Beispiel #1
0
void CUISettings::SendSoundChange()
{
	SUIArguments args;
	args.AddArgument(m_pMusicVar->GetFVal());
	args.AddArgument(m_pSFxVar->GetFVal());
	args.AddArgument(m_pVideoVar->GetFVal());
	m_pUIFunctions->SendEvent(SUIEvent(m_EventMap[EUIE_SoundSettingsChanged], args));
}
Beispiel #2
0
void CUISettings::SendResChange()
{
	SUIArguments args;
	args.AddArgument(m_pRXVar->GetIVal());
	args.AddArgument(m_pRYVar->GetIVal());
	args.AddArgument(m_pFSVar->GetIVal() != 0);
	m_pUIFunctions->SendEvent(SUIEvent(m_EventMap[EUIE_ResolutionChanged], args));
}
Beispiel #3
0
// ui functions
void CUISettings::SendResolutions()
{
	SUIArguments args;
	for (TResolutions::iterator it = m_Resolutions.begin(); it != m_Resolutions.end(); ++it)
	{
		args.AddArgument(it->first);
		args.AddArgument(it->second);
	}
	m_pUIFunctions->SendEvent(SUIEvent(m_EventMap[EUIE_OnGetResolutions], args));
}
Beispiel #4
0
void CUIMultiPlayer::PlayerLeaved(EntityId playerid, const string& name)
{
	if (gEnv->pGame->GetIGameFramework()->GetClientActorId() == playerid)
		return;

	SUIArguments args;
	args.AddArgument(playerid);
	args.AddArgument(name);

	m_pUIFunctions->SendEvent(SUIEvent(m_EventMap[EUIE_PlayerLeaved], args));
}
Beispiel #5
0
//--------------------------------------------------------------------------------------------
void CUIObjectives::MissionObjectiveStateChanged( const string& objectiveID, int state )
{
	SMissionObjectiveInfo* pInfo = GetMissionObjectiveInfo( objectiveID );
	if ( pInfo )
	{
		SUIArguments args;
		args.AddArgument( objectiveID );
		args.AddArgument( state );
		NotifyUI( eUIOE_ObjectiveStateChanged, args );
	}
}
Beispiel #6
0
void CUIMultiPlayer::PlayerKilled(EntityId playerid, EntityId shooterid)
{
	SUIArguments args;

	IEntity* pEntity = gEnv->pEntitySystem->GetEntity(playerid);
	assert(pEntity);
	IEntity* pShooterEntity = gEnv->pEntitySystem->GetEntity(shooterid);
	assert(pShooterEntity);

	args.AddArgument(playerid);
	args.AddArgument(pEntity ? string(pEntity->GetName()) : string(UNDEF_ENTITY_NAME));
	args.AddArgument(shooterid);
	args.AddArgument(pShooterEntity ? string(pShooterEntity->GetName()) : string("undefined"));

	m_pUIFunctions->SendEvent(SUIEvent(m_EventMap[EUIE_PlayerKilled], args));
}
Beispiel #7
0
void CFlashUIFromArrayNode::ProcessEvent( EFlowEvent event,SActivationInfo* pActInfo )
{
	if (event == eFE_Activate && IsPortActive( pActInfo, eI_Array ))
	{
		SUIArguments args( GetPortString( pActInfo, eI_Array ).c_str());
		ActivateOutput( pActInfo, eO_Count, args.GetArgCount());

		SUIArguments leftOver;
		int          port = eO_Val1;

		for (int i = 0; i < args.GetArgCount(); ++i)
		{
			string arg;
			args.GetArg( i, arg );
			if (port + i < eO_LeftOver)
			{
				ActivateOutput( pActInfo, port + i, arg );
			}
			else
			{
				leftOver.AddArgument( arg );
			}
		}
		if (leftOver.GetArgCount() > 0)
		{
			ActivateOutput( pActInfo, eO_LeftOver, string( leftOver.GetAsString()));
		}
	}
}
//------------------------------------------------------------------------
void SUIElementLuaCallback::OnUIEventEx( IUIElement* pSender, const char* fscommand, const SUIArguments& args, void* pUserData )
{
	SUIArguments luaArgs;
	luaArgs.AddArgument(fscommand);
	luaArgs.AddArguments(args);
	NotifyEvent(SUILuaCallbackInfo<IUIElement>::CreateInfo(pSender, "OnUIEventEx"), luaArgs);
}
Beispiel #9
0
////////////////////////////////////////////////////////////////////////////
// ui functions
////////////////////////////////////////////////////////////////////////////
void CUISettings::SendResolutions()
{
    SUIArguments resolutions;

