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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 /*===========================================================================*/ class GUIScrollText extends GUIList HideCategories(Menu,Object) native; cpptext { void PreDraw(UCanvas *Canvas); void UpdateComponent(UCanvas* Canvas); void Draw(UCanvas* Canvas); void DrawItem(UCanvas* Canvas, INT Item, FLOAT X, FLOAT Y, FLOAT W, FLOAT H); } enum eScrollState { STS_None, STS_Initial, STS_Char, STS_EOL, STS_Repeat, }; // Private set of vars var(GUIScrollText) EditConst protected string Content; // This is the content to display in 1 single string var(GUIScrollText) EditConst string Separator; // Separator to use var(GUIScrollText) EditConst protected int VisibleLines; // This is the number of visible lines var(GUIScrollText) EditConst protected int VisibleChars; // How Many chars in the last displayed line are visible var(GUIScrollText) EditConst protected int oldWidth; // Last width of the diplay area var(GUIScrollText) EditConst protected eScrollState ScrollState; // What was the last action we did var(GUIScrollText) EditConst protected bool bNewContent; // This is set when new text content has been set for the control var(GUIScrollText) EditConst protected bool bStopped; // Tells when the sequence has stopped animating (can be rushed by clicking ?) //var protected bool bForceHideSB; // Force Hide the scrollbar var string NewText; // New text to add the end of var string ClickedString; // Filled in (if bSelectText is true) when user clicks on a word // Public set of vars var(GUIScrollText) config int MaxHistory "Maximum number of rows. Only used in conjunction with NewText. 0 indicates no limit."; var(GUIScrollText) EditConst bool bRepeat "Should the sequence be repeated ?"; var(GUIScrollText) EditConst bool bNoTeletype "Dont do the teletyping effect at all"; var(GUIScrollText) config bool bClickText "Upon clicking on this text box, fill in ClickedString field"; var(GUIScrollText) EditConst float InitialDelay "Initial delay after new content was set"; var(GUIScrollText) EditConst float CharDelay "This is the delay between each char"; var(GUIScrollText) EditConst float EOLDelay "This is the delay to use when reaching end of line"; var(GUIScrollText) EditConst float RepeatDelay "This is used after all the text has been displayed and bRepeat is true"; native final function string GetWordUnderCursor(); delegate OnEndOfLine(); function InitComponent(GUIComponent MyOwner) { Super.InitComponent(MyOwner); OnKeyType=InternalOnKeyType; OnKeyEvent=InternalOnKeyEvent; if(bNoTeletype) EndScrolling(); } function SetContent(string NewContent, optional string sep) { Clear(); if (sep == "") Separator = default.Separator; else Separator = sep; Content = NewContent; //log("[dkaplan] NewContent set: "$NewContent); bNewContent = true; if(bNoTeletype) EndScrolling(); else Restart(); SetDirty(); } function Stop() { bStopped = true; ScrollState = STS_None; TimerInterval = 0; SetDirty(); } function Restart() { VisibleLines = 0; VisibleChars = 0; if (InitialDelay <= 0.0) { ScrollState = STS_None; SetTimer(0.001, true); } else { ScrollState = STS_Initial; SetTimer(InitialDelay, true); } bStopped = false; } function bool SkipChar() { if (ItemCount > 0 && !bStopped && VisibleLines >= 0 && VisibleLines < ItemCount) { if (VisibleChars == Len(Elements[VisibleLines].Item)) { if (VisibleLines+1 < ItemCount) { VisibleLines++; VisibleChars = 0; TimerInterval = EOLDelay; ScrollState = STS_EOL; OnEndOfLine(); return true; } } else { VisibleChars++; TimerInterval = CharDelay; ScrollState = STS_Char; return true; } } return false; } event Timer() { SetDirty(); if (ItemCount == 0) { if (!bNewContent) TimerInterval=0; return; } if (ScrollState == STS_Repeat) { Restart(); } else if (ScrollState == STS_EOL) { if (!SkipChar()) { if (bRepeat) { if (RepeatDelay > 0) { TimerInterval = RepeatDelay; ScrollState = STS_Repeat; } else Restart(); } else { bStopped = true; ScrollState = STS_None; TimerInterval = 0; } } } else if (ScrollState == STS_None) { ScrollState = STS_Initial; SetTimer(CharDelay, true); } else { if (!SkipChar()) { ScrollState=STS_EOL; TimerInterval=EOLDelay; OnEndOfLine(); } } } event Click() { if(bClickText) { ClickedString = GetWordUnderCursor(); return; } Super.Click(); EndScrolling(); } function bool InternalOnKeyType(out byte Key, optional string Unicode) { local bool retval; retval = Super.InternalOnKeyType(Key, Unicode); if (retval) EndScrolling(); return retval; } function bool InternalOnKeyEvent(out byte Key, out byte State, float delta) { local bool retval; retval = Super.InternalOnKeyEvent(Key, State, delta); if (retval) EndScrolling(); return retval; } function EndScrolling() { bStopped = true; if(MyScrollBar != None) MyScrollBar.AlignThumb(); KillTimer(); SetDirty(); } defaultproperties { ScrollState=STS_None Separator="|" TextAlign=TXTA_Left InitialDelay=0.0 CharDelay=0.025 EOLDelay=0.15 RepeatDelay=3.0 VisibleLines=-1 bNeverSort=true MaxHistory=0 } |
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