SpatialFear.SFCommWindow

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//=============================================================================
// Spatial Fear
// Name: SFCommWindow
// Description: General window base class, that is used for communication
//				windows. e.g Captain communication.
//
// Author: Markus Nuebel
//=============================================================================



class SFCommWindow extends SFFadeWindow;


var int			m_nCommIconHeight;	// Private: Height of comm icon window;
var int			m_nCommIconWidth;     // Private: Width of comm 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 bool		m_bParserAlreadySet;	// Private: Allows the contained comparser to prevent the window from setting the timer, because the comparset has already modified it.
var bool		m_bFirstTime;				// Private: To determine, if the running text has already been enabled
var bool		m_bPaused;	// Private: Pauses a communication.
var bool		m_bEOW;
var String		m_strRestOfLine;
var SFComParser		m_oParser;	// Private: Reference to parser, that drives this window
var Decoration		m_actMesh;  // Private: Mesh actor for weapon display
var int			m_nLastTextPos; // Private: Saves the textpos from the last run

// 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 parser
	m_oParser = Spawn(class'SFComParser');
	m_oParser.m_actOwner = m_oPawnOwner;

	m_nTextOffset = 8;
}

// Sets the current communication to play
simulated function setCommunication(SFCommunication oComm)
{
	// Clear the window
	m_strDisplayText="";
	m_strText="";
	// Set the new content
	m_oParser.setData(oComm, Self);
}

// Cleanup
simulated function terminate()
{
	// Call to base class
	Super.terminate();

	// Release references
	m_oParser	= None;
}



// Overwritten in child class, to do different backgrounds and effects
simulated function renderBackground(Canvas C)
{
	local float          OldFov;
	local float			fSpeed;
	local vector		  vectLocation;

	// Call to base class
	Super.renderBackground(C);

	fSpeed	= SFGameInfo(Level.Game).fReadingSpeed;
	if(!isFading() && m_bFirstTime)
	{
		setRunningText(" ", fSpeed);
		m_bFirstTime = false;
	}
}

simulated function show()
{
	// Set fading
	setSingleFadeReverse(1.0f);

	// Call to base class
	Super.show();

}

simulated function hide()
{
	setSingleFade(2.0f);

	stopRunning();
	// Force window do fade out
	m_bUsedRunningText=false;

	// Because the fade out replaces the hide command
	if(None == m_oPawnOwner)
		PlaySound(m_sndClose,SLOT_Misc,m_fCloseSoundVol);
	else
		m_oPawnOwner.PlaySound(m_sndClose,SLOT_Misc,m_fCloseSoundVol);

	// Call to base class
	//Super.hide();

	m_bFirstTime=true;

	// Clear the contents
	m_strDisplayText="";

}

// Pauses the communication
simulated function pause()
{
	m_bPaused	= true;
}

// Resumes the communication
simulated function resume(bool bYes)
{
	// Pass the decision to the parser
	m_oParser.resumeComm(bYes);

	m_bPaused	= false;
}

// displays text instantly and sets the fadout timeout
simulated function instantShow(float fNewInterval)
{
	SetTimer(fNewInterval, false);
	m_oParser.advanceToEnd();
	m_bParserAlreadySet=true;
}

// Called during running text display;
simulated function Timer()
{
	local string strChar;
	local string strMacro;

	if(m_bEOW)
	{
		m_oParser.m_nTextPos -= Len(m_strRestOfLine);
		m_oParser.executeCLS();
		m_bEOW = false;
	}

	// Check if visible
	if(!isVisible() || PlayerPawn(m_oPawnOwner).IsInState('Dying'))
	{
		m_bRunningText=false;
		return;
	}

	// Check, if the communication is paused.
	if(m_bPaused)
	{
		SetTimer(m_fIntervall, false);
		return;
	}

	if(!m_oParser.process()) // returns true, to abort communication
	{
		m_strDisplayText = m_oParser.m_strDisplayText;

		// Do a new round of parsing
		if(!m_bParserAlreadySet)
		{
			SetTimer(m_fIntervall, false);
			// Add a dot to the current text output
			if((0 == (m_nTextPos%4)) && (m_nLastTextPos != m_oParser.m_nTextPos))
			{
				// Blinking cursor
//				m_strDisplayText = m_strDisplayText $ ".";
				// Play sound
				if(None == m_oPawnOwner)
					PlaySound(m_sndTick,SLOT_Misc,2.0);
				else
					m_oPawnOwner.PlaySound(m_sndTick,SLOT_Misc,2.0);

				// Save last text pos
				m_nLastTextPos= m_oParser.m_nTextPos;
			}
		}
		else
			// Reset the flag
			m_bParserAlreadySet=false;
	}
	else
	{
		// Copy the display text to the text, to not show the macro tags.
		m_strText		= m_strDisplayText;
		hide();
	}

}


// Base class override, to do a CLS in
// case the end of the window is reached
simulated event EndOfWidowReached(optional string strRestOfLine)
{
	// Ignor EOW if we are currently pausing for the next display.
	if(m_bEOW)
		return;

	m_bEOW			= true;
	m_strRestOfLine	= strRestOfLine;
	m_oParser.m_nTextPos -= Len(m_strRestOfLine);
	SetTimer(4.0f, false);

}

defaultproperties
{
     m_nCommIconHeight=250
     m_nCommIconWidth=200
     m_nModelOffsetX=25
     m_nModelOffsetY=30
     m_bFirstTime=True
     m_nLastTextPos=-1
     m_nTextOffset=180
     m_nTextIndent=16
     m_texBkg=Texture'SfResource1.Background.CaptainWin'
     m_nBorderSize=20
}

class file time: 12/7/2003 3:58:24 PM - creation time: 12/7/2003 4:03:44 PM
Created with UnCodeX