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# TribesGUI.HUDElement

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    class HUDElement extends Core.Object
    	native
    	abstract
    	PerObjectConfig
    	config(TribesHUD);

    import enum EInputKey from Engine.Interaction;
    import enum EInputAction from Engine.Interaction;
    import enum ETeamAlignment from Gameplay.ClientSideCharacter;

    enum ELayoutDirection
    {
    	LD_ManualLayout,
    	LD_Horizontal,
    	LD_Vertical
    };

    enum EHorizontalAlignment
    {
    	HALIGN_None,
    	HALIGN_Relative,
    	HALIGN_Left,
    	HALIGN_Center,
    	HALIGN_Right,
    	HALIGN_Previous,
    	HALIGN_Next
    };

    enum EHorizontalFill
    {
    	HFILL_None,
    	HFILL_Relative,
    	HFILL_Left,
    	HFILL_Right,
    	HFILL_Both
    };

    enum EVerticalAlignment
    {
    	VALIGN_None,
    	VALIGN_Relative,
    	VALIGN_Top,
    	VALIGN_Middle,
    	VALIGN_Bottom,
    	VALIGN_Previous,
    	VALIGN_Next
    };

    enum EVerticalFill
    {
    	VFILL_None,
    	VFILL_Relative,
    	VFILL_Up,
    	VFILL_Down,
    	VFILL_Both
    };

    struct native HUDMaterial
    {
    	// draw properties
    	var() Material	material		"Material to eb rendered";
    	var() Color		drawColor		"Draw color";
    	var() MatCoords	coords			"Texture coordinates (in pixels) of the location of the desired section in the material";
    	var() byte		style			"Render style - set to 1";
    	var() bool		bStretched		"Whether the render the material stretched (good for button borders etc)";
    	// draw state info
    	var bool		bNoRender;

    	// whether the progress of flashing & fading is controlled externally
    	var bool		bProgressControlled;

    	// flash properties
    	var() bool		bFlashing		"Flashing flag";
    	var() float		flashFrequency	"Frequency of the flash on/off time (in seconds)";
    	// flash state info
    	var float		lastFlashTime;

    	// fade properties
    	var() bool		bFading			"Fading flag";
    	var() bool		bFadePulse		"Whether to pulse the fade in and out";
    	var() Color		fadeSourceColor	"Color to fade from";
    	var() Color		fadeTargetColor	"Color to fade to";
    	var() float		fadeDuration	"How long the fade should take in seconds";
    	// fade state info
    	var float		fadeStartTime;
    	var float		fadeProgress;
    };

    var() config HUDMaterial	backgroundTexture	"The background texture for the element";
    var() config HUDMaterial	foregroundTexture	"The background texture for the element";

    // Values for any text the component might render
    var() config bool			bUseResFonts	"Whether to use the resolution fonts";
    var() config Array<String>	resFontNames	"Array of font names, representing the fonts for different resolutions";
    var() config Array<Font>	resFonts		"Array of fonts which will be used in differnet resolutions";
    var() config String			textFontName	"Name fo the Font to use for the text";
    var() config Font			textFont		"Font to use for the text";
    var() config Color			textColor		"Color to use for the text";

    // relative co-ordinates, loaded from config
    var() config bool	bRelativePositioning;
    var() config float	RelativePosX;
    var() config float	RelativePosY;
    var() config float	RelativeWidth;
    var() config float	RelativeHeight;
    var() config float	aspectRatio;		// if greater than 0, will be used to maintain a width/height relationship

    // actual co-ordinates, calculated during the DoLayout call
    // if the component uses relative positioning
    var() config float posX;
    var() config float posY;
    var() config float Width;
    var() config float Height;

    var() config int offsetX;
    var() config int offsetY;

    var() config int insetX;
    var() config int insetY;

    var() config int borderTop;
    var() config int borderLeft;
    var() config int borderBottom;
    var() config int borderRight;

