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// ==================================================================== // Class: GUI.GUISlider // // 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 GUISlider extends GUIComponent HideCategories(Menu,Object) Native; cpptext { void Draw(UCanvas* Canvas); } var(GUISlider) config float MinValue, MaxValue "Bounds for the slider"; var(GUISlider) config string CaptionStyleName "Name of the caption style"; var(GUISlider) config string LeftStyleName "Name of the left style"; var(GUISlider) config string RightStyleName "Name of the right style"; var(GUISlider) config string ButtonStyleName "Name of the button style"; var(GUISlider) config float Value "Slider's initial value"; var(GUISlider) config float Step "Step value for incrementing the slider"; var(GUISlider) editinline GUIStyles CaptionStyle "The actual caption style"; var(GUISlider) config bool bIntSlider "Are the values bound to be ints"; var(GUISlider) config bool bDisplayAsPercentage "Should the value be displayed in text form as a percentage?"; var(GUISlider) editinline GUIStyles LeftStyle "The style displayed left of the button"; var(GUISlider) editinline GUIStyles RightStyle "The style displayed right of the button"; var(GUISlider) editinline GUIStyles ButtonStyle "The style displayed for the button"; var(GUISlider) config float SliderHeightPercent "Sliders height as a percentage of the total component height"; var(GUISlider) config float ButtonWidthPixels "The buttons width in pixels (at 800x600)"; var(GUISlider) config eTextAlign CaptionJustification "How the caption is justified"; #if IG_TRIBES3 // dbeswick: var float UpdateFreq; var float LastChangeMessage; #endif delegate string OnDrawCaption() { local float ModifiedValue; local float Range; local string OptionalText; if (bDisplayAsPercentage) { // Convert to percentage Range = (MaxValue - MinValue); ModifiedValue = (1 - (Range - Value)) / Range; // convert to 0-1 decimal percentage ModifiedValue *= 100; // convert to 0-100% percentage //log(Name$": Value = "$Value$" Max = "$MaxValue$" Min = "$MinValue$" Range = "$Range$" ModifiedValue = "$ModifiedValue); } else ModifiedValue = Value; if (bDisplayAsPercentage) OptionalText = "%"; if (bIntSlider || bDisplayAsPercentage) return "("$int(ModifiedValue)$OptionalText$")"; else return "("$ModifiedValue$OptionalText$")"; } function SetValue(float NewValue) { if (NewValue<MinValue) NewValue=MinValue; if (NewValue>MaxValue) NewValue=MaxValue; if (bIntSlider) Value = int(NewValue); else Value = NewValue; } function InitComponent(GUIComponent MyOwner) { Super.InitComponent(MyOwner); OnCapturedMouseMove=InternalCapturedMouseMove; OnKeyEvent=InternalOnKeyEvent; OnMousePressed=InternalOnMousePressed; #if IG_TRIBES3 // dbeswick: OnMouseRelease=InternalOnMousePressed; #endif OnXControllerEvent = InternalOnXControllerEvent; CaptionStyle = Controller.GetStyle(CaptionStyleName); LeftStyle = Controller.GetStyle(LeftStyleName); RightStyle = Controller.GetStyle(RightStyleName); ButtonStyle = Controller.GetStyle(ButtonStyleName); Assert( CaptionStyle != None ); Assert( LeftStyle != None ); Assert( RightStyle != None ); Assert( ButtonStyle != None ); } function bool InternalCapturedMouseMove(float deltaX, float deltaY) { local float Perc, OldValue; OldValue = Value; if ( (Controller.MouseX >= Bounds[0]) && (Controller.MouseX<=Bounds[2]) ) { Perc = ( Controller.MouseX - ActualLeft()) / ActualWidth(); Perc = FClamp(Perc,0.0,1.0); Value = ( (MaxValue - MinValue) * Perc) + MinValue; if (bIntSlider) Value = int(Value); } else if (Controller.MouseX < Bounds[0]) Value = MinValue; else if (Controller.MouseX > Bounds[2]) Value = MaxValue; Value = FClamp(Value,MinValue,MaxValue); #if IG_TRIBES3 // dbeswick: if (LastChangeMessage >= 1) { LastChangeMessage = 0; if (1.0 / UpdateFreq > 0) SetTimer(1.0 / UpdateFreq); OnChange(self); } #endif return true; } function bool InternalOnKeyEvent(out byte Key, out byte State, float delta) { if ( (Key==0x25 || Key==0x64) && (State==1) ) // Left { if (bIntSlider) Adjust(-1); else Adjust(-0.01); return true; } if ( (Key==0x27 || Key==0x66) && (State==1) ) // Right { if (bIntSlider) Adjust(1); else Adjust(0.01); return true; } return false; } function bool InternalOnXControllerEvent(byte Id, eXControllerCodes iCode) { if (iCode == XC_Left || iCode == XC_PadLeft || iCode == XC_X) { Adjust(Step*-1); return true; } else if (iCode == XC_Right || iCode == XC_PadRight || iCode == XC_Y) { Adjust(Step); return true; } return false; } function Adjust(float amount) { local float Perc; Perc = (Value-MinValue) / (MaxValue-MinValue); Perc += amount; Perc = FClamp(Perc,0.0,1.0); Value = ( (MaxValue - MinValue) * Perc) + MinValue; FClamp(Value,MinValue, MaxValue); OnChange(self); } event Click() { Super.Click(); OnChange(self); } function InternalOnMousePressed(GUIComponent Sender) { #if IG_TRIBES3 // dbeswick: LastChangeMessage = 1; #endif InternalCapturedMouseMove(0,0); } #if IG_TRIBES3 // dbeswick: function Timer() { LastChangeMessage = 1; } #endif defaultproperties { StyleName="sty_sliderstyle" bAcceptsInput=true bCaptureMouse=True bNeverFocus=false; bTabStop=true WinHeight=0.03 bRequireReleaseClick=true CaptionStyleName="STY_SliderCaption" bIntSlider=false; OnClickSound=CS_Click Step=1; bDrawStyle=false ButtonStyleName="STY_SliderButton" LeftStyleName="STY_SliderLeft" RightStyleName="STY_SliderRight" SliderHeightPercent=1.0 ButtonWidthPixels=16.0 //#if IG_TRIBES3 // dbeswick: UpdateFreq=30 //#endif } |
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