IW4-Dump-Files/maps/_hud_util.gsc

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#include maps\_utility;
#include animscripts\utility;
#include common_scripts\utility;
setParent( element )
{
if ( isDefined( self.parent ) && self.parent == element )
return;
if ( isDefined( self.parent ) )
self.parent removeChild( self );
self.parent = element;
self.parent addChild( self );
if ( isDefined( self.point ) )
self setPoint( self.point, self.relativePoint, self.xOffset, self.yOffset );
else
self setPoint( "TOPLEFT" );
}
getParent()
{
return self.parent;
}
addChild( element )
{
element.index = self.children.size;
self.children[ self.children.size ] = element;
}
removeChild( element )
{
element.parent = undefined;
if ( self.children[ self.children.size - 1 ] != element )
{
self.children[ element.index ] = self.children[ self.children.size - 1 ];
self.children[ element.index ].index = element.index;
}
self.children[ self.children.size - 1 ] = undefined;
element.index = undefined;
}
setPoint( point, relativePoint, xOffset, yOffset, moveTime )
{
if ( !isDefined( moveTime ) )
moveTime = 0;
element = self getParent();
if ( moveTime )
self moveOverTime( moveTime );
if ( !isDefined( xOffset ) )
xOffset = 0;
self.xOffset = xOffset;
if ( !isDefined( yOffset ) )
yOffset = 0;
self.yOffset = yOffset;
self.point = point;
self.alignX = "center";
self.alignY = "middle";
if ( isSubStr( point, "TOP" ) )
self.alignY = "top";
if ( isSubStr( point, "BOTTOM" ) )
self.alignY = "bottom";
if ( isSubStr( point, "LEFT" ) )
self.alignX = "left";
if ( isSubStr( point, "RIGHT" ) )
self.alignX = "right";
if ( !isDefined( relativePoint ) )
relativePoint = point;
self.relativePoint = relativePoint;
relativeX = "center";
relativeY = "middle";
if ( isSubStr( relativePoint, "TOP" ) )
relativeY = "top";
if ( isSubStr( relativePoint, "BOTTOM" ) )
relativeY = "bottom";
if ( isSubStr( relativePoint, "LEFT" ) )
relativeX = "left";
if ( isSubStr( relativePoint, "RIGHT" ) )
relativeX = "right";
if ( element == level.uiParent )
{
self.horzAlign = relativeX;
self.vertAlign = relativeY;
}
else
{
self.horzAlign = element.horzAlign;
self.vertAlign = element.vertAlign;
}
if ( relativeX == element.alignX )
{
offsetX = 0;
xFactor = 0;
}
else if ( relativeX == "center" || element.alignX == "center" )
{
offsetX = int( element.width / 2 );
if ( relativeX == "left" || element.alignX == "right" )
xFactor = -1;
else
xFactor = 1;
}
else
{
offsetX = element.width;
if ( relativeX == "left" )
xFactor = -1;
else
xFactor = 1;
}
self.x = element.x + ( offsetX * xFactor );
if ( relativeY == element.alignY )
{
offsetY = 0;
yFactor = 0;
}
else if ( relativeY == "middle" || element.alignY == "middle" )
{
offsetY = int( element.height / 2 );
if ( relativeY == "top" || element.alignY == "bottom" )
yFactor = -1;
else
yFactor = 1;
}
else
{
offsetY = element.height;
if ( relativeY == "top" )
yFactor = -1;
else
yFactor = 1;
}
self.y = element.y + ( offsetY * yFactor );
self.x += self.xOffset;
self.y += self.yOffset;
switch( self.elemType )
{
case "bar":
setPointBar( point, relativePoint, xOffset, yOffset );
break;
}
self updateChildren();
}
setPointBar( point, relativePoint, xOffset, yOffset )
{
self.bar.horzAlign = self.horzAlign;
self.bar.vertAlign = self.vertAlign;
self.bar.alignX = "left";
self.bar.alignY = self.alignY;
self.bar.y = self.y;
if ( self.alignX == "left" )
self.bar.x = self.x + self.padding;
else if ( self.alignX == "right" )
self.bar.x = self.x - ( self.width - self.padding );
else
self.bar.x = self.x - int( ( self.width - self.padding ) / 2 );
self updateBar( self.bar.frac );
}
updateBar( barFrac )
{
barWidth = int( ( self.width - ( self.padding * 2 ) ) * barFrac );
if ( !barWidth )
barWidth = 1;
self.bar.frac = barFrac;
self.bar setShader( self.bar.shader, barWidth, self.height - ( self.padding * 2 ) );
}
/*
=============
///ScriptDocBegin
"Name: createFontString( <font>, <fontScale> )"
"Summary: Creates a hud element for font purposes"
"Module: Hud"
"MandatoryArg: <font>: Apparently this is always set to default."
