//==============================================================================
// GxScoreBoard v1.3
//==============================================================================

//=================
Change Log:

6/23/11	-	Initial release!


//=================
Abstract:
	GxScoreBoard implements a dynamically adaptable scoreboard that can render
data in realtime.

//=================
Installation:
	The following files should be included with this README:
	-GxScoreBoard.u		(Main file)
	-GxScoreBoard.ini
	-GxScoreBoard.int

Dependencies:
	Requires GxCoop.u.
	Requires VisualPersonalizationBlock.u.

	Place all files in your Unreal's system directory. Change the following
line in your GxCoop.ini file:

	ScoreBoardClass=GxScoreBoard.GxScoreBoard

	GxScoreBoard will now automatically load with your server when running GxCoop.

	You must add GxScoreBoard to serverpackages.

//=================
Help / Walkthrough:
	
	To configure GxScoreBoard you have two options. You can either open GxScoreBoard.ini
or access the variables through Advaced Options (GameTypes->JGrass->Handlers->
GameLogicHandlers->GxCoop->Visuals->GxScoreBoard).

	
[Theme]
These variables deal with the theme of the scoreboard (color scheme)

ColorScheme[0..2] -	Dictates the three colors that typify the color of the
			scoreboard. Play around with these to get something you
			find suitable. :)

[Text]
These variables deal with fonts and how text should be rendered.

FooterFont -	Font corresponding to info at the bottom of the scoreboard.

HeaderFont -	Same as FooterFont, but for the top of the scoreboard.

PlayerFont -	Same as FooterFont, but for player data.

MinTimePerInfoBlock -	When rendering InfoBlocks for each player, this is the min. time
			that each block has to be rendered. Suggested to leave at default.

TimePerInfoBlockcharacter -	Each character in the string to be rendered in the info
				block gets this much time associated with it. So, for
				example, a long message that is 10 characters long will
				get 10*(this variable) seconds to render (and no less than
				MinTimePerInfoBlock). Suggested to leave at default.


[Logo]
These variables deal with the server's logo.

LogoClass -	Class of the texture that the logo is using. Usualy Engine.Texture or Fire.FireTexture.

LogoStyle -	Rendering style of the logo.

LogoTexture -	The fully qualified PackageName.ClassName of the logo texture.

LogoTint -	The tint applied to the logo texture.


	---

	The GxScoreBoard efficiently handles rendering of InfoBlock objects in a unique
and never before seen manner in Unreal. It draws the information in each block associated
with a player one at a time, scrolling through the blocks. A good analogy would be to
compare it to a stock ticker -- the information scrolls left and right and will occasionally
switch to another info block. For example, if you had two blocks, one of which describes
the player's music and the other which displays the player's console, you would see
the music get rendered next to the client's name and then sometime later see the client's
console. After rendering all of the info blocks the scoreboard would loop back to the first
block that the client has, starting the process over again.

	GxScoreBoard also supports rendering of Security metadata, drawing it next to 
the player's name.

	At the bottom of the scoreboard, GxScoreBoard displays information about the handlers
currently running on the server. This data is only rendered if bReplicateHandlerDescriptions
is set to true in JGrass.ini. Otherwise, the information is hidden from the client.

	Finally, GxScoreBoard supports (and requires) VisualPersonalizationBlock for
avatar support. Avatars are drawn in a dynamically sized box next to each client's name
(near where the ping is). GxScoreBoard will also use the personalization color associated
with a client's VisualPersonalizationBlock to draw their name in their desired color.

//=================
Conclusion:
	If you have any questions or comments, feel free to email me at 
	pravin_prabhu at hotmail.com.

You can also post on the UDHQ forums, found at 
	http://udhq.falconpunch.net/phpBB3/

Keep it Unreal!
-Pravin "Pcube" Prabhu
http://udhq.org

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