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const int CALL_CATEGORY_SYSTEM = 0; |
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const int CALL_CATEGORY_GUI = 1; |
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const int CALL_CATEGORY_GAMEPLAY = 2; |
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const int CALL_CATEGORY_COUNT = 3; |
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class CallQueueContext |
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{ |
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Class m_target; |
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string m_function; |
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ref Param m_params; |
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bool m_valid; |
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void CallQueueContext(Class target, string fn, Param params) |
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{ |
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m_target = target; |
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m_function = fn; |
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m_params = params; |
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m_valid = true; |
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} |
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void Call() |
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{ |
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CallParams(m_params); |
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} |
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void CallParams(Param params) |
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{ |
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if (params) |
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{ |
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GetGame().GameScript.CallFunctionParams(m_target, m_function, NULL, params); |
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} |
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else |
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{ |
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GetGame().GameScript.CallFunction(m_target, m_function, NULL, 0); |
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} |
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} |
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void Invalidate() { |
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m_valid = false; |
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} |
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bool IsValid(){ |
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return m_valid; |
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} |
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}; |
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class CallQueue extends array<ref CallQueueContext> |
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{ |
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private bool m_processing; |
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void CallQueue() |
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{ |
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m_processing = false; |
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} |
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void Tick() |
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{ |
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if (m_processing) return; |
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m_processing = true; |
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while(Count() > 0) |
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{ |
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CallQueueContext ctx = Get(0); |
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if (!ctx.IsValid()) |
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{ |
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Remove(0); |
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} |
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else |
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{ |
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Remove(0); |
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ctx.Call(); |
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} |
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} |
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m_processing = false; |
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} |
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void Call(Class obj, string fn_name, Param params = NULL) |
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{ |
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Insert(new CallQueueContext(obj, fn_name, params)); |
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} |
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void RemoveCalls(Class obj) |
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{ |
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if (Count()) |
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{ |
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for (int i = Count() - 1; i >= 0; i--) |
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{ |
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CallQueueContext ctx = Get(i); |
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if (ctx.m_target == obj) |
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{ |
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ctx.Invalidate(); |
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} |
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} |
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} |
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} |
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}; |
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class DragQueue extends CallQueue |
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{ |
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private ref Param3<int, int, bool> m_mouse_params; |
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void DragQueue() |
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{ |
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m_mouse_params = new Param3<int, int, bool>(0,0,true); |
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} |
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override void Tick() |
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{ |
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if (m_processing) return; |
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m_processing = true; |
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int last_index = 0; |
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int mouse_x; |
