etqw-sdk/base/guis/game/sights/spotter.gui
2008-05-29 00:00:00 +00:00

268 lines
7.4 KiB
Text

#include <guis/game/hud/hud.include>
#include <guis/common/colors.include>
gui game/sights/spotter {
properties {
float flags = immediate( flags ) | GUI_FULLSCREEN;
float borderWidth = ceil( SCREEN_WIDTH - VIRTUAL_WIDTH ) * 0.5f;
}
materials {
"guis/assets/ethud/scanlines" "guis/assets/ethud/scanlines"
"guis/assets/deploy/gdf/bghalf" "guis/assets/deploy/gdf/bghalf"
"guis/assets/deploy/gdf/sidegrid" "guis/assets/deploy/gdf/sidegrid"
"guis/assets/deploy/gdf/bgfull" "guis/assets/deploy/gdf/bgfull"
"guis/assets/deploy/gdf/highlightbar" "guis/assets/deploy/gdf/highlightbar"
"guis/assets/deploy/gdf/icon_aa" "guis/assets/deploy/gdf/icon_aa"
"guis/assets/deploy/gdf/icon_ap" "guis/assets/deploy/gdf/icon_ap"
"guis/assets/deploy/gdf/icon_radar" "guis/assets/deploy/gdf/icon_radar"
"compassLines" "guis/assets/hud/edf/comp_lines"
"textures/sfx/binoculars" "textures/sfx/binoculars"
"postprocess/heatsight" "postprocess/heatsight"
}
_hud_materials
events {
onActivate {
globals.gameHud.showDeployableState = immediate( globals.gameHud.showDeployableState - 1 );
globals.gameHud.showPostProcess = immediate( globals.gameHud.showPostProcess + 1 );
}
onDeactivate {
globals.gameHud.showDeployableState = immediate( globals.gameHud.showDeployableState + 1 );
globals.gameHud.showPostProcess = immediate( globals.gameHud.showPostProcess - 1 );
}
}
windowDef desktop {
properties {
rect rect = 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT;
}
events {
onCreate {
attachRenderCallback( "postProcess" );
}
}
windowDef scopeEffect {
properties {
color backColor = 1, 1, 1, 1;
string material = "textures/sfx/binoculars";
rect rect = 0, -100, SCREEN_WIDTH, SCREEN_HEIGHT + 200;
}
events {
onCreate {
attachRenderCallback( "postProcess" );
globals.gameHud.visionEnhancer = "none";
}
onPropertyChanged "globals.gameHud.visionEnhancer" {
if ( compare( globals.gameHud.visionEnhancer, "heatSight" ) ) {
material = "postprocess/heatsight";
} else {
material = "textures/sfx/binoculars";
}
}
}
}
windowDef background {
properties {
rect rect = ( SCREEN_WIDTH - rect.w ) * 0.5f, 0, VIRTUAL_WIDTH, VIRTUAL_HEIGHT;
}
timeline {
onTime 0 {
rect.y = transition( 15, 0, 100 );
gui.topFill.rect.h = transition( 15, 0, 100 );
gui.FadeIn.backcolor = transition( "0.15, 0.25, 0.4, 1", "0, 0, 0, 0", 350 );
gui.FadeIn2.backcolor.a = transition( 0.5, 0, 250 );
}
}
windowDef FadeIn {
properties {
color backColor = 1, 1, 1, 0;
string material = "guis/assets/ethud/scanlines";
vec2 materialScale = 1, 1.5;
}
}
windowDef FadeIn2 {
properties {
color backColor = 0, 0, 0, 0;
}
}
windowDef crossbarV {
properties {
rect rect = VIRTUAL_WIDTH / 2, 0, 1, VIRTUAL_HEIGHT;
color backColor = 0, 0, 0, 0.25;
}
}
windowDef crossbarH {
properties {
rect rect = 0, 239, VIRTUAL_WIDTH, 1;
color backColor = 0, 0, 0, 0.25;
}
}
windowDef backbgTR {
properties {
rect rect = VIRTUAL_WIDTH / 2, -30, VIRTUAL_WIDTH / 2, 270;
string material = "guis/assets/deploy/gdf/bghalf";
color backColor = 0, 0, 0, 0.65;
}
}
windowDef backbgTL {
properties {
rect rect = 0, -30, VIRTUAL_WIDTH / 2, 270;
string material = "guis/assets/deploy/gdf/bghalf";
color backColor = 0, 0, 0, 0.65;
