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Engine.HUD


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//=============================================================================
// HUD: Superclass of the heads-up display.
//=============================================================================
class HUD extends Actor
    abstract
    native
    config(user);

//=============================================================================
// Variables.

var globalconfig int HudMode;   
var globalconfig int Crosshair;
var() class<menu> MainMenuType;
var() string HUDConfigWindowType;
var color WhiteColor;
var Menu MainMenu;
var Mutator HUDMutator;
var PlayerPawn PlayerOwner; // always the actual owner

struct HUDLocalizedMessage
{
    var Class<LocalMessage> Message;
    var int Switch;
    var PlayerReplicationInfo RelatedPRI;
    var Object OptionalObject;
    var float EndOfLife;
    var float LifeTime;
    var bool bDrawing;
    var int numLines;
    var string StringMessage;
    var color DrawColor;
    var font StringFont;
    var float XL, YL;
    var float YPos;
};

function ClearMessage(out HUDLocalizedMessage M)
{
    M.Message = None;
    M.Switch = 0;
    M.RelatedPRI = None;
    M.OptionalObject = None;
    M.EndOfLife = 0;
    M.StringMessage = "";
    M.DrawColor = WhiteColor;
    M.XL = 0;
    M.bDrawing = false;
}

function CopyMessage(out HUDLocalizedMessage M1, HUDLocalizedMessage M2)
{
    M1.Message = M2.Message;
    M1.Switch = M2.Switch;
    M1.RelatedPRI = M2.RelatedPRI;
    M1.OptionalObject = M2.OptionalObject;
    M1.EndOfLife = M2.EndOfLife;
    M1.StringMessage = M2.StringMessage;
    M1.DrawColor = M2.DrawColor;
    M1.XL = M2.XL;
    M1.YL = M2.YL;
    M1.YPos = M2.YPos;
    M1.bDrawing = M2.bDrawing;
    M1.LifeTime = M2.LifeTime;
    M1.numLines = M2.numLines;
}

//=============================================================================
// Status drawing.

simulated event PreRender( canvas Canvas );
simulated event PostRender( canvas Canvas );
simulated function InputNumber(byte F);
simulated function ChangeHud(int d);
simulated function ChangeCrosshair(int d);
simulated function DrawCrossHair( canvas Canvas, int StartX, int StartY);

//=============================================================================
// Messaging.

simulated function Message( PlayerReplicationInfo PRI, coerce string Msg, name N );
simulated function LocalizedMessage( class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject, optional string CriticalString );

simulated function PlayReceivedMessage( string S, string PName, ZoneInfo PZone )
{
    PlayerPawn(Owner).ClientMessage(S);
    if (PlayerPawn(Owner).bMessageBeep)
        PlayerPawn(Owner).PlayBeepSound();
}

// DisplayMessages is called by the Console in PostRender.
// It offers the HUD a chance to deal with messages instead of the
// Console.  Returns true if messages were dealt with.
simulated function bool DisplayMessages(canvas Canvas)
{
    return false;
}

function bool ProcessKeyEvent( int Key, int Action, FLOAT Delta )
{
    return false;
}

defaultproperties
{
     HUDConfigWindowType="UMenu.UMenuHUDConfigCW"
     WhiteColor=(G=128,B=255)
     bHidden=True
     RemoteRole=ROLE_SimulatedProxy
}

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Class file time: Do 19.5.2005 19:42:12.000 - Creation time: Fr 7.6.2013 13:15:46.396 - Created with UnCodeX