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Engine.HUD


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//=============================================================================
// HUD: Superclass of the heads-up display.
//=============================================================================
class HUD extends Actor
		abstract
		native
			config(user);

//=============================================================================
// Variables.

var globalconfig int HudMode;
var globalconfig int Crosshair;
var() class<menu> MainMenuType;
var() string HUDConfigWindowType;

var Menu MainMenu;
var array<HudOverlay> Overlays;

//=============================================================================
// Status drawing.

simulated event PreRender( canvas Canvas );
simulated event PostRender( canvas Canvas );
simulated function InputNumber(byte F);
simulated function ChangeHud(int d);
simulated function ChangeCrosshair(int d);
simulated function DrawCrossHair( canvas Canvas, int StartX, int StartY);
simulated function Message( PlayerReplicationInfo PRI, coerce string Msg, name N );

simulated function PlayReceivedMessage( string S, string PName, ZoneInfo PZone )
{
	PlayerPawn(Owner).ClientMessage(S);
	if (PlayerPawn(Owner).bMessageBeep)
		PlayerPawn(Owner).PlayBeepSound();
}

// DisplayMessages is called by the Console in PostRender.
// It offers the HUD a chance to deal with messages instead of the
// Console.  Returns true if messages were dealt with.
simulated function bool DisplayMessages(canvas Canvas)
{
	return false;
}

// 227f: Get console message color.
simulated function GetMessageColor( name MsgType, out color Colour )
{
	Colour.R = 255;
	Colour.G = 255;
	Colour.B = 255;
}

// HUD overlay API.
simulated final function HudOverlay AddOverlay( class<HudOverlay> Type, optional bool bUnique )
{
	local int i;
	local HudOverlay Other;

	if( bUnique )
		for( i=(Array_Size(Overlays)-1); i>=0; --i )
			if( Overlays[i].Class==Type )
				return Overlays[i];
	Other = Spawn(Type,Owner);
	Other.myHUD = Self;
	Overlays[Array_Size(Overlays)] = Other;
	return Other;
}
simulated final function RemoveOverlay( HudOverlay Other )
{
	local int i;

	for( i=(Array_Size(Overlays)-1); i>=0; --i )
		if( Overlays[i]==Other )
		{
			Array_Remove(Overlays,i,1);
			break;
		}
}

simulated function PostRender2D( canvas Canvas, Pawn Other, vector Pos );

defaultproperties
{
				HUDConfigWindowType="UMenu.UMenuHUDConfigCW"
				bHidden=True
				RemoteRole=ROLE_SimulatedProxy
}

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Class file time: zo 11-11-2012 21:10:26.000 - Creation time: zo 11-11-2012 21:14:18.897 - Created with UnCodeX