[Global]: loading init
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336
iw3sp_mod_ff_src/raw/ui_mp/common_macro.inc
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336
iw3sp_mod_ff_src/raw/ui_mp/common_macro.inc
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// generic shader draw, text draw, ui art elements to be included by menu scripts that use such
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#define PREPROC_SHADER_DRAW_ALIGNED( prect, porigin, pshader, pcolor, pborder, pbordersize, pbordercolor ) \
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PREPROC_SHADER_DRAW_ALIGNED_VIS( prect, porigin, pshader, pcolor, pborder, pbordersize, pbordercolor, 1 )
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#define PREPROC_SHADER_DRAW_ALIGNED_VIS( prect, porigin, pshader, pcolor, pborder, pbordersize, pbordercolor, visArg ) \
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itemDef { \
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style WINDOW_STYLE_SHADER \
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rect prect \
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origin porigin \
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forecolor pcolor \
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exp material( pshader ); \
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border pborder \
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bordersize pbordersize \
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bordercolor pbordercolor \
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visible visArg decoration }
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// generic shader draw
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#define PREPROC_SHADER_DRAW( prect, porigin, pshader, pcolor, pborder, pbordersize, pbordercolor ) \
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itemDef { \
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style WINDOW_STYLE_SHADER \
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rect prect 0 0 origin porigin \
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forecolor pcolor \
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exp material( pshader ); \
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border pborder \
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bordersize pbordersize \
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bordercolor pbordercolor \
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visible 1 decoration }
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#define PREPROC_SHADER_DRAW_VIS( prect, porigin, pshader, pcolor, pborder, pbordersize, pbordercolor, visArg ) \
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itemDef { \
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style WINDOW_STYLE_SHADER \
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rect prect 0 0 origin porigin \
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forecolor pcolor \
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exp material( pshader ); \
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border pborder \
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bordersize pbordersize \
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bordercolor pbordercolor \
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visible 1 decoration }
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// generic text draw
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#define PREPROC_TEXT_DRAW( prect, porigin, ptext, psize, palignx, paligny, palign, pcolor ) \
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itemDef { \
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rect prect 0 0 origin porigin \
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textalignx palignx textaligny paligny \
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textstyle ITEM_TEXTSTYLE_SHADOWED \
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textalign palign \
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textscale psize \
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forecolor pcolor \
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ptext \
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visible 1 decoration }
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// generic text draw
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#define PREPROC_TEXT_DRAW_ALIGNED( prect, porigin, ptext, psize, palignx, paligny, palign, pcolor ) \
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itemDef { \
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rect prect \
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origin porigin \
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textalignx palignx textaligny paligny \
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textstyle ITEM_TEXTSTYLE_SHADOWED \
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textalign palign \
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textscale psize \
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forecolor pcolor \
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ptext \
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visible 1 decoration autowrapped }
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// generic text draw
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#define PREPROC_TEXT_DRAW_ALIGNED_EXP( prect, porigin, ptext, psize, palignx, paligny, palign, pcolor ) \
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itemDef { \
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rect prect \
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origin porigin \
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textalignx palignx textaligny paligny \
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textstyle ITEM_TEXTSTYLE_SHADOWED \
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textalign palign \
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textscale psize \
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forecolor pcolor \
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exp text( ptext ); \
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visible 1 decoration autowrapped }
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#define PREPROC_TEXT_DRAW_ALIGNED_EXP2( prect, porigin, ptext, pfont, psize, palignx, paligny, palign, pcolor ) \
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itemDef { \
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rect prect \
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origin porigin \
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textalignx palignx textaligny paligny \
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textfont pfont \
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textstyle ITEM_TEXTSTYLE_SHADOWED \
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textalign palign \
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textscale psize \
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forecolor pcolor \
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exp text( ptext ); \
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visible 1 decoration autowrapped }
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// generic shader draw using exp
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#define PREPROC_SHADER_DRAW_EXP( prect, porigin, pshader, pcolor, pborder, pbordersize, pbordercolor ) \
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itemDef { \
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style WINDOW_STYLE_SHADER \
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rect prect 0 0 origin porigin \
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forecolor pcolor \
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pshader;\
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border pborder \
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bordersize pbordersize \
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bordercolor pbordercolor \
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visible 1 decoration }
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// generic text draw using exp
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#define PREPROC_TEXT_DRAW_EXP( prect, porigin, ptext, psize, palignx, paligny, palign, pcolor ) \
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itemDef { \
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rect prect 0 0 origin porigin \
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textalignx palignx textaligny paligny \
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textstyle ITEM_TEXTSTYLE_SHADOWED \
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textalign palign \
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textscale psize \
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forecolor pcolor \