    for(int i = 0; i < m_Resolutions.size(); ++i)
    {
        string res;
        res.Format("%i x %i", m_Resolutions[i].first, m_Resolutions[i].second);
        m_eventSender.SendEvent<eUIE_OnGetResolutionItems>(res, (int)i);

        resolutions.AddArgument(m_Resolutions[i].first);
        resolutions.AddArgument(m_Resolutions[i].second);
    }

    m_eventSender.SendEvent<eUIE_OnGetResolutions>(resolutions);
}
Beispiel #10
0
void CUIObjectives::MissionObjectiveAdded( const string& objectiveID, int state )
{
	if ( gEnv->IsEditor() )
	{
		UpdateObjectiveInfo();
	}
	SMissionObjectiveInfo* pInfo = GetMissionObjectiveInfo( objectiveID );
	if ( pInfo )
	{
		SUIArguments args;
		args.AddArgument( objectiveID );
		args.AddArgument( pInfo->Name );
		args.AddArgument( pInfo->Desc );
		args.AddArgument( state );
		NotifyUI( eUIOE_ObjectiveAdded, args );
	}
}
Beispiel #11
0
// ---------------------------------------------------------------
void CFlashUIBaseNodeDynPorts::GetDynInput( SUIArguments &args, const SUIParameterDesc &desc, SActivationInfo* pActInfo, int port)
{
	switch (desc.eType)
	{
	case SUIParameterDesc::eUIPT_Bool:
		args.AddArgument( GetPortBool(pActInfo, port));
		break;
	case SUIParameterDesc::eUIPT_Int:
		args.AddArgument( GetPortInt(pActInfo, port));
		break;
	case SUIParameterDesc::eUIPT_Float:
		args.AddArgument( GetPortFloat(pActInfo, port));
		break;
	case SUIParameterDesc::eUIPT_String:
		args.AddArgument( GetPortString(pActInfo, port));
		break;
	case SUIParameterDesc::eUIPT_WString:
		args.AddArgument( GetPortString(pActInfo, port), eUIDT_WString );
		break;
	case SUIParameterDesc::eUIPT_Vec3:
		args.AddArgument( GetPortVec3(pActInfo, port));
		break;
	default:
	{
		string               val;
		const TFlowInputData data = GetPortAny(pActInfo, port);
		data.GetValueWithConversion(val);
		args.AddArgument(val, eUIDT_Any);
	}
	break;
	}
}
Beispiel #12
0
void CReadSendPacket::ReadGameServers(SPacket packet)
{
	gEnv->pLog->Log(TITLE "Read game server info packet...");

	Packet* p = new Packet((const unsigned char*)packet.data, packet.size);

	p->decodeBlowfish(gClientEnv->bBlowFish);

	/****************************Обязательный блок************************************/
	EPacketType type = (EPacketType)p->readInt();             // Packet type
	const char* version        = p->readString();             // Packet version
	/*********************************************************************************/

	int serversCount = p->readInt();

	for (int i = 0 ; i != serversCount; i++)
	{
		SGameServer Server; SUIArguments args;

		Server.id              = p->readInt();                  // id сервера
		Server.ip              = p->readString();               // ip сервера          
		Server.port            = p->readInt();                  // Порт сервера
		Server.serverName      = p->readString();               // Название сервера
		Server.currentPlayers  = p->readInt();                  // Онлайн на сервере
		Server.maxPlayers      = p->readInt();                  // Максимальное кол-во игроков
		Server.mapName         = p->readString();               // Название карты
		Server.gameRules       = p->readString();               // Режим игры

		if(Server.port)
		{
			char tmp[64];
			sprintf(tmp, "%d/%d", Server.currentPlayers, Server.maxPlayers);

			args.AddArgument(Server.id);
			args.AddArgument(Server.ip);
			args.AddArgument(Server.port);
			args.AddArgument(Server.serverName);
			args.AddArgument(tmp);
			args.AddArgument((const char*)Server.mapName);
			args.AddArgument((const char*)Server.gameRules);
			args.AddArgument(gClientEnv->pPing->Ping(Server.ip));

