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// ==================================================================== // Class: GUI.GUIComponent // // GUIComponents are the most basic building blocks of menus. // // 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 GUIComponent extends GUI Config(TribesGui) PerObjectConfig HideCategories(Menu,Object) Native; cpptext { virtual void UpdateComponent(UCanvas* Canvas); //Performs an update, refreshing the component's dims, etc.; should be overridden in a subclass virtual void PreDraw(UCanvas *Canvas); // Should be overridden in a subclass virtual void Draw(UCanvas* Canvas); // Should be overridden in a subclass void ClientDraw(UCanvas* Canvas); // Prepare the Canvas for a client to draw on the component, and then call delegateOnClientDraw virtual void Modify(); //callback from the object browser virtual UBOOL PerformHitTest(INT MouseX, INT MouseY); // Check to see if a mouse press affects the control virtual void UpdateBounds(); // Updates the Bounds for hit tests and such virtual FLOAT ActualWidth(); // Returns the actual width (including scaling) of a component virtual FLOAT ActualHeight(); // Returns the actual height (including scaling) of a component virtual FLOAT ActualLeft(); // Returns the actual left (including scaling) of a component virtual FLOAT ActualTop(); // Returns the actual top (including scaling) of a component virtual void SaveCanvasState(UCanvas* Canvas); // Save the current state of the canvas virtual void RestoreCanvasState(UCanvas* Canvas); // Restores the state of the canvas virtual UGUIComponent* UnderCursor(FLOAT MouseX, FLOAT MouseY); virtual UBOOL MouseMove(INT XDelta, INT YDelta); // The Mouse has moved virtual UBOOL MousePressed(UBOOL IsRepeat); // The Mouse was pressed virtual UBOOL MouseReleased(); // The Mouse was released virtual UBOOL MouseHover(); // The Mouse is over a non-pressed thing virtual UBOOL NativeKeyType(BYTE& iKey, TCHAR Unicode ); // Handle key presses virtual UBOOL NativeKeyEvent(BYTE& iKey, BYTE& State, FLOAT Delta); // Handle key events virtual void SetDims(FLOAT Width, FLOAT Height, FLOAT Left, FLOAT Top); // Set the dims quickly virtual void CloneDims(UGUIComponent* From); // Clones the Width,Height, Top, Left settings virtual UBOOL SpecialHit(); virtual UBOOL XControllerEvent(int Id, eXControllerCodes iCode); virtual UBOOL RawXController(int Id, BYTE& iKey, BYTE& State, FLOAT Axis); } // Used for Determining a dynamic position for this GUIComponent struct sDynamicPositionSpec { var() config float WinLeft "Left position of this spec"; var() config float WinTop "Top position of this spec"; var() config float WinWidth "Width of this spec"; var() config float WinHeight "Height of this spec"; var() config float TransitionTime "The amount of time that will be taken to transition to these coords on a RePosition() call"; var() config name KeyName "Name used to reference this position spec"; }; // Used to specify a dynamic transition for this GUIComponent struct sTransitionSpec { var() EditConst sDynamicPositionSpec NewPos "New position spec"; var() EditConst float OldWinLeft "Left position of this spec"; var() EditConst float OldWinTop "Top position of this spec"; var() EditConst float OldWinWidth "Width of this spec"; var() EditConst float OldWinHeight "Height of this spec"; }; // Variables var(GUIComponent) config editinline array<sDynamicPositionSpec> MovePositions "The PositionSpecs used to handle dynamic RePosition()ing"; var(GUIState) EditConst bool bRepositioning "If true, the timer for this component should be repositioning based on the current TransitionSpec"; var(GUIState) EditConst EditInline sTransitionSpec TransitionSpec "The current transitioning spec"; var(GUIComponent) config int CyclePosition "If set to a MovePositions index, the component will begin cycling from that index when activated"; var(GUIComponent) config bool bRepeatCycling "If set, this component will continue cycling after it processes to the end of the MovePositions array"; var(GUIState) EditConst int MoveGroup "What move group this component belongs to, -1 by default is none"; var(GUIState) Editinline EditConst GUIComponent MenuOwner "Callback to the Component that owns this one"; var(GUIState) EditConst eMenuState MenuState "Used to determine the current state of this component"; var(GUIState) Editinline EditConst array<GUIComponent> UndoHistory "Layout history