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// ==================================================================== // Class: Gui.TestMenu // Parent: GUIPage // // Menu to load map from entry screen. // ==================================================================== #if !IG_GUI_LAYOUT #error This code requires IG_GUI_LAYOUT to be defined. [DKaplan] #endif /*===========================================================================*/ class TestMenu extends GUIPage; // easy refrences to specific Controls var(TestGui) private config EditInline GuiButton MyStartButton; var(TestGui) private config EditInline GuiButton MyBackButton; var(TestGui) private config EditInline GuiButton MyMainMenuButton; var(TestGui) private config EditInline GuiButton MyQuitButton; function InitComponent(GUIComponent MyOwner) { Super.InitComponent(MyOwner); MyStartButton.OnClick=MyButtonClick; MyBackButton.OnClick=MyButtonClick; MyMainMenuButton.OnClick=MyButtonClick; MyQuitButton.OnClick=MyButtonClick; } function InternalOnDlgReturned( int Selection, String passback ) { switch (passback) { case "PlayerReady": if( Selection == QBTN_Yes ) Controller.CloseMenu(); break; case "Quit": if( Selection == QBTN_Yes ) Controller.ConsoleCommand( "Quit" ); break; } } function MyButtOnClick(GUIComponent Sender) { switch (Sender) { case MyStartButton: OpenDlg( "Do you wish to close the menu?", QBTN_YesNoCancel, "PlayerReady" ); break; case MyBackButton: break; case MyMainMenuButton: break; case MyQuitButton: OpenDlg( "Do you wish to quit?", QBTN_YesNo, "Quit" ); break; } } defaultproperties { WinTop=0 WinLeft=0 WinWidth=1 WinHeight=1 bAcceptsInput=true OnDlgReturned=InternalOnDlgReturned bPersistent=true } |
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