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// ==================================================================== // Class: GUI.GUITextComponent // // GUILabel - A text label that get's displayed. By default, it // uses the default font, however you can override it if you wish. // // 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 GUITextComponent extends GUIComponent HideCategories(Menu,Object) Abstract Native; cpptext { void Draw(UCanvas* Canvas); } //this should be protected, but there is a bug in the compiler where subclasses can't access protected vars of the superclass var(GUITextComponent) config localized string Caption "The text to display"; var(GUITextComponent) config eTextAlign TextAlign "How is the text aligned in it's bounding box"; //this should be protected, but there is a bug in the compiler where subclasses can't access protected vars of the superclass var(GUITextComponent) config bool bMultiLine "Will cut content to display on multiple lines when too long"; var(GUITextComponent) config bool bDontCenterVertically "If true, the text will be flushed to the top; when false, it will be centered vertically in the label"; function InitComponent(GUIComponent Owner) { Super.InitComponent(Owner); } function SetCaption( string newCaption ) { Caption = newCaption; } function string GetCaption() { return Caption; } defaultproperties { TextAlign=TXTA_Left RenderWeight=0.8 } |
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