"MandatoryArg: <fontScale>: The scale you want."
"Example: level.hintElem = createFontString( "default", 2.0 );"
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
createFontString( font, fontScale )
{
fontElem = newHudElem();
fontElem.elemType = "font";
fontElem.font = font;
fontElem.fontscale = fontScale;
fontElem.x = 0;
fontElem.y = 0;
fontElem.width = 0;
fontElem.height = int( level.fontHeight * fontScale );
fontElem.xOffset = 0;
fontElem.yOffset = 0;
fontElem.children = [];
fontElem setParent( level.uiParent );
return fontElem;
}
/*
=============
///ScriptDocBegin
"Name: createClientFontString( <font>, <fontScale> )"
"Summary: Creates a client hud element for font purposes"
"Module: Hud"
"MandatoryArg: <font>: Apparently this is always set to default."
"MandatoryArg: <fontScale>: The scale you want."
"Example: level.hintElem = level.player createClientFontString( "default", 2.0 );"
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
createClientFontString( font, fontScale )
{
assert( isplayer( self ) );
fontElem = newClientHudElem( self );
fontElem.elemType = "font";
fontElem.font = font;
fontElem.fontscale = fontScale;
fontElem.x = 0;
fontElem.y = 0;
fontElem.width = 0;
fontElem.height = int( level.fontHeight * fontScale );
fontElem.xOffset = 0;
fontElem.yOffset = 0;
fontElem.children = [];
fontElem setParent( level.uiParent );
return fontElem;
}
createClientTimer( font, fontScale )
{
assert( isplayer( self ) );
timerElem = newClientHudElem( self );
timerElem.elemType = "timer";
timerElem.font = font;
timerElem.fontscale = fontScale;
timerElem.x = 0;
timerElem.y = 0;
timerElem.width = 0;
timerElem.height = int( level.fontHeight * fontScale );
timerElem.xOffset = 0;
timerElem.yOffset = 0;
timerElem.children = [];
timerElem setParent( level.uiParent );
return timerElem;
}
createServerFontString( font, fontScale )
{
fontElem = newHudElem();
fontElem.elemType = "font";
fontElem.font = font;
fontElem.fontscale = fontScale;
fontElem.x = 0;
fontElem.y = 0;
fontElem.width = 0;
fontElem.height = int( level.fontHeight * fontScale );
fontElem.xOffset = 0;
fontElem.yOffset = 0;
fontElem.children = [];
fontElem setParent( level.uiParent );
return fontElem;
}
createServerTimer( font, fontScale )
{
timerElem = newHudElem();
timerElem.elemType = "timer";
timerElem.font = font;
timerElem.fontscale = fontScale;
timerElem.x = 0;
timerElem.y = 0;
timerElem.width = 0;
timerElem.height = int( level.fontHeight * fontScale );
timerElem.xOffset = 0;
timerElem.yOffset = 0;
timerElem.children = [];
timerElem setParent( level.uiParent );
return timerElem;
}
createIcon( shader, width, height )
{
iconElem = newHudElem();
return createIcon_Hudelem( iconElem, shader, width, height );
}
createClientIcon( shader, width, height )
{
iconElem = newClientHudElem( self );
return createIcon_Hudelem( iconElem, shader, width, height );
}
createIcon_Hudelem( iconElem, shader, width, height )
{
iconElem.elemType = "icon";
iconElem.x = 0;
iconElem.y = 0;
iconElem.width = width;
iconElem.height = height;
iconElem.xOffset = 0;
iconElem.yOffset = 0;
iconElem.children = [];
iconElem setParent( level.uiParent );
