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// ==================================================================== // Class: GUI.GUIStyles // // The GUIStyle is an object that is used to describe common visible // components of the interface. // // 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 GUIStyles extends GUI PerObjectConfig Config(GuiBase) Native; cpptext { void Draw(UCanvas* Canvas, BYTE MenuState, FLOAT Left, FLOAT Top, FLOAT Width, FLOAT Height); void TextSize(UCanvas* Canvas, BYTE MenuState, const TCHAR* Test, INT& XL, INT& YL, BYTE TextStyle = 0); void UGUIStyles::DrawText(UCanvas* Canvas, BYTE MenuState, FLOAT Left, FLOAT Top, FLOAT Width, FLOAT Height, BYTE Just, const TArray<FString> &Lines, UBOOL bParseCodes = false, INT NumOffsetLines = 0, UBOOL bDontCenterVertically = false); void UGUIStyles::DrawText(UCanvas* Canvas, BYTE MenuState, FLOAT Left, FLOAT Top, FLOAT Width, FLOAT Height, BYTE Just, const TCHAR* Text, UBOOL bParseCodes = false, UBOOL bMultiline = false, TCHAR seperator = '\n', INT NumOffsetLines = 0, UBOOL bDontCenterVertically = false); void UGUIStyles::WrapTextToArray(UCanvas* Canvas, FLOAT Width, const TCHAR* Text, TArray<FString> *OutArray, UBOOL bParseCodes = false, TCHAR seperator = '\n', BYTE MenuState = 0 ); virtual void Modify(); //callback from the object browser } struct sBorderOffset { var() config float LeftOffset "The offset from the left of the component"; var() config float RightOffset "The offset from the right of the component"; var() config float TopOffset "The offset from the top of the component"; var() config float BottomOffset "The offset from the bottom of the component"; }; var() config string KeyName "This is the name of the style used for lookup"; var() config editinline array<EMenuRenderStyle> RStyles "The render styles for each state"; var() config editinline array<Material> Images "This array holds 1 material for each state (Blurry, Watched, Focused, Pressed, Disabled)"; var() config editinline array<eImgStyle> ImgStyle "How should each image for each state be drawn"; var() config editinline array<Color> FontColors "This array holds 1 font color for each state"; var() config editinline array<Color> ImgColors "This array holds 1 image color for each state"; var() config editinline array<sBorderOffset> BorderOffsets "How thick is the border (offset in pixels at 1600x1200)"; var() config editinline array<string> FontNames "Holds the names of the 5 fonts to use"; var() EditConst editinline array<GUIFont> Fonts "Holds the fonts for each state"; var() config editinline array<string> BoldFontNames "Holds the names of the 5 bold fonts to use"; var() EditConst editinline array<GUIFont> BoldFonts "Holds the bold fonts for each state"; var() config editinline array<string> ItalicFontNames "Holds the names of the 5 italic fonts to use"; var() EditConst editinline array<GUIFont> ItalicFonts "Holds the italic fonts for each state"; var() config editinline array<string> BoldItalicFontNames "Holds the names of the 5 underline fonts to use"; var() EditConst editinline array<GUIFont> BoldItalicFonts "Holds the underline fonts for each state"; var() config int UnderlineWeight "Number of pixels in height to be used for underlining"; var() config Name EffectCategory "The effect category GUIComponents of this style belong to; used for GUI effect events"; // Set by Controller var bool bExternalMultilining; // when true, will not clear state after doing a draw text var bool bLastBold; var bool bLastItalics; var bool bLastUnderlined; var Font LastFont; var Color LastColor; // the OnDraw delegate Can be used to draw. Return true to skip the default draw method delegate bool OnDraw(Canvas Canvas, eMenuState