cod4-sdk/raw/ui_mp/common_macro.inc
2008-01-19 00:00:00 +00:00

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