Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

XInterface.GUIComponent


00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
00089
00090
00091
00092
00093
00094
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105
00106
00107
00108
00109
00110
00111
00112
00113
00114
00115
00116
00117
00118
00119
00120
00121
00122
00123
00124
00125
00126
00127
00128
00129
00130
00131
00132
00133
00134
00135
00136
00137
00138
00139
00140
00141
00142
00143
00144
00145
00146
00147
00148
00149
00150
00151
00152
00153
00154
00155
00156
00157
00158
00159
00160
00161
00162
00163
00164
00165
00166
00167
00168
00169
00170
00171
00172
00173
00174
00175
00176
00177
00178
00179
00180
00181
00182
00183
00184
00185
00186
00187
00188
00189
00190
00191
00192
00193
00194
00195
00196
00197
00198
00199
00200
00201
00202
00203
00204
00205
00206
00207
00208
00209
00210
00211
00212
00213
00214
00215
00216
00217
00218
00219
00220
00221
00222
00223
00224
00225
00226
00227
00228
00229
00230
00231
00232
00233
00234
00235
00236
00237
00238
00239
00240
00241
00242
00243
00244
00245
00246
00247
00248
00249
00250
00251
00252
00253
00254
00255
00256
00257
00258
00259
00260
00261
00262
00263
00264
00265
00266
00267
00268
00269
00270
00271
00272
00273
00274
00275
00276
00277
00278
00279
00280
00281
00282
00283
00284
00285
00286
00287
00288
00289
00290
00291
00292
00293
00294
00295
00296
00297
00298
00299
00300
00301
00302
00303
00304
00305
00306
00307
00308
00309
00310
00311
00312
00313
00314
00315
00316
00317
00318
00319
00320
00321
00322
00323
00324
00325
00326
00327
00328
00329
00330
00331
00332
00333
00334
00335
00336
00337
00338
00339
00340
00341
00342
00343
00344
00345
00346
00347
00348
00349
00350
00351
00352
00353
00354
00355
00356
00357
00358
00359
00360
00361
00362
00363
00364
00365
00366
00367
00368
00369
00370
00371
00372
00373
00374
00375
00376
00377
00378
00379
00380
00381
00382
00383
00384
00385
00386
00387
00388
00389
00390
00391
00392
00393
00394
00395
00396
00397
00398
00399
00400
00401
00402
00403
00404
00405
00406
00407
00408
00409
00410
00411
00412
00413
00414
00415
00416
00417
00418
00419
00420
00421
00422
00423
00424
00425
00426
00427
00428
00429
00430
00431
00432
00433
00434
00435
00436
00437
00438
00439
00440
00441
00442
00443
00444
00445
00446
00447
00448
00449
00450
00451
00452
00453
00454
00455
00456
00457
00458
00459
00460
00461
00462
00463
00464
00465
00466
00467
00468
00469
00470
00471
00472
00473
00474
00475
00476
00477
00478
00479
00480
00481
00482
00483
00484
00485
00486
00487
00488
00489
00490
00491
00492
00493
00494
00495
00496
00497
00498
00499
00500
00501
00502
00503
00504
00505
00506
00507
00508
00509
00510
00511
00512
00513
00514
00515
00516
00517
00518
00519
00520
00521
00522
00523
00524
00525
00526
00527
00528
00529
00530
00531
00532
00533
00534
00535
00536
00537
00538
00539
00540
00541
00542
00543
00544
00545
00546
00547
00548
00549
00550
00551
00552
00553
00554
00555
00556
00557
00558
00559
00560
00561
00562
00563
00564
00565
00566
00567
00568
00569
00570
00571
00572
00573
00574
00575
00576
00577
00578
00579
00580
00581
00582
00583
00584
00585
00586
00587
00588
00589
00590
00591
00592
00593
00594
00595
00596
00597
00598
00599
00600
00601
00602
00603
00604
00605
00606
00607
00608
00609
00610
00611
00612
00613
00614
00615
00616
00617
00618
00619
00620
00621
00622
00623
00624
00625
00626
00627
00628
00629
00630
00631
00632
00633
00634
00635
00636
00637
00638
00639
00640
00641
00642
00643
00644
00645
00646
00647
00648
00649
00650
00651
00652
00653
00654
00655
00656
00657
00658
00659
00660
00661
00662
00663
00664
00665
00666
00667
00668
00669
00670
00671
00672
00673
00674
00675
00676
00677
00678
00679
00680
00681
00682
00683
00684
00685
00686
00687
00688
00689
00690
00691
00692
00693
00694
00695
00696
00697
00698
00699
00700
00701
00702
00703
00704
00705
00706
00707
00708
00709
00710
00711
00712
00713
00714
00715
00716
00717
00718
00719
00720
00721
00722
00723
00724
00725
00726
00727
00728
00729
00730
00731
00732
00733
00734
00735
00736
00737
00738
00739
00740
00741
00742
00743
00744
00745
00746
00747
00748
00749
00750
00751
00752
00753
00754
00755
00756
00757
00758
00759
00760
00761
00762
00763
00764
00765
00766
00767
00768
00769
00770
00771
00772
00773
00774
00775
00776
00777
00778
00779
00780
00781
00782
00783
00784
00785
00786
00787
00788
00789
00790
00791
00792
00793
00794
00795
00796
00797
00798
00799
00800
00801
00802
00803
00804
00805
00806
00807
00808
00809
00810
00811
00812
00813
00814
00815
00816
00817
00818
00819
00820
00821
00822
00823
00824
00825
00826
00827
00828
00829
00830
00831
00832
00833
00834
00835
00836
00837
00838
00839
00840
00841
00842
00843
00844
00845
00846
00847
00848
00849
00850
00851
00852
00853
00854
00855
00856
00857
00858
00859
00860
00861
00862
00863
00864
00865
00866
00867
00868
00869
00870
00871
00872
00873
00874
00875
00876
00877
00878
00879
00880
00881
00882
00883
00884
00885
00886
00887
00888
00889
00890
00891
00892
00893
00894
00895
00896
00897
00898
00899
00900
00901
00902
00903
00904
00905
00906
00907
00908
00909
00910
00911
00912
00913
00914
00915
00916
00917
00918
00919
00920
00921
00922
00923
00924
00925
00926
00927
00928
00929
00930
00931
00932
00933
00934
00935
00936
00937
00938
00939
00940
00941
00942
00943
00944
00945
00946
00947
00948
00949
00950
00951
00952
00953
00954
00955
00956
00957
00958
00959
00960
00961
00962
00963
00964
00965
00966
00967
00968
00969
00970
00971
00972
00973
00974
00975
00976
00977
00978
00979
00980
00981
00982
00983
00984
00985
00986
00987
00988
00989
00990
00991
00992
00993
00994
00995
00996
00997
00998
00999
01000
01001
01002
01003
01004
01005
01006
01007
01008
01009
01010
01011
01012
01013
01014
01015
01016
01017
01018
01019
01020
01021
01022
01023
01024
01025
01026
01027
01028
01029
01030
01031
01032
01033
01034
01035
01036
01037
01038
01039
01040
01041
01042
01043
01044
01045
01046
01047
01048
01049
01050
01051
01052
01053
01054
01055
01056
// ====================================================================
//  Class:  UT2K4UI.GUIComponent
//
//  GUIComponents are the most basic building blocks of menus.
//
//  Written by Joe Wilcox
//  (c) 2002, Epic Games, Inc.  All Rights Reserved
// ====================================================================