used for undo/redo operations"; var(GUIState) EditConst int UndoLevel "Where in the undo history we currently are"; var(GUIState) EditConst bool bSaved "Have any updates to this component been saved?"; var(GUIState) EditConst bool bInited "has this component been initialized yet"; // RenderStyle and MenuColor are usually pulled from the Parent menu, unless specificlly overridden var(GUIComponent) config string StyleName "Name of my Style"; var(GUIComponent) config float WinTop,WinLeft "Where does this component exist (in world space) - Grr.. damn Left()"; var(GUIComponent) config float WinWidth,WinHeight "Where does this component exist (in world space) - Grr.. damn Left()"; var(GUIComponent) config bool bScaled "Is this component using scaling"; var(GUIComponent) config bool bBoundToParent "Use the Parents Bounds for all positioning"; var(GUIComponent) config bool bScaleToParent "Use the Parent for scaling"; //global visibility switch var(GUIComponent) config bool bCanBeShown "Should this control ever be drawn"; //global input switch var(GUIComponent) config bool bAcceptsInput "Does this control ever accept input"; //specific input type switches var(GUIComponent) config bool bCaptureTabs "This control wants tabs"; //TODO: dkaplan- this does not like it would work correctly... should be redesigned or removed var(GUIComponent) config bool bCaptureMouse "Set this if the control should capture the mouse when pressed"; //process MousePressed()/MouseReleased()/Watched() //should this always swallow input var(GUIComponent) config bool bSwallowAllKeyEvents "Set this if the control should swallow all native key events"; var(GUIComponent) config bool bHitTestOnClientBounds "Set this if the control should perform hit tests using the client bounds instead of the bounds"; var(GUIComponent) config bool bAllowHTMLTextFormatting "If true, this control will parse out HTML style formatting codes from text strings"; var(GUIComponent) config bool bDrawStyle "If true, this control will draw its GUIStyle before any further drawing"; var(GUIComponent) config bool bNeverFocus "This control should never fully receive focus"; var(GUIComponent) config bool bRepeatClick "Have the system accept holding down of the mouse"; var(GUIComponent) config bool bRequireReleaseClick "If True, this component wants the click on release even if it's not active"; var(GUIComponent) config localized string Hint "The hint that gets displayed for this component"; var(GUIComponent) config int MouseCursorIndex "The mouse cursor to use when over this control"; var(GUIComponent) config bool bHideMouseCursor "If true, no mouse cursor will be displayed over this control (while the control is active)"; var(GUIComponent) config bool bTabStop "Does a TAB/Shift-Tab stop here"; var(GUIComponent) config int TabOrder "Used to figure out tabbing"; var(GUIComponent) config bool bFocusOnWatch "If true, watching focuses"; var(GUIComponent) config bool bMaintainFocus "If true, will not lose focus after a new control recieves focus"; var(GUIComponent) config float RenderWeight "Used to determine sorting in the controls stack"; var(GUIComponent) config bool bMouseOverSound "Should component bleep when mouse goes over it"; var(GUIComponent) private Editinline GUIComponent FocusInstead "Who should get the focus instead of this control if bNeverFocus"; //from GUIPage, now all components may be persistent var(GUIComponent) config bool bPersistent "If set, component is saved across open/close/reopen, only instanciated once."; var(GUIState) EditConst bool bVisible "Is this component currently visible"; var(Menu) enum EClickSound { CS_None, CS_Click, CS_Edit, CS_Up, CS_Down } OnClickSound; // Style holds a pointer to the GUI style of this component. var(GUIState) Editinline EditConst GUIStyles Style "My GUI Style"; // Notes about the Top/Left/Width/Height : This is a somewhat hack but it's really good for functionality. If // the value is <=1, then the control is considered to be scaled. If they are >1 they are considered to be normal world coords. // 0 = 0, 1 = 100% var float Bounds[4]; // Internal normalized positions in world space var float ClientBounds[4]; // The bounds of the actual client area (minus any borders) var(GUIState) Editconst bool bActiveInput "is active for input"; var(GUIState) private Editconst bool bDirty "When true, will update the component on its next PreDraw"; // Timer Support var const