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// ==================================================================== // Class: GUI.GUIMultiComponent // // MenuOptions combine a label and any other component in to 1 single // control. The Label is left justified, the control is right. // // 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 GUIMenuOption extends GUIMultiComponent HideCategories(Menu,Object) Native; cpptext { void PreDraw(UCanvas* Canvas); void UpdateComponent(UCanvas* Canvas); } var(GUIMenuOption) config string ComponentClassName "Name of the component to spawn"; var(GUIMenuOption) config localized string Caption "Caption for the label"; //var(GUIMenuOption) config string LabelFont "Name of the Font for the label"; //var(GUIMenuOption) config Color LabelColor "Color for the label"; var(GUIMenuOption) config string LabelStyle "Name of the GUIStyle for the label"; var(GUIMenuOption) config bool bHeightFromComponent "Get the Height of this component from the Component"; var(GUIMenuOption) config float CaptionWidth "How big should the Caption be"; var(GUIMenuOption) config float ComponentWidth "How big should the Component be (-1 = 1-CaptionWidth)"; var(GUIMenuOption) config bool bFlipped "Draw the Component to the left of the caption"; var(GUIMenuOption) config eTextAlign LabelJustification "How do we justify the label"; var(GUIMenuOption) config eTextAlign ComponentJustification "How do we justify the label"; var(GUIMenuOption) config bool bSquare "Use the Height for the Width"; var(GUIMenuOption) config bool bVerticalLayout "Layout controls vertically"; var GUILabel MyLabel; // Holds the label var GUIComponent MyComponent; // Holds the component function OnConstruct(GUIController MyController) { Super.OnConstruct(MyController); MyLabel = GUILabel(AddComponent("GUI.GUILabel", self.Name$"_Label")); MyComponent = AddComponent(ComponentClassName, self.Name$"_"$ComponentClassName); } function InitComponent(GUIComponent MyOwner) { MyLabel.StyleName = LabelStyle; Super.InitComponent(MyOwner); // Create the two components if (MyLabel==None) { log("Failed to create "@self@" due to problems creating GUILabel"); return; } if (bFlipped) { if (LabelJustification==TXTA_Left) LabelJustification=TXTA_Right; else if (LabelJustification==TXTA_Right) LabelJustification=TXTA_Left; if (ComponentJustification==TXTA_Left) ComponentJustification=TXTA_Right; else if (ComponentJustification==TXTA_Right) ComponentJustification=TXTA_Left; } MyLabel.SetCaption( Caption ); // MyLabel.TextFont = LabelFont; // MyLabel.TextColor = LabelColor; MyLabel.TextAlign = LabelJustification; // Check for errors if (MyComponent == None) { log("Could not create requested menu component"@ComponentClassName); return; } MyComponent.SetHint(Hint); if (bHeightFromComponent && !bVerticalLayout) WinHeight = MyComponent.WinHeight; MyComponent.OnChange = InternalOnChange; MyComponent.bTabStop = true; MyComponent.TabOrder = 1; } function InternalOnChange(GUIComponent Sender) { OnChange(self); } defaultproperties { bHeightFromComponent=true CaptionWidth=0.5 ComponentWidth=-1 WinWidth=0.500000 WinHeight=0.060000 WinLeft=0.496094 WinTop=0.347656 // LabelFont="MenuFont" // LabelColor=(R=255,G=255,B=255,A=255) bFlipped=false LabelJustification=TXTA_Left ComponentJustification=TXTA_Right bSquare=false bTabStop=true PropagateVisibility=true } |
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