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# Engine.Canvas

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    //=============================================================================
    // Canvas: A drawing canvas.
    // This is a built-in Unreal class and it shouldn't be modified.
    //
    // Notes.
    //   To determine size of a drawable object, set Style to STY_None,
    //   remember CurX, draw the thing, then inspect CurX and CurYL.
    //=============================================================================
    class Canvas extends Core.Object
    	native
    	noexport;

    // Modifiable properties.
    var const font    DefaultFont;     // Font for DrawText.
    var font	Font;
    var float   SpaceX, SpaceY;  // Spacing for after Draw*.
    var float   OrgX, OrgY;      // Origin for drawing.
    var float   ClipX, ClipY;    // Bottom right clipping region.
    var float   CurX, CurY;      // Current position for drawing.
    var float   Z;               // Z location. 1=no screenflash, 2=yes screenflash.
    var byte    Style;           // Drawing style STY_None means don't draw.
    var float   CurYL;           // Largest Y size since DrawText.
    var color   DrawColor;       // Color for drawing.
    var bool    bCenter;         // Whether to center the text.
    var bool    bNoSmooth;       // Don't bilinear filter.
    var const int SizeX, SizeY;  // Zero-based actual dimensions.

    // Stock fonts.
    var const font TinyFont, SmallFont, MedFont;
    var string DefaultFontName, TinyFontName, SmallFontName, MedFontName;
    var Texture WhiteTex;

    // Internal.
    var const Viewport Viewport; // Viewport that owns the canvas.
    var const int      pCanvasUtil;

    // native functions.
    native(464) final function StrLen( coerce string String, out float XL, out float YL ); // Wrapped!
    native(465) final function DrawText( coerce string Text, optional bool CR );
    #if IG_SHARED // david: optional UVs draw entire tile
    native(466) final function DrawTile( material Mat, float XL, float YL, optional float U, optional float V, optional float UL, optional float VL );
    #else
    native(466) final function DrawTile( material Mat, float XL, float YL, float U, float V, float UL, float VL );
    #endif
    native(467) final function DrawActor( Actor A, bool Wireframe, optional bool ClearZ, optional float DisplayFOV );

    native function DrawPositionedActor( Actor A, bool WireFrame, optional bool ClearZ, optional float DisplayFOV, optional Rotator cameraRot, optional float zoom );

    #if IG_SHARED // Paul: optional UVs draw entire tile
    native(468) final function DrawTileClipped( Material Mat, float XL, float YL, optional float U, optional float V, optional float UL, optional float VL );
    #else
    native(468) final function DrawTileClipped( Material Mat, float XL, float YL, float U, float V, float UL, float VL );
    #endif
    native(469) final function DrawTextClipped( coerce string Text, optional bool bCheckHotKey );
    native(470) final function TextSize( coerce string String, out float XL, out float YL ); // Clipped!
    native(480) final function DrawPortal( int X, int Y, int Width, int Height, actor CamActor, vector CamLocation, rotator CamRotation, optional int FOV, optional bool ClearZ );

    #if IG_TRIBES3	// Paul: Draw Portal scaled
    native final function DrawPortalScaled( int X, int Y, int Width, int Height, actor CamActor, vector CamLocation, rotator CamRotation, optional int FOV, optional bool ClearZ );
    #endif

    native final function WrapStringToArray(string Text, out array<string> OutArray, float dx, string EOL
    #if IG_GUI_LAYOUT //dkaplan - allow checking of html style codes
        , optional bool bIsCodedString
    #endif
        );

    // jmw - These are two helper functions.  The use the whole texture only.  If you need better support, use DrawTile
    native final function DrawTileStretched(material Mat, float XL, float YL);
    native final function DrawTileJustified(material Mat, byte Justification, float XL, float YL);
    native final function DrawTileScaled(material Mat, float XScale, float YScale);
    native final function DrawTextJustified(coerce string String, byte Justification, float x1, float y1, float x2, float y2);

    #if IG_SHARED // ckline: more convenient text drawing utils
    // Draws a multiline text string with the top-left character of the first line at the specified Origin2D in screen space.
    // Newline characters inside the Text string will delineate lines in the rendered output.
    // If BackgroundColor.A != 0, then the area under the text will be filled with that color (but the background will be opaque, ignoring the alpha component).
    // Default value of BackgroundColor is (0,0,0,A=0)
    // If Wrapped is false (the default), then the text will be clipped to the edges of the viewport rather than wrapped around the side.
    // If Centered is false (the default), then the text will be left-justified.
    native final function DrawTextMultiline(coerce string Text, vector Origin2D, Color ForegroundColor, optional Color BackgroundColor, optional int Wrapped, optional int Centered);
    #endif

    // IGA >>> New functions for drawing lines and tiles
    native(490) final function DrawArbitraryLine(float X1, float Y1, float X2, float Y2, optional color LineColor);
    native(491) final function DrawArbitraryTile(material Mat, float Xone, float Yone, float Xtwo, float Ytwo,
    											 float Xthree, float Ythree, float Xfour, float Yfour,
    											 float U, float V, float UL, float VL);
    // IGA

