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// ==================================================================== // Class: GUI.GUIPage // // GUIPages are the base for a full page menu. They contain the // Control stack for the page. // // 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 GUIPage extends GUIMultiComponent HideCategories(Menu,Object) Native; cpptext { UBOOL NativeKeyEvent(BYTE& iKey, BYTE& State, FLOAT Delta ); void UpdateTimers(float DeltaTime); UBOOL MousePressed(UBOOL IsRepeat); // The Mouse was pressed UBOOL MouseReleased(); // The Mouse was released UBOOL XControllerEvent(int Id, eXControllerCodes iCode); } // Variables var(GUIPage) Editinline Editconst const array<GUIComponent> Timers "List of components with Active Timers if last on the stack."; var(GUIPage) config bool bIsOverlay "If true, underlaying components should remain active"; var(GUIPage) config bool bIsHUD "If true, underlaying systems should remain active for input (gui should not swallow invalid input)"; var(GUIPage) Editinline config GUILabel HelpText "The label that displays the hint for the watched component on this page"; #if IG_TRIBES3 // michaelj: Allow subclasses to specify a different dialog class var(GUIPage) config string DialogClassName; #endif // Delegates delegate OnDlgReturned( int returnButton, optional string Passback ); delegate OnPopupReturned( GUIListElem returnObj, optional string Passback ); event Activate() { EnableComponent(); Super.Activate(); Focus(); } event DeActivate() { DisableComponent(); Super.DeActivate(); if (!bPersistent) // keep access to the controller if we are not up Free(); } event Show() { if( Style != None ) PlayerOwner().TriggerEffectEvent('UIMenuLoop',,,,,,,,Style.EffectCategory); Super.Show(); } event Hide() { if( Style != None ) PlayerOwner().UnTriggerEffectEvent('UIMenuLoop'); Super.Hide(); } //================================================= // InitComponent is responsible for initializing all components on the page. function InitComponent(GUIComponent MyOwner) { Super.InitComponent(MyOwner); MapControls(); // Figure out links } event ChangeHint(string NewHint) { if( HelpText == None ) return; HelpText.SetCaption( NewHint ); HelpText.SetVisibility( !Controller.bDontDisplayHelpText && NewHint != "" ); } event HandleParameters(string Param1, string Param2, optional int param3); // Should be subclassed event NotifyLevelChange(); event Free( optional bool bForce ) // This control is no longer needed { local int i; for (i=0;i<Timers.Length;i++) Timers[i]=None; Timers.Remove( 0, Timers.Length ); HelpText=None; Super.Free( bForce ); } #if IG_TRIBES3 // dbeswick: return Dialog object final function GUIDlg OpenDlg( String Caption, optional int TheButtons, optional string Passback, optional int TimeOut ) #else final function OpenDlg( String Caption, optional int TheButtons, optional string Passback, optional int TimeOut ) #endif { local GUIDlg Dialog; local bool bProp; bProp=PropagateState; DisableComponent(); PropagateState=bProp; Dialog = GUIDlg(AddComponent( DialogClassName, self.Name$"_"$Passback, true )); Dialog.SetupDlg( Caption, Passback, TheButtons, TimeOut ); Dialog.Show(); Dialog.Activate(); #if IG_TRIBES3 // dbeswick: return Dialog object return Dialog; #endif } final function DlgReturned( GUIDlg Dialog ) { local bool bProp; Dialog.DeActivate(); Dialog.Hide(); bProp=PropagateState; EnableComponent(); PropagateState=bProp; Focus(); OnDlgReturned( Dialog.Selection, Dialog.Passback ); //call the delegate #if !IG_TRIBES3 // dbeswick: moved this to fix assert //remove the dialog after it has been closed and processed RemoveComponent( Dialog ); #endif } #if IG_TRIBES3 // michaelj: Added ability for GUIPages to respond to gameplay messages function onGameplayMessage(Message msg) { } #endif #if IG_TRIBES3 // dbeswick: all download notification is done through the GUI system function OnProgress(string Str1, string Str2) { } #endif defaultproperties { bAcceptsInput=true bPersistent=true bTabStop=false bIsOverlay=true WinTop=0.0 WinLeft=0.0 WinWidth=1.0 WinHeight=1.0 bSwallowAllKeyEvents=True DialogClassName="GUI.GUIDlg" } |
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