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//============================================================================= // ScriptedTexture: A scriptable Unreal texture // This is a built-in Unreal class and it shouldn't be modified. //============================================================================= class ScriptedTexture extends Texture safereplace native noexport; var() bool bUse32BitFormat, // Use high color mode, only functional with hardware render drivers. bConstantRender, // Call render every frame regardless of RenderCounter value. bClearScreen; // Clear screen automatically every new frame. var transient bool bDrawFrame; // If bConstantRender is false, then call render everytime this one is set to True. var() byte DrawStyle,DrawOpacity; // Only functional with 32-bit format. // A SciptedTexture calls its Script's Render() method to draw to the texture at // runtime var() Actor NotifyActor; var() Texture SourceTexture; var transient pointer LocalSourceBitmap; // C++ stuff var transient pointer PaletteMap; // C++ stuff var transient const float LocalTime; // C++ stuff enum ETexCompressType { COMP_None, // Keep at max quality (32-bit) COMP_P8, // Paletted 256 colors compression. COMP_Mono, // Black and while monochrome compression. }; native(473) final function DrawTile( float X, float Y, float XL, float YL, float U, float V, float UL, float VL, Texture Tex, bool bMasked, optional color DrawColor ); native(472) final function DrawText( float X, float Y, string Text, Font Font, optional int NewLineX, optional int ClipX ); native(474) final function DrawColoredText( float X, float Y, string Text, Font Font, color FontColor, optional int NewLineX, optional int ClipX ); native(475) final function ReplaceTexture( Texture Tex ); // 227 functions: static native(476) final function TextSize( string Text, out float XL, out float YL, Font Font ); native(588) final function ClearImage(); // Clear everything drawn to black. native(589) final function InitImage( int X, int Y ); // Set texture resolution (must a value in power of two). /* Get image data Following compression values (with example of 128x128 texture): COMP_None > 2 + XRes x YRes x 4 bytes > 64 kb COMP_P8 > 3 + 3 x 256 + XRes x YRes bytes > ~16,75 kb COMP_Mono > 2 + XRes x YRes bytes > 16 kb */ native(590) final function GetDataString( out array<byte> Data, ETexCompressType Compress ); native(591) final function SetDataString( out array<byte> Data, ETexCompressType Compress ); // Set image data native(592) final function CaptureScreenshot( Viewport V ); // Capture a screenshot onto this texture, only works on 32-bit mode. event Main() { if( NotifyActor!=None ) NotifyActor.RenderTexture(Self); else DrawText(5,5,"Detached client",Font'MedFont'); } defaultproperties { bConstantRender=True bClearScreen=True DrawStyle=1 DrawOpacity=255 } |
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