int TimerIndex; // For easier maintenance var(GUIState) Editconst bool bTimerRepeat "Does the Timer Repeat?"; var(GUIState) Editconst float TimerCountdown "Clock time"; var(GUIState) Editconst float TimerInterval "Timer interval"; #if IG_TRIBES3 // dbeswick: variable used to disallow movement in player design mode var(GUIState) Editconst bool bPlayerMoveAllowed; #endif #if IG_TRIBES3 // michaelj: don't allow repeated mouse click effect triggers when holding fire on a button var bool bAllowPressedEffect; #endif // Used for Saving the last state before drawing natively var float SaveX,SaveY; var color SaveColor; var font SaveFont; var byte SaveStyle; //////////////////////////////////////////////////////////////////////////// // These are used solely for XController events and should probably be removed [dkaplan] // // If you want to override a link to force this component to point to a given // component on your page, set it here. // 0 = Up // 1 = Down // 2 = Left // 3 = Right var GUIComponent LinkOverrides[4]; var GUIComponent Links[4]; var(GUIComponent) Editinline config GUIRadioButton RadioGroup "If not None, this component will be enabled/disabled as part of the specified radio group."; //////////////////////////////////////////////////////////////////////////// // Delegates //////////////////////////////////////////////////////////////////////////// // Drawing delegates return true if you want to short-circuit the default drawing code Delegate bool OnUpdateComponent(Canvas Canvas) { return false; } Delegate bool OnPreDraw(Canvas Canvas) { return false; } Delegate bool OnDraw(Canvas Canvas) { return false; } Delegate OnClientDraw(Canvas Canvas); Delegate OnMenuStateChanged(GUIComponent Sender, eMenuState NewState); //Called when a component's state changes Delegate OnHide(); //Called after a Hide() Delegate OnShow(); //Called after a Show() Delegate OnActivate(); //Called after an Activate() Delegate OnDeActivate(); //Called after a DeActivate() Delegate OnChange(GUIComponent Sender); // Called when a component changes it's value Delegate OnRePositionCompleted(GUIComponent Sender, name NewPosLabel); // Called when a repositioning finishes Delegate OnHitTest(float MouseX, float MouseY); // Called when Hit test is performed for mouse input Delegate OnRender(canvas Canvas); // Called when the component is rendered Delegate OnMessage(coerce string Msg, float MsgLife); // When a message comes down the line // -- Input event delegates Delegate OnClick(GUIComponent Sender); // The mouse was clicked on this control Delegate OnDblClick(GUIComponent Sender); // The mouse was double-clicked on this control Delegate OnRightClick(GUIComponent Sender); // Control was right clicked. Delegate OnMousePressed(GUIComponent Sender); // Sent when a mouse is pressed (initially) Delegate OnMouseRelease(GUIComponent Sender); // Sent when the mouse is released. Happens before Click() event Delegate OnWatched(GUIComponent Self); // Sent when the mouse is placed over this component Delegate OnFocused(GUIComponent Self) // Sent when the component gains focus, assign to apply a specific focus { //change FocusInstead's state to focused instead of this if( FocusInstead != None ) { FocusInstead.Focus(); } else { Controller.ChangeFocus(self); } } Delegate OnLostFocus(GUIComponent Self); // Sent when the component loses focus Delegate bool OnCapturedMouseMove(float deltaX, float deltaY) { return false; } //Key events Delegate bool OnKeyType(out byte Key, optional string Unicode) { return false; } Delegate bool OnKeyEvent(out byte Key, out byte State, float delta) { return false; } // Allows a control to process raw Console controller events Delegate bool OnRawXController(byte Id, out byte Key, out byte State, out float Axis) { return false; } // XBox Controller Events Delegate bool OnXControllerEvent(byte Id, eXControllerCodes iCode) { return false; } //////////////////////////////////////////////////////////////////////////////// // Timer Processing //////////////////////////////////////////////////////////////////////////////// event Timer(); // Should be subclassed function native final SetTimer(float Interval, optional bool bRepeat); function native final KillTimer(); //////////////////////////////////////////////////////////////////////////////// // Initialization //////////////////////////////////////////////////////////////////////////////// Overloaded Function