MenuState, float left, float top, float width, float height); delegate bool OnDrawText(Canvas Canvas, eMenuState MenuState, float left, float top, float width, float height, eTextAlign Align, string Text, optional bool bParseCodes, optional bool bMultiline); native function Draw(Canvas Canvas, eMenuState MenuState, float left, float top, float width, float height); native function DrawText(Canvas Canvas, eMenuState MenuState, float left, float top, float width, float height, eTextAlign Align, string Text, optional bool bParseCodes, optional bool bMultiline); event Initialize() { local int i; // Preset all the data if needed for (i=0;i<5;i++) { Fonts[i] = Controller.GetMenuFont(FontNames[i]); AssertWithDescription( Fonts[i] != None, "Invalid GUIFont specified for menu state "$GetEnum(eMenuState,i)$" in GUIStyle "$self.Name$". Please specify a valid GUIFont key name in the Content\\System\\*GuiBase.ini file for this GUIStyle."); BoldFonts[i] = Controller.GetMenuFont(BoldFontNames[i]); if( BoldFonts[i] == None ) { log("Could not load the Bold GUIFont specified for menu state "$GetEnum(eMenuState,i)$" in GUIStyle "$self.Name$". Reverting to the Normal GUIFont for this GUIStyle & MenuState ("$Fonts[i]$")."); BoldFonts[i] = Fonts[i]; } ItalicFonts[i] = Controller.GetMenuFont(ItalicFontNames[i]); if( ItalicFonts[i] == None ) { log("Could not load the Italic GUIFont specified for menu state "$GetEnum(eMenuState,i)$" in GUIStyle "$self.Name$". Reverting to the Normal GUIFont for this GUIStyle & MenuState ("$Fonts[i]$")."); ItalicFonts[i] = Fonts[i]; } BoldItalicFonts[i] = Controller.GetMenuFont(BoldItalicFontNames[i]); if( BoldItalicFonts[i] == None ) { log("Could not load the BoldItalic GUIFont specified for menu state "$GetEnum(eMenuState,i)$" in GUIStyle "$self.Name$". Reverting to the Normal GUIFont for this GUIStyle & MenuState ("$Fonts[i]$")."); BoldItalicFonts[i] = Fonts[i]; } } } defaultproperties { RStyles(0)=MSTY_Normal; RStyles(1)=MSTY_Normal; RStyles(2)=MSTY_Normal; RStyles(3)=MSTY_Normal; RStyles(4)=MSTY_Normal; ImgStyle(0)=ISTY_Scaled ImgStyle(1)=ISTY_Scaled ImgStyle(2)=ISTY_Scaled ImgStyle(3)=ISTY_Scaled ImgStyle(4)=ISTY_Scaled Images(0)=None Images(1)=None Images(2)=None Images(3)=None Images(4)=None ImgColors(0)=(R=255,G=255,B=255,A=255) ImgColors(1)=(R=255,G=255,B=255,A=255) ImgColors(2)=(R=255,G=255,B=255,A=255) ImgColors(3)=(R=255,G=255,B=255,A=255) ImgColors(4)=(R=128,G=128,B=128,A=255) FontColors(0)=(R=255,G=255,B=255,A=255) FontColors(1)=(R=255,G=255,B=255,A=255) FontColors(2)=(R=255,G=255,B=255,A=255) FontColors(3)=(R=255,G=255,B=255,A=255) FontColors(4)=(R=128,G=128,B=128,A=255) FontNames(0)="MenuFont" FontNames(1)="MenuFont" FontNames(2)="MenuFont" FontNames(3)="MenuFont" FontNames(4)="MenuFont" BoldFontNames(0)="MenuFont" BoldFontNames(1)="MenuFont" BoldFontNames(2)="MenuFont" BoldFontNames(3)="MenuFont" BoldFontNames(4)="MenuFont" ItalicFontNames(0)="MenuFont" ItalicFontNames(1)="MenuFont" ItalicFontNames(2)="MenuFont" ItalicFontNames(3)="MenuFont" ItalicFontNames(4)="MenuFont" BoldItalicFontNames(0)="MenuFont" BoldItalicFontNames(1)="MenuFont" BoldItalicFontNames(2)="MenuFont" BoldItalicFontNames(3)="MenuFont" BoldItalicFontNames(4)="MenuFont" BorderOffsets(0)=(LeftOffset=15.0,RightOffset=-15.0,TopOffset=0.0,BottomOffset=0.0) BorderOffsets(1)=(LeftOffset=15.0,RightOffset=-15.0,TopOffset=0.0,BottomOffset=0.0) BorderOffsets(2)=(LeftOffset=15.0,RightOffset=-15.0,TopOffset=0.0,BottomOffset=0.0) BorderOffsets(3)=(LeftOffset=15.0,RightOffset=-15.0,TopOffset=0.0,BottomOffset=0.0) BorderOffsets(4)=(LeftOffset=15.0,RightOffset=-15.0,TopOffset=0.0,BottomOffset=0.0) UnderlineWeight=2 } |
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