class GUIComponent extends GUI
	Abstract
    Native;

cpptext
{
	TCHAR* GetMenuPath( TCHAR* Str = NULL ) const;
    virtual void PreDraw(UCanvas *Canvas);  // Should be overridden in a subclass
    virtual void Draw(UCanvas* Canvas);     // Should be overridden in a subclass

	UBOOL   WithinBounds( FLOAT PosX, FLOAT PosY ) const { return PosX >= Bounds[0] && PosX <= Bounds[2] && PosY >= Bounds[1] && PosY <= Bounds[3]; }
    virtual UBOOL PerformHitTest(INT MouseX, INT MouseY);                   // Check to see if a mouse press affects the control
    virtual void  UpdateBounds();                                           // Updates the Bounds for hit tests and such
    FLOAT ActualWidth( FLOAT Val = INDEX_NONE, UBOOL bForce = 0 )   const;                      // Returns the actual width (including scaling) of a component
    FLOAT ActualHeight( FLOAT Val = INDEX_NONE, UBOOL bForce = 0 ) const;                      // Returns the actual height (including scaling) of a component
    FLOAT ActualLeft( FLOAT Val = INDEX_NONE, UBOOL bForce = 0 )     const;                      // Returns the actual left (including scaling) of a component
    FLOAT ActualTop( FLOAT Val = INDEX_NONE, UBOOL bForce = 0 )       const;                      // Returns the actual top (including scaling) of a component
    FLOAT RelativeWidth( FLOAT RealWidth = INDEX_NONE, UBOOL bForce = 0 )    const;
    FLOAT RelativeHeight( FLOAT RealHeight = INDEX_NONE, UBOOL bForce = 0) const;
    FLOAT RelativeLeft( FLOAT RealLeft = INDEX_NONE, UBOOL bForce = 0 )       const;
    FLOAT RelativeTop( FLOAT RealTop = INDEX_NONE, UBOOL bForce = 0 )          const;
    virtual UGUIComponent* UnderCursor(FLOAT MouseX, FLOAT MouseY);