Construct(GUIController MyController) { OnConstruct(MyController); } function OnConstruct(GUIController MyController) { Controller = MyController; } function InitComponent(GUIComponent MyOwner) { //log("[dkaplan] Resetting config on "$self); ResetConfig(); //Loads the transient references from the config data for this object MenuOwner = MyOwner; if( Hint == "" && MenuOwner != None ) Hint = MenuOwner.Hint; Style = Controller.GetStyle(StyleName); //perform the initial update SetDirty(); if( Controller.bModAuthor ) SaveLayoutToHistory(); bInited = true; } function InitDelegates(); event final SetDirty() { bDirty = true; if( MenuOwner != none ) MenuOwner.SetDirty(); } //////////////////////////////////////////////////////////////////////////////// // Input Events //////////////////////////////////////////////////////////////////////////////// event MousePressed() { if( Style != None ) PlayerOwner().TriggerEffectEvent('UIMousePressed',,,,,,,,Style.EffectCategory); Press(); // michaelj: UIFX if (bAllowPressedEffect) { PlayerOwner().TriggerEffectEvent('Pressed',,,,,,,,Name(StyleName)); bAllowPressedEffect = false; } OnMousePressed(self); } event MouseReleased() { if( Style != None ) PlayerOwner().TriggerEffectEvent('UIMouseReleased',,,,,,,,Style.EffectCategory); //Focus(); // michaelj: UIFX PlayerOwner().TriggerEffectEvent('Released',,,,,,,,Name(StyleName)); bAllowPressedEffect = true; OnMouseRelease(self); } event Click() { if( Style != None ) PlayerOwner().TriggerEffectEvent('UIMouseClicked',,,,,,,,Style.EffectCategory); OnClick(self); } event DblClick() { if( Style != None ) PlayerOwner().TriggerEffectEvent('UIMouseDoubleClicked',,,,,,,,Style.EffectCategory); OnDblClick(self); } //State selections event Watched() { if( Style != None ) PlayerOwner().TriggerEffectEvent('UIMouseWatched',,,,,,,,Style.EffectCategory); if( bFocusOnWatch ) MenuStateChange( MSAT_Focused ); else MenuStateChange( MSAT_Watched ); // michaelj: UIFX PlayerOwner().TriggerEffectEvent('Watched',,,,,,,,Name(StyleName)); OnWatched(self); } event Focus() { if( bNeverFocus ) MenuStateChange( MSAT_Blurry ); else MenuStateChange( MSAT_Focused ); } event Press() { MenuStateChange( MSAT_Pressed ); } function SetEnabled(bool newEnabled) { if (newEnabled) EnableComponent(); else DisableComponent(); } event DisableComponent() { MenuStateChange( MSAT_Disabled ); } event EnableComponent() { MenuStateChange( MSAT_Blurry ); } //////////////////////////////////////////////////////////////////////////////// // Script Bounds Tests //////////////////////////////////////////////////////////////////////////////// function bool IsInBounds() // Script version of PerformHitTest { return ( (Controller.MouseX >= Bounds[0] && Controller.MouseX<=Bounds[2]) && (Controller.MouseY >= Bounds[1] && Controller.MouseY <=Bounds[3]) ); } function bool IsInClientBounds() { return ( (Controller.MouseX >= ClientBounds[0] && Controller.MouseX<=ClientBounds[2]) && (Controller.MouseY >= ClientBounds[1] && Controller.MouseY <=ClientBounds[3]) ); } //////////////////////////////////////////////////////////////////////////////// // State Changes //////////////////////////////////////////////////////////////////////////////// //Change the MenuState // Menu states are used to determine the state of the component and also // for drawing applicable GUIStyles private function MenuStateChange(eMenuState Newstate) { if( NewState==MSAT_Focused ) { //log("[dkaplan] OnFocused: "$self); OnFocused(self); } else if( MenuState == MSAT_Focused && NewState ==MSAT_Pressed && bMaintainFocus ) { // do not transition to being pressed if maintaining focus return; } else if( MenuState == MSAT_Focused && NewState != MSAT_Pressed ) { //log("[dkaplan] OnLostFocus: "$self); OnLostFocus(self); } if( MenuState == NewState ) return; MenuState = NewState; OnMenuStateChanged(self,MenuState); } function SetFocusInstead( GUIComponent other ) { FocusInstead = other; if( MenuOwner != None ) MenuOwner.SetFocusInstead( self ); } function LoseFocus() { if( !bMaintainFocus #if IG_TRIBES3 // Paul: Don't want to enable a disabled component on a focus event && MenuState != MSAT_Disabled #endif ) EnableComponent(); } //////////////////////////////////////////////////////////////////////////////// // Main Activation and Visibility switches //////////////////////////////////////////////////////////////////////////////// event SetVisibility(bool newVisible) { if (newVisible) Show(); else