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// ==================================================================== // Class: GUI.GUIMultiComponent // // GUIMultiComponents are collections of components that work together. // When initialized, GUIMultiComponents transfer all of their components // to the to the GUIPage that owns them. // // 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 GUIMultiComponent extends GUIComponent HideCategories(Menu,Object) Native; cpptext { void PreDraw(UCanvas* Canvas); // Do any size/postitioning void Draw(UCanvas* Canvas); // Draw the component virtual void InitializeControls(); // Takes all GUIComponent members and assigns them to the controls array UGUIComponent* UnderCursor(FLOAT MouseX, FLOAT MouseY); UBOOL NativeKeyType(BYTE& iKey, TCHAR Unicode ); // A Key or Mouse button has pressed UBOOL NativeKeyEvent(BYTE& iKey, BYTE& State, FLOAT Delta ); // A Key/Mouse event occured UBOOL SpecialHit(); UBOOL PerformHitTest(INT MouseX, INT MouseY); UBOOL MousePressed(UBOOL IsRepeat); // The left mouse button was pressed UBOOL RightMousePressed(); // The right mouse button was pressed UBOOL MouseReleased(); // The mouse button was released UBOOL XControllerEvent(int Id, eXControllerCodes iCode); } var(GUIMultiComponent) editinline EditConst array<GUIComponent> Controls "An Array of Components that make up this Control"; var(GUIMultiComponent) editinline EditConst array<GUIComponent> Components "An Array of Controls that can be tabbed to"; var(GUIMultiComponent) config bool PropagateVisibility "Does changes to visibility propagate down the line"; var(GUIMultiComponent) config bool PropagateActivity "Does changes to activity propagate down the line"; var(GUIMultiComponent) config editinline array<ControlSpec> ControlSpecs "Config-ed controls, Please add/remove using Ctrl+N & Ctrl+Delete in the GUI Editor"; var(GUIMultiComponent) config bool PropagateState "Does changes to MenuState propagate down the line"; //////////////////////////////////////////////////////////////////////////////// // Initialization of Component //////////////////////////////////////////////////////////////////////////////// function native InitializeControls(); function OnConstruct(GUIController MyController) { local int i; Super.OnConstruct(MyController); // load components from def props first InitializeControls(); // Build the Controls array // then load from ControlSpecs array for(i=0;i<ControlSpecs.length;i++) { AddComponent( ControlSpecs[i].ClassName, ControlSpecs[i].ObjName ); } } function InitComponent(GUIComponent MyOwner) { local int i; Super.InitComponent(MyOwner); //double check controls array for (i=0;i<Controls.Length;i++) { if (Controls[i] == None) { log("Invalid control found in"@string(Class)$"!! (Control"@i$")",'GUI ERROR'); Controls.Remove(i--,1); continue; } //if this is in fact the active component, ensure that all controls recognize it as their current owner Controls[i].MenuOwner=self; if( !Controls[i].bInited ) Controls[i].InitComponent(Self); } RemapComponents(); } //////////////////////////////////////////////////////////////////////////////// // Sub Component Management (Creation, addition, and removal) //////////////////////////////////////////////////////////////////////////////// // add the control to the dynamic config control array // theName is the -partial- name for the object // used by GUI Editor event GUIComponent CreateControl( string theClass, string theName ) { local ControlSpec theSpec; local GUIComponent theNewComp; theName=self.Name$"_"$theName; theSpec.ClassName = theClass; theSpec.ObjName = theName; ControlSpecs[ControlSpecs.length]=theSpec; theNewComp = AddComponent( theClass, theName, true ); OnChangeLayout(); return theNewComp; } // remove