	// Focusing stubs
    virtual UGUIComponent* GetFocused()                     const { return NULL; }
    virtual UBOOL IsFocusedOn( const UGUIComponent* Comp )  const { return 0; }

    virtual UBOOL MouseMove(INT XDelta, INT YDelta);            // The Mouse has moved
    virtual UBOOL MousePressed(UBOOL IsRepeat);                 // The Mouse was pressed
    virtual UBOOL MouseReleased();                              // The Mouse was released
    virtual UBOOL MouseHover();                                 // The Mouse is over a non-pressed thing

    virtual UBOOL NativeKeyType(BYTE& iKey, TCHAR Unicode );                // Handle key presses
    virtual UBOOL NativeKeyEvent(BYTE& iKey, BYTE& State, FLOAT Delta); // Handle key events
	virtual UBOOL PerformDoubleClick();

	virtual void  SetAdjustedDims(FLOAT Width, FLOAT Height, FLOAT Left, FLOAT Top); // Smarter version of SetDims that takes into account scaling and bounding
    virtual void  SetDims(FLOAT Width, FLOAT Height, FLOAT Left, FLOAT Top); // Set the dims quickly
    virtual void  CloneDims(UGUIComponent* From);   // Clones the Width,Height, Top, Left settings
	virtual UBOOL IsAnimating()
	{
		for ( UGUIComponent* Comp = this; Comp; Comp = Comp->MenuOwner )
			if ( Comp->bAnimating )
				return true;

		return false;
	}

    virtual UBOOL SpecialHit( UBOOL bForce );
    virtual void  NativeInvalidate(UGUIComponent* Who);

    virtual void  UpdateOffset(FLOAT PosX, FLOAT PosY, FLOAT PosW, FLOAT PosH);
    virtual void AutoPosition( TArray<UGUIComponent*>& Components, FLOAT PosL, FLOAT PosT, FLOAT PosR, FLOAT PosB, INT Col = 1, FLOAT ColSpace = 0.f );
    virtual void AutoPositionOn( TArray<UGUIComponent*>& Components, UGUIComponent* Frame, FLOAT LPerc, FLOAT TPerc, FLOAT RPerc, FLOAT BPerc, INT Col = 1, FLOAT ColSpace = 0.f );
    virtual void NotifyResolutionChange( INT NewResX, INT NewResY );

	#ifdef UCONST_Counter
    virtual void ResetCounter();
    #endif
}

// Variables
var(Menu)  noexport editconst GUIPage             PageOwner;              // Callback to the GUIPage that contains this control
var(Menu)  noexport editconst GUIComponent        MenuOwner;              // Callback to the Component that owns this one
var(State) noexport           GUIComponent        FocusInstead;           // Who should get the focus instead of this control if bNeverFocus
var(State) noexport           eMenuState          MenuState;              // Used to determine the current state of this component
var(State) editconst noexport eMenuState          LastMenuState;          // The previous MenuState of this component
var(State) noexport           eDropState          DropState;              // Used to determine the current drop state of this component
var(Style)                    eFontScale          FontScale;              // If this component has a style, which size font should be applied to the style

// RenderStyle and MenuColor are usually pulled from the Parent menu, unless specificlly overridden

var()       string          IniOption;                  // Points to the INI option to load for this component
var()       string          IniDefault;                 // The default value for a missing ini option
var(Style)  string          StyleName;                  // Name of my Style
var()   localized string    Hint;                       // The hint that gets displayed for this component
var() noexport GUILabel     FriendlyLabel;              // My state is projected on this objects state.
var(Menu)   float           WinTop,WinLeft;             // Where does this component exist (in world space) - Grr.. damn Left()
var(Menu)   float           WinWidth,WinHeight;         // Where does this component exist (in world space) - Grr.. damn Left()
var()       float           RenderWeight;               // Used to determine sorting in the controls stack
var(Style)  int             MouseCursorIndex;           // The mouse cursor to use when over this control
var(Menu)   int             TabOrder;                   // Used to figure out tabbing
var()       int             Tag;                        // Free (can be used for anything)