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int mouse_y; |
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bool is_holding = false; |
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CallQueueContext ctx; |
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if (GetMouseState(MouseState.LEFT) & 0x80000000) |
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{ |
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is_holding = true; |
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} |
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GetMousePos(mouse_x, mouse_y); |
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if (!is_holding || mouse_x != m_mouse_params.param1 || mouse_y != m_mouse_params.param2) |
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{ |
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m_mouse_params.param1 = mouse_x; |
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m_mouse_params.param2 = mouse_y; |
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m_mouse_params.param3 = is_holding; |
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while (Count() > last_index) |
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{ |
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ctx = Get(last_index); |
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if (!ctx.IsValid()) |
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{ |
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Remove(last_index); |
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} |
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else |
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{ |
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ctx.CallParams(m_mouse_params); |
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last_index++; |
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} |
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} |
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} |
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if (!is_holding) |
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{ |
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Clear(); |
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} |
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m_processing = false; |
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} |
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} |
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class TimerBase: Managed |
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{ |
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protected bool m_running; |
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protected bool m_loop; |
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protected float m_duration; |
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protected float m_time; |
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protected array<TimerBase> m_timerQueue; |
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protected float m_RunTime; |
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void ~TimerBase() |
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{ |
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if (!m_timerQueue) return; |
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SetRunning(false); |
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} |
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void Pause() |
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{ |
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SetRunning(false); |
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} |
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void Continue() |
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{ |
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SetRunning(true); |
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} |
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void Stop() |
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{ |
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SetRunning(false); |
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m_time = 0; |
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} |
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bool IsRunning() |
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{ |
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return m_running; |
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} |
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void Tick(float timeslice) |
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{ |
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if (IsRunning()) |
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{ |
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m_RunTime += timeslice; |
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m_time = m_time + timeslice; |
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if (m_time >= m_duration) |
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{ |
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if (m_loop) |
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{ |
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m_time = m_time - m_duration; |
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} |
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else |
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{ |
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SetRunning(false); |
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m_time = 0; |
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} |
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OnTimer(); |
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} |
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else |
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{ |
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OnUpdate(); |
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} |
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} |
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} |
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void OnTimerQueueDestoryed() |
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{ |
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m_timerQueue = NULL; |
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} |
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float GetTime() |
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{ |
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return m_time; |
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} |
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float GetDuration() |
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{ |
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return m_duration; |
