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XInterface.Tab_WeaponPref


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class Tab_WeaponPref extends UT2K3TabPanel;

var GUIListBox          MyCurWeaponList;
var moCheckBox          SwitchWeaponCheckBox;
var GUIScrollTextBox    WeaponDescriptionBox;

var class<Weapon>       MyCurWeapon;

var SpinnyWeap          SpinnyWeap; // MUST be set to null when you leave the window
var vector              SpinnyWeapOffset;

var bool                bWeapPrefInitialised;
var bool                bChanged;
var bool                bUseDefaultPriority;

function int CompareWeaponPriority(GUIListElem ElemA, GUIListElem ElemB)
{
    local int PA, PB;
    local class<Weapon> WA, WB;

    WA = class<Weapon>(ElemA.ExtraData);
    WB = class<Weapon>(ElemB.ExtraData);


    if(bUseDefaultPriority)
    {
//		PA = WA.Default.DefaultPriority;
//		PB = WB.Default.DefaultPriority;
    }
    else
    {
        PA = WA.Default.Priority;
        PB = WB.Default.Priority;
    }

    return PB - PA;
}

function ShowPanel(bool bShow)
{
    if(!bWeapPrefInitialised)
    {
        MyCurWeaponList.List.CompareItem = CompareWeaponPriority;

        // Spawn 'please wait' screen while we DLO the weapons
        if ( Controller.OpenMenu("xinterface.UT2LoadingWeapons") )
            UT2LoadingWeapons(Controller.TopPage()).StartLoad(self);
    }

    Super.ShowPanel(bShow);

    if (!bShow && bWeapPrefInitialised)
        WeapApply(none);

}

function InitComponent(GUIController MyController, GUIComponent MyOwner)
{
    Super.Initcomponent(MyController, MyOwner);

    MyCurWeaponList = GUIListBox(Controls[0]);
    SwitchWeaponCheckBox = moCheckBox(Controls[4]);
    WeaponDescriptionBox = GUIScrollTextBox(Controls[5]);

    // Set up 'auto-switch weapon' check box
    SwitchWeaponCheckBox.Checked( !class'Engine.PlayerController'.default.bNeverSwitchOnPickup );
}

function UpdateWeaponPriorities()
{
    local int i;
    local class<Weapon> W;

    // Allocate priority values from 1 upwards
    for(i=0; i<MyCurWeaponList.List.ItemCount; i++)
    {
        W = class<Weapon>(MyCurWeaponList.List.GetObjectAtIndex(i));
        W.default.Priority = MyCurWeaponList.List.ItemCount - i;
        W.static.StaticSaveConfig();
    }
}

// Resort the weapons using their 'default' priority
function bool WeapDefaults(GUIComponent Sender)
{
    bUseDefaultPriority=true;

    MyCurWeaponList.List.SortList();
    MyCurWeaponList.List.SetIndex(0);
    UpdateCurrentWeapon();

    bChanged=true;
    bUseDefaultPriority=false;

    return true;
}

function bool WeapApply(GUIComponent Sender)
{
    if (bChanged)
        UpdateWeaponPriorities();

    bChanged=false;

    return true;
}

Delegate OnDeActivate()
{
    WeapApply(Self);
}

function SwapWeapons(int IndexA, int IndexB)
{
    // Swap it with the one above
    MyCurWeaponList.List.Swap(IndexA, IndexB);

    // Make 'apply' button visible
    bChanged=true;
}

function bool WeapUp(GUIComponent Sender)
{
    local int currPos;

    // Can't do any sorting if only one thing in the list!
    if(MyCurWeaponList.List.ItemCount == 0)
        return true;

    currPos = MyCurWeaponList.List.Index;

    // No room to move up
    if(currPos == 0)
        return true;

    SwapWeapons(currPos, currPos-1);
    MyCurWeaponList.List.Index = currPos-1;

    return true;
}

function bool WeapDown(GUIComponent Sender)
{
    local int currPos;

    if(MyCurWeaponList.List.ItemCount == 0)
        return true;

    currPos = MyCurWeaponList.List.Index;

    if(currPos == MyCurWeaponList.List.ItemCount - 1)
        return true;