var()       bool            bDebugging;
var(Menu)   bool            bTabStop;                   // Does a TAB/Shift-Tab stop here
var()       bool            bFocusOnWatch;              // If true, watching focuses
var(Menu)   bool            bBoundToParent;             // Use the Parents Bounds for all positioning
var(Menu)   bool            bScaleToParent;             // Use the Parent for scaling
var(State)  noexport bool   bHasFocus;                  // Does this component currently have input focus
var(State)  bool            bVisible;                   // Is this component currently visible
var(State)  bool            bAcceptsInput;              // Does this control accept input
var()       bool            bCaptureTabs;               // If true, OnKeyEvent() is called for tab presses, overriding default behavior (NextControl()/PrevControl())
var(State)  bool            bCaptureMouse;              // Control should capture the mouse when pressed
var(State)  bool            bNeverFocus;                // This control should never fully receive focus
var(State)  bool            bRepeatClick;               // Whether this component should receive OnClick() events when the mouse button is held down
var(State)  bool            bRequireReleaseClick;       // If True, this component wants the click on release even if it's not active
var()       bool            bMouseOverSound;            // Should component bleep when mouse goes over it
var()       bool            bDropSource;                // Can this component act as a drag-n-drop source
var()       bool            bDropTarget;                // Can this component act as a drag-n-drop target
var(State)  noexport bool   bPendingFocus;              // Big big hack for ComboBoxes..
var()       bool            bInit;                      // Can be used by any component as an "initialization" hook
var()       bool            bNeverScale;                // Do not treat position/dimension values in the -2.0 to 2.0 range as scaled values
                                                        // useful for internally managed components (GUIComboBox's list, button, etc.)

/*
 This property is solely for the benefit of mod authors, to indicate components which
 will be skipped by the native rendering code if the component doesn't have a valid style.
 Mod authors: changing the value of this property in your subclasses will cause your menus to crash the game
*/
var const noexport bool bRequiresStyle;
var() editconst const noexport  bool                bPositioned;                // Whether this component has been positioned yet (first Pre-Render)
var() editconst noexport      bool                  bAnimating;                 // If true, all input/focus/etc will be ignored
var() editconst noexport const bool                 bTravelling, bSizing;       // Travelling is true when animating position, Sizing is true when animating dimensions
var() editconst noexport const array<vector>        MotionFrame, SizeFrame;

// Notes about the Top/Left/Width/Height : This is a somewhat hack but it's really good for functionality.  If
// the value is < 2, then the control is considered to be scaled.  If they are >= 2 they are considered to be normal world coords.
// If bNeverScale is set, then values between -2/2 will also be considered actual values
// 0 = 0, 1 = 100%, 2 = 2px
var(Menu) editconst const noexport  float       Bounds[4];                              // Internal normalized positions in world space
var(Menu) editconst const noexport  float       ClientBounds[4];                        // The bounds of the actual client area (minus any borders)


// Timer Support
var()                   bool        bTimerRepeat;
var() noexport editconst const   int         TimerIndex;         // For easier maintenance
var()                   float       TimerCountdown;
var()                   float       TimerInterval;

var noexport const float MouseOffset[4]; // Used natively for drawing outlines
var() editconst GUIContextMenu ContextMenu;
var() editconst GUIToolTip     ToolTip;

// Used for Saving the last state before drawing natively
var noexport const color WhiteColor;

// Style holds a pointer to the GUI style of this component.
var(Style) noexport              GUIStyles        Style;                     // My GUI Style
var(Style)   enum                EClickSound
{
    CS_None,
    CS_Click,
    CS_Edit,
    CS_Up,
    CS_Down,
    CS_Drag,
    CS_Fade,
    CS_Hover,
    CS_Slide,
} OnClickSound;

var()   enum                EParentScaleType	// Used to bound/scale in one dimension only
{
	SCALE_All,
	SCALE_X,
	SCALE_Y,
} BoundingType, ScalingType;

var(Menu) bool bStandardized;
var(Menu) float StandardHeight;

// FOR TESTING
var editconst const noexport int PreDrawCount, DrawCount;
var editconst noexport int OnRenderCount, OnRenderedCount, OnPreDrawCount, OnDrawCount;
// Delegates

Delegate OnArrival(GUIComponent Sender, EAnimationType Type);         // Called when an animating component arrives at a spot
Delegate OnEndAnimation( GUIComponent Sender, EAnimationType Type );	// Called immediately after the component arrives at the last keypoint

// Drawing delegates return true if you want to short-circuit the default drawing code
// Called for all components, but natively, only ContextMenus do not perform native PreDraw if delegate returns false
// Bounds/ClientBounds are updated just before the call to OnPreDraw().
// If you modify the positions of the component, you can force an immediate refresh of the Bounds by returning true from OnPreDraw
/*
Delegate bool OnPreDraw(canvas Canvas);		// Called from the GUIComponent's native PreDraw function.
Delegate bool OnDraw(canvas Canvas);		// Called the moment the native Draw function is called on a component
Delegate OnRender(canvas Canvas);           // Called immediately after a component's native Super.Draw is called
Delegate OnRendered(canvas Canvas);      	// Called immediately after a component has finished rendering.
*/

