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// ==================================================================== // Class: GUI.GUIList // // The GUIList is a basic list component. // // 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 GUIList extends GUIVertList HideCategories(Menu,Object) Native; cpptext { void DrawItem(UCanvas* Canvas, INT Item, FLOAT X, FLOAT Y, FLOAT W, FLOAT H); } enum eSortType { SORT_AlphaItem, // Alphabetical sorting - based off of Item SORT_AlphaExtra, // Alphabetical sorting - based off of ExtraStrData SORT_Numeric, // strictly numerical sorting - based off of ExtraIntData SORT_Bool, // sort based off of whether the ExtraBoolData is true SORT_IP, // treat the ExtraStrData as an ip and sort by ip }; var(GUIList) config eSortType TypeOfSort "Determines what type of sort to use for this list"; var(GUIList) config eListElemDisplay DisplayItem "Determines which element member will be shown in this list"; var(GUIList) EditConst bool bSortForward "If true, will sort forward, else will sort backwards"; var(GUIList) EditConst bool bListIsDirty "If true, the list may be unsorted"; var(GUIList) config bool bNeverSort "If true, the list should never be sorted"; var(GUIList) bool bNativeSort "If true, a native qSort will be used (which breaks CompareItem delegates)"; var(GUIList) config eTextAlign TextAlign "How is text Aligned in the control"; var(GUIList) editinline editconst array<GUIListElem> Elements; // Used by Sort. delegate bool CompareItem(GUIListElem ElemA, GUIListElem ElemB) { return false; } delegate bool ElementsEqual(GUIListElem ElemA, GUIListElem ElemB) { return false; } delegate SwapIndices( int indexA, int indexB ) { Swap( indexA, indexB, true ); } #if IG_TRIBES3 // Ryan: made sorting native delegate ReorderByIndices(int indices) { ReorderItems(indices); } final native function qSort(); final native function ReorderItems(int indices); #endif ////////////////////////////////////////////////////////////////////// // Sorting (bubble sort) ////////////////////////////////////////////////////////////////////// function Sort() { local int i, j, curHead, prevIndex; local bool compare; if( bNeverSort || !bListIsDirty ) return; prevIndex=Index; if( bNativeSort ) { qSort(); } else { i = 0; j = 1; curHead = 1; while( curHead < Elements.Length ) { compare = CompareItem( Elements[i], Elements[j] ); if( bSortForward ) //handles sorting in reverse compare = !compare; if( compare ) { i = curHead; j = i+1; curHead = j; } else { if( prevIndex == j ) prevIndex = i; else if( prevIndex == i ) prevIndex = j; SwapIndices( i, j ); i--; j--; if( i < 0 ) { i = curHead; j = i+1; curHead = j; } } } } bListIsDirty = false; SetIndex(prevIndex); } ////////////////////////////////////////////////////////////////////// // Sorting (Reverse) ////////////////////////////////////////////////////////////////////// function ReverseList() { local int i, j, prevIndex; prevIndex=Index; for( i = 0; i < Elements.Length / 2; i++ ) { j = Elements.Length - i - 1; if( prevIndex == j ) prevIndex = i; else if( prevIndex == i ) prevIndex = j; SwapIndices( i, j ); } bSortForward = !bSortForward; SetIndex(prevIndex); } //////////////////////////////////////////////////////////////////////// // Init component //////////////////////////////////////////////////////////////////////// function InitComponent(GUIComponent MyOwner) { Super.InitComponent(MyOwner); switch (TypeOfSort) { case SORT_AlphaItem: CompareItem=AlphabeticalCompareItem; break; case SORT_AlphaExtra: CompareItem=AlphabeticalCompareExtra; break; case SORT_Numeric: CompareItem=NumericCompare; break; case SORT_Bool: CompareItem=BooleanCompare; break; case SORT_IP: CompareItem=IPCompare; break; } switch (DisplayItem) { case LIST_ELEM_Item: ElementsEqual=EqualsItem; break; case LIST_ELEM_ExtraData: ElementsEqual=EqualsObject; break; case LIST_ELEM_ExtraStrData: ElementsEqual=EqualsExtra; break; case LIST_ELEM_ExtraIntData: ElementsEqual=EqualsInt; break; case LIST_ELEM_ExtraBoolData: ElementsEqual=EqualsBool; break; } } function bool AlphabeticalCompare( string ElemA, string ElemB ) { return ElemA > ElemB; } function bool AlphabeticalCompareItem( GUIListElem ElemA, GUIListElem ElemB ) { return AlphabeticalCompare( ElemA.Item, ElemB.Item ); } function bool AlphabeticalCompareExtra( GUIListElem ElemA, GUIListElem ElemB ) { return AlphabeticalCompare( ElemA.ExtraStrData, ElemB.ExtraStrData ); } function bool NumericCompare( GUIListElem ElemA, GUIListElem ElemB ) { return ElemA.ExtraIntData > ElemB.ExtraIntData; } function bool BooleanCompare( GUIListElem ElemA, GUIListElem ElemB ) { return !ElemA.ExtraBoolData && ElemB.ExtraBoolData; } function bool IPCompare( GUIListElem ElemA, GUIListElem ElemB ) { // Not yet implemented!!!! Alphabetical compare used as placeholder!!! return AlphabeticalCompare( ElemA.ExtraStrData, ElemB.ExtraStrData ); } function bool EqualsItem(GUIListElem ElemA, GUIListElem ElemB) { return ElemA.Item == ElemB.Item; } function bool EqualsObject(GUIListElem ElemA, GUIListElem ElemB) { return ElemA.ExtraData == ElemB.ExtraData; } function bool EqualsExtra(GUIListElem ElemA, GUIListElem ElemB) { return ElemA.ExtraStrData == ElemB.ExtraStrData; } function bool EqualsInt(GUIListElem ElemA, GUIListElem ElemB) { return ElemA.ExtraIntData == ElemB.ExtraIntData; } function bool EqualsBool(GUIListElem ElemA, GUIListElem ElemB) { return ElemA.ExtraBoolData == ElemB.ExtraBoolData; } // Accessor function for the items. event string SelectedText( int offsetIndex ) { if( offsetIndex < 0 ) offsetIndex = Index; if ( (offsetIndex >=0) && (offsetIndex <Elements.Length) ) { switch (DisplayItem) { case LIST_ELEM_Item: return Elements[offsetIndex].item; break; case LIST_ELEM_ExtraData: if( Elements[offsetIndex].ExtraData != None ) return string(Elements[offsetIndex].ExtraData.Name); break; case LIST_ELEM_ExtraStrData: return Elements[offsetIndex].ExtraStrData; break; case LIST_ELEM_ExtraIntData: return string(Elements[offsetIndex].ExtraIntData); break; case LIST_ELEM_ExtraBoolData: return string(Elements[offsetIndex].ExtraBoolData); break; } } return ""; } function Add(string NewItem, optional Object obj, optional string Str, optional int intData, optional bool bData, optional bool bDontReplace, optional bool bDontReAlign ) { AddElement( CreateElement( NewItem, obj, Str, intData, bData ), bDontReplace, bDontReAlign ); } function int AddElement( GUIListElem theElem, optional bool bDontReplace, optional bool bDontReAlign ) { local int i; local bool compare; if( !bNeverSort && !bListIsDirty ) { //insertion sort for( i = 0; i < Elements.Length; i++ ) { if( bDontReplace && ElementsEqual( Elements[i], theElem ) ) return i; compare = CompareItem( theElem, Elements[i] ); if( bSortForward ) //handles sorting in reverse compare = !compare; if( compare ) return InsertElement( i, theElem, true, bDontReAlign ); else if( i == Elements.Length-1 ) //handle the case where it sorts to the end of the list return InsertElement( Elements.Length, theElem, true, bDontReAlign ); } } if( bDontReplace ) { i = FindElement( theElem ); if( i >= 0 ) return i; } return InsertElement( Elements.Length, theElem, false, bDontReAlign ); } function int InsertElement( int NewIndex, optional GUIListElem theElem, optional bool bInsertSorted, optional bool bDontReAlign ) { if( !bInsertSorted ) bListIsDirty = true; if ( (NewIndex<0) || (NewIndex>Elements.Length) ) NewIndex = Elements.Length; Elements.Insert( NewIndex, 1 ); Elements[NewIndex]=theElem; ItemCount=Elements.Length; if( bDontReAlign ) { if( bInsertSorted && NewIndex < Index ) { Top++; Index++; OnChange(self); } } else { SetIndex(NewIndex); } return NewIndex; } function Replace(int index, string NewItem, optional Object obj, optional string Str, optional int intData, optional bool bData) { ReplaceElement( Index, CreateElement( NewItem, obj, Str, intData, bData ) ); } function ReplaceElement( int index, GUIListElem theElem ) { bListIsDirty = true; if ( (index<0) || (index>=Elements.Length) ) AddElement(theElem); else Elements[index]=theElem; } function Insert(int index, string NewItem, optional Object obj, optional string Str, optional int intData, optional bool bData ) { InsertElement( index, CreateElement( NewItem, obj, Str, intData, bData ) ); } event Swap(int IndexA, int IndexB, optional bool bIsSorting) { local GUI.GUIListElem elem; if( !bIsSorting ) bListIsDirty = true; if ( (IndexA<0) || (IndexA>=Elements.Length) || (IndexB<0) || (IndexB>=Elements.Length) ) return; elem = Elements[IndexA]; Elements[IndexA] = Elements[IndexB]; Elements[IndexB] = elem; } function string GetItemAtIndex(int i) { if ((i<0) || (i>Elements.Length)) return ""; return Elements[i].Item; } function