the control from the dynamic config control array // used by GUI Editor event bool RemoveControl( GUIComponent Ctrl ) { local int i; local bool success; for( i=0; i<ControlSpecs.length; i++ ) { if( ControlSpecs[i].ObjName == string(Ctrl.Name) ) { ControlSpecs.Remove(i,1); success = RemoveComponent( Ctrl ); OnChangeLayout(); return success; } } AssertWithDescription( false, "Could not remove component "$Ctrl ); return false; } // attempts to find the specified component in the controls array of this component event GUIComponent FindComponent( string theName, optional bool bExact, optional bool bAssert ) { local int i; for( i=0; i<Controls.length; i++ ) { //disregard case if( ( theName ~= string(Controls[i].Name) ) || ( !bExact && InStr(Caps(Controls[i].Name), Caps(theName)) >= 0 ) ) return( Controls[i] ); } AssertWithDescription( !bAssert || bExact, "Failed to find (GUIComponent) " $ theName $ " in (" $ self.Class $ ") " $ self.Name); AssertWithDescription( !bAssert, "Failed to EXACTLY find (GUIComponent) " $ theName $ " in (" $ self.Class $ ") " $ self.Name); return None; } event GUIComponent AddComponent(string ComponentClass, optional string ComponentName, optional bool bInitNewComponent ) { local GUIComponent NewComp; //if one already exists with the current name for the current control, return it if(ComponentName == "" ) { //no name passed in so construct a default one, based off of the class name ComponentName = self.Name$"_"$Right(ComponentClass,Len(ComponentClass)-InStr(ComponentClass,".")-1); } NewComp = FindComponent(ComponentName,true); if( NewComp != None ) return NewComp; NewComp = Controller.CreateComponent( ComponentClass, ComponentName ); if (NewComp!=None) { if( !NewComp.bInited && bInitNewComponent ) NewComp.InitComponent(self); SetDirty(); return AppendComponent(NewComp); } log("GUIMultiComponent::AddComponent - Could not create component"@ComponentClass,'GUI'); return none; } event GUIComponent InsertComponent(GUIComponent NewComp, int Index) { if (Index < 0 || Index >= Controls.Length) return AppendComponent(NewComp); Controls.Insert(Index, 1); Controls[Index] = NewComp; RemapComponents(); return NewComp; } event GUIComponent AppendComponent(GUIComponent NewComp) { local int index; // Attempt to add it sorted in to the array. The Controls array is sorted by // Render Weight. while (Index<Controls.Length) { if (NewComp.RenderWeight < Controls[Index].RenderWeight) // We found our spot { Controls.Insert(Index,1); break; } Index++; } // Couldn't find a spot, add it at the end Controls[Index] = NewComp; RemapComponents(); return NewComp; } event bool RemoveComponent(GUIComponent Comp, optional bool bRemap) { local int i; for (i=0;i<Controls.Length;i++) { if (Controls[i] == Comp) { Controls.Remove(i,1); Comp.Free(); if (bRemap) RemapComponents(); return true; } } SetDirty(); return false; } //////////////////////////////////////////////////////////////////////////////// // Radio Groups //////////////////////////////////////////////////////////////////////////////// function SetRadioGroup( GUIRadioButton group ) { local int i; for (i=0;i<Controls.Length;i++) { Controls[i].SetRadioGroup( group ); } Super.SetRadioGroup( group ); } //////////////////////////////////////////////////////////////////////////////// // Utilities //////////////////////////////////////////////////////////////////////////////// event int FindComponentIndex(GUIComponent Who) { local int i; if (Who != None && Components.Length > 0) { for (i=0;i<Components.Length;i++) { if (Who==Components[i]) return i; } } return -1; } private function int FindControlIndex(GUIComponent Who) { local int i; if (Who != None && Controls.Length > 0) { for (i=0;i<Controls.Length;i++) { if (Who==Controls[i]) return i; } } return -1; } //save