vec2 materialScale = -1, 1;
}
}
windowDef backbgBR {
properties {
rect rect = VIRTUAL_WIDTH / 2, 240, VIRTUAL_WIDTH / 2, 250;
string material = "guis/assets/deploy/gdf/bghalf";
color backColor = 0, 0, 0, 0.65;
vec2 materialScale = 1, -1;
}
}
windowDef backbgBL {
properties {
rect rect = 0, 240, VIRTUAL_WIDTH / 2, 250;
string material = "guis/assets/deploy/gdf/bghalf";
color backColor = 0, 0, 0, 0.65;
vec2 materialScale = -1, -1;
}
}
windowDef sideGridLeft {
properties {
rect rect = 3, 31, 32, 380;
string material = "guis/assets/deploy/gdf/sidegrid";
color backColor = 0.6, 0.7, 1, 0.3;
vec2 materialScale = 1, 2.5;
}
}
windowDef sideGridRight {
properties {
rect rect = VIRTUAL_WIDTH - 35, 31, 32, 380;
string material = "guis/assets/deploy/gdf/sidegrid";
color backColor = 0.6, 0.7, 1, 0.3;
vec2 materialScale = 1, 2.5;
}
}
windowDef frontbgTR {
properties {
rect rect = VIRTUAL_WIDTH / 2, - 30, VIRTUAL_WIDTH / 2, 270;
string material = "guis/assets/deploy/gdf/bgfull";
color backColor = 0, 0, 0, 1;
}
}
windowDef frontbgTL {
properties {
rect rect = 0, -30, VIRTUAL_WIDTH / 2, 270;
string material = "guis/assets/deploy/gdf/bgfull";
color backColor = 0, 0, 0, 1;
vec2 materialScale = -1, 1;
}
}
windowDef frontbgBR {
properties {
rect rect = VIRTUAL_WIDTH / 2, 240, VIRTUAL_WIDTH / 2, - 250;
string material = "guis/assets/deploy/gdf/bgfull";
color backColor = 0, 0, 0, 1;
}
}
windowDef frontbgBL {
properties {
rect rect = 0, 240, 320, - 250;
string material = "guis/assets/deploy/gdf/bgfull";
color backColor = 0, 0, 0, 1;
vec2 materialScale = -1, 1;
}
}
windowDef bottomFill {
properties {
rect rect = 0, 465, VIRTUAL_WIDTH, 16;
color backColor = 0, 0, 0, 1;
}
}
windowDef topFill {
properties {
rect rect = 0, 0, VIRTUAL_WIDTH, 40;
color backColor = 0, 0, 0, 1;
}
}
windowDef highlightTR {
properties {
rect rect = ( VIRTUAL_WIDTH / 2 ) + 64, 20, 231, 8;
string material = "guis/assets/deploy/gdf/highlightbar";
color backColor = 0.6, 0.7, 1, 0.5;
}
}
windowDef highlightTL {
properties {
rect rect = 25, 20, - 231, 8;
string material = "guis/assets/deploy/gdf/highlightbar";
color backColor = 0.6, 0.7, 1, 0.5;
}
}
windowDef highlightMR {
properties {
rect rect = ( VIRTUAL_WIDTH / 2 ) + 64, 437, 231, 7;
string material = "guis/assets/deploy/gdf/highlightbar";
color backColor = 0.6, 0.7, 1, 0.5;
}
}
windowDef highlightML {
properties {
rect rect = 25, 437, - 231, 7;
string material = "guis/assets/deploy/gdf/highlightbar";
color backColor = 0.6, 0.7, 1, 0.5;
}
}
windowDef hintIcon {
properties {
handle localizedText = localize( "guis/game/spotting" ); // "Spotting Landmine";
rect rect = (VIRTUAL_WIDTH / 2) - 60, (VIRTUAL_HEIGHT / 2), 80, 12;
float fontSize = 16;
float visible = 0;
float flags = immediate( flags ) | WF_DROPSHADOW;
}
}
}
windowDef bars {
properties {
rect rect = gui.borderWidth, 0, VIRTUAL_WIDTH, VIRTUAL_HEIGHT;
handle white = gui.cacheMaterial( "_mat", "white" );
float barWidth = ( ( SCREEN_WIDTH - rect.w ) * 0.5f );
float screenHeight = SCREEN_HEIGHT;
}
events {
onPreDraw {
drawCachedMaterial( white, "0, 0, gui.borderWidth, screenHeight", COLOR_BLACK );
drawCachedMaterial( white, "gui.borderWidth + rect.w, 0, gui.borderWidth, screenHeight", COLOR_BLACK );
gui.scriptPushFloat( false );
}
}
}
}
}