Hide(); } event Hide() { bVisible = false; OnHide(); } event Show() { if( !bCanBeShown ) return; //always update once when shown SetDirty(); bVisible = true; OnShow(); } event SetActive(bool bActive) { //this should be just a helper function, and shouldn't do any real work if (bActive) Activate(); else Deactivate(); } event DeActivate() { bActiveInput = false; OnDeActivate(); if( CyclePosition >= 0 && CyclePosition < MovePositions.Length ) StopCycling(); } event Activate() { //ensure that this can be made active if( !bAcceptsInput ) return; bActiveInput = true; OnActivate(); if( CyclePosition >= 0 && CyclePosition < MovePositions.Length ) CyclePositions(); } //////////////////////////////////////////////////////////////////////////////// // Repositioning of Component //////////////////////////////////////////////////////////////////////////////// // cycle to the next position in the MovePositions array function CyclePositions() { CyclePosition++; if( CyclePosition >= MovePositions.Length ) { if( bRepeatCycling ) CyclePosition = 0; else StopCycling(); } RePositionTo( MovePositions[CyclePosition] ); } //Stop all cycling on this component function StopCycling() { CyclePosition = -1; KillTimer(); } //Callback when component has finished moving to a MovePosition event RePositionCompleted() { OnRePositionCompleted(self, TransitionSpec.NewPos.KeyName); if( CyclePosition >= 0 && CyclePosition < MovePositions.Length ) CyclePositions(); } //Reposition this component to the position specified by the given KeyName function RePosition( name PositionLabel, optional bool bInstantly ) { local int i; for( i = 0; i < MovePositions.Length; i++ ) { if( PositionLabel == MovePositions[i].KeyName ) { if( bInstantly ) { bRepositioning = false; WinLeft = MovePositions[i].WinLeft; WinTop = MovePositions[i].WinTop; WinWidth = MovePositions[i].WinWidth; WinHeight = MovePositions[i].WinHeight; TransitionSpec.NewPos=MovePositions[i]; RePositionCompleted(); } else { RePositionTo( MovePositions[i] ); } return; } } } //Actually reposition this component to the specified PositionSpec protected function RePositionTo( sDynamicPositionSpec NewPosition ) { TransitionSpec.OldWinLeft=WinLeft; TransitionSpec.OldWinTop=WinTop; TransitionSpec.OldWinHeight=WinHeight; TransitionSpec.OldWinWidth=WinWidth; TransitionSpec.NewPos=NewPosition; bRepositioning = true; if (TransitionSpec.NewPos.TransitionTime > 0) SetTimer( TransitionSpec.NewPos.TransitionTime ); else //reposition instantly { bRepositioning = false; WinLeft = NewPosition.WinLeft; WinTop = NewPosition.WinTop; WinWidth = NewPosition.WinWidth; WinHeight = NewPosition.WinHeight; SetDirty(); RePositionCompleted(); } } function bool IsAtPosition( name PositionLabel ) { local int i; for( i = 0; i < MovePositions.Length; i++ ) { if( PositionLabel == MovePositions[i].KeyName ) { return( WinLeft == MovePositions[i].WinLeft && WinTop == MovePositions[i].WinTop && WinWidth == MovePositions[i].WinWidth && WinHeight == MovePositions[i].WinHeight ); } } return false; } //tcohen: notification when resolution changes function RegisterNotifyResolutionChanged() { Controller.RegisterNotifyResolutionChanged(self); } function OnResolutionChanged(int OldResolutionX, int OldResolutionY, int ResolutionX, int ResolutionY); //////////////////////////////////////////////////////////////////////////////// // Miscellaneous //////////////////////////////////////////////////////////////////////////////// // This control is no longer needed event Free( optional bool bForce ) { local int i; if( bPersistent && !bForce ) return; bActiveInput = false; bVisible = false; if( Controller != None ) Controller.RemovePersistentComponent( self ); MenuOwner = None; Controller = None; FocusInstead = None; Style = None; for( i = 0; i < UndoHistory.Length; i++ ) { UndoHistory[i].Free(bForce); UndoHistory[i] = None; } UndoHistory.Remove( 0, UndoHistory.Length ); RadioGroup = None; } //utility function to get the player's owner function PlayerController PlayerOwner() { return Controller.ViewportOwner.Actor; } // Force control to use same area as its MenuOwner. function FillOwner() { WinLeft = 0.0; WinTop = 0.0; WinWidth = 1.0; WinHeight = 1.0; bScaleToParent = true; bBoundToParent = true; SetDirty(); } //set a new hint for this component function SetHint(string NewHint) { Hint = NewHint; } function SetLinks(GUIComponent cUp,GUIComponent cDown,GUIComponent cLeft,GUIComponent