the layout on this and all subcomponents function SaveLayout(bool FlushToDisk) { local int i; for( i = 0; i < Controls.length; i++ ) { Controls[i].SaveLayout(false); // ckline: pass false to avoid flushing to disk, for speed } super.SaveLayout(FlushToDisk); } //get the centerpoint of a component function FindCenterPoint(GUIComponent What, out float X, out float Y) { X = What.ActualLeft() + (What.ActualWidth()/2); Y = What.ActualTop() + (What.ActualHeight()/2); } //calculate the distance between components function float FindDist(GUIComponent Source, GUIComponent Target) { local float a,b; local float x[2],y[2]; FindCenterPoint(Source,x[0],y[0]); FindCenterPoint(Target,x[1],y[1]); a = abs(x[0]-x[1]); a = square(a); b = abs(y[0]-y[1]); b = square(b); return sqrt(a+b); } function bool TestControls(int Mode, int SourceIndex, int TargetIndex) { local float sX1,sY1,sX2,sY2; local float tX1,tY1,tX2,tY2; if (SourceIndex==TargetIndex) return false; if (Controls[TargetIndex].bNeverFocus) return false; sX1 = Controls[SourceIndex].ActualLeft(); sX2 = sX1 + Controls[SourceIndex].ActualWidth(); sY1 = Controls[SourceIndex].ActualTop(); sY2 = sY1 + Controls[SourceIndex].ActualHeight(); tX1 = Controls[TargetIndex].ActualLeft(); tX2 = tX1 + Controls[TargetIndex].ActualWidth(); tY1 = Controls[TargetIndex].ActualTop(); tY2 = tY1 + Controls[TargetIndex].ActualHeight(); switch (mode) { case 0 : // Up return (tY2 <= sY1); break; case 1 : // Down return (tY1 >= sY2); break; case 2 : // Left return (tX2 <= sX1); break; case 3 : // Right return (tX1 >= sX2); break; } return false; } function MapControls() { local int c,i,p; local float cd,dist; local GUIComponent Closest; for (c=0;c<Controls.Length;c++) { if (!Controls[c].bNeverFocus) { for (p=0;p<4;p++) { Closest = none; if (Controls[c].LinkOverrides[p]!=None) Controls[c].Links[p] = Controls[c].LinkOverrides[p]; else { for (i=0;i<Controls.Length;i++) if ( TestControls(p,c,i) ) { dist = FindDist(Controls[c],Controls[i]); if ( (Closest == None) || (dist < cd) ) { Closest = Controls[i]; cd = dist; } } Controls[c].Links[p] = Closest; } } } } } // RemapComponents - This sets the tab order for all the components on this page event RemapComponents() { local int i,j; // Remove from 0 instead of 1, in case control was removed, and that control was components[0] // Otherwise, get access nones if (Components.Length>0) Components.Remove(0,Components.Length); // Clear the Component Array for (i=0;i<Controls.Length;i++) { if (Controls[i].bTabStop) { for (j=0;j<Components.Length;j++) if ( Controls[i].TabOrder <= Components[j].TabOrder ) break; if (j < Components.Length) Components.Insert(j, 1); Components[j] = Controls[i]; } } SetDirty(); } //////////////////////////////////////////////////////////////////////////////// // Focusing //////////////////////////////////////////////////////////////////////////////// event TabControl( int offset ) { local int Index; Index = FindComponentIndex(Controller.FocusedControl); Index+=offset; // Find the next possible component while (Index<Components.Length) { if (Components[Index].MenuState!=MSAT_Disabled && Components[Index].bVisible && !Components[Index].bNeverFocus) { Components[Index].Focus(); return; } Index+=offset; if( Index >= Components.Length ) Index = 0; else if( Index < 0 ) Index = Components.Length-1; } } //////////////////////////////////////////////////////////////////////////////// // Propogation of state/activity/visibility //////////////////////////////////////////////////////////////////////////////// event DisableComponent() { local int i; Super.DisableComponent(); if ( PropagateState ) for (i=0;i<Controls.Length;i++) Controls[i].DisableComponent(); } event EnableComponent() { local int i; Super.EnableComponent(); if ( PropagateState ) for (i=0;i<Controls.Length;i++) Controls[i].EnableComponent(); } event Show() { local int i; Super.Show(); if ( PropagateVisibility ) for (i=0;i<Controls.Length;i++) Controls[i].Show(); } event Hide() { local int i; Super.Hide(); if ( PropagateVisibility ) for (i=0;i<Controls.Length;i++) Controls[i].Hide(); } event Activate() { local int i; Super.Activate(); if ( PropagateActivity ) for (i=0;i<Controls.Length;i++) Controls[i].Activate(); } event DeActivate() { local int i; Super.DeActivate(); if ( PropagateActivity ) for (i=0;i<Controls.Length;i++) Controls[i].DeActivate(); } // This control is no longer needed event Free( optional bool bForce ) { local int i; if( bPersistent ) return; for (i=0;i<Controls.Length;i++) { Controls[i].Free(); Controls[i] = None; } #if IG_TRIBES3 // Paul: fix for problem with non bPersitent MultiComponents which // try to hide after they have been removed Controls.Remove(0, Controls.Length); #endif // IG_TRIBES3 for (i=0;i<Components.Length;i++) Components[i] = None; Super.Free(bForce); } //////////////////////////////////////////////////////////////////////////////// // GUI Editor utilities //////////////////////////////////////////////////////////////////////////////// //Reorder the components in the controls array based on their render weight event ReorderComponents() { local int i,j; for( i = 1; i < Controls.Length; i++ ) { for( j = i-1; j >= 0; j-- ) { if( Controls[i].RenderWeight < Controls[j].RenderWeight ) SwapControlIndicies(i,j); else break; } } ReweightComponents(); } //evenly space out the components' render weights function ReweightComponents() { local int i; for( i = 0; i < Controls.Length; i++ ) { Controls[i].RenderWeight = (i+1)*(1.0/(float(Controls.Length+1))); } SetDirty(); } //Move this component forward in the controls array 1 spot event BringForward( GUIComponent Ctrl ) { //log("[dkaplan] >>> BringForward"$Ctrl); //LogControls(); InternalBringForward( Ctrl ); ReweightComponents(); } //Move this component backward in the controls array 1 spot event BringBackward( GUIComponent Ctrl ) { //log("[dkaplan] >>> BringBackward"$Ctrl); //LogControls(); InternalBringBackward( Ctrl ); ReweightComponents(); } //Move this component to the front of the controls array event BringToFront( GUIComponent Ctrl ) { //log("[dkaplan] >>> BringToFront"$Ctrl); //LogControls(); while( FindControlIndex( Ctrl ) < Controls.Length-1 ) { InternalBringForward( Ctrl ); } ReweightComponents(); } //Move this component to the back of the controls array event BringToBack( GUIComponent Ctrl ) { //log("[dkaplan] >>> BringToBack"$Ctrl); //LogControls(); while( FindControlIndex( Ctrl ) > 0 ) { InternalBringBackward( Ctrl ); } ReweightComponents(); } private function InternalBringForward( GUIComponent Ctrl ) { local int index; index = FindControlIndex( Ctrl ); SwapControlIndicies( index, index+1 ); //LogControls(); } private function InternalBringBackward( GUIComponent Ctrl ) { local int index; index = FindControlIndex( Ctrl ); SwapControlIndicies( index, index-1 ); //LogControls(); } //swap the ordering of two components in the controls array private function SwapControlIndicies( int x, int y ) { local GUIComponent temp; //log("[dkaplan] Swapping Controls at indicies x = " $x$", y = "$y); if( x < 0 || y < 0 || x >= Controls.Length || y >= Controls.Length ) return; temp = Controls[x]; Controls[x] = Controls[y]; Controls[y] = temp; } function LogControls() { local int i; log("[dkaplan] Logging controls for "$self); for( i = 0; i < Controls.Length; i++ ) { log("[dkaplan] ... Controls["$i$"] = "$Controls[i]); } } defaultproperties { // bNeverFocus=true bTabStop=true PropagateVisibility=true PropagateActivity=true PropagateState=true } |
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