// generic shader draw, text draw, ui art elements to be included by menu scripts that use such #define PREPROC_SHADER_DRAW_ALIGNED( prect, porigin, pshader, pcolor, pborder, pbordersize, pbordercolor ) \ PREPROC_SHADER_DRAW_ALIGNED_VIS( prect, porigin, pshader, pcolor, pborder, pbordersize, pbordercolor, 1 ) #define PREPROC_SHADER_DRAW_ALIGNED_VIS( prect, porigin, pshader, pcolor, pborder, pbordersize, pbordercolor, visArg ) \ itemDef { \ style WINDOW_STYLE_SHADER \ rect prect \ origin porigin \ forecolor pcolor \ exp material( pshader ); \ border pborder \ bordersize pbordersize \ bordercolor pbordercolor \ visible visArg decoration } // generic shader draw #define PREPROC_SHADER_DRAW( prect, porigin, pshader, pcolor, pborder, pbordersize, pbordercolor ) \ itemDef { \ style WINDOW_STYLE_SHADER \ rect prect 0 0 origin porigin \ forecolor pcolor \ exp material( pshader ); \ border pborder \ bordersize pbordersize \ bordercolor pbordercolor \ visible 1 decoration } #define PREPROC_SHADER_DRAW_VIS( prect, porigin, pshader, pcolor, pborder, pbordersize, pbordercolor, visArg ) \ itemDef { \ style WINDOW_STYLE_SHADER \ rect prect 0 0 origin porigin \ forecolor pcolor \ exp material( pshader ); \ border pborder \ bordersize pbordersize \ bordercolor pbordercolor \ visible 1 decoration } // generic text draw #define PREPROC_TEXT_DRAW( prect, porigin, ptext, psize, palignx, paligny, palign, pcolor ) \ itemDef { \ rect prect 0 0 origin porigin \ textalignx palignx textaligny paligny \ textstyle ITEM_TEXTSTYLE_SHADOWED \ textalign palign \ textscale psize \ forecolor pcolor \ ptext \ visible 1 decoration } // generic text draw #define PREPROC_TEXT_DRAW_ALIGNED( prect, porigin, ptext, psize, palignx, paligny, palign, pcolor ) \ itemDef { \ rect prect \ origin porigin \ textalignx palignx textaligny paligny \ textstyle ITEM_TEXTSTYLE_SHADOWED \ textalign palign \ textscale psize \ forecolor pcolor \ ptext \ visible 1 decoration autowrapped } // generic text draw #define PREPROC_TEXT_DRAW_ALIGNED_EXP( prect, porigin, ptext, psize, palignx, paligny, palign, pcolor ) \ itemDef { \ rect prect \ origin porigin \ textalignx palignx textaligny paligny \ textstyle ITEM_TEXTSTYLE_SHADOWED \ textalign palign \ textscale psize \ forecolor pcolor \ exp text( ptext ); \ visible 1 decoration autowrapped } #define PREPROC_TEXT_DRAW_ALIGNED_EXP2( prect, porigin, ptext, pfont, psize, palignx, paligny, palign, pcolor ) \ itemDef { \ rect prect \ origin porigin \ textalignx palignx textaligny paligny \ textfont pfont \ textstyle ITEM_TEXTSTYLE_SHADOWED \ textalign palign \ textscale psize \ forecolor pcolor \ exp text( ptext ); \ visible 1 decoration autowrapped } // generic shader draw using exp #define PREPROC_SHADER_DRAW_EXP( prect, porigin, pshader, pcolor, pborder, pbordersize, pbordercolor ) \ itemDef { \ style WINDOW_STYLE_SHADER \ rect prect 0 0 origin porigin \ forecolor pcolor \ pshader;\ border pborder \ bordersize pbordersize \ bordercolor pbordercolor \ visible 1 decoration } // generic text draw using exp #define PREPROC_TEXT_DRAW_EXP( prect, porigin, ptext, psize, palignx, paligny, palign, pcolor ) \ itemDef { \ rect prect 0 0 origin porigin \ textalignx palignx textaligny paligny \ textstyle ITEM_TEXTSTYLE_SHADOWED \ textalign palign \ textscale psize \ forecolor