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GUI.GUIImageList


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/*=============================================================================
	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
/*===========================================================================*/

// GUIImageList is simply a GUIImage that has its current image selected from an array
// It rotates using mouse wheel/arrow keys

class GUIImageList extends GUIImage
        HideCategories(Menu,Object)
            ;

var(GUIImageList) editinline config array<string> MatNames "Names of the materials to use";
var(GUIImageList) editinline config array<Material> Materials "Materials to use";
var int CurIndex;
var(GUIImageList) config bool bWrap "Is this list wraparound";

function InitComponent(GUIComponent MyOwner)
{
	Super.InitComponent(MyOwner);
	OnKeyEvent=internalKeyEvent;
}

function AddMaterial(string MatName, out Material Mat)
{
local int i;

	if (Mat != None)
	{
		i = Materials.Length;
		Materials[i]=Mat;
		MatNames[i]=MatName;
	}
}

function string GetCurMatName()
{
	if (CurIndex >= 0 && CurIndex < Materials.Length)
		return MatNames[CurIndex];

	return "";
}

function SetIndex(int index)
{
	if (index >= 0 && index < Materials.Length)
	{
		CurIndex = index;
		Image = Materials[index];
	}
	else
	{
		Image = None;
		CurIndex = -1;
	}
}

function bool internalKeyEvent(out byte Key, out byte State, float delta)
{
	if ( ((Key==0x26 || Key==0x68 || Key==0x25 || Key==0x64) && (State==1)) || (key==0xEC && State==3) )	// Up/Left/MouseWheelUp
	{
		PrevImage();
		return true;
	}
	
	if ( ((Key==0x28 || Key==0x62 || Key==0x27 || Key==0x66) && (State==1)) || (key==0xED && State==3) )  // Down/Right/MouseWheelDn
	{
		NextImage();
		return true;
	}
	
	if ( (Key==0x24 || Key==0x67) && (State==1) ) // Home
	{
		FirstImage();
		return true;
	}
	
	if ( (Key==0x23 || Key==0x61) && (State==1) ) // End
	{
		LastImage();
		return true;
	}

	return false;
}

function PrevImage()
{
	if (CurIndex < 1)
	{
		if (bWrap)
			SetIndex(Materials.Length - 1);
	}
	else
		SetIndex(CurIndex - 1);
}

function NextImage()
{
	if (CurIndex < 0)
		SetIndex(0);
	else if ((CurIndex + 1) >= Materials.Length)
	{
		if (bWrap)
			SetIndex(0);
	}
	else
		SetIndex(CurIndex + 1);
}

function FirstImage()
{
	if (Materials.Length > 0)
		SetIndex(0);
}

function LastImage()
{
	if (Materials.Length > 0)
		SetIndex(Materials.Length - 1);
}

defaultproperties
{
	StyleName="STY_NoBackground"
	bAcceptsInput=true
	bCaptureMouse=True
	bNeverFocus=false;
	bTabStop=true
}

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Class file time: ne 5.9.2004 16:02:10.000 - Creation time: st 23.5.2018 00:10:43.789 - Created with UnCodeX