// The "default" versions of these delegates are only called if GUI.Counter > 0
Delegate bool OnPreDraw(canvas Canvas)
{
	if ( Counter < 1 )
		return false;

	OnPreDrawCount++;
	if ( OnPreDrawCount > Counter )
		log("OnPreDraw called"@OnPreDrawCount@"times: "$GetMenuPath());

	return false;
}

Delegate bool OnDraw(canvas Canvas)
{
	if ( COUNTER < 1 )
		return false;

	OnDrawCount++;
	if ( OnDrawCount > Counter )
		log("OnDraw called"@OnDrawCount@"times: "$GetMenuPath());

	return false;
}
Delegate OnRender(canvas Canvas)
{
	if ( COUNTER < 1 )
		return;

	OnRenderCount++;
	if ( OnRenderCount > Counter )
		log("OnRender called"@OnRenderCount@"times: "$GetMenuPath());
}
Delegate OnRendered(canvas Canvas)
{
	if ( COUNTER < 1 )
		return;
	OnRenderedCount++;
	if ( OnRenderedCount > Counter )
		log("OnRendered called"@OnRenderedCount@"times:"@GetMenuPath());
}

Delegate OnActivate();                                                  // Called when the component gains focus
Delegate OnDeActivate();                                                // Called when the component loses focus
Delegate OnWatch();                                                     // Called when the component is being watched
Delegate OnHitTest(float MouseX, float MouseY);                         // Called when Hit test is performed for mouse input
Delegate OnMessage(coerce string Msg, float MsgLife);                   // When a message comes down the line
Delegate OnHide();
Delegate OnShow();

// Called just before OnHover()
// Controller assigns the value of its MouseOver property to the result of this function
delegate GUIToolTip OnBeginTooltip()
{
	if ( ToolTip != None )
		return ToolTip.EnterArea();

	else if ( MenuOwner != None )
		return MenuOwner.OnBeginTooltip();

	return None;
}

// Called on the current ActiveControl when the mouse is moved over a new component
// This is called before OnBeginTooltip is called on the new control
// Return false if the tooltip will remain visible after leaving this control
delegate bool OnEndTooltip()
{
	if ( ToolTip != None )
		return ToolTip.LeaveArea();

	else if ( MenuOwner != None )
		return MenuOwner.OnEndTooltip();

	return true;
}

Delegate OnInvalidate(GUIComponent Who);    // Called when the background is clicked

// Return true to override default behavior
// Called on both the active control & active page
delegate bool OnHover( GUIComponent Sender ) { return false; }

// -- Input event delegates
Delegate bool OnClick(GUIComponent Sender);         // The mouse was clicked on this control
Delegate bool OnDblClick(GUIComponent Sender);      // The mouse was double-clicked on this control
Delegate bool OnRightClick(GUIComponent Sender);    // Return false to prevent context menu from appearing

Delegate OnMousePressed(GUIComponent Sender, bool bRepeat);     // Sent when a mouse is pressed (initially)
Delegate OnMouseRelease(GUIComponent Sender);       // Sent when the mouse is released.

Delegate OnTimer(GUIComponent Sender);				// Called from Timer()
Delegate OnChange(GUIComponent Sender); // Called when a component changes it's value

Delegate bool OnKeyType(out byte Key, optional string Unicode)      // Key Strokes
{
    return false;
}

Delegate bool OnKeyEvent(out byte Key, out byte State, float delta)
{
    return false;
}

delegate bool OnDesignModeKeyEvent( Interactions.EInputKey Key, Interactions.EInputAction State )
{
	return false;
}

Delegate bool OnCapturedMouseMove(float deltaX, float deltaY)
{
    return false;
}

Delegate OnLoadINI(GUIComponent Sender, string s);      // Do the actual work here
Delegate string OnSaveINI(GUIComponent Sender);         // Do the actual work here

// drag-n-drop
// Called when mouse is released over the DropSource to detemine whether OnClick() should be called
delegate bool OnMultiSelect( GUIComponent Sender )
{
	return true;
}

delegate bool OnBeginDrag(GUIComponent Sender)      // Called on the source component when a drag & drop operation begins
{
    return bDropSource;
}

delegate OnEndDrag(GUIComponent Sender, bool bAccepted);

