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// ==================================================================== // Class: GUI.GUILabel // // GUIButton - The basic button class // // Written by Joe Wilcox // (c) 2002, Epic Games, Inc. All Rights Reserved // ==================================================================== /*============================================================================= In Game GUI Editor System V1.0 2003 - Irrational Games, LLC. * Dan Kaplan =============================================================================*/ #if !IG_GUI_LAYOUT #error This code requires IG_GUI_LAYOUT to be defined due to extensive revisions of the origional code. [DKaplan] #endif /*===========================================================================*/ class GUIButton extends GUITextComponent HideCategories(Menu,Object) Native; cpptext { void Draw(UCanvas* Canvas); } var(GUIButton) config int Value "A value associated to this button"; var(GUIButton) config bool bAllowMultiLine; var(GUIButton) config int ClickKeyCode "The button will click itself when the user presses this key (default is None)"; function InitComponent(GUIComponent MyOwner) { Super.InitComponent(MyOwner); OnKeyEvent=InternalOnKeyEvent; OnXControllerEvent=InternalOnXControllerEvent; } function bool InternalOnKeyEvent(out byte Key, out byte State, float delta) { #if !IG_SWAT //swat does not want to process keyboard events on buttons #if IG_TRIBES3 if (key != -1 && key==ClickKeyCode && State==3) // ENTER Pressed #else if (key==0x0D && State==3) // ENTER Pressed #endif { //dont use this button if in edit mode if( !Controller.bDesignMode && MenuState != MSAT_Disabled ) OnClick(self); return true; } #endif return false; } function bool InternalOnXControllerEvent(byte Id, eXControllerCodes iCode) { if (iCode==XC_Start) { OnClick(Self); return true; } return false; } defaultproperties { StyleName="STY_RoundButton" bCaptureMouse=True bNeverFocus=true bTabStop=true WinHeight=0.04 bMouseOverSound=true OnClickSound=CS_Click bDrawStyle=true TextAlign=TXTA_Center ClickKeyCode=-1 } |
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