    // alignment properties
    var() config EHorizontalAlignment horizontalAlignment;
    var() config EHorizontalFill horizontalFill;
    var() config EVerticalAlignment verticalAlignment;
    var() config EVerticalFill verticalFill;

    var() config private float	alpha;
    var() config Color	defaultDrawColor;
    var() config bool	bVisible;

    var() String iniOverride;

    // variables to store the initial configuration of the positional values
    var float initialPosX;
    var float initialPosY;
    var float initialWidth;
    var float initialHeight;

    // full screen width & height
    var float screenWidth;
    var float screenHeight;

    // dirty flagging
    var bool bNeedsLayout;

    // Parent container
    var HUDContainer ParentElement;
    var TribesHUDScript BaseScript;
    var ClientSideCharacter LocalData;
    var bool bRenderedOnce;

    // Misc state information
    var float timeSeconds;
    var bool bIsLayingOut;

    var HUDElement previousSibling;
    var HUDElement nextSibling;

    // Help screen related stuff
    var String	HelpLabel;		// Label overlayed on the component to show what this component is
    var String	HelpFontName;	// name of the font to render with
    var Font	HelpFont;		// font to render the help label in

    // flashing of whole element
    var bool	bFlashing;			// whether we are flashing
    var float	FlashPeriod;		// period of flash
    var float	FlashDuration;		// Duration of the flash
    var float	FlashStartTime;		// Time the flashing started
    var float	FlashAlphaMin;		// Minimum alpha value for flash
    var float	FlashAlphaMax;		// Maximum alpha value for flash
    var float	TargetAlpha;		// Current alpha target value
    var float	FlashSwitchTime;	// Time the flash switched from in to out

    // --------------------------------------------------
    // Native stuff

    cpptext
    {

    	// Internal render HUD material, overloaded to optimise when tiling
    	// is not required (as in most cases)
    	void RenderHUDMaterial(UCanvas *canvas, FHUDMaterial &mat, FLOAT matWidth, FLOAT matHeight);

    	// Internal render HUD material. This version will tile the material
    	// to the width of tileSizeX & tileSizeY
    	void RenderHUDMaterial(UCanvas *c, FHUDMaterial &mat, FLOAT matWidth, FLOAT matHeight, FLOAT tileSizeX, FLOAT tileSizeY);

    	// Interpolates a color between a source & target, based on a percentage progress
    	// between the source and target.
    	void InterpolateColor(FColor &newColor, FColor source, FColor target, float progress);

    	// native set color call
    	virtual void SetColor(UCanvas *canvas, FColor color);

    	// Internal Render function
    	virtual void Render(UCanvas *canvas);

    	// Internal RenderElement function.
    	virtual void RenderElement(UCanvas *canvas);

    	// Native Update function
    	virtual void Update();

    	// Native Layout function
    	virtual void Layout(UCanvas *canvas);

    	// Internal horizontal packing function
    	virtual void ResizeForWidth(UCanvas *canvas, INT pixelWidth);
    }

    //
    // native RenderHUDMaterial declaration
    //
    // This is a special function to render a HUDMaterial object to the display.
    // HUDMaterials have properties to handle flashing, fading, colors and styles
    // in a unified way. It is also a struct, to allow for easy initialisation
    // within a config file.
    //
    native function RenderHUDMaterial(Canvas c, out HUDMaterial mat, float matWidth, float matHeight,
    								  optional float tileSizeX, optional float tileSizeY);

    // Native layout call
    native function Layout(Canvas canvas);

    // Native base Render function
    native function Render(Canvas c);

    // Native RenderElement function
    native function NativeRenderElement(Canvas c);

    // Native ResizeForWidth function
    native function ResizeForWidth(Canvas c, int pixelWidth);

    // Native function to load config from a spcific file
    native function LoadConfig(String objectConfigName, class objectClass, optional String Filename);

    static native function String EncodeColor(Color InColor);