// Called on the target component when data is dropped
// DropStateChange() will be called on the source - DRP_Accept if it returns true, DRP_Reject if it returns false
delegate bool OnDragDrop(GUIComponent Sender)
{
    return false;
}

delegate OnDragEnter(GUIComponent Sender);          // Called on the target component when the mouse enters the components bounds
delegate OnDragLeave(GUIComponent Sender);          // Called on a target component when the mouse leaves the components bounds
delegate OnDragOver(GUIComponent Sender);           // Called when the mouse is moved inside a target's bounds


native(812) final function PlayerController PlayerOwner();

native(813) function final SetTimer(float Interval, optional bool bRepeat);
native(814) function final KillTimer();

// Auto-positioning - accounts for bBoundToParent & bScaleToParent
native(815) final function AutoPosition(
        array<GUIComponent> Components,
        float LeftBound, float UpperBound, float RightBound, float LowerBound,
        float LeftPad, float UpperPad, float RightPad, float LowerPad,
        optional int NumberOfColumns, optional float ColumnPadding
        );

native(816) final function AutoPositionOn(
		array<GUIComponent> Components, GUIComponent Frame,
		float LeftPadPerc, float UpperPadPerc, float RightPadPerc, float LowerPadPerc,
		optional int NumberOfColumns, optional float ColumnPadding
		);

native(817) final function UpdateOffset(float PosX, float PosY, float PosW, float PosH);
//native(818) final function DrawSpriteWidget(Canvas C, float ResScaleX, float ResScaleY, out HudBase.SpriteWidget Widget);
//native(819) final function DrawNumericWidget(Canvas C, float ResScaleX, float ResScaleY, out HudBase.NumericWidget Widget, out HudBase.DigitSet Digit);

// The ActualXXXX functions are not viable until after the first pre-render so don't
// use them in inits
native(820) final function float ActualWidth( optional coerce float Val, optional bool bForce );
native(821) final function float ActualHeight( optional coerce float Val, optional bool bForce );
native(822) final function float ActualLeft( optional coerce float Val, optional bool bForce );
native(823) final function Float ActualTop( optional coerce float Val, optional bool bForce );

native(824) final function float RelativeLeft( optional coerce float RealLeft, optional bool bForce );
native(825) final function float RelativeTop( optional coerce float RealTop, optional bool bForce );
native(826) final function float RelativeWidth( optional coerce float RealWidth, optional bool bForce );
native(827) final function float RelativeHeight( optional coerce float RealHeight, optional bool bForce );

event ResolutionChanged( int ResX, int ResY );

function SetPosition( float NewLeft, float NewTop, float NewWidth, float NewHeight, optional bool bForceRelative )
{
	if ( bDebugging && (Controller == None || Controller.bModAuthor) )
		log(Name$".SetPosition( "$NewLeft$","@NewTop$","@NewWidth$","@NewHeight$","@bForceRelative,'ModAuthor');

	if ( bForceRelative )
	{
		WinLeft   = RelativeLeft(NewLeft);
		WinTop    = RelativeTop(NewTop);
		WinWidth  = RelativeWidth(NewWidth);
		WinHeight = RelativeHeight(NewHeight);
	}
	else
	{
		WinLeft   = NewLeft;
		WinTop    = NewTop;
		WinWidth  = NewWidth;
		WinHeight = NewHeight;
	}

	if ( bDebugging && bForceRelative && (Controller == None || Controller.bModAuthor) )
		log(Name@"SetPosition() Current L:"$WinLeft$"("$Bounds[0]$") T:"$WinTop$"("$Bounds[1]$") W:"$WinWidth$"("$Bounds[0]+Bounds[2]$") H:"$WinHeight$"("$Bounds[1]+Bounds[3]$")",'ModAuthor');
}

// For debugging
native(828) final function string GetMenuPath();
// Used only for design mode - performs raw hit detection, without regard to properties that affect
// hit detection (bAcceptsInput, MenuState, etc.)
native(829) final function bool  SpecialHit( optional bool bForce );

event string AdditionalDebugString() { return ""; }

event Timer()
{
	OnTimer(Self);
}

event Opened(GUIComponent Sender)                   // Called when the Menu Owner is opened
{
    LoadIni();
    if ( ToolTip != None )
    {
    	ToolTip.InitComponent( Controller, Self );
    	SetToolTipText( Hint );
    }
}

event Closed(GUIComponent Sender, bool bCancelled)  // Called when the Menu Owner is closed
{
    if (!bCancelled)
        SaveIni();
}

event Free()            // This control is no longer needed
{
    MenuOwner       = None;
    PageOwner       = None;
    Controller      = None;
    FocusInstead    = None;
    FriendlyLabel   = None;
    Style           = None;
    if ( ToolTip != None )
    	ToolTip.Free();