SetItemAtIndex(int i, string NewItem) { if ((i<0) || (i>Elements.Length)) return; Elements[i].Item = NewItem; } function object GetObjectAtIndex(int i) { if ((i<0) || (i>Elements.Length)) return None; return Elements[i].ExtraData; } function string GetExtraAtIndex(int i) { if ((i<0) || (i>Elements.Length)) return ""; return Elements[i].ExtraStrData; } function SetExtraAtIndex(int i, string NewExtra) { if ((i<0) || (i>Elements.Length)) return; Elements[i].ExtraStrData = NewExtra; } function int GetExtraIntAtIndex(int i) { if ((i<0) || (i>Elements.Length)) return 0; return Elements[i].ExtraIntData; } function SetExtraIntAtIndex(int i, int NewExtra) { if ((i<0) || (i>Elements.Length)) return; Elements[i].ExtraIntData = NewExtra; } function GUIListElem GetAtIndex(int i) { local GUIListElem nothing; if ((i<0) || (i>Elements.Length)) return nothing; return Elements[i]; } function GUIListElem GetElement() { local GUIListElem nothing; if ((Index<0) || (Index>Elements.Length)) return nothing; return Elements[Index]; } function LoadFrom(GUIList Source, optional bool bClearFirst) { local int i; if (bClearfirst) Clear(); for (i=0;i<Source.Elements.Length;i++) { AddElement(Source.GetAtIndex(i)); } } function Remove(int i, optional int Count) { if (Count==0) Count=1; Elements.Remove(i, Count); ItemCount = Elements.Length; if( i == 0 ) i = ItemCount; SetIndex(i-1); if( MyScrollBar != None ) MyScrollBar.AlignThumb(); } function RemoveItem(string Item) { local int i; // Work through array. If we find it, remove it (will reduce Elements.Length). // If we don't, move on to next one. i=0; while(i<Elements.Length) { if(Item ~= Elements[i].Item) Elements.Remove(i, 1); else i++; } ItemCount = Elements.Length; SetIndex(i-1); if( MyScrollBar != None ) MyScrollBar.AlignThumb(); } function Clear() { Elements.Remove(0,Elements.Length); Super.Clear(); OnChange(self); } function string Get() { if ( (Index<0) || (Index>=ItemCount) ) return ""; else return Elements[Index].Item; } function object GetObject() { if ( (Index<0) || (Index>=ItemCount) ) return none; else return Elements[Index].ExtraData; } function string GetExtra() { if ( (Index<0) || (Index>=ItemCount) ) return ""; else return Elements[Index].ExtraStrData; } function int GetExtraIntData() { if ( (Index<0) || (Index>=ItemCount) ) return 0; else return Elements[Index].ExtraIntData; } function bool GetExtraBoolData() { if ( (Index<0) || (Index>=ItemCount) ) return false; else return Elements[Index].ExtraBoolData; } function int FindElement(GUIListElem theElem) { local int i; for (i=0;i<ItemCount;i++) { if( ElementsEqual( Elements[i], theElem ) ) return i; } return -1; } function string find(string Text, optional bool bExact, optional bool bDontSetIndex) { local int i; for (i=0;i<ItemCount;i++) { if (bExact) { if (Text == Elements[i].Item) { if( !bDontSetIndex ) SetIndex(i); return Elements[i].Item; } } else { if (Text ~= Elements[i].Item) { if( !bDontSetIndex ) SetIndex(i); return Elements[i].Item; } } } return ""; } // find an element by the 'extra' string // only sets the index if it finds the string // returns the string of the found item function string FindExtra (string ExtraText, optional bool bExact, optional bool bDontSetIndex ) { local int i; for (i=0;i<ItemCount;i++) { if (bExact) { if (ExtraText == Elements[i].ExtraStrData) { if( !bDontSetIndex ) SetIndex(i); return Elements[i].Item; } } else { if (ExtraText ~= Elements[i].ExtraStrData) { if( !bDontSetIndex ) SetIndex(i); return Elements[i].Item; } } } return ""; } #if IG_TRIBES3 // michaelj: Integrated UT2004's FindIndex function function int FindIndex(string Test, optional bool bExact, optional bool bExtra, optional Object TestObject) { local int i; if (TestObject != None) { for (i = 0; i < Elements.Length; i++) if ( TestObject == Elements[i].ExtraData ) return i; } else if (Test != "") { if (bExtra) { for (i = 0; i < Elements.Length; i++) if ( (bExact && Elements[i].ExtraStrData == Test) || (!bExact && Elements[i].ExtraStrData ~= Test) ) return i; } else { for ( i = 0; i < Elements.Length; i++) if ( (bExact && Elements[i].Item == Test) || (!bExact && Elements[i].Item ~= Test) ) return i; } } return -1; } #endif defaultproperties { bSortForward=True bListIsDirty=false bNeverSort=false TypeOfSort=SORT_AlphaItem bNativeSort=true } |
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