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Engine.InteractionMaster


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// ====================================================================
//  Class:  Engine.InteractionMaster
//
//  The InteractionMaster controls the entire interaction system.  It's
//  job is to take input and Pre/PostRender call and route them to individual
//  Interactions and/or viewports.
//
// 	The stubs here in script are for just the GlobalInteracations as those
// 	are the only Interactions the IM routes directly too.  A new stub is
// 	created in order to limit the number of C++ -> Uscript switches.
//
// (c) 2001, Epic Games, Inc.  All Rights Reserved
// ====================================================================

class InteractionMaster extends Interactions
        transient
        Native;

var transient Client Client;

var transient const Interaction BaseMenu;   // Holds a pointer to the base menu system
var transient const Interaction Console;    // Holds the special Interaction that acts as the console
var transient array<Interaction> GlobalInteractions;    // Holds a listing of all global Interactions
var transient bool bRequireRawJoystick;

native function Travel(string URL); // Setup a travel to a new map

// ====================================================================
// Control functions
// ====================================================================

event Interaction AddInteraction(string InteractionName, optional Player AttachTo)  // Adds an Interaction
{
    local Interaction NewInteraction;
    local class<Interaction> NewInteractionClass;

    NewInteractionClass = class<Interaction>(DynamicLoadObject(InteractionName, class'Class'));

    if (NewInteractionClass!=None)
    {
        NewInteraction = new NewInteractionClass;
        if (NewInteraction != None)
        {

            // Place the Interaction in the proper array

            if (AttachTo != None)   // Handle location Interactions
            {
                AttachTo.LocalInteractions.Length = AttachTo.LocalInteractions.Length + 1;
                AttachTo.LocalInteractions[AttachTo.LocalInteractions.Length-1] = NewInteraction;
                NewInteraction.ViewportOwner = AttachTo;
            }
            else    // Handle Global Interactions
            {
                GlobalInteractions.Length = GlobalInteractions.Length + 1;
                GlobalInteractions[GlobalInteractions.Length-1] = NewInteraction;
            }

            // Initialize the Interaction

            NewInteraction.Initialize();
            NewInteraction.Master = Self;

            return NewInteraction;

        }
        else
            Log("Could not create interaction ["$InteractionName$"]",'IMaster');

    }
    else
        Log("Could not load interaction ["$InteractionName$"]",'IMaster');

    return none;

} // AddInteraction

event RemoveInteraction(interaction RemoveMe)           // Removes a Interaction
{
    local int Index;

    // Grab the array to work with

    if (RemoveMe.ViewportOwner != None)
    {
        for (Index = 0; Index < RemoveMe.ViewPortOwner.LocalInteractions.Length; Index++)
        {
            if ( RemoveMe.ViewPortOwner.LocalInteractions[Index] == RemoveMe )
            {
                RemoveMe.ViewPortOwner.LocalInteractions.Remove(Index,1);
                return;
            }
        }
    }
    else
    {
        for (Index = 0; Index < GlobalInteractions.Length; Index++)
        {
            if ( GlobalInteractions[Index] == RemoveMe )
            {
                GlobalInteractions.Remove(Index,1);
                return;
            }
        }
    }


    // Find the Interaction to delete

    Log("Could not remove interaction ["$RemoveMe$"] (Not Found)", 'IMaster');

} // RemoveInteraction

// ====================================================================
// SetFocusTo - This function will cause a window to adjust it's position
// in it's array so that it processes input first and displays last.
// ====================================================================

event SetFocusTo(Interaction Inter, optional Player ViewportOwner)
{
    local array<Interaction> InteractionArray;
    local Interaction temp;
    local int i,iIndex;


    if (ViewportOwner != none)
        InteractionArray = ViewportOwner.LocalInteractions;
    else
        InteractionArray = GlobalInteractions;

    if (InteractionArray.Length == 0)
    {
        Log("Attempt to SetFocus on an empty Array.",'IMaster');
        return;
    }

    // Search for the Interaction

    iIndex = -1;
    for ( i=0; i<InteractionArray.Length; i++ )
    {
        if (InteractionArray[i] == Inter)
        {
            iIndex = i;
            break;
        }
    }

    // Was it found?

