mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-28 00:24:44 +00:00
This makes some tweaks to the engine to support this, specifically, it tweaks the hardcoded shaderpaths to defer to a pref variable, so none of the shader paths are hardcoded. Also tweaks how post effects read in texture files, removing a bizzare filepath interpretation choice, where if the file path didn't start with "/" it forcefully appended the script's file path. This made it impossible to have images not in the same dir as the script file defining the post effect. This was changed and the existing template's post effects tweaked for now to just add "./" to those few paths impacted, as well as the perf vars to support the non-hardcoded shader paths in the engine.
324 lines
10 KiB
C#
324 lines
10 KiB
C#
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Message Hud
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//-----------------------------------------------------------------------------
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// chat hud sizes in lines
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$outerChatLenY[1] = 4;
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$outerChatLenY[2] = 9;
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$outerChatLenY[3] = 13;
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// Only play sound files that are <= 5000ms in length.
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$MaxMessageWavLength = 5000;
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// Helper function to play a sound file if the message indicates.
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// Returns starting position of wave file indicator.
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function playMessageSound(%message, %voice, %pitch)
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{
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// Search for wav tag marker.
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%wavStart = strstr(%message, "~w");
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if (%wavStart == -1)
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{
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return -1;
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}
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%wav = getSubStr(%message, %wavStart + 2, 1000);
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if (%voice !$= "")
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{
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%wavFile = "data/FPSGameplay/sound/voice/" @ %voice @ "/" @ %wav;
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}
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else
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%wavFile = "data/FPSGameplay/sound/" @ %wav;
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if (strstr(%wavFile, ".wav") != (strlen(%wavFile) - 4))
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%wavFile = %wavFile @ ".wav";
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// XXX This only expands to a single filepath, of course; it
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// would be nice to support checking in each mod path if we
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// have multiple mods active.
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%wavFile = ExpandFilename(%wavFile);
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%wavSource = sfxCreateSource(AudioMessage, %wavFile);
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if (isObject(%wavSource))
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{
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%wavLengthMS = %wavSource.getDuration() * %pitch;
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if (%wavLengthMS == 0)
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error("** WAV file \"" @ %wavFile @ "\" is nonexistent or sound is zero-length **");
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else if (%wavLengthMS <= $MaxMessageWavLength)
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{
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if (isObject($ClientChatHandle[%sender]))
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$ClientChatHandle[%sender].delete();
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$ClientChatHandle[%sender] = %wavSource;
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if (%pitch != 1.0)
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$ClientChatHandle[%sender].setPitch(%pitch);
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$ClientChatHandle[%sender].play();
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}
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else
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error("** WAV file \"" @ %wavFile @ "\" is too long **");
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}
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else
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error("** Unable to load WAV file : \"" @ %wavFile @ "\" **");
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return %wavStart;
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}
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// All messages are stored in this HudMessageVector, the actual
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// MainChatHud only displays the contents of this vector.
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new MessageVector(HudMessageVector);
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$LastHudTarget = 0;
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//-----------------------------------------------------------------------------
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function onChatMessage(%message, %voice, %pitch)
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{
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// XXX Client objects on the server must have voiceTag and voicePitch
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// fields for values to be passed in for %voice and %pitch... in
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// this example mod, they don't have those fields.
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// Clients are not allowed to trigger general game sounds with their
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// chat messages... a voice directory MUST be specified.
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if (%voice $= "") {
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%voice = "default";
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}
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// See if there's a sound at the end of the message, and play it.
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if ((%wavStart = playMessageSound(%message, %voice, %pitch)) != -1) {
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// Remove the sound marker from the end of the message.
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%message = getSubStr(%message, 0, %wavStart);
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}
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// Chat goes to the chat HUD.
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if (getWordCount(%message)) {
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ChatHud.addLine(%message);
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}
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}
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function onServerMessage(%message)
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{
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// See if there's a sound at the end of the message, and play it.
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if ((%wavStart = playMessageSound(%message)) != -1) {
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// Remove the sound marker from the end of the message.
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%message = getSubStr(%message, 0, %wavStart);
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}
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// Server messages go to the chat HUD too.
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if (getWordCount(%message)) {
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ChatHud.addLine(%message);
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}
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}
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//-----------------------------------------------------------------------------
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// MainChatHud methods
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//-----------------------------------------------------------------------------
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function MainChatHud::onWake( %this )
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{
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// set the chat hud to the users pref
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%this.setChatHudLength( $Pref::ChatHudLength );
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}
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//------------------------------------------------------------------------------
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function MainChatHud::setChatHudLength( %this, %length )
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{
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%textHeight = ChatHud.Profile.fontSize + ChatHud.lineSpacing;
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if (%textHeight <= 0)
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%textHeight = 12;
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%lengthInPixels = $outerChatLenY[%length] * %textHeight;
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%chatMargin = getWord(OuterChatHud.extent, 1) - getWord(ChatScrollHud.Extent, 1)
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+ 2 * ChatScrollHud.profile.borderThickness;
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OuterChatHud.setExtent(firstWord(OuterChatHud.extent), %lengthInPixels + %chatMargin);
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ChatScrollHud.scrollToBottom();
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ChatPageDown.setVisible(false);
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}
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//------------------------------------------------------------------------------
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function MainChatHud::nextChatHudLen( %this )
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{
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%len = $pref::ChatHudLength++;
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if ($pref::ChatHudLength == 4)
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$pref::ChatHudLength = 1;
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%this.setChatHudLength($pref::ChatHudLength);
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}
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//-----------------------------------------------------------------------------
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// ChatHud methods
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// This is the actual message vector/text control which is part of
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// the MainChatHud dialog
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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function ChatHud::addLine(%this,%text)
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{
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//first, see if we're "scrolled up"...