if ( isDefined( shader ) )
iconElem setShader( shader, width, height );
return iconElem;
}
createBar( shader, bgshader, width, height, flashFrac )
{
if ( !isdefined( shader ) )
shader = "white";
if ( !isdefined( bgshader ) )
bgshader = "black";
if ( !isdefined( width ) )
width = 100;
if ( !isdefined( height ) )
height = 9;
barElem = newHudElem();
barElem.x = 0 + 2;
barElem.y = 0 + 2;
barElem.frac = 0.25;
barElem.shader = shader;
barElem.sort = -1;
barElem setShader( shader, width - 2, height - 2 );
if ( isDefined( flashFrac ) )
{
barElem.flashFrac = flashFrac;
barElem thread flashThread();
}
barElemBG = newHudElem();
barElemBG.elemType = "bar";
barElemBG.x = 0;
barElemBG.y = 0;
barElemBG.width = width;
barElemBG.height = height;
barElemBG.xOffset = 0;
barElemBG.yOffset = 0;
barElemBG.bar = barElem;
barElemBG.children = [];
barElemBG.padding = 2;
barElemBG.sort = -2;
barElemBG.alpha = 0.5;
barElemBG setParent( level.uiParent );
barElemBG setShader( bgshader, width, height );
return barElemBG;
}
createClientProgressBar( player, offset )
{
if ( !isdefined( player ) )
player = level.player;
if ( !isdefined( offset ) )
offset = 90;
bar = player createClientBar( "white", "black", 100, 9 );
bar setPoint( "CENTER", undefined, 0, offset );
return bar;
}
createClientBar( shader, bgshader, width, height, flashFrac )
{
barElem = newClientHudElem( self );
barElem.x = 0 + 2;
barElem.y = 0 + 2;
barElem.frac = 0.25;
barElem.shader = shader;
barElem.sort = -1;
barElem setShader( shader, width - 2, height - 2 );
if ( isDefined( flashFrac ) )
{
barElem.flashFrac = flashFrac;
barElem thread flashThread();
}
barElemBG = newClientHudElem( self );
barElemBG.elemType = "bar";
barElemBG.x = 0;
barElemBG.y = 0;
barElemBG.width = width;
barElemBG.height = height;
barElemBG.xOffset = 0;
barElemBG.yOffset = 0;
barElemBG.bar = barElem;
barElemBG.children = [];
barElemBG.padding = 2;
barElemBG.sort = -2;
barElemBG.alpha = 0.5;
barElemBG setParent( level.uiParent );
barElemBG setShader( bgshader, width, height );
return barElemBG;
}
setFlashFrac( flashFrac )
{
self.bar.flashFrac = flashFrac;
}
/*
=============
///ScriptDocBegin
"Name: fade_over_time( <target_alpha> , <fade_time> )"
"Summary: "
"Module: Entity"
"CallOn: An entity"
"MandatoryArg: <param1>: "
"OptionalArg: <param2>: "
"Example: "
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
fade_over_time( target_alpha, fade_time )
{
self fadeOverTime( fade_time );
self.alpha = target_alpha;
wait fade_time;
}
flashThread()
{
self endon( "death" );
self.alpha = 1;
while ( 1 )
{
if ( self.frac >= self.flashFrac )
{
self fadeOverTime( 0.3 );
self.alpha = .2;
wait( 0.35 );
self fadeOverTime( 0.3 );
self.alpha = 1;
wait( 0.7 );
}
else
{
self.alpha = 1;
wait( 0.05 );
}
}
}
destroyElem()
{
tempChildren = [];
for ( index = 0; index < self.children.size; index++ )
tempChildren[ index ] = self.children[ index ];
for ( index = 0; index < tempChildren.size; index++ )
tempChildren[ index ] setParent( self getParent() );
if ( self.elemType == "bar" )
self.bar destroy();
self destroy();
}
setIconShader( shader )
{
self setShader( shader, self.width, self.height );
}
setWidth( width )