    // UnrealScript functions.
    event Reset()
    {
    	Font		= DefaultFont;
    	SpaceX      = Default.SpaceX;
    	SpaceY      = Default.SpaceY;
    	OrgX        = Default.OrgX;
    	OrgY        = Default.OrgY;
    	CurX        = Default.CurX;
    	CurY        = Default.CurY;
    	Style       = Default.Style;
    	DrawColor   = Default.DrawColor;
    	CurYL       = Default.CurYL;
    	bCenter     = false;
    	bNoSmooth   = false;
    	Z           = 1.0;
    }
    final function SetPos( float X, float Y )
    {
    	CurX = X;
    	CurY = Y;
    }
    final function SetOrigin( float X, float Y )
    {
    	OrgX = X;
    	OrgY = Y;
    }
    final function SetClip( float X, float Y )
    {
    	ClipX = X;
    	ClipY = Y;
    }
    final function DrawPattern( material Tex, float XL, float YL, float Scale )
    {
    	DrawTile( Tex, XL, YL, (CurX-OrgX)*Scale, (CurY-OrgY)*Scale, XL*Scale, YL*Scale );
    }
    final function DrawIcon( texture Tex, float Scale )
    {
    	if ( Tex != None )
    		DrawTile( Tex, Tex.USize*Scale, Tex.VSize*Scale, 0, 0, Tex.USize, Tex.VSize );
    }
    final function DrawRect( texture Tex, float RectX, float RectY )
    {
    	DrawTile( Tex, RectX, RectY, 0, 0, Tex.USize, Tex.VSize );
    }

    final function SetDrawColor(byte R, byte G, byte B, optional byte A)
    {
    	local Color C;

    	C.R = R;
    	C.G = G;
    	C.B = B;
    	if ( A == 0 )
    		A = 255;
    	C.A = A;
    	DrawColor = C;
    }

    static final function Color MakeColor(byte R, byte G, byte B, optional byte A)
    {
    	local Color C;

    	C.R = R;
    	C.G = G;
    	C.B = B;
    	if ( A == 0 )
    		A = 255;
    	C.A = A;
    	return C;
    }

    // Draw a vertical line
    final function DrawVertical(float X, float height)
    {
        SetPos( X, CurY);
        DrawRect(WhiteTex, 1, height);
    }

    // Draw a horizontal line
    final function DrawHorizontal(float Y, float width)
    {
        SetPos(CurX, Y);
        DrawRect(WhiteTex, width, 1);
    }

    // Draw Line is special as it saves it's original position

    final function DrawLine(int direction, float size)
    {
        local float X, Y;

        // Save current position
        X = CurX;
        Y = CurY;

        switch (direction)
        {
          case 0:
    		  SetPos(X, Y - size);
    		  DrawRect(WhiteTex, 2, size);
    		  break;

          case 1:
    		  DrawRect(WhiteTex, 2, size);
    		  break;

          case 2:
    		  SetPos(X - size, Y);
    		  DrawRect(WhiteTex, size, 2);
    		  break;

    	  case 3:
    		  DrawRect(WhiteTex, size, 2);
    		  break;
        }
        // Restore position
        SetPos(X, Y);
    }

    final simulated function DrawBracket(float width, float height, float bracket_size)
    {
        local float X, Y;
        X = CurX;
        Y = CurY;

    	width  = Max(width,5);
    	height = Max(height,5);

        DrawLine(3, bracket_size);
        DrawLine(1, bracket_size);
        SetPos(X + width, Y);
        DrawLine(2, bracket_size);
        DrawLine(1, bracket_size);
        SetPos(X + width, Y + height);
        DrawLine(0, bracket_size);
        DrawLine(2, bracket_size);
        SetPos(X, Y + height);
        DrawLine(3, bracket_size);
        DrawLine( 0, bracket_size);

        SetPos(X, Y);
    }

    final simulated function DrawBox(canvas canvas, float width, float height)
    {
    	local float X, Y;
    	X = canvas.CurX;
    	Y = canvas.CurY;
    	canvas.DrawRect(WhiteTex, 1, height);
    	canvas.DrawRect(WhiteTex, width, 1);
    	canvas.SetPos(X + width, Y);
    	canvas.DrawRect(WhiteTex, 1, height);
    	canvas.SetPos(X, Y + height);
    	canvas.DrawRect(WhiteTex, width+1, 1);
    	canvas.SetPos(X, Y);
    }

    defaultproperties
    {
         Style=1
    	 Z=1
         DrawColor=(R=127,G=127,B=127,A=255)
    	 DefaultFontName="Engine_res.Res_DefaultFont"
    	 TinyFontName="Engine_res.Res_DefaultFont"
         SmallFontName="Engine_res.Res_DefaultFont"
         MedFontName="Engine_res.Res_DefaultFont"
    	 WhiteTex = Texture'engine_res.WhiteSquareTexture'
    }

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Class file time: ne 5.9.2004 16:01:20.000 - Creation time: st 23.5.2018 00:10:42.645 - Created with UnCodeX