    if (iIndex<0)
    {
        log("Interaction "$Inter$" is not in "$ViewportOwner$".",'IMaster');
        return;
    }
    else if (iIndex==0)
        return;                 // Already has focus


    // Move it to the top.

    temp = InteractionArray[iIndex];
    for ( i=0; i<iIndex; i++)
        InteractionArray[i+1] = InteractionArray[i];

    InteractionArray[0] = temp;
    InteractionArray[0].bActive = true;     // Give it Input
    InteractionArray[0].bVisible = true;    // Make it visible

} // SetFocusTo

// ====================================================================
// Input Functions
//
// The Process functions are here to limit the # of switches from C++ to Script.
// ====================================================================

event bool Process_KeyType( array<Interaction> InteractionArray, out EInputKey Key, optional string Unicode ) // Process a single key press
{
    local int Index;

    // Chain through the Interactions

    for ( Index=0; Index<InteractionArray.Length; Index++)
    {
        // Give each Interaction the chance to process the key event

        if ( ( InteractionArray[Index].bActive ) && (!InteractionArray[Index].bNativeEvents) && ( InteractionArray[Index].KeyType(key,Unicode) ) )
            return true;                // and break the chain if processed

    }
    return false;   // Keep processing

} // Process_KeyType

event bool Process_KeyEvent( array<Interaction> InteractionArray,
                out EInputKey Key, out EInputAction Action, FLOAT Delta ) // Process the range of input events
{
    local int Index;

    // Chain through the Interactions

    for ( Index=0; Index<InteractionArray.Length; Index++)
    {
        // Give each Interaction the chance to process the key event

        if ( ( InteractionArray[Index].bActive ) && (!InteractionArray[Index].bNativeEvents) && ( InteractionArray[Index].KeyEvent(Key, Action, Delta ) ) )
        {
            return true;                        // and break the chain if processed
        }

    }
    return false;

} // Process_KeyEvent

// ====================================================================
// Render functions only occure on local interactions.  The process
// the array in reverse order so that the objects that have focus
// are drawn last.
// ====================================================================

event Process_PreRender( array<Interaction> InteractionArray, canvas Canvas )
{
    local int index;

    // Chain through the Interactions

    for ( Index=InteractionArray.Length; Index>0; Index--)  // Give each Interaction PreRender time
    {
        if ( (InteractionArray[Index-1].bVisible ) && (!InteractionArray[Index-1].bNativeEvents) )
            InteractionArray[Index-1].PreRender(canvas);
    }

} // Process_PreRender

event Process_PostRender( array<Interaction> InteractionArray, canvas Canvas )
{
    local int index;

    // Chain through the Interactions

    for ( Index=InteractionArray.Length; Index>0; Index--)  // Give each Interaction PreRender time
    {
        if ( (InteractionArray[Index-1].bVisible ) && (!InteractionArray[Index-1].bNativeEvents) )
            InteractionArray[Index-1].PostRender(canvas);
    }

} // Process_PostRender

// ====================================================================
// Tick - Interactions can request access to be ticked.
// ====================================================================

event Process_Tick( array<Interaction> InteractionArray, float DeltaTime )
{
    local int Index;

    // Chain through the Interactions

    for ( Index=0; Index<InteractionArray.Length; Index++)
    {
        // Give each Interaction that requires it tick
        if ( (InteractionArray[Index].bRequiresTick ) && (!InteractionArray[Index].bNativeEvents) )
            InteractionArray[Index].Tick(DeltaTime);
    }

}

// ====================================================================
// Message - The IM is responsible for sending Message events to all
// interactions.
// ====================================================================

event Process_Message( coerce string Msg, float MsgLife, array<Interaction> InteractionArray)
{
    local int Index;

    // Chain through the Interactions

    for ( Index=0; Index<InteractionArray.Length; Index++)
    {
        // Give each Interaction the message

        InteractionArray[Index].Message(Msg, MsgLife);
    }

} // Message


event NotifyLevelChange(array<Interaction> InteractionArray)
{
    local int Index;

    for (Index=0;Index<InteractionArray.Length; Index++)
        InteractionArray[Index].NotifyLevelChange();
}

defaultproperties
{
}

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Class file time: Fr 30.3.2007 08:43:36.000 - Creation time: Mo 16.4.2007 11:20:48.703 - Created with UnCodeX