CortTest
Class CortHUD

source: e:\games\UnrealTournament\CortTest\Classes\CortHUD.uc
Core.Object
   |
   +--Engine.Actor
      |
      +--Engine.HUD
         |
         +--CortTest.CortHUD
Direct Known Subclasses:None

class CortHUD
extends Engine.HUD

// the "config(CortTest)" at the end of the class definition means "variables // from this class which are declared using the 'config' keyword should be // loaded from/stored to the UT/System/CortTest.ini file.
Variables
 string ET_Mask


Function Summary
 void PostRender(Canvas C)



Source Code


00001	// the "config(CortTest)" at the end of the class definition means "variables
00002	// from this class which are declared using the 'config' keyword should be
00003	// loaded from/stored to the UT/System/CortTest.ini file.
00004	class CortHUD expands HUD config(CortTest);
00005	
00006	// these lines tell the compiler to load the five mask textures and store them,
00007	// along with the compiled UnrealScript code, in the final Foo.u file.  I'm not
00008	// entirely sure what the syntax of the #exec command is :-), but it definitely
00009	// works.  The important fields are NAME, FILE and GROUP -- once the texture is loaded,
00010	// you refer to it in the code as Texture'MyModule.GROUP.NAME' (see below).
00011	#exec TEXTURE IMPORT NAME=ProjMaskA FILE=Textures\Masks\ProjA.pcx GROUP="Masks" MIPS=OFF FLAGS=2
00012	#exec TEXTURE IMPORT NAME=ProjMaskB FILE=Textures\Masks\ProjB.pcx GROUP="Masks" MIPS=OFF FLAGS=2
00013	#exec TEXTURE IMPORT NAME=ProjMaskC FILE=Textures\Masks\ProjC.pcx GROUP="Masks" MIPS=OFF FLAGS=2
00014	#exec TEXTURE IMPORT NAME=ProjMaskD FILE=Textures\Masks\ProjD.pcx GROUP="Masks" MIPS=OFF FLAGS=2
00015	#exec TEXTURE IMPORT NAME=ProjMaskE FILE=Textures\Masks\ProjE.pcx GROUP="Masks" MIPS=OFF FLAGS=2
00016	
00017	// declaring a variable as "config" means that that variable CAN be loaded from/
00018	// stored to the configuration file specified above, in the class declaration line.
00019	// See UT/System/CortTest.ini for an example of specifying the default value of a 
00020	// variable in a config file.
00021	//
00022	// In this case, we keep a configuration file filled with any information which
00023	// needs to vary from Spectator to Spectator.  This includes the name of the
00024	// texture to use as the Mask for this spectator.
00025	var config string ET_Mask; 
00026	
00027	function PostRender(Canvas C) {
00028		//Super.PostRender(C);
00029		//C.SetPos(0, C.ClipY/2 );
00030		//C.Font = MyFonts.GetBigFont( C.ClipX );
00031		//C.DrawText( PlayerOwner.PlayerReplicationInfo.PlayerName, False );
00032	
00033		// Switch the rendering style to Modulated, which means that when a texture is drawn,
00034		// a pixel value of 0-126 DARKENS whatever is behind the pixel, 127 has no effect, and
00035		// 128-255 BRIGHTENS what's behind the pixel.  This is why all the pixels in our mask
00036		// are 127 or lower.
00037		C.Style = ERenderStyle.STY_Modulated;
00038	
00039		C.SetPos(0.0, 0.0);
00040	
00041	
00042		//C.DrawRect(Texture'CortTest.Masks.ProjMaskB', 800.0, 600.0);
00043	
00044		// this is an idiom to translate the string we read from the config file,
00045		// ET_Mask, into a Texture object which we then pass to DrawRect. 
00046		C.DrawRect( Texture(DynamicLoadObject(ET_Mask, class'Texture')), C.ClipX, C.ClipY );
00047	}
00048	
00049	defaultproperties
00050	{
00051	     ET_Mask="CortTest.Masks.ProjMaskA"
00052	}

End Source Code