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} |
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float GetRemaining() |
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{ |
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return m_duration - m_time; |
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} |
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float GetRunTime() |
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{ |
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return m_RunTime; |
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} |
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protected void OnInit(int category) |
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{ |
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m_duration = 1; |
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m_loop = false; |
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m_time = 0; |
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m_running = false; |
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if (GetGame()) |
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m_timerQueue = GetGame().GetTimerQueue(category); |
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else |
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ErrorEx("Attempting to Init a timer when the game does not exist (GetGame() == null)"); |
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} |
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protected void OnStart(float duration, bool loop) |
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{ |
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m_RunTime = 0; |
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m_duration = duration; |
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m_loop = loop; |
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m_time = 0; |
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SetRunning(true); |
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} |
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protected void OnUpdate() {} |
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protected void OnTimer() {} |
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protected void SetRunning(bool running) |
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{ |
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int index = -1; |
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if (m_running == running) return; |
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m_running = running; |
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if (m_timerQueue == NULL) return; |
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if (running) |
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{ |
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if (m_timerQueue.Find(this) == -1) |
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{ |
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m_timerQueue.Insert(this); |
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} |
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} |
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else |
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{ |
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index = m_timerQueue.Find(this); |
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if (index != -1) |
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{ |
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m_timerQueue.Remove(index); |
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} |
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} |
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} |
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}; |
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class TimerQueue extends array<TimerBase> |
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{ |
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private bool m_processing; |
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void TimerQueue() |
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{ |
|
m_processing = false; |
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} |
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void ~TimerQueue() |
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{ |
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if (Count()) |
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{ |
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for (int i = Count() - 1; i >= 0; i--) |
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{ |
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Get(i).OnTimerQueueDestoryed(); |
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} |
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Clear(); |
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} |
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} |
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void Tick(float timeslice) |
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{ |
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if (m_processing) return; |
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m_processing = true; |
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if (Count()) |
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{ |
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for (int i = Count() - 1; i >= 0; i--) |
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{ |
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Get(i).Tick(timeslice); |
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} |
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} |
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m_processing = false; |
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} |
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}; |
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class WidgetFadeTimer extends TimerBase |
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{ |
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private Widget m_widget; |
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bool m_fadeIn; |
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float m_alpha; |
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void WidgetFadeTimer() |
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{ |
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OnInit(CALL_CATEGORY_GUI); |
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m_fadeIn = true; |
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} |
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void FadeIn(Widget w, float time, bool continue_ = false) |
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{ |
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m_alpha = w.GetAlpha(); |
