sndOpen=Sound'SfResource1.Window.OpenDescWnd' m_sndClose=Sound'SfResource1.Window.CloseDescWnd' } |