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// ==================================================================== // Class: GUI.GUIDlg // // GUIDlg s are quick popup menus with simple yes/no type questions and // a text string // // Written by Dan Kaplan // (c) 2003, Irrational Games, Inc. All Rights Reserved // ==================================================================== class GUIDlg extends GUIPanel Native; cpptext { void PreDraw(UCanvas* Canvas); void UpdateComponent(UCanvas* Canvas); } var GUILabel MyLabel; // Caption for the popup var array<GUIButton> MyButtons; var string Passback; // passback to parent page var int Selection; // what button was pressed on the dialogue var(GUIDlg) config float ButtonPercentX "X percentage of space to be used by the buttons"; var(GUIDlg) config float ButtonPercentY "Y percentage of space to be used by the buttons"; function InitComponent(GUIComponent MyOwner) { Super.InitComponent(MyOwner); } //note that this MUST be called before the first PreDraw of this component function SetupDlg(string theCaption, string thePassback, int Options, optional float TimeOut) { //since this Dialog is dynamically created, the label should be also MyLabel=GUILabel(AddComponent( "GUI.GUILabel" , self.Name$"_CaptionLabel", true)); Assert( MyLabel != None ); MyLabel.SetCaption( theCaption ); MyLabel.TextAlign=TXTA_Center; #if IG_TRIBES3 // dbeswick: MyLabel.bMultiline = true; MyLabel.WinWidth = WinWidth * 0.95f; MyLabel.WinHeight = WinHeight * 0.33f; #endif Passback = thePassback; if( (Options & QBTN_Ok) != 0 || Options == 0 ) AddButton( QBTN_Ok, "OK" ); if( (Options & QBTN_Yes) != 0 ) AddButton( QBTN_Yes, "Yes" ); if( (Options & QBTN_Continue) != 0 ) AddButton( QBTN_Continue, "Continue" ); if( (Options & QBTN_Retry) != 0 ) AddButton( QBTN_Retry, "Retry" ); if( (Options & QBTN_Ignore) != 0 ) AddButton( QBTN_Ignore, "Ignore" ); if( (Options & QBTN_No) != 0 ) AddButton( QBTN_No, "No" ); if( (Options & QBTN_Abort) != 0 ) AddButton( QBTN_Abort, "Abort" ); if( (Options & QBTN_Cancel) != 0 ) AddButton( QBTN_Cancel, "Cancel" ); //focus the last button by default //MyButtons[MyButtons.Length-1].Focus(); if( TimeOut > 0 ) SetTimer( TimeOut ); SetDirty(); } function AddButton( int inValue, string inCaption ) { local GUIButton theButton; theButton = GUIButton(AddComponent("GUI.GUIButton",self.Name$"_"$inCaption, true)); MyButtons[MyButtons.Length]=theButton; theButton.SetCaption( inCaption ); theButton.Value = inValue; theButton.OnClick = InternalOnClick; theButton.EnableComponent(); } function InternalOnClick(GUIComponent Sender) { Selection = GUIButton(Sender).Value; GUIPage(MenuOwner).DlgReturned( self ); } event Timer() { Selection = QBTN_TimeOut; GUIPage(MenuOwner).DlgReturned( self ); } event DeActivate() { local int i; KillTimer(); MyLabel=None; MyButtons.Remove( 0, MyButtons.Length ); for( i = Controls.length-1; i >= 0 ; i-- ) { RemoveComponent(Controls[i]); } //ensure controls array is emptied Controls.Remove( 0, Controls.Length ); Super.DeActivate(); } defaultproperties { WinWidth=0.8 WinHeight=0.4 WinLeft=0.1 WinTop=0.3 RenderWeight=0.999 ButtonPercentX=0.4 ButtonPercentY=0.2 bAcceptsInput=true bPersistent=false StyleName="STY_DialogPanel" bDrawStyle=True } |
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