    //
    // ---------------------------------------------------

    //
    // Key event methods. No defenition in the base class, elements must first
    // register to receive keyEvents with the base HUDScript element before these
    // functions will be called.
    //
    function bool KeyType( EInputKey Key, string Unicode, HUDAction Response );
    function bool KeyEvent( EInputKey Key, EInputAction Action, FLOAT Delta, HUDAction Response );

    function OnMouseEntered(HUDElement Sender);
    function OnMouseExited(HUDElement Sender);
    function OnMouseClicked(HUDElement Sender);
    function OnMouseDoubleClicked(HUDElement Sender);

    //
    // Construction
    //
    overloaded function Construct()
    {
    	super.Construct();
    }

    function InitElement()
    {
    	initialPosX = PosX;
    	initialPosY = PosY;
    	initialWidth = Width;
    	initialHeight = Height;

    	LoadFonts();
    }

    //
    // Initialises the element heirachy
    //
    function InitElementHeirachy(TribesHUDScript base, HUDContainer Parent)
    {
    	BaseScript = base;
    	ParentElement = Parent;
    	LocalData = BaseScript.LocalData;
    }

    // DoLayout function
    event DoLayout(Canvas c)
    {
    	// native layout call
    	Layout(c);
    }

    event SetNeedsLayout()
    {
    	bNeedsLayout = true;
    	if(ParentElement != None)
    		ParentElement.SetNeedsLayout();
    }

    event ForceNeedsLayout()
    {
    	bNeedsLayout = true;
    }

    function LoadFonts()
    {
    	local int i;

    	ResFonts.Length = 6;
    	for(i = 0; i < ResFontNames.Length; ++i)
    		LoadFont(ResFontNames[i], ResFonts[i]);

    	LoadFont(textFontName, textFont);
    	LoadFont(helpFontName, helpFont);
    }

    function LoadFont(String FontName, out Font font)
    {
    	local Font NewFont;
    	local String LocalFontName;

    	// get the *real* name of the font from the localisation file
    	LocalFontName = Localize("Fonts", FontName, "Localisation\\GUI\\Fonts");

    	// load the new font
    	NewFont = Font(DynamicLoadObject(LocalFontName, class'Font'));
    	if(NewFont == None)
    		Log("Warning: "$Self$" Couldn't dynamically load font "$LocalFontName);
    	else
    		font = NewFont;

    	// font is still none - give it a fallback
    	if(font == None)
    		font = Font(DynamicLoadObject("Engine_res.Res_DefaultFont", class'Font'));
    }

    event ResetFont()
    {
    	if(! bUseResFonts)
    		return;

    	if(screenWidth <= 640)
    		textFont = resFonts[0];
    	else if(screenWidth <= 800)
    		textFont = resFonts[1];
    	else if(screenWidth <= 1024)
    		textFont = resFonts[2];
    	else if(screenWidth <= 1280)
    		textFont = resFonts[3];
    	else if(screenWidth <= 1600)
    		textFont = resFonts[4];
    	else if(screenWidth > 1600)
    		textFont = resFonts[5];
    }

    //
    // Updates the element properties
    //
    event UpdateData(ClientSideCharacter c);

    //
    // Handles the actual rendering of element display. This defaults to calling
    // a native render function. Script modders should override this function to
    // get special rendering functionality, and can still call super the get the
    // native rendering as well.
    //
    event RenderElement(Canvas C)
    {
    	NativeRenderElement(C);
    }

    // convenience method for accessing the static one
    function HUDElement CreateHUDElement(class<HUDElement> elementClass, String elementName, optional Object ownerObject)
    {
    	return Class.static.StaticCreateHUDElement(elementClass, elementName, ownerObject);
    }

    static function HUDElement StaticCreateHUDElement(class<HUDElement> elementClass, String elementName, optional Object ownerObject)
    {
    	local HUDElement element;

    	element = HUDElement(FindObject(elementName, elementClass));

    	if(element == None)
    		element = new (None, elementName) elementClass;

    	return element;
    }

    function HUDElement CreateClonedElement(string className, string objectName, optional string newObjectName)
    {
    	local HUDElement newElement;
    	local class<HUDElement> newElementClass;

    	newElementClass = class<HUDElement>(DynamicLoadObject(className, class'class'));