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if (continue_ && m_alpha > 0.95) |
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{ |
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w.SetAlpha(1.0); |
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w.Show(true); |
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return; |
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} |
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m_widget = w; |
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m_fadeIn = true; |
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OnStart(time, false); |
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if (m_widget) |
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{ |
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m_alpha = m_widget.GetAlpha(); |
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m_widget.SetAlpha(0); |
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m_widget.Show(true); |
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} |
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if (continue_) |
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{ |
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m_time = m_alpha * time; |
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} |
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} |
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void FadeOut(Widget w, float time, bool continue_ = false) |
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{ |
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m_alpha = w.GetAlpha(); |
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|
if (continue_ && m_alpha < 0.05) |
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{ |
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w.SetAlpha(0); |
|
w.Show(false); |
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return; |
|
} |
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|
m_widget = w; |
|
m_fadeIn = false; |
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|
OnStart(time, false); |
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|
if (m_widget && !continue_) |
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{ |
|
m_alpha = 1.0; |
|
m_widget.SetAlpha(m_alpha); |
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m_widget.Show(true); |
|
} |
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|
if (continue_) |
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{ |
|
m_time = (1.0 - m_alpha) * time; |
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} |
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} |
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override private void OnTimer() |
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{ |
|
if (m_widget) |
|
{ |
|
if (m_fadeIn) |
|
{ |
|
m_widget.SetAlpha(1); |
|
} |
|
else |
|
{ |
|
m_widget.SetAlpha(0); |
|
m_widget.Show(false); |
|
} |
|
} |
|
} |
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override private void OnUpdate() |
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{ |
|
float timeDiff = m_time / m_duration; |
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float progress; |
|
if (m_widget) |
|
{ |
|
if (m_fadeIn) |
|
{ |
|
progress = timeDiff; |
|
} |
|
else |
|
{ |
|
progress = Math.Lerp(m_alpha,0,timeDiff); |
|
progress = Math.Clamp(progress,0,1); |
|
} |
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|
|
m_widget.SetAlpha(progress); |
|
} |
|
} |
|
}; |
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class Timer extends TimerBase |
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{ |
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protected Managed m_target; |
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protected string m_function; |
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protected ref Param m_params; |
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void Timer(int category = CALL_CATEGORY_SYSTEM) |
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{ |
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OnInit(category); |
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} |
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void Run(float duration, Managed obj, string fn_name, Param params = NULL, bool loop = false) |
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{ |
|
m_target = obj; |
|
m_function = fn_name; |
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|
m_params = params; |
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OnStart(duration, loop); |
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} |
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override protected void OnTimer() |
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{ |
|
if (m_params) |
|
{ |
|
GetGame().GameScript.CallFunctionParams(m_target, m_function, NULL, m_params); |
|
m_params = NULL; |
|
} |
|
else |
|
{ |
|
GetGame().GameScript.CallFunction(m_target, m_function, NULL, 0); |
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} |
|
} |
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override void Stop() |
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{ |
|
super.Stop(); |
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m_params = NULL; |
|
} |
|
}; |
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class AnimationTimer : TimerBase |
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{ |
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private bool m_Active; |
|
private float m_TargetValue; |
|
private float m_TargetValueOriginal; |
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private float m_Value; |
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protected Managed m_TargetObject; |
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protected string m_UpdateFunction; |
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protected string m_FinishedFunction; |
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protected ref Param m_Params; |
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void AnimationTimer(int category = CALL_CATEGORY_SYSTEM) |
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{ |
|
OnInit(category); |
|
} |
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|
void ~AnimationTimer() |
|
{ |
|
SetRunning(false); |
|
} |
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|
void Run(float targetVal, Managed obj, string updateFunc, string finishedFunc, float startingVal = 0, bool loop = false, float speed = 1.0, Param params = null, int category = CALL_CATEGORY_SYSTEM) |
|
{ |
|
SetRunning(true); |
|
m_TargetObject = obj; |
|
m_UpdateFunction = updateFunc; |
|
m_FinishedFunction = finishedFunc; |
|
m_TargetValueOriginal = targetVal; |
|
m_TargetValue = targetVal; |
|
m_time = speed; |
|
m_loop = loop; |
|