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ptext; \
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visible 1 decoration }
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// generic shader draw
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#define PREPROC_SHADER_DRAW_ADV( px, py, pw, ph, pshader, pcolor, pborder, pbordersize, pbordercolor ) \
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PREPROC_SHADER_DRAW_ADV_VIS( px, py, pw, ph, pshader, pcolor, pborder, pbordersize, pbordercolor, 1 )
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#define PREPROC_SHADER_DRAW_ADV_VIS( px, py, pw, ph, pshader, pcolor, pborder, pbordersize, pbordercolor, visArg ) \
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itemDef { \
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style WINDOW_STYLE_SHADER \
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exp rect X( px ) \
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exp rect Y( py ) \
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exp rect W( pw ) \
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exp rect H( ph ) \
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forecolor pcolor \
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exp material( pshader ); \
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border pborder \
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bordersize pbordersize \
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bordercolor pbordercolor \
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visible visArg \
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decoration }
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// generic text draw
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#define PREPROC_TEXT_DRAW_ADV( px, py, pw, ph, ptext, psize, palignx, paligny, palign, pcolor ) \
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itemDef { \
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exp rect X( px ) \
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exp rect Y( py ) \
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exp rect W( pw ) \
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exp rect H( ph ) \
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textalignx palignx textaligny paligny \
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textstyle ITEM_TEXTSTYLE_SHADOWED \
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textalign palign \
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textscale psize \
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forecolor pcolor \
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ptext; \
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visible 1 decoration }
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#define PREPROC_PERFORATION( px, py, pw, ph, px2, py2, px3, py3 ) \
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itemDef { \
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style WINDOW_STYLE_SHADER \
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exp rect X((px)+(px2)) \
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exp rect Y((py)+(py2)) \
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exp rect W(pw) \
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exp rect H(ph) \
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origin px3 py3 \
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forecolor 1 1 1 1 \
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exp material( "ui_perforation" ); \
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visible 1 decoration }
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#define PREPROC_PERFORATION_ALIGNED( px, py, pw, ph, px2, py2, palign ) \
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itemDef { \
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style WINDOW_STYLE_SHADER \
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exp rect X((px)+(px2)) \
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exp rect Y((py)+(py2)) \
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exp rect W(pw) \
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exp rect H(ph) \
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rect 0 0 0 0 palign \
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forecolor 1 1 1 1 \
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exp material( "ui_perforation" ); \
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visible 1 decoration }
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// art bar with perforation texture
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#define PERFORATIONBAR( px, py, pw, ph, px2, py2 ) \
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PREPROC_PERFORATION( px, py, (ph)*4, ph, px2, py2, 0, 0 ) \
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PREPROC_PERFORATION( (px)+(pw)-(ph)*4, py, -4*(ph), ph, px2, py2, 0, 0 )
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// ------------------ preprocessing function definitions ------------------
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#define SINGULAR_HIDEALL \
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hide description_choice1; \
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hide description2_choice1; \
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hide highlight_choice1; \
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hide a_button_choice1; \
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hide description_choice2; \
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hide description2_choice2; \
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hide highlight_choice2; \
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hide a_button_choice2; \
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hide description_choice3; \
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hide description2_choice3; \
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hide highlight_choice3; \
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hide a_button_choice3; \
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hide description_choice4; \
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hide description2_choice4; \
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hide highlight_choice4; \
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hide a_button_choice4; \
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hide description_choice5; \
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hide description2_choice5; \
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hide highlight_choice5; \
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hide a_button_choice5; \
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hide description_choice6; \
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hide description2_choice6; \
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hide highlight_choice6; \
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hide a_button_choice6; \
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hide description_choice7; \
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hide description2_choice7; \
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hide highlight_choice7; \
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hide a_button_choice7; \
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hide description_choice8; \
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hide description2_choice8; \
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hide highlight_choice8; \
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hide a_button_choice8; \
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hide description_choice9; \
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hide description2_choice9; \
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hide highlight_choice9; \
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hide a_button_choice9; \
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hide description_choice10; \
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hide description2_choice10; \
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hide highlight_choice10; \
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hide a_button_choice10; \
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hide description_choice11; \
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hide description2_choice11; \
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hide highlight_choice11; \
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hide a_button_choice11; \
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hide description_choice12; \
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hide description2_choice12; \
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hide highlight_choice12; \
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hide a_button_choice12; \