			CMsEvents::GetInstance()->SendEvent(CMsEvents::eUIGE_GameServerInfo, args);

			gClientEnv->pMasterServer->vServers.push_back(Server);
		}
	}
	

	const char* endBlock = p->readString();                    // Завершающий блок

	if(strcmp(endBlock,EndBlock))
	{
		gEnv->pLog->LogWarning(TITLE "Game servers packet damaged!");
	}

	delete p;
}
Beispiel #13
0
//--------------------------------------------------------------------------------------------
void CUIObjectives::MissionObjectiveRemoved( const string& objectiveID )
{
	SMissionObjectiveInfo* pInfo = GetMissionObjectiveInfo( objectiveID );
	if ( pInfo )
	{
		SUIArguments args;
		args.AddArgument( objectiveID );
		NotifyUI( eUIOE_ObjectiveRemoved, args );
	}
}
//------------------------------------------------------------------------
bool SUIToLuaConversationHelper::LuaArgsToUIArgs(IFunctionHandler* pH, int startIdx, SUIArguments &args)
{
	for (int i = startIdx; i <= pH->GetParamCount(); ++i)
	{
		TUIData val;
		if (!LuaArgToUIArg(pH, i, val))
		{
			return false;
		}
		args.AddArgument(val);
	}
	return true;
}
//------------------------------------------------------------------------
bool SUIToLuaConversationHelper::LuaTableToUIArgs(SmartScriptTable table, SUIArguments &args)
{
	for (int i = 0; i <= table->Count(); ++i)
	{
		if (i == 0 && table->GetAtType(0) == svtNull)
			continue; // if passing {arg1, arg2, arg3} to scriptbind first entry will be nil

		TUIData val;
		if (!SUIConvHelperTmpl::LuaArgToUIArgImpl(table, i, val))
			return false;
		args.AddArgument( val );
	}
	return true;
}
Beispiel #16
0
void CFlashUIEventNode::FlushNextEvent( SActivationInfo* pActInfo )
{
	if (m_events.size() > 0)
	{
		const std::pair<SUIArguments, int> &data          = m_events.get();
		const SUIArguments &                args          = data.first;
		bool                                bTriggerEvent = true;
		const int                           checkValue    = GetPortInt(pActInfo, eI_CheckPort);

		if (checkValue >= 0)
		{
			bTriggerEvent = false;
			CRY_ASSERT_MESSAGE(checkValue < args.GetArgCount(), "Port does not exist!" );
			if (checkValue < args.GetArgCount())
			{
				string val = GetPortString(pActInfo, eI_CheckValue);
				string compstr;
				args.GetArg(checkValue).GetValueWithConversion(compstr);
				bTriggerEvent = val == compstr;
			}
		}

		if (bTriggerEvent)
		{
			int    end = m_eventDesc.InputParams.Params.size();
			string val;

			int i = 0;
			for (; i < end; ++i)
			{
				CRY_ASSERT_MESSAGE( i < args.GetArgCount(), "UIEvent received wrong number of arguments!" );
				ActivateDynOutput( i < args.GetArgCount() ? args.GetArg(i) : TUIData(string("")), m_eventDesc.InputParams.Params[i], pActInfo, i + 2 );
			}
			if (m_eventDesc.InputParams.IsDynamic)
			{
				SUIArguments dynarg;
				for (; i < args.GetArgCount(); ++i)
				{
					if (args.GetArg( i, val ))
						dynarg.AddArgument( val );
				}
				ActivateOutput( pActInfo, end + eO_DynamicPorts, string( dynarg.GetAsString()));
			}
			ActivateOutput( pActInfo, eO_OnEvent, true );
			ActivateOutput( pActInfo, eO_OnInstanceId, data.second );
		}
		m_events.pop();
	}
}
Beispiel #17
0
void CUIManager::UpdatePickupMessage(bool bShow)
{
	if (!gEnv->pFlashUI) return;

	if (m_bPickupMsgVisible != bShow)
	{
		m_bPickupMsgVisible = bShow;
		static IUIAction* pAction = gEnv->pFlashUI->GetUIAction("DisplayPickupText");
		if (pAction)
		{
			SUIArguments args;
			args.AddArgument(bShow ? string("@ui_pickup") : string(""));
			gEnv->pFlashUI->GetUIActionManager()->StartAction(pAction, args);
		}
	}
}
Beispiel #18
0
void CFlashUIToArrayNode::ProcessEvent( EFlowEvent event, SActivationInfo* pActInfo )
{
	if (event == eFE_Activate && IsPortActive( pActInfo, eI_Set ))
	{
		int count = GetPortInt( pActInfo, eI_Count );
		int port  = eI_Val1;