    ToolTip         = None;
}

function string LoadINI()
{
    local string s;

    if ( (PlayerOwner()==None) || (INIOption=="") )
        return "";

	if ( IniOption ~= "@Internal" )
	{
		OnLoadIni(Self,"");
		return "";
	}


	s = PlayerOwner().ConsoleCommand("get"@IniOption);
    if (s=="")
        s = IniDefault;

    OnLoadINI(Self,s);
    return s;
}

function SaveINI(optional string Value)
{
    if (PlayerOwner()==None)
        return;

    OnSaveINI(Self);
}

// Take a string and strip out colour codes
static function string StripColorCodes(string InString)
{
    local int CodePos;

    CodePos = InStr(InString, Chr(27));
//    while(CodePos != -1 && CodePos < Len(InString)-3) // ignore colour codes at the end of the string
	while ( CodePos != -1 ) // do not ignore color codes at the end of the word, or they aren't stripped
    {
	    InString = Left(InString, CodePos)$Mid(InString, CodePos+4);
        CodePos = InStr(InString, Chr(27));
    }

    return InString;
}

static function string MakeColorCode(color NewColor)
{
    // Text colours use 1 as 0.
    if(NewColor.R == 0)
        NewColor.R = 1;

    if(NewColor.G == 0)
        NewColor.G = 1;

    if(NewColor.B == 0)
        NewColor.B = 1;

    return Chr(0x1B)$Chr(NewColor.R)$Chr(NewColor.G)$Chr(NewColor.B);
}

// Functions

event MenuStateChange(eMenuState Newstate)
{
//log("MenuStateChange:"$NewState@Self.Name);

	if ( MenuState != MSAT_Watched )
		LastMenuState = MenuState;

    bPendingFocus = false;
	MenuState = NewState;
    switch (MenuState)
    {
        case MSAT_Focused:
        	if ( !bNeverFocus )
			{
				bHasFocus = true;
	            break;
	        }

	        MenuState = MSAT_Blurry;

        case MSAT_Blurry:
            bHasFocus = false;
            if ( LastMenuState != MSAT_Blurry && LastMenuState != MSAT_Disabled )
	            OnDeActivate();
            break;

        case MSAT_Watched:
            if (bFocusOnWatch)
            {
                SetFocus(None);
                return;
            }

            OnWatch();
            break;

        case MSAT_Disabled:
            if (Controller.ActiveControl == Self)
                Controller.ActiveControl = None;

            if (Controller.FocusedControl == Self)
                LoseFocus(None);

            break;
    }

    if ( FriendlyLabel != None )
        FriendlyLabel.MenuState = MenuState;
}

event bool IsMultiSelect()
{
	if ( Controller == None )
		return false;

	return bDropSource && DropState != DRP_Source && Controller.CtrlPressed && OnMultiSelect(Self);
}

event DropStateChange(eDropState NewState)
{
    if (Controller == None)
        return;

// log( Name$".DropStateChange Current:"$GetEnum(enum'eDropState',DropState)@"New:"$GetEnum(enum'eDropState',NewState)
//		@"DropSource:"$Controller.DropSource == Self@"DropTarget:"$Controller.DropTarget==Self);

    switch (NewState)
    {
        case DRP_None:
        	// might be DropTarget with DropState == DRP_Source if we are mousing over the DropSource
        	if ( Controller.DropTarget == Self )
        	{
                OnDragLeave(Self);
                Controller.DropTarget = None;

                // If this component is also the DropSource, do not alter the DropState
                if ( Controller.DropSource == Self )
                	return;
	        }

            else if (Controller.DropSource == Self)
            {
                UpdateOffset(0,0,0,0);
                Controller.DropSource = None;
            }

            break;

        case DRP_Source:

			// Don't alter the drop state if component didn't want to begin a drag operation
    		if ( !OnBeginDrag(Self) )
    			return;

            Controller.DropSource = Self;
            Controller.PlayInterfaceSound(CS_Drag);
            break;

        case DRP_Target:
            Controller.DropTarget = Self;
            if (DropState == DRP_None)
                OnDragEnter(Self);

            break;

        case DRP_Accept:
        	Controller.PlayInterfaceSound(CS_Up);

        	if ( Controller.DropSource != None )
	            Controller.DropSource.OnEndDrag(Self, True);

            Controller.DropTarget = None;
            NewState = DRP_None;

            break;

        case DRP_Reject:
        	Controller.PlayInterfaceSound(CS_Down);
        	if ( Controller.DropSource != None )
	            Controller.DropSource.OnEndDrag(Self, False);