cRight) { Links[0] = cUp; Links[1] = cDown; Links[2] = cLeft; Links[3] = cRight; } function SetLinkOverrides(GUIComponent cUp,GUIComponent cDown,GUIComponent cLeft,GUIComponent cRight) { LinkOverrides[0] = cUp; LinkOverrides[1] = cDown; LinkOverrides[2] = cLeft; LinkOverrides[3] = cRight; } // The ActualXXXX functions are not viable until after the first render so don't // use them in inits native function float ActualWidth(); native function float ActualHeight(); native function float ActualLeft(); native function Float ActualTop(); //////////////////////////////////////////////////////////////////////////////// // Radio Groups //////////////////////////////////////////////////////////////////////////////// function SetRadioGroup( GUIRadioButton group ) { if( RadioGroup != None ) SetEnabled( RadioGroup == group ); } //////////////////////////////////////////////////////////////////////////////// // GUI Editor Functions on this component //////////////////////////////////////////////////////////////////////////////// //save layout to config file function SaveLayout(bool FlushToDisk) { SaveConfig( "", "", // these are needed when IG_GUI_LAYOUT || IG_ACTOR_CONFIG is defined FlushToDisk , true // dont save config that's the same as the class' default ); bSaved=true; } //update the history for this component function SaveLayoutToHistory() { local int i; if( UndoLevel+1 < UndoHistory.length ) UndoHistory.Remove(UndoLevel+1,UndoHistory.length-(UndoLevel+1)); i = UndoHistory.length; UndoHistory[i]=new(None) self.class; self.CopyConfig( UndoHistory[i] ); //save current config variables to this history component } //Update the component from the current undo level in history function LoadLayoutFromHistory() { UndoHistory[UndoLevel].CopyConfig( self ); Style = Controller.GetStyle(StyleName); } //Goes back to the previous history level function UndoLayout() { assertWithDescription( UndoLevel > 0, "Cannot perform Undo on this component!"); //log("[dkaplan]: Undoing, UndoLevel="@UndoLevel@"UndoHistory.length="@UndoHistory.length); if( UndoLevel > 0 ) { UndoLevel-=1; LoadLayoutFromHistory(); } } //Goes foraward to the next history level function RedoLayout() { assertWithDescription( UndoLevel < UndoHistory.length-1, "Cannot perform Redo on this component!"); //log("[dkaplan]: Redoing, UndoLevel="@UndoLevel@"UndoHistory.length="@UndoHistory.length); if( UndoLevel < UndoHistory.length-1 ) { UndoLevel+=1; LoadLayoutFromHistory(); } } //change the style of this component (based of the key name of the style) event ChangeStyle(String newStyle) { StyleName=newStyle; Style = Controller.GetStyle(StyleName); OnChangeLayout(); } //handle layout changes on this component event OnChangeLayout() { //log("[dkaplan]: in OnChangeLayout-> WinTop="@WinTop@"WinLeft="@WinLeft@"WinWidth="@WinWidth@"WinHeight="@WinHeight); //update history SetDirty(); #if IG_TRIBES3 // dbeswick: don't undo during player edit if( !Controller.bPlayerDesignMode ) { SaveLayoutToHistory(); UndoLevel=UndoHistory.length-1; } #else SaveLayoutToHistory(); UndoLevel=UndoHistory.length-1; #endif bSaved=false; } #if IG_TRIBES3 // michaelj: Added some color-related code from UT2004 // Take a string and strip out colour codes static function string StripColorCodes(string InString) { local int CodePos; CodePos = InStr(InString, Chr(27)); // while(CodePos != -1 && CodePos < Len(InString)-3) // ignore colour codes at the end of the string while ( CodePos != -1 ) // do not ignore color codes at the end of the word, or they aren't stripped { InString = Left(InString, CodePos)$Mid(InString, CodePos+4); CodePos = InStr(InString, Chr(27)); } return InString; } #endif //////////////////////////////////////////////////////////////////////////////// // Defaults for all GUIComponents //////////////////////////////////////////////////////////////////////////////// defaultproperties { MenuState=MSAT_Blurry bBoundToParent=true bScaleToParent=true bAcceptsInput=true bCanBeShown=true bCaptureTabs=false bCaptureMouse=false bNeverFocus=false bRepeatClick=false WinTop=0.4 WinLeft=0.4 WinWidth=0.2 WinHeight=0.2 MouseCursorIndex=0 bFocusOnWatch=false bRequireReleaseClick=false TimerIndex=-1 bMouseOverSound=false OnClickSound=CS_None RenderWeight=0.5 bTabStop=false UndoLevel=0 bSaved=true MoveGroup=-1 CyclePosition=-1 bScaled=True bDrawStyle=false bAllowPressedEffect=true } |
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