		SUIArguments args;
		for (int i = 0; i < count; ++i)
		{
			TFlowInputData data = GetPortAny( pActInfo, port + i );
			string         val;
			data.GetValueWithConversion( val );
			args.AddArgument( val );
		}

		ActivateOutput( pActInfo, eO_OnSet, true );
		ActivateOutput( pActInfo, eO_ArgList, string( args.GetAsString()));
	}
}
    virtual void ProcessEvent( EFlowEvent event, SActivationInfo *pActInfo )
    {
        switch (event)
        {
        case eFE_Initialize:
            break;
        case eFE_Activate:
            IGameFramework* pGameFramework = gEnv->pGame->GetIGameFramework();

            if(IsPortActive(pActInfo, EIP_Cast))
            {
                // setup ray + optionally skip 1 entity
                ray_hit rayHit;
                static const float maxRayDist = 100.f;
                const unsigned int flags = rwi_stop_at_pierceable|rwi_colltype_any;
                IPhysicalEntity	*skipList[1];
                int skipCount = 0;
                IEntity* skipEntity = gEnv->pEntitySystem->GetEntity(GetPortEntityId(pActInfo, EIP_SkipEntity));
                if(skipEntity)
                {
                    skipList[0] = skipEntity->GetPhysics();
                    skipCount = 1;
                }

                Vec3 rayPos = GetPortVec3(pActInfo, EIP_RayPos);
                Vec3 rayDir = GetPortVec3(pActInfo, EIP_RayDir);

                // Check if the ray hits an entity
                if(gEnv->pSystem->GetIPhysicalWorld()->RayWorldIntersection(rayPos, rayDir * 100, ent_all, flags, &rayHit, 1, skipList, skipCount))
                {
                    int type = rayHit.pCollider->GetiForeignData();

                    if (type == PHYS_FOREIGN_ID_ENTITY)
                    {
                        IEntity* pEntity = (IEntity*)rayHit.pCollider->GetForeignData(PHYS_FOREIGN_ID_ENTITY);
                        IEntityRenderProxy* pRenderProxy = pEntity ? (IEntityRenderProxy*)pEntity->GetProxy(ENTITY_PROXY_RENDER) : 0;

                        // Get the renderproxy, and use it to check if the material is a DynTex, and get the UIElement if so
                        if(pRenderProxy)
                        {
                            IRenderNode *pRenderNode = pRenderProxy->GetRenderNode();
                            IMaterial* pMaterial = pRenderProxy->GetRenderMaterial();
                            SEfResTexture* texture = 0;
                            if(pMaterial && pMaterial->GetShaderItem().m_pShaderResources)
                                texture= pMaterial->GetShaderItem().m_pShaderResources->GetTexture(EFTT_DIFFUSE);
                            IUIElement* pElement = texture ? gEnv->pFlashUI->GetUIElementByInstanceStr(texture->m_Name) : 0;

                            if(pElement && pRenderNode)
                            {
                                int m_dynTexGeomSlot = 0;
                                IStatObj* pObj = pRenderNode->GetEntityStatObj(m_dynTexGeomSlot);

                                // result
                                bool hasHit = false;
                                Vec2 uv0, uv1, uv2;
                                Vec3 p0, p1, p2;
                                Vec3 hitpos;


                                // calculate ray dir
                                CCamera cam = gEnv->pRenderer->GetCamera();
                                if (pEntity->GetSlotFlags(m_dynTexGeomSlot) & ENTITY_SLOT_RENDER_NEAREST)
                                {
                                    ICVar *r_drawnearfov = gEnv->pConsole->GetCVar("r_DrawNearFoV");
                                    assert(r_drawnearfov);
                                    cam.SetFrustum(cam.GetViewSurfaceX(),cam.GetViewSurfaceZ(),DEG2RAD(r_drawnearfov->GetFVal()),cam.GetNearPlane(),cam.GetFarPlane(), cam.GetPixelAspectRatio());
                                }