    SwapWeapons(currPos, currPos+1);
    MyCurWeaponList.List.Index = currPos+1;

    return true;
}

function bool InternalDraw(Canvas canvas)
{
    local vector CamPos, X, Y, Z, WX, WY, WZ;
    local rotator CamRot;

    if(MyCurWeapon != None)
    {
        canvas.GetCameraLocation(CamPos, CamRot);
        GetAxes(CamRot, X, Y, Z);

        if(SpinnyWeap.DrawType == DT_Mesh)
        {
            GetAxes(SpinnyWeap.Rotation, WX, WY, WZ);
            SpinnyWeap.SetLocation(CamPos + (SpinnyWeapOffset.X * X) + (SpinnyWeapOffset.Y * Y) + (SpinnyWeapOffset.Z * Z) + (30 * WX));
        }
        else
        {
            SpinnyWeap.SetLocation(CamPos + (SpinnyWeapOffset.X * X) + (SpinnyWeapOffset.Y * Y) + (SpinnyWeapOffset.Z * Z));
        }

        canvas.DrawActor(SpinnyWeap, false, true, 90.0);
    }

    return false;
}

function UpdateCurrentWeapon()
{
    local class<Weapon> currWeap;
    local class<Pickup> pickupClass;
    local class<InventoryAttachment> attachClass;
    local vector Scale3D;
    local bool b;
    local int i;

    if(SpinnyWeap == None)
        return;

    currWeap = class<Weapon>(MyCurWeaponList.List.GetObject());

    if(currWeap != None && currWeap != MyCurWeapon)
    {
        MyCurWeapon = currWeap;
        pickupClass = MyCurWeapon.default.PickupClass;
        attachClass = MyCurWeapon.default.AttachmentClass;

        if(MyCurWeapon != None)
        {
            if(pickupClass != None && pickupClass.default.StaticMesh != None)
            {
                SpinnyWeap.LinkMesh( None );
                SpinnyWeap.SetStaticMesh( pickupClass.default.StaticMesh );
                SpinnyWeap.SetDrawScale( pickupClass.default.DrawScale );
                SpinnyWeap.SetDrawScale3D( pickupClass.default.DrawScale3D );

                // Set skins array on spinnyweap to the same as the pickup class.
                SpinnyWeap.Skins.Length = pickupClass.default.Skins.Length;
                for(i=0; i<pickupClass.default.Skins.Length; i++)
                {
                    SpinnyWeap.Skins[i] = pickupClass.default.Skins[i];
                }

                SpinnyWeap.SetDrawType(DT_StaticMesh);
            }
            else if(attachClass != None && attachClass.default.Mesh != None)
            {
                SpinnyWeap.SetStaticMesh( None );
                SpinnyWeap.LinkMesh( attachClass.default.Mesh );
                SpinnyWeap.SetDrawScale( 1.5 * attachClass.default.DrawScale );

                // Set skins array on spinnyweap to the same as the pickup class.
                SpinnyWeap.Skins.Length = attachClass.default.Skins.Length;
                for(i=0; i<attachClass.default.Skins.Length; i++)
                {
                    SpinnyWeap.Skins[i] = attachClass.default.Skins[i];
                }

                // Flip attachment (for some reason)
                Scale3D = attachClass.default.DrawScale3D;
                Scale3D.Z *= -1.0;
                SpinnyWeap.SetDrawScale3D( 1.5 * Scale3D );

                SpinnyWeap.SetDrawType(DT_Mesh);
            }
            else
                Log("Could not find graphic for weapon: "$MyCurWeapon);
        }
    }

    WeaponDescriptionBox.SetContent( MyCurWeaponList.List.GetExtra() );

    b = CurrWeap.default.ExchangeFireModes == 1;
    moCheckBox(Controls[8]).Checked(b);

}

function InternalOnChange(GUIComponent Sender)
{
    local bool sw;
    local class<Weapon> currWeap;

    if(Sender == Controls[0])
    {
        UpdateCurrentWeapon();
        OnChange(Self);
    }
    else if(Sender == Controls[4])
    {
        sw = !SwitchWeaponCheckBox.IsChecked();

        // Set for current playercontroller
        PlayerOwner().bNeverSwitchOnPickup = sw;

        // Save for future games
        class'Engine.PlayerController'.default.bNeverSwitchOnPickup = sw;
        class'Engine.PlayerController'.static.StaticSaveConfig();
    }
    else if (Sender==Controls[8])
    {
        currWeap = class<Weapon>(MyCurWeaponList.List.GetObject());

        if ( moCheckBox(Controls[8]).IsChecked() )
            CurrWeap.default.ExchangeFireModes = 1;
        else
            CurrWeap.default.ExchangeFireModes = 0;

        CurrWeap.static.StaticSaveConfig();
    }

}

defaultproperties
{
     SpinnyWeapOffset=(X=150.000000,Y=54.500000,Z=14.000000)
     Begin Object Class=GUIListBox Name=WeaponPrefWeapList
         bVisibleWhenEmpty=True
         OnCreateComponent=WeaponPrefWeapList.InternalOnCreateComponent
         StyleName="SquareButton"
         Hint="Select order for weapons"
         WinTop=0.083333
         WinLeft=0.022000
         WinWidth=0.400000
         WinHeight=0.696251
         OnChange=Tab_WeaponPref.InternalOnChange
     End Object
     Controls(0)=GUIListBox'XInterface.Tab_WeaponPref.WeaponPrefWeapList'