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hide description_choice13; \
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hide description2_choice13; \
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hide highlight_choice13; \
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hide a_button_choice13; \
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hide description_choice14; \
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hide description2_choice14; \
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hide highlight_choice14; \
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hide a_button_choice14; \
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hide description_choice15; \
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hide description2_choice15; \
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hide highlight_choice15; \
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hide a_button_choice15; \
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hide description_choice16; \
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hide description2_choice16; \
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hide highlight_choice16; \
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hide a_button_choice16; \
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hide description_choice17; \
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hide description2_choice17; \
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hide highlight_choice17; \
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hide a_button_choice17;
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// singular button macro
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#define SINGULAR_BUTTON( pnum, porigin, phighlight_size, ptext, paction ) \
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SINGULAR_BUTTON_RAW( pnum, porigin, phighlight_size, ptext, paction, 1 )
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#define SINGULAR_BUTTON_RAW( pnum, porigin, phighlight_size, ptext, paction, p_vis ) \
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itemDef{ \
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type ITEM_TYPE_BUTTON \
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origin porigin \
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textfont UI_FONT_NORMAL \
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textstyle ITEM_TEXTSTYLE_SHADOWED \
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exp text( ptext ); \
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textscale TEXTSIZE_DEFAULT \
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forecolor 1 1 1 0.5 \
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visible when( p_vis ); \
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onFocus{ \
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play "mouse_over"; \
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SINGULAR_HIDEALL \
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show "description_choice"#pnum; \
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show "description2_choice"#pnum; \
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show "highlight_choice"#pnum; \
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show "a_button_choice"#pnum; } \
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leaveFocus{ \
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hide "description_choice"#pnum; \
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hide "description2_choice"#pnum; \
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hide "highlight_choice"#pnum; \
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hide "a_button_choice"#pnum; } \
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action{ \
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play "mouse_click"; \
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paction }} \
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itemDef { \
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name "highlight_choice"#pnum \
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style WINDOW_STYLE_SHADER \
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rect porigin phighlight_size 0 0 \
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origin -26 -19 \
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background "white" \
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forecolor 0.2 0.25 0.35 0.25 \
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border 1 \
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bordersize 1 \
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bordercolor 0.8 0.95 1 0.4 \
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visible 1 \
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decoration } \
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itemDef { \
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name "a_button_choice"#pnum \
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text "@XBOXLIVE_SELECTBUTTON" \
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textfont UI_FONT_NORMAL \
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textscale 0.27 \
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rect porigin 20 20 0 0 \
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origin -20 -3 \
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forecolor 0 0 0 0.5 \
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visible 1 \
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decoration }
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// full button that show/hides highlight, a button, description and gray out if locked
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#define SINGULAR_BUTTON_FULL( pnum, porigin, phighlight_size, ptext, paction, pvis ) \
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itemDef{ \
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type ITEM_TYPE_BUTTON \
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origin porigin \
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textfont UI_FONT_NORMAL \
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textstyle ITEM_TEXTSTYLE_SHADOWED \
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exp text( ptext ); \
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textscale TEXTSIZE_DEFAULT \
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forecolor 0.25 0.25 0.25 1 \
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visible when( !( pvis ) ); \
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decoration } \
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itemDef{ \
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type ITEM_TYPE_BUTTON \
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origin porigin \
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textfont UI_FONT_NORMAL \
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textstyle ITEM_TEXTSTYLE_SHADOWED \
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exp text( "" ); \
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visible when( !( pvis ) ); \
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onFocus{ \
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play "mouse_over"; \
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SINGULAR_HIDEALL \
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show "description2_choice"#pnum; \
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show "highlight_choice"#pnum; \
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hide "description_choice"#pnum; } \
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leaveFocus{ \
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hide "description2_choice"#pnum; \
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hide "highlight_choice"#pnum; } } \
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SINGULAR_BUTTON_RAW( pnum, porigin, phighlight_size, ptext, paction, pvis )
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#define LOADOUT_PLATING_RAW( porigin, px, py, pw, ph, palign, vis_gradient_top, vis_gradient_bottom ) \
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PREPROC_SHADER_DRAW_ALIGNED( (px-4) (py-8) pw ph palign, porigin, "white", 0.2 0.2 0.225 1, 0, 0, 0 0 0 0 ) \
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PREPROC_SHADER_DRAW_ALIGNED( (px-4) (py-8) pw ph palign, porigin, "line_horizontal", 0.9 0.9 0.95 0.5, 0, 0, 0 0 0 0 ) \
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PREPROC_SHADER_DRAW_ALIGNED( (px-4) (py+ph-8) pw 16 palign, porigin, "gradient_top", 1 1 1 0.4, 0, 0, 0 0 0 0 visible when( vis_gradient_bottom ) ) \
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PREPROC_SHADER_DRAW_ALIGNED( (px-4) (py-24) pw 16 palign, porigin, "gradient_bottom", 1 1 1 0.4, 0, 0, 0 0 0 0 visible when( vis_gradient_top ) )
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