                                Vec3 vPos0 = rayPos;
                                Vec3 vPos1 = rayPos + rayDir;

                                // translate into object space
                                const Matrix34 m = pEntity->GetWorldTM().GetInverted();
                                vPos0 = m * vPos0;
                                vPos1 = m * vPos1;

                                // walk through all sub objects
                                const int objCount = pObj->GetSubObjectCount();
                                for (int obj = 0; obj <= objCount && !hasHit; ++obj)
                                {
                                    Vec3 vP0, vP1;
                                    IStatObj* pSubObj = NULL;

                                    if (obj == objCount)
                                    {
                                        vP0 = vPos0;
                                        vP1 = vPos1;
                                        pSubObj = pObj;
                                    }
                                    else
                                    {
                                        IStatObj::SSubObject* pSub = pObj->GetSubObject(obj);
                                        const Matrix34 mm = pSub->tm.GetInverted();
                                        vP0 = mm * vPos0;
                                        vP1 = mm * vPos1;
                                        pSubObj = pSub->pStatObj;
                                    }

                                    IRenderMesh* pMesh = pSubObj ? pSubObj->GetRenderMesh() : NULL;
                                    if (pMesh)
                                    {
                                        const Ray ray(vP0, (vP1-vP0).GetNormalized() * maxRayDist);
                                        hasHit = RayIntersectMesh(pMesh, pMaterial, pElement, ray, hitpos, p0, p1, p2, uv0, uv1, uv2);
                                    }
                                }

                                // skip if not hit
                                if (!hasHit)
                                {
                                    ActivateOutput(pActInfo, EOP_Failed, 1);
                                    return;
                                }

                                // calculate vectors from hitpos to vertices p0, p1 and p2:
                                const Vec3 v0 = p0-hitpos;
                                const Vec3 v1 = p1-hitpos;
                                const Vec3 v2 = p2-hitpos;

                                // calculate factors
                                const float h = (p0-p1).Cross(p0-p2).GetLength();
                                const float f0 = v1.Cross(v2).GetLength() / h;
                                const float f1 = v2.Cross(v0).GetLength() / h;
                                const float f2 = v0.Cross(v1).GetLength() / h;

                                // find the uv corresponding to hitpos
                                Vec3 uv = uv0 * f0 + uv1 * f1 + uv2 * f2;

                                // translate to flash space
                                int x, y, width, height;
                                float aspect;
                                pElement->GetFlashPlayer()->GetViewport(x, y, width, height, aspect);
                                int iX = int_round(uv.x * (float)width);
                                int iY = int_round(uv.y * (float)height);

                                // call the function provided if it is present in the UIElement description
                                string funcName = GetPortString(pActInfo, EIP_CallFunction);
                                const SUIEventDesc* eventDesc = pElement->GetFunctionDesc(funcName);
                                if(eventDesc)
                                {
                                    SUIArguments arg;
                                    arg.AddArgument(iX);
                                    arg.AddArgument(iY);
                                    pElement->CallFunction(eventDesc->sName, arg);
                                }

                                ActivateOutput(pActInfo, EOP_Success, 1);
                            }
                        }
                    }
                }

                ActivateOutput(pActInfo, EOP_Failed, 1);
            }

            break;
        }
    }
Beispiel #20
0
void CPacketQueue::Thread()
{
	gEnv->pLog->Log(TITLE "Send/Read packets thread started!");

	while(!gEnv->pSystem->IsQuitting())
	{
		send_mutex.lock();
		if(packetsInSendQueue>0)
		{
			//gEnv->pLog->Log("[CryMasterServer] Sending packet...");

			SPacket packet;
			std::vector <SPacket>::iterator it;

			it = SendPackets.begin();

			packet.addr = (*it).addr;
			packet.data = (*it).data;
			packet.size = (*it).size;
			
			send(packet.addr,packet.data,packet.size,0);

			SendPackets.erase(it);
			packetsInSendQueue--;
		}
		send_mutex.unlock();

		read_mutex.lock();
		if(packetsInReadQueue>0)
		{
			//gEnv->pLog->Log("[CryMasterServer] Reding packet...");

