P2Screen
Base class for Postal 2's in-game screens.
Properties
Main
- Name AfterFadeInScreen
- state to use after fading in screen
- Name AfterStartupState
- state to use after startup
- name BackgroundName
- name of background texture
- Texture BackgroundTex
- background texture (set directly or use BackgroundName for dynamic load)
- bool bDontPauseGame
- don't pause game while screen is running
- bool bEndWhenTraveling
- whether to end screen when player travels
- bool bFadeGameInOut
- whether to fade game in/out
- bool bFadeScreenInOut
- whether to fade screen in/out
- bool bWantInputEvents
- true to get input events
- float FadeInGameTime
- time for fading in game
- Sound FadeInScreenSound
- sound to play when screen fades in
- float FadeInScreenTime
- float FadeInSongTime
- float FadeOutGameTime
- time for fading out game
- Sound FadeOutScreenSound
- sound to play when screen fades out
- float FadeOutScreenTime
- float FadeOutSongTime
- String Message [localized]
- message
- float MsgFlashRate
- message flag rate
- float MsgX
- message x position (% of screen width)
- float MsgY
- message y position (% of screen height)
- String Song
- name of song to play
Hidden
- bool bDelayedGoto
- whether a delayed goto is being used
- bool bEnableLogging
- bool bEnableRender
- bool bEndNow
- whether to end screen
- bool bFadeScreen
- whether to fade the screen in/out
- bool bIsRunning
- whether screen is showing
- bool bMsgFlashOn
- used to flash message on/off
- bool bPlayerWantsToEnd
- true if player wants to end
- bool bShowMsg
- whether to show message
- bool bTraveling
- whether screen was active during travel
- bool bTravelRenderMode
- bool bWaitForEnd
- whether waiting for end before going to state
- int ConsecGoodFrames
- Name DelayedState
- the state to goto after the delay
- float DelayTime
- how long to delay the state
- float FadeDuration
- how long fade should take
- Material FadeScreenMat
- material used to fade screen
- float FadeStartTime
- time at which fade was started
- float FirstFrameTime
- string FontInfoClass
- which FontInfo class to use
- float LastFrameTime
- string MinRes [globalconfig]
- minimum resolution
- float MsgFlashTime
- message flag time
- float OldPlayerFOV
- FOV player was using on way in (abnormal if he was in
- name PostSendState
- string SavedRes
- saved resolution to restore after screen ends
- float ScaleX
- scaling factor in X
- float ScaleY
- scaling factor in Y
- string SendPlayerURL
- int SongHandle [transient]
- song handle
- int TravelRenderCount
- Name WaitState
- the state to goto afterwards
Methods
Useful Methods
- Start()
- Call this to start the screen.
- End()
- Call this to end the screen. Note that this merely gets the ball rolling and that due to fade outs and such it may take a while for the screen to be fully shutdown.
- ShuttingDown()
- This is called when this screen is about to shutdown. Derived classes can use this to do any required cleanup.
- bool IsRunning()
- Check if screen is running. This will be true as long as the screen is active in any way, from the initial fade in through the final fade out.
- bool IsEnding()
- Check if screen is ending. This indicates that the screen is in the process of ending. Use IsRunning() to determine the actual screen status.
- bool ShouldDrawHUD()
- This is called by the HUD to see if it should draw itself.
- P2Player GetPlayer()
- Returns P2Player version of the PlayerController.
- P2GameInfoSingle? GetGameSingle()
- Returns P2GameInfoSingle version of the GameInfo.
- Actor GetSoundActor()
- Returns the actor through which sounds should be played. Attempts to use the pawn, unless something like a cinematic is playing, then returns the viewtarget of the player.
- float GetSoundDuration(Sound snd)
- Same as Actor version.
- ShowMsg()
- Shows the message
- SetFadeIn(float time, optional bool bScreen)
- Setup fade-in effect so FadeAlpha goes from 1 to 255 in the specified time. Derived classes are free to use FadeAlpha for any purpose. Setting bScreen causes this class to fade in the full screen from black.
- SetFadeOut(float time, optional bool bScreen)
- Opposite of SetFadeIn.
- DrawScaled(Canvas Canvas, Texture tex, float BackX, float BackY, optional bool bPositionByCenter, optional bool bAlpha,optional float Alpha)
- Draw texture at specified position on the background texture. The position and size of the texture is scaled to match the background scaling.
Internal functions
- TickFade()
- Updates the fade effect. Called by Actor.Tick()