m_Active = true; |
|
m_Params = params; |
|
m_Value = startingVal; |
|
} |
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float GetValue() { |
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return m_Value; |
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} |
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override bool IsRunning() |
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{ |
|
return m_Active; |
|
} |
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override void Tick(float timeslice) |
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{ |
|
if ( !m_Active ) |
|
return; |
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|
float diff = Math.AbsFloat(m_TargetValue - m_Value); |
|
float step = m_time * timeslice; |
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|
|
if (diff < step) |
|
{ |
|
m_Value = m_TargetValue; |
|
if (!m_loop) |
|
{ |
|
m_Active = false; |
|
} |
|
else |
|
{ |
|
if (m_TargetValue == m_TargetValueOriginal) |
|
{ |
|
m_TargetValue = 0; |
|
} |
|
else |
|
{ |
|
m_TargetValue = m_TargetValueOriginal; |
|
} |
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|
|
} |
|
GetGame().GameScript.CallFunction(m_TargetObject, m_FinishedFunction, NULL, m_Params); |
|
} |
|
else |
|
{ |
|
if (m_TargetValue > m_Value) |
|
{ |
|
m_Value += step; |
|
} |
|
else |
|
{ |
|
m_Value -= step; |
|
} |
|
} |
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|
|
GetGame().GameScript.CallFunction(m_TargetObject, m_UpdateFunction, NULL, m_Params); |
|
} |
|
}; |
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|
|
class AnimatorTimer |
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{ |
|
private bool m_active = false; |
|
private bool m_loop = false; |
|
private float m_target_value = 0; |
|
private float m_value = 0; |
|
private float m_time = 0; |
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|
void Animate(float val, float speed = 1.0) |
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{ |
|
m_target_value = val; |
|
m_loop = false; |
|
m_time = speed; |
|
m_active = true; |
|
} |
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|
void AnimateLoop(float speed = 1.0) |
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{ |
|
m_value = 0; |
|
m_target_value = 0; |
|
m_loop = true; |
|
m_time = speed; |
|
m_active = true; |
|
} |
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|
|
float GetValue() { |
|
return m_value; |
|
} |
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|
float GetTargetValue() { |
|
return m_target_value; |
|
} |
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|
void SetValue(float val) { |
|
m_value = val; |
|
m_target_value = val; |
|
} |
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|
|
bool IsRunning() |
|
{ |
|
return m_active; |
|
} |
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|
|
void Tick(float timeslice) |
|
{ |
|
if ( !m_active ) return; |
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|
|
if (m_loop) |
|
{ |
|
m_target_value += m_time * Math.PI2 * timeslice; |
|
while (m_target_value > Math.PI2) m_target_value -= Math.PI2; |
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|
|
m_value = Math.Sin(m_target_value); |
|
} |
|
else |
|
{ |
|
float diff = Math.AbsFloat(m_target_value - m_value); |
|
float step = m_time * timeslice; |
|
|
|
if (diff < step) |
|
{ |
|
m_value = m_target_value; |
|
m_active = false; |
|
} |
|
else |
|
{ |
|
if (m_target_value > m_value) |
|
{ |
|
m_value += step; |
|
} |
|
else |
|
{ |
|
m_value -= step; |
|
} |
|
} |
|
} |
|
} |
|
}; |
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|
class multiMap<Class K, Class V> |
|
{ |
|
private ref array<ref array<V> > m_values; |
|
private ref array<K> m_keys; |
|
|
|
bool HasKey(K key) |
|
{ |
|
int index = -1; |
|
if (m_keys) |
|
{ |
|
index = m_keys.Find(key); |
|
} |
|
|
|
if (index != -1) |
|
{ |
|
return true; |
|
} |
|
|
|
return false; |
|
} |
|
|
|
array<V> Get(K key) |
|
{ |
|
int index = -1; |
|
if (m_keys) |
|
{ |
|
index = m_keys.Find(key); |
|
} |
|
|
|
if (index != -1) |
|
{ |
|
return m_values.Get(index); |
|
} |
|
|
|
return NULL; |
|
} |
|
|
|
array<V> GetByIndex(int index) |
|
{ |
|
return m_values.Get(index); |
|
} |
|
|
|
K GetKeyByIndex(int index) |
|
{ |
|
return m_keys.Get(index); |
|
} |
|
|
|
void Insert(K key, V value) |
|
{ |
|
int index = -1; |
|
|
|
if (!m_keys) |
|
{ |
|
m_keys = new array<K>; |
|
m_values = new array<ref array<V> >; |
|
} |
|
else |
|
{ |
|
index = m_keys.Find(key); |
|
} |
|
|
|
if (index == -1) |
|
{ |
|
array<V> value_array = new array<V>; |
|
value_array.Insert(value); |
|
|
|
m_keys.Insert(key); |
|
m_values.Insert(value_array); |
|
|
|
} |
|
else |
|
{ |
|
m_values.Get(index).Insert(value); |
|
} |
|
} |
|
|
|
void RemoveByIndex(int index) |
|
{ |
|
m_keys.Remove(index); |
|
m_values.Remove(index); |
|
} |
|
|
|
void Remove(K key) |
|
{ |
|
int index = -1; |
|
if (m_keys) |
|
{ |
|
index = m_keys.Find(key); |
|
} |
|
|
|
if (index != -1) |
|
{ |
|
RemoveByIndex(index); |
|
} |
|
} |
|
|
|
int Count() |
|
{ |
|
if (m_keys) |
|
{ |
|
return m_keys.Count(); |
|
} |
|
|
|
return 0; |
|
} |
|
|
|
void Clear() |
|
{ |
|
if ( m_keys && m_values) |
|
{ |
|
m_keys.Clear(); |
|
m_values.Clear(); |
|
} |
|
|
|
} |
|
|
|
void ~multiMap() |
|
{ |
|
Clear(); |
|
} |
|
}; |
|
|
|
|
|
typedef map<string, string> TStringMap; |
|
|
|
int GetTemperatureColor( int temperature ) |
|
{ |
|
int alpha = 255; |
|
int red = 153; |
|
int green = 153; |
|
int blue = 153; |
|
if ( temperature < 20 ) |
|
{ |
|
temperature = temperature - 20; |
|
temperature = Math.Clamp( temperature, -50, 50); |
|
temperature = Math.AbsInt(temperature); |
|
|
|
red = Math.Clamp ( red - ((red/50 )*temperature), 0, 255 ); |
|
green = Math.Clamp ( green - ((green/50 )*temperature), 0, 255 ); |
|
blue = Math.Clamp ( blue+((blue/50)*temperature), 0, 255 ); |
|
} |
|
else if ( temperature > 20 ) |
|
{ |
|
temperature = Math.Clamp( temperature, -100, 100); |
|
blue = Math.Clamp ( blue - ((blue/100 )*temperature), 0, 255 ); |
|
green = Math.Clamp ( green - ((green/100 )*temperature), 0, 255 ); |
|
red = Math.Clamp ( red+((red/100)*temperature), 0, 255 ); |
|
} |
|
|
|
int color = ARGB( alpha, red, green, blue ); |
|
return color; |
|
} |
|
|
|
|
|
bool GetProfileValueBool(string name, bool def = false) |
|
{ |
|
string value; |
|
if (GetGame().GetProfileString(name, value)) |
|
{ |
|
if (value == "true" || value == "1") |
|
{ |
|
return true; |
|
} |
|
else |
|
{ |
|
return false; |
|
} |
|
} |
|
else |
|
{ |
|
return def; |
|
} |
|
} |
|
|
|
|
|
void SetProfileValueBool(string name, bool value) |
|
{ |
|
if (value) |
|
{ |
|
GetGame().SetProfileString(name, "1"); |
|
} |
|
else |
|
{ |
|
GetGame().SetProfileString(name, "0"); |
|
} |
|
} |
|
|
|
|
|
int GetNumberOfSetBits(int i) |
|
{ |
|
return Math.GetNumberOfSetBits(i); |
|
} |
|
|
|
|