			SPacket Packet;
			SPlayer Player;

			std::vector <SPacket>::iterator it;

			it = ReadPackets.begin();

			Packet.addr =  (*it).addr;
			Packet.data = (*it).data;
			Packet.size = (*it).size;

			EPacketType packetType = gClientEnv->pRsp->GetPacketType(Packet);

			switch (packetType)
			{
			case PACKET_IDENTIFICATION:
				gEnv->pLog->Log(TITLE "Identification packet recived");
				break;
			case PACKET_ACCOUNT:
				{
					gEnv->pLog->Log(TITLE "Account info packet recived");

					gClientEnv->masterPlayer = gClientEnv->pRsp->ReadAccountInfo(Packet);

					SPlayer Player;
					SUIArguments args;

					Player = gClientEnv->masterPlayer;

					if(Player.playerId != 0)
					{
						args.AddArgument(Player.nickname.c_str());
						args.AddArgument(Player.level);
						args.AddArgument(Player.money);
						args.AddArgument(Player.xp);

						CMsEvents::GetInstance()->SendEvent(CMsEvents::eUIGE_AccountInfoResived, args);
					}

					break;
				}
			case PACKET_MESSAGE:
				{
					SMessage Message = gClientEnv->pRsp->ReadMsg(Packet);

					if(strcmp(Message.message,""))
					{

						switch (Message.area)
						{
						case CHAT_MESSAGE_GLOBAL:
							{
								gEnv->pLog->Log(TITLE "Global chat message recived");

								SUIArguments args;
								args.AddArgument(Message.message);
								CMsEvents::GetInstance()->SendEvent(CMsEvents::eUIGE_MsgResived, args);

								break;
							}
						case CHAT_MESSAGE_PRIVATE:
							break;
						case CHAT_MESSAGE_SYSTEM:
							{
								gClientEnv->serverResult = Message.message;
								gEnv->pLog->Log(TITLE "System message recived [%s]", gClientEnv->serverResult.c_str());
								break;
							}
						default:
							break;
						}
					}

					break;
				}
			case PACKET_REQUEST:
				{
					gEnv->pLog->Log(TITLE "Request packet recived");
					SRequestPacket svRequest = gClientEnv->pRsp->ReadRequest(Packet);

					if(!strcmp(svRequest.request,"RemoveGameServer"))
					{
						SUIArguments args;
						args.AddArgument(svRequest.iParam);
						CMsEvents::GetInstance()->SendEvent(CMsEvents::eUIGE_RemoveServer, args);

						std::vector <SGameServer>::iterator it;
						bool find = false;

						// Delete game server
						for(it = gClientEnv->pMasterServer->vServers.begin(); it!= gClientEnv->pMasterServer->vServers.end(); ++it)
						{
							if(it->id == svRequest.iParam)
							{
								find = true;
								break;
							}
						}

						if(find) gClientEnv->pMasterServer->vServers.erase(it);
					}
					break;
				}
			case PACKET_MS_INFO:
				{
					gEnv->pLog->Log(TITLE "Master server info packet recived");
					gClientEnv->serverInfo = gClientEnv->pRsp->ReadMasterServerInfo(Packet);

					if(gClientEnv->serverInfo.playersOnline)
					{
						SUIArguments args;
						args.AddArgument(gClientEnv->serverInfo.playersOnline);
						args.AddArgument(gClientEnv->serverInfo.gameServersOnline);
						CMsEvents::GetInstance()->SendEvent(CMsEvents::eUIGE_ServerInfoResived, args);
					}

					break;
				}
			case PACKET_GAME_SERVERS:
				{
					gEnv->pLog->Log( TITLE "Game servers packet recived");
					gClientEnv->pRsp->ReadGameServers(Packet);

					break;
				}
			case PACKET_CONSOLE_COMMAND:
				{
					gEnv->pLog->Log(TITLE "Console command packet recieved");
					gClientEnv->pRsp->ReadConsoleCommandPacket(Packet);
					break;
				}
			default:
				gEnv->pLog->Log( TITLE "Unknown packet recived...");
				break;
			}

			ReadPackets.erase(it);
			packetsInReadQueue--;
		}		
		read_mutex.unlock();

		CrySleep(1);
	}
}