            Controller.DropTarget = None;
            NewState = DRP_None;
            break;
    }

    DropState = NewState;
}

event InitComponent(GUIController MyController, GUIComponent MyOwner)
{
    Controller = MyController;
    MenuOwner = MyOwner;

    PageOwner = OwnerPage();

    if (Style==None)
        Style = Controller.GetStyle(StyleName, FontScale);
}

function bool IsInBounds()  // Script version of PerformHitTest
{
    return ( (Controller.MouseX >= Bounds[0] && Controller.MouseX<=Bounds[2]) && (Controller.MouseY >= Bounds[1] && Controller.MouseY <=Bounds[3]) );
}

function bool IsInClientBounds()
{
    return ( (Controller.MouseX >= ClientBounds[0] && Controller.MouseX<=ClientBounds[2]) && (Controller.MouseY >= ClientBounds[1] && Controller.MouseY <=ClientBounds[3]) );
}

event bool CanAcceptFocus()
{
	return MenuState != MSAT_Disabled && bVisible && !bNeverFocus;
}

event SetFocus(GUIComponent Who)
{
    if (Who==None)
    {
        if (bNeverFocus)
        {
            if (FocusInstead != None)
                FocusInstead.SetFocus(Who);

            return;
        }
        bPendingFocus = true;
        if (Controller.FocusedControl!=None)
        {
            if  (Controller.FocusedControl == Self) // Already Focused
                return;
            else Controller.FocusedControl.LoseFocus(Self);
        }

        MenuStateChange(MSAT_Focused);
        Controller.FocusedControl = self;
		OnActivate();
    }
    else
        MenuStateChange(MSAT_Focused);


    if (MenuOwner!=None)
        MenuOwner.SetFocus(self);
}

event LoseFocus(GUIComponent Sender)
{
    if (Controller!=None)
        Controller.FocusedControl = None;

    if (MenuState != MSAT_Disabled)
        MenuStateChange(MSAT_Blurry);

    if (MenuOwner!=None)
        MenuOwner.LoseFocus(Self);
}

event bool FocusFirst(GUIComponent Sender)  // Focus your first child, or yourself if no childrean
{
    if ( !bTabStop || !CanAcceptFocus() )
        return false;

	SetFocus(None);
    return true;
}

event bool FocusLast(GUIComponent Sender) // Focus your last child, or yourself
{
    if ( !bTabStop || !CanAcceptFocus() )
        return false;

    SetFocus(None);
    return true;
}

event bool NextControl(GUIComponent Sender)
{
    if (MenuOwner!=None)
        return MenuOwner.NextControl(Self);

    return false;
}

event bool PrevControl(GUIComponent Sender)
{
    if (MenuOwner!=None)
        return MenuOwner.PrevControl(Self);

    return false;
}

event bool NextPage()
{
    if (MenuOwner != None)
        return MenuOwner.NextPage();

    return false;
}

event bool PrevPage()
{
    if (MenuOwner != None)
        return MenuOwner.PrevPage();

    return false;
}

// Force control to use same area as its MenuOwner.
function FillOwner()
{
    WinLeft = 0.0;
    WinTop = 0.0;
    WinWidth = 1.0;
    WinHeight = 1.0;
    bScaleToParent = true;
    bBoundToParent = true;
}

event SetVisibility( coerce bool bIsVisible)
{
    bVisible = bIsVisible;

    if (bVisible)
        OnShow();
    else OnHide();
}

function CenterMouse()
{
	local PlayerController PC;
	local float MidX, MidY;

	PC = PlayerOwner();
	if ( PC != None )
	{
		MidX = ActualLeft() + ActualWidth() / 2;
		MidY = ActualTop() + ActualHeight() / 2;
		PC.ConsoleCommand("SETMOUSE" @ MidX @ MidY);
	}
}

event Hide()
{
    SetVisibility(false);
}

event Show()
{
    SetVisibility(true);
}

function SetFocusInstead( GUIComponent InFocusComp )
{
	if ( InFocusComp != None )
		bNeverFocus = true;

	FocusInstead = InFocusComp;
}

function SetFriendlyLabel(GUILabel NewLabel)
{
    FriendlyLabel = NewLabel;
}

function SetHint(string NewHint)
{
    Hint = NewHint;
    SetToolTipText(Hint);
}

function SetToolTipText( string NewToolTipText )
{
    if ( ToolTip != None )
    	ToolTip.SetTip( NewToolTipText );
}

function SetTooltip( GUIToolTip InTooltip )
{
	if ( ToolTip