pcolor \ ptext; \ visible 1 decoration } // generic shader draw #define PREPROC_SHADER_DRAW_ADV( px, py, pw, ph, pshader, pcolor, pborder, pbordersize, pbordercolor ) \ PREPROC_SHADER_DRAW_ADV_VIS( px, py, pw, ph, pshader, pcolor, pborder, pbordersize, pbordercolor, 1 ) #define PREPROC_SHADER_DRAW_ADV_VIS( px, py, pw, ph, pshader, pcolor, pborder, pbordersize, pbordercolor, visArg ) \ itemDef { \ style WINDOW_STYLE_SHADER \ exp rect X( px ) \ exp rect Y( py ) \ exp rect W( pw ) \ exp rect H( ph ) \ forecolor pcolor \ exp material( pshader ); \ border pborder \ bordersize pbordersize \ bordercolor pbordercolor \ visible visArg \ decoration } // generic text draw #define PREPROC_TEXT_DRAW_ADV( px, py, pw, ph, ptext, psize, palignx, paligny, palign, pcolor ) \ itemDef { \ exp rect X( px ) \ exp rect Y( py ) \ exp rect W( pw ) \ exp rect H( ph ) \ textalignx palignx textaligny paligny \ textstyle ITEM_TEXTSTYLE_SHADOWED \ textalign palign \ textscale psize \ forecolor pcolor \ ptext; \ visible 1 decoration } #define PREPROC_PERFORATION( px, py, pw, ph, px2, py2, px3, py3 ) \ itemDef { \ style WINDOW_STYLE_SHADER \ exp rect X((px)+(px2)) \ exp rect Y((py)+(py2)) \ exp rect W(pw) \ exp rect H(ph) \ origin px3 py3 \ forecolor 1 1 1 1 \ exp material( "ui_perforation" ); \ visible 1 decoration } #define PREPROC_PERFORATION_ALIGNED( px, py, pw, ph, px2, py2, palign ) \ itemDef { \ style WINDOW_STYLE_SHADER \ exp rect X((px)+(px2)) \ exp rect Y((py)+(py2)) \ exp rect W(pw) \ exp rect H(ph) \ rect 0 0 0 0 palign \ forecolor 1 1 1 1 \ exp material( "ui_perforation" ); \ visible 1 decoration } // art bar with perforation texture #define PERFORATIONBAR( px, py, pw, ph, px2, py2 ) \ PREPROC_PERFORATION( px, py, (ph)*4, ph, px2, py2, 0, 0 ) \ PREPROC_PERFORATION( (px)+(pw)-(ph)*4, py, -4*(ph), ph, px2, py2, 0, 0 ) // ------------------ preprocessing function definitions ------------------ #define SINGULAR_HIDEALL \ hide description_choice1; \ hide description2_choice1; \ hide highlight_choice1; \ hide a_button_choice1; \ hide description_choice2; \ hide description2_choice2; \ hide highlight_choice2; \ hide a_button_choice2; \ hide description_choice3; \ hide description2_choice3; \ hide highlight_choice3; \ hide a_button_choice3; \ hide description_choice4; \ hide description2_choice4; \ hide highlight_choice4; \ hide a_button_choice4; \ hide description_choice5; \ hide description2_choice5; \ hide highlight_choice5; \ hide a_button_choice5; \ hide description_choice6; \ hide description2_choice6; \ hide highlight_choice6; \ hide a_button_choice6; \ hide description_choice7; \ hide description2_choice7; \ hide highlight_choice7; \ hide a_button_choice7; \ hide description_choice8; \ hide description2_choice8; \ hide highlight_choice8; \ hide a_button_choice8; \ hide description_choice9; \ hide description2_choice9; \ hide highlight_choice9; \ hide a_button_choice9; \ hide description_choice10; \ hide description2_choice10; \ hide highlight_choice10; \ hide a_button_choice10; \ hide description_choice11; \ hide description2_choice11; \ hide highlight_choice11; \ hide a_button_choice11; \ hide description_choice12; \ hide description2_choice12; \ hide highlight_choice12; \ hide a_button_choice12; \ hide description_choice13; \ hide description2_choice13; \ hide