     Begin Object Class=GUIButton Name=WeaponPrefWeapUp
         Caption="Raise Priority"
         Hint="Increase the priority this weapon will have when picking your best weapon."
         WinTop=0.800000
         WinLeft=0.022000
         WinWidth=0.190000
         WinHeight=0.050000
         OnClickSound=CS_Up
         OnClick=Tab_WeaponPref.WeapUp
         OnKeyEvent=WeaponPrefWeapUp.InternalOnKeyEvent
     End Object
     Controls(1)=GUIButton'XInterface.Tab_WeaponPref.WeaponPrefWeapUp'

     Begin Object Class=GUIButton Name=WeaponPrefWeapDown
         Caption="Lower Priority"
         Hint="Decrease the priority this weapon will have when picking your best weapon."
         WinTop=0.870000
         WinLeft=0.022000
         WinWidth=0.190000
         WinHeight=0.050000
         OnClickSound=CS_Down
         OnClick=Tab_WeaponPref.WeapDown
         OnKeyEvent=WeaponPrefWeapDown.InternalOnKeyEvent
     End Object
     Controls(2)=GUIButton'XInterface.Tab_WeaponPref.WeaponPrefWeapDown'

     Begin Object Class=GUIButton Name=WeaponDefaults
         Caption="Defaults"
         Hint="Set the weapon priorities back to default"
         WinTop=0.800000
         WinLeft=0.231250
         WinWidth=0.190000
         WinHeight=0.050000
         OnClick=Tab_WeaponPref.WeapDefaults
         OnKeyEvent=WeaponDefaults.InternalOnKeyEvent
     End Object
     Controls(3)=GUIButton'XInterface.Tab_WeaponPref.WeaponDefaults'

     Begin Object Class=moCheckBox Name=WeaponAutoSwitch
         ComponentJustification=TXTA_Left
         Caption="Switch On Pickup"
         OnCreateComponent=WeaponAutoSwitch.InternalOnCreateComponent
         Hint="Automatically change weapons when you pick up a better one."
         WinTop=0.939062
         WinLeft=0.028000
         WinWidth=0.300000
         WinHeight=0.060000
         OnChange=Tab_WeaponPref.InternalOnChange
     End Object
     Controls(4)=moCheckBox'XInterface.Tab_WeaponPref.WeaponAutoSwitch'

     Begin Object Class=GUIScrollTextBox Name=WeaponDescription
         CharDelay=0.001500
         EOLDelay=0.250000
         OnCreateComponent=WeaponDescription.InternalOnCreateComponent
         WinTop=0.656667
         WinLeft=0.449999
         WinWidth=0.532501
         WinHeight=0.278750
         bAcceptsInput=False
         bNeverFocus=True
     End Object
     Controls(5)=GUIScrollTextBox'XInterface.Tab_WeaponPref.WeaponDescription'

     Begin Object Class=GUILabel Name=WeaponPriorityLabel
         Caption="Weapon Priority"
         TextColor=(B=255,G=255,R=255)
         WinTop=0.015000
         WinLeft=0.031914
         WinWidth=0.400000
         WinHeight=32.000000
     End Object
     Controls(6)=GUILabel'XInterface.Tab_WeaponPref.WeaponPriorityLabel'

     Begin Object Class=GUIImage Name=WeaponBK
         Image=Texture'InterfaceContent.Menu.BorderBoxD'
         ImageColor=(A=160)
         ImageStyle=ISTY_Stretched
         WinTop=0.085365
         WinLeft=0.450391
         WinWidth=0.533749
         WinHeight=0.552270
     End Object
     Controls(7)=GUIImage'XInterface.Tab_WeaponPref.WeaponBK'

     Begin Object Class=moCheckBox Name=WeaponSwap
         ComponentJustification=TXTA_Left
         Caption="Swap Fire Mode"
         OnCreateComponent=WeaponSwap.InternalOnCreateComponent
         Hint="Check this box to swap the firing mode on the selected weapon."
         WinTop=0.970312
         WinLeft=0.551437
         WinWidth=0.268750
         WinHeight=0.040000
         OnChange=Tab_WeaponPref.InternalOnChange
     End Object
     Controls(8)=moCheckBox'XInterface.Tab_WeaponPref.WeaponSwap'

     WinTop=0.150000
     WinHeight=0.740000
     OnDraw=Tab_WeaponPref.InternalDraw
}

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Class file time: Mon 23/10/2006 20:30:36.000 - Creation time: Wed 7/2/2007 19:16:54.125 - Created with UnCodeX