    	// Create the template component
    	newElement = CreateHUDElement(newElementClass, newObjectName);
    	newElement.LoadConfig(objectName, newElementClass);

    	return newElement;
    }

    function ResetHUDMaterial(out HUDMaterial mat)
    {
    	mat.fadeStartTime = timeSeconds;
    	mat.lastFlashTime = timeSeconds;
    	mat.bNoRender = false;
    	mat.fadeProgress = 0.0;
    }

    function HUDMaterial MakeHUDMaterial(Material mat)
    {
    	local HUDMaterial hudMat;

    	hudMat.material = mat;
    	hudmat.drawColor.R = 255;
    	hudmat.drawColor.G = 255;
    	hudmat.drawColor.B = 255;
    	hudmat.drawColor.A = 255;

    	hudMat.style = 1;

    	return hudMat;
    }

    event SetAlpha(float newAlpha)
    {
    	alpha = newAlpha;
    }

    function float GetAlpha()
    {
    	return alpha;
    }

    // must call this function when setting component color
    function SetColor(Canvas C, Color newColor)
    {
    	C.SetDrawColor(newColor.R, newColor.G, newColor.B, Clamp(alpha * newColor.A, 1, 255));
    }

    function int GetX()
    {
    	return posX;
    }

    function int GetY()
    {
    	return posY;
    }

    function int GetWidth()
    {
    	return width;
    }

    function int GetHeight()
    {
    	return height;
    }

    function int InternalTop()
    {
    	return PosY + BorderTop;
    }

    function int InternalLeft()
    {
    	return PosX + BorderLeft;
    }

    function int InternalWidth()
    {
    	return Width - BorderLeft - BorderRight;
    }

    function int InternalHeight()
    {
    	return Width - BorderTop - BorderBottom;
    }

    function SetX(int newX)
    {
    	posX = newX;

    	if(parentElement != None)
    		RelativePosX = posX / ParentElement.Width;
    	else
    		RelativePosX = posX / screenWidth;
    }

    function SetY(int newY)
    {
    	posY = newY;

    	if(parentElement != None)
    		RelativePosY = posY / ParentElement.Width;
    	else
    		RelativePosY = posY / screenWidth;
    }

    function SetWidth(int newWidth)
    {
    	width = newWidth;

    	if(parentElement != None)
    		RelativeWidth = width / ParentElement.Width;
    	else
    		RelativeWidth = width / screenWidth;
    }

    function SetHeight(int newHeight)
    {
    	height = newHeight;

    	if(parentElement != None)
    		RelativeHeight = height / ParentElement.Height;
    	else
    		RelativeHeight = height / screenHeight;
    }

    function float GetMaximumRelativeX()
    {
    	return RelativePosX + RelativeWidth;
    }

    function float GetMaximumRelativeY()
    {
    	return RelativePosY + RelativeHeight;
    }

    function float GetMaximumX()
    {
    	return PosX + Width;
    }

    function float GetMaximumY()
    {
    	return PosY + Height;
    }

    function int MaterialWidth(HUDMaterial mat)
    {
    	if(mat.Coords.UL <= 0 && mat.Material != None)
    		return mat.Material.GetUSize();
    	else
    		return mat.Coords.UL;
    }

    function int MaterialHeight(HUDMaterial mat)
    {
    	if(mat.Coords.VL <= 0 && mat.Material != None)
    		return mat.Material.GetVSize();
    	else
    		return mat.Coords.VL;
    }

    function TribesHUDScript RootHUDScript()
    {
    	return BaseScript;
    }

    function GetScreenPos(out int ScreenPosX, out int ScreenPosY)
    {
    	ScreenPosX += PosX;
    	ScreenPosY += PosY;

    	if(ParentElement != None)
    		ParentElement.GetScreenPos(ScreenPosX, ScreenPosY);
    }

    function bool PointInElement(int PointX, int PointY)
    {
    	local int ScreenPosX, ScreenPosY;
    	GetScreenPos(ScreenPosX, ScreenPosY);