{
self.width = width;
}
setHeight( height )
{
self.height = height;
}
setSize( width, height )
{
self.width = width;
self.height = height;
}
updateChildren()
{
for ( index = 0; index < self.children.size; index++ )
{
child = self.children[ index ];
child setPoint( child.point, child.relativePoint, child.xOffset, child.yOffset );
}
}
/*
thread stance_carry_icon_enable( bool );
Diasables all stance icons and replaces with an icon of
a person carrying another person on his back. True/false
*/
stance_carry_icon_enable( bool )
{
if ( isdefined( bool ) && bool == false )
{
stance_carry_icon_disable();
return;
}
if ( isDefined( level.stance_carry ) )
level.stance_carry destroy();
SetSavedDvar( "hud_showStance", "0" );
level.stance_carry = newHudElem();
level.stance_carry.x = 100;
if ( level.console )
level.stance_carry.y = 20;
else
level.stance_carry.y = 10;
level.stance_carry setshader( "stance_carry", 64, 64 );
level.stance_carry.alignX = "left";
level.stance_carry.alignY = "bottom";
level.stance_carry.horzAlign = "left";
level.stance_carry.vertAlign = "bottom";
level.stance_carry.foreground = true;
level.stance_carry.alpha = 0;
level.stance_carry fadeOverTime( 0.5 );
level.stance_carry.alpha = 1;
}
stance_carry_icon_disable()
{
if ( isDefined( level.stance_carry ) )
{
level.stance_carry fadeOverTime( 0.5 );
level.stance_carry.alpha = 0;
level.stance_carry destroy();
}
SetSavedDvar( "hud_showStance", "1" );
}
/*
=============
///ScriptDocBegin
"Name: create_mantle( <create_mantle> )"
"Summary: "
"Module: Entity"
"CallOn: An entity"
"MandatoryArg: <param1>: "
"OptionalArg: <param2>: "
"Example: "
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
create_mantle()
{
if ( level.console )
{
text = createFontString( "default", 1.8 );
text setPoint( "CENTER", undefined, -23, 115 );
text settext( level.strings[ "mantle" ] );
icon = createIcon( "hint_mantle", 40, 40 );
icon setPoint( "CENTER", undefined, 73, 0 );
icon setparent( text );
}
else
{
text = createFontString( "default", 1.6 );
text setPoint( "CENTER", undefined, 0, 115 );
text settext( level.strings[ "mantle" ] );
icon = createIcon( "hint_mantle", 40, 40 );
icon setPoint( "CENTER", undefined, 0, 30 );
icon setparent( text );
}
icon.alpha = 0;
text.alpha = 0;
level.hud_mantle = [];
level.hud_mantle[ "text" ] = text;
level.hud_mantle[ "icon" ] = icon;
}
get_countdown_hud( x, y, player, forceXPos )
{
if ( !isdefined( forceXPos ) )
forceXPos = false;
xPos = undefined;
if ( !level.Console )
xPos = -250; //override x-position if this is PC or the timer will get cut off
else if ( !isdefined( x ) )
xPos = -225;
else
xPos = x;
if ( forceXPos )
xPos = x;
if ( !isdefined( y ) )
yPos = 100;
else
yPos = y;
if ( isdefined( player ) )
hudelem = newClientHudElem( player );
else
hudelem = newHudElem();
hudelem.alignX = "left";
hudelem.alignY = "middle";
hudelem.horzAlign = "right";
hudelem.vertAlign = "top";
hudelem.x = xPos;
hudelem.y = yPos;
hudelem.fontScale = 1.6;
hudelem.color = ( 0.8, 1.0, 0.8 );
hudelem.font = "objective";
hudelem.glowColor = ( 0.3, 0.6, 0.3 );
hudelem.glowAlpha = 1;
hudelem.foreground = 1;
hudelem.hidewheninmenu = true;