highlight_choice13; \ hide a_button_choice13; \ hide description_choice14; \ hide description2_choice14; \ hide highlight_choice14; \ hide a_button_choice14; \ hide description_choice15; \ hide description2_choice15; \ hide highlight_choice15; \ hide a_button_choice15; \ hide description_choice16; \ hide description2_choice16; \ hide highlight_choice16; \ hide a_button_choice16; \ hide description_choice17; \ hide description2_choice17; \ hide highlight_choice17; \ hide a_button_choice17; // singular button macro #define SINGULAR_BUTTON( pnum, porigin, phighlight_size, ptext, paction ) \ SINGULAR_BUTTON_RAW( pnum, porigin, phighlight_size, ptext, paction, 1 ) #define SINGULAR_BUTTON_RAW( pnum, porigin, phighlight_size, ptext, paction, p_vis ) \ itemDef{ \ type ITEM_TYPE_BUTTON \ origin porigin \ textfont UI_FONT_NORMAL \ textstyle ITEM_TEXTSTYLE_SHADOWED \ exp text( ptext ); \ textscale TEXTSIZE_DEFAULT \ forecolor 1 1 1 0.5 \ visible when( p_vis ); \ onFocus{ \ play "mouse_over"; \ SINGULAR_HIDEALL \ show "description_choice"#pnum; \ show "description2_choice"#pnum; \ show "highlight_choice"#pnum; \ show "a_button_choice"#pnum; } \ leaveFocus{ \ hide "description_choice"#pnum; \ hide "description2_choice"#pnum; \ hide "highlight_choice"#pnum; \ hide "a_button_choice"#pnum; } \ action{ \ play "mouse_click"; \ paction }} \ itemDef { \ name "highlight_choice"#pnum \ style WINDOW_STYLE_SHADER \ rect porigin phighlight_size 0 0 \ origin -26 -19 \ background "white" \ forecolor 0.2 0.25 0.35 0.25 \ border 1 \ bordersize 1 \ bordercolor 0.8 0.95 1 0.4 \ visible 1 \ decoration } \ itemDef { \ name "a_button_choice"#pnum \ text "@XBOXLIVE_SELECTBUTTON" \ textfont UI_FONT_NORMAL \ textscale 0.27 \ rect porigin 20 20 0 0 \ origin -20 -3 \ forecolor 0 0 0 0.5 \ visible 1 \ decoration } // full button that show/hides highlight, a button, description and gray out if locked #define SINGULAR_BUTTON_FULL( pnum, porigin, phighlight_size, ptext, paction, pvis ) \ itemDef{ \ type ITEM_TYPE_BUTTON \ origin porigin \ textfont UI_FONT_NORMAL \ textstyle ITEM_TEXTSTYLE_SHADOWED \ exp text( ptext ); \ textscale TEXTSIZE_DEFAULT \ forecolor 0.25 0.25 0.25 1 \ visible when( !( pvis ) ); \ decoration } \ itemDef{ \ type ITEM_TYPE_BUTTON \ origin porigin \ textfont UI_FONT_NORMAL \ textstyle ITEM_TEXTSTYLE_SHADOWED \ exp text( "" ); \ visible when( !( pvis ) ); \ onFocus{ \ play "mouse_over"; \ SINGULAR_HIDEALL \ show "description2_choice"#pnum; \ show "highlight_choice"#pnum; \ hide "description_choice"#pnum; } \ leaveFocus{ \ hide "description2_choice"#pnum; \ hide "highlight_choice"#pnum; } } \ SINGULAR_BUTTON_RAW( pnum, porigin, phighlight_size, ptext, paction, pvis ) #define LOADOUT_PLATING_RAW( porigin, px, py, pw, ph, palign, vis_gradient_top, vis_gradient_bottom ) \ PREPROC_SHADER_DRAW_ALIGNED( (px-4) (py-8) pw ph palign, porigin, "white", 0.2 0.2 0.225 1, 0, 0, 0 0 0 0 ) \ PREPROC_SHADER_DRAW_ALIGNED( (px-4) (py-8) pw ph palign, porigin, "line_horizontal", 0.9 0.9 0.95 0.5, 0, 0, 0 0 0 0 ) \ PREPROC_SHADER_DRAW_ALIGNED( (px-4) (py+ph-8) pw 16 palign, porigin, "gradient_top", 1 1 1 0.4, 0, 0, 0 0 0 0 visible when( vis_gradient_bottom ) ) \ PREPROC_SHADER_DRAW_ALIGNED( (px-4) (py-24) pw 16 palign, porigin, "gradient_bottom", 1 1 1 0.4, 0, 0, 0 0 0 0 visible when( vis_gradient_top ) )