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# Engine.Interaction

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    // ====================================================================
    //  Class:  Engine.Interaction
    //
    //  Each individual Interaction is a jumping point in UScript.  The should
    //  be the foundatation for any subsystem that requires interaction with
    //  the player (such as a menu).
    //
    //  Interactions take on two forms, the Global Interaction and the Local
    //  Interaction.  The GI get's to process data before the LI and get's
    //  render time after the LI, so in essence the GI wraps the LI.
    //
    //  A dynamic array of GI's are stored in the InteractionMaster while
    //  each Viewport contains an array of LIs.
    //
    //
    // (c) 2001, Epic Games, Inc.  All Rights Reserved
    // ====================================================================

    class Interaction extends Interactions
    	threaded
    	native;

    var bool bActive;			// Is this interaction Getting Input
    var bool bVisible;			// Is this interaction being Displayed
    var bool bRequiresTick; 	// Does this interaction require game TICK
    var bool bNativeEvents;		// This interaction requests native events

    // These entries get filled out upon creation.

    var Player ViewportOwner;		// Pointer to the ViewPort that "Owns" this interaction or none if it's Global
    var InteractionMaster Master;	// Pointer to the Interaction Master

    //-----------------------------------------------------------------------------
    // natives.

    native function Initialize();							// setup the state system and stack frame
    native function bool ConsoleCommand( coerce string S );	// Executes a console command

    // IGA >>>
    function PostBeginPlay() {}
    // IGA

    // WorldToScreen converts a vector in the world

    // ====================================================================
    // WorldToScreen - Returns the X/Y screen coordinates in to a viewport of a given vector
    // in the world.
    // ====================================================================
    native function vector WorldToScreen(vector Location, optional vector CameraLocation, optional rotator CameraRotation);

    // ====================================================================
    // ScreenToWorld - Converts an X/Y screen coordinate in to a world vector
    // ====================================================================
    native function vector ScreenToWorld(vector Location, optional vector CameraLocation, optional rotator CameraRotation);

    // ====================================================================
    // Initialized - Called directly after an Interaction Object has been created
    // and Initialized.  Should be subclassed
    // ====================================================================

    event Initialized();

    // ====================================================================
    // Message - This event allows interactions to receive messages
    // ====================================================================

    function Message( coerce string Msg, float MsgLife)
    {
    } // Message

    // ====================================================================
    // ====================================================================
    // Input Routines - These two routines are the entry points for input.  They both
    // return true if the data has been processed and should now discarded.

    // Both functions should be handled in a subclass of Interaction
    // ====================================================================
    // ====================================================================

    function bool KeyType( out EInputKey Key, optional string Unicode )
    {
    	return false;
    }

    function bool KeyEvent( out EInputKey Key, out EInputAction Action, FLOAT Delta )
    {
    	return false;
    }

    // ====================================================================
    // ====================================================================
    // Render Routines - All Interactions recieve both PreRender and PostRender
    // calls.

    // Both functions should be handled in a subclass of Interaction
    // ====================================================================
    // ====================================================================

    function PreRender( canvas Canvas );
    function PostRender( canvas Canvas );

    // ====================================================================
    // SetFocus - This function cases the Interaction to gain "focus" in the interaction
    // system.  Global interactions's focus superceed locals.
    // ====================================================================

    function SetFocus()
    {
    	Master.SetFocusTo(self,ViewportOwner);

    } // SetFocus

    // ====================================================================
    // Tick - By default, Interactions do not get ticked, but you can
    // simply turn on bRequiresTick.
    // ====================================================================

    function Tick(float DeltaTime);

    defaultproperties
    {
    	bActive=True
    	bRequiresTick=False
    	bVisible=False
    	bNativeEvents=False
    }

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Class file time: ne 5.9.2004 16:01:26.000 - Creation time: st 23.5.2018 00:10:44.672 - Created with UnCodeX