hudelem.hidewhendead = true;
return hudelem;
}
get_download_state_hud( x, y, player, forceXPos )
{
if ( !isdefined( forceXPos ) )
forceXPos = false;
xPos = undefined;
if ( !level.Console )
xPos = -250; //override x-position if this is PC or the timer will get cut off
else if ( !isdefined( x ) )
xPos = -170;
else
xPos = x;
if ( forceXPos )
xPos = x;
if ( !isdefined( y ) )
yPos = 100;
else
yPos = y;
if ( isdefined( player ) )
hudelem = newClientHudElem( player );
else
hudelem = newHudElem();
hudelem.alignX = "right";
hudelem.alignY = "middle";
hudelem.horzAlign = "right";
hudelem.vertAlign = "top";
hudelem.x = xPos;
hudelem.y = yPos;
hudelem.fontScale = 1.6;
hudelem.color = ( 0.8, 1.0, 0.8 );
hudelem.font = "objective";
hudelem.glowColor = ( 0.3, 0.6, 0.3 );
hudelem.glowAlpha = 1;
hudelem.foreground = 1;
hudelem.hidewheninmenu = true;
hudelem.hidewhendead = true;
return hudelem;
}
/*
=============
///ScriptDocBegin
"Name: create_client_overlay( <shader_name>, <start_alpha>, <player> )"
"Summary: Creates a full screen client hud overlay. Must also use code command precacheShader( <shader_name> ) to precache the element used (black, white, etc)."
"Module: Hud"
"MandatoryArg: <shader_name>: Name of the shader precached that you want to have displayed."
"MandatoryArg: <start_alpha>: Beginning alpha value for the element."
"OptionalArg: <player>: Pointer to the player for which the overlay will be displayed. If left blank, overlay will be displayed for all players."
"Example: black_overlay = create_client_overlay( "black", 0, level.player );"
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
create_client_overlay( shader_name, start_alpha, player )
{
if ( isdefined( player ) )
overlay = newClientHudElem( player );
else
overlay = newHudElem();
overlay.x = 0;
overlay.y = 0;
overlay setshader( shader_name, 640, 480 );
overlay.alignX = "left";
overlay.alignY = "top";
overlay.sort = 1;
overlay.horzAlign = "fullscreen";
overlay.vertAlign = "fullscreen";
overlay.alpha = start_alpha;
overlay.foreground = true;
return overlay;
}
/*
=============
///ScriptDocBegin
"Name: create_client_overlay_custom_size( <shader_name>, <start_alpha>, <x>, <y> )"
"Summary: Creates a full screen client hud overlay. Must also use code command precacheShader( <shader_name> ) to precache the element used (black, white, etc)."
"Module: Hud"
"MandatoryArg: <shader_name>: Name of the shader precached that you want to have displayed."
"MandatoryArg: <start_alpha>: Beginning alpha value for the element."
"MandatoryArg: <x>: Width."
"MandatoryArg: <y>: Height."
"CallOn: A player"
"Example: black_overlay = create_client_overlay_custom_size( "black", 0, 100, 50 );"
"SPMP: singleplayer"
///ScriptDocEnd
=============
*/
create_client_overlay_custom_size( shader_name, start_alpha, x, y )
{
player = get_player_from_self();
overlay = newClientHudElem( player );
overlay.x = 0;
overlay.y = 0;
overlay setshader( shader_name, x, y );
overlay.alignX = "center";
overlay.alignY = "middle";
overlay.sort = 1;
overlay.horzAlign = "center";
overlay.vertAlign = "middle";
overlay.alpha = start_alpha;
overlay.foreground = true;
return overlay;
}