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%textHeight = %this.profile.fontSize + %this.lineSpacing;
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if (%textHeight <= 0)
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%textHeight = 12;
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%scrollBox = %this.getGroup();
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%chatScrollHeight = getWord(%scrollBox.extent, 1) - 2 * %scrollBox.profile.borderThickness;
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%chatPosition = getWord(%this.extent, 1) - %chatScrollHeight + getWord(%this.position, 1) - %scrollBox.profile.borderThickness;
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%linesToScroll = mFloor((%chatPosition / %textHeight) + 0.5);
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if (%linesToScroll > 0)
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%origPosition = %this.position;
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//remove old messages from the top only if scrolled down all the way
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while( !chatPageDown.isVisible() && HudMessageVector.getNumLines() && (HudMessageVector.getNumLines() >= $pref::HudMessageLogSize))
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{
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%tag = HudMessageVector.getLineTag(0);
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if(%tag != 0)
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%tag.delete();
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HudMessageVector.popFrontLine();
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}
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//add the message...
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HudMessageVector.pushBackLine(%text, $LastHudTarget);
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$LastHudTarget = 0;
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//now that we've added the message, see if we need to reset the position
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if (%linesToScroll > 0)
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{
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chatPageDown.setVisible(true);
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%this.position = %origPosition;
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}
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else
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chatPageDown.setVisible(false);
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}
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//-----------------------------------------------------------------------------
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function ChatHud::pageUp(%this)
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{
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// Find out the text line height
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%textHeight = %this.profile.fontSize + %this.lineSpacing;
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if (%textHeight <= 0)
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%textHeight = 12;
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%scrollBox = %this.getGroup();
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// Find out how many lines per page are visible
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%chatScrollHeight = getWord(%scrollBox.extent, 1) - 2 * %scrollBox.profile.borderThickness;
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if (%chatScrollHeight <= 0)
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return;
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%pageLines = mFloor(%chatScrollHeight / %textHeight) - 1; // have a 1 line overlap on pages
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if (%pageLines <= 0)
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%pageLines = 1;
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// See how many lines we actually can scroll up:
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%chatPosition = -1 * (getWord(%this.position, 1) - %scrollBox.profile.borderThickness);
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%linesToScroll = mFloor((%chatPosition / %textHeight) + 0.5);
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if (%linesToScroll <= 0)
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return;
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if (%linesToScroll > %pageLines)
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%scrollLines = %pageLines;
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else
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%scrollLines = %linesToScroll;
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// Now set the position
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%this.position = firstWord(%this.position) SPC (getWord(%this.position, 1) + (%scrollLines * %textHeight));
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// Display the pageup icon
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chatPageDown.setVisible(true);
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}
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//-----------------------------------------------------------------------------
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function ChatHud::pageDown(%this)
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{
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// Find out the text line height
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%textHeight = %this.profile.fontSize + %this.lineSpacing;
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if (%textHeight <= 0)
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%textHeight = 12;
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%scrollBox = %this.getGroup();
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// Find out how many lines per page are visible
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%chatScrollHeight = getWord(%scrollBox.extent, 1) - 2 * %scrollBox.profile.borderThickness;
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if (%chatScrollHeight <= 0)
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return;
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%pageLines = mFloor(%chatScrollHeight / %textHeight) - 1;
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if (%pageLines <= 0)
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%pageLines = 1;
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// See how many lines we actually can scroll down:
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%chatPosition = getWord(%this.extent, 1) - %chatScrollHeight + getWord(%this.position, 1) - %scrollBox.profile.borderThickness;
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%linesToScroll = mFloor((%chatPosition / %textHeight) + 0.5);
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if (%linesToScroll <= 0)
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return;
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if (%linesToScroll > %pageLines)
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%scrollLines = %pageLines;
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else
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%scrollLines = %linesToScroll;
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// Now set the position
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%this.position = firstWord(%this.position) SPC (getWord(%this.position, 1) - (%scrollLines * %textHeight));
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// See if we have should (still) display the pagedown icon
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if (%scrollLines < %linesToScroll)
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chatPageDown.setVisible(true);
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else
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chatPageDown.setVisible(false);
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}
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//-----------------------------------------------------------------------------
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// Support functions
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//-----------------------------------------------------------------------------
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function pageUpMessageHud()
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{
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ChatHud.pageUp();
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}
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function pageDownMessageHud()
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{
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ChatHud.pageDown();
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}
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function cycleMessageHudSize()
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{
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MainChatHud.nextChatHudLen();
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}
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