    	// calculate whether the point is in the element
    	return PointInRegion(PointX, PointY, ScreenPosX, ScreenPosY, ScreenPosX + Width, ScreenPosY + Height);
    }

    function bool PointInRegion(int PointX, int PointY, int X1, int Y1, int X2, int Y2)
    {
    	// calculate whether the point is in the element
    	if(PointX > X1 && PointX < X2 && PointY > Y1 && PointY < Y2)
    		return true;

    	return false;
    }

    function FlashElement(float period, float duration, float AlphaMin, float AlphaMax)
    {
    	bFlashing = true;
    	FlashPeriod = period;
    	FlashDuration = duration;
    	FlashStartTime = TimeSeconds;
    	FlashSwitchTime = TimeSeconds;
    	FlashAlphaMin = AlphaMin;
    	FlashAlphaMax = AlphaMax;
    	TargetAlpha = FlashAlphaMax;
    }

    function String EncodePlayerName(String PlayerName, String TeamTag, ETeamAlignment alignment, optional class<TeamInfo> PlayerTeam)
    {
    	local int Index;
    	local String NameReplacementTag;
    	local String ReturnString;
    	local Color NameColor, TagColor;

    	NameColor = LocalData.GetTeamColor(alignment, false, PlayerTeam);
    	TagColor = LocalData.GetTeamColor(alignment, true, PlayerTeam);

    	NameReplacementTag = "<NAME>";
    	Index = InStr(TeamTag, NameReplacementTag);
    	if(Index == -1)
    	{
    		Index = 0;
    		NameReplacementTag = "";
    	}
    	if(TeamTag != "")
    		ReturnString = "[C=" $ EncodeColor(TagColor) $ "]" $
    						Left(TeamTag, Index) $
    						"[C=" $ EncodeColor(NameColor) $ "]" $
    						PlayerName $
    						"[\\C]" $
    						Mid(TeamTag, Index + Len(NameReplacementTag)) $
    						"[\\C]";
    	else
    		ReturnString = 	"[C=" $ EncodeColor(NameColor) $ "]" $
    						PlayerName $
    						"[\\C]";

    	return ReturnString;
    }

    defaultproperties
    {
    	alpha = 1
    	bVisible = true
    	bNeedsLayout = true

    	RelativePosX = 0
    	RelativePosY = 0
    	RelativeWidth = 1
    	RelativeHeight = 1

    	verticalFill = VFILL_None
    	horizontalFill = HFILL_None
    	verticalAlignment = VALIGN_None
    	horizontalAlignment = HALIGN_None

    	defaultDrawColor=(R=255,G=255,B=255,A=255)

    	bUseResFonts	= false
    	resFontNames(0)	= DefaultSmallFont
    	resFontNames(1)	= Tahoma8
    	resFontNames(2)	= Tahoma8
    	resFontNames(3)	= Tahoma10
    	resFontNames(4)	= Tahoma12
    	resFontNames(5)	= Tahoma12
    	resFonts(0)		= font'Engine_res.res_defaultFont'
    	resFonts(1)		= font'TribesFonts.Tahoma8'
    	resFonts(2)		= font'TribesFonts.Tahoma8'
    	resFonts(3)		= font'TribesFonts.Tahoma10'
    	resFonts(4)		= font'TribesFonts.Tahoma12'
    	resFonts(5)		= font'TribesFonts.Tahoma12'

    	textFontName	= res_defaultFont
    	textFont		= font'Engine_res.res_defaultFont'
    	textColor		= (R=255,G=255,B=255,A=255)

    	HelpFontName	= Tahoma8
    	HelpFont		= font'TribesFonts.Tahoma8'
    }

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Class file time: st 16.4.2014 10:20:44.000 - Creation time: st 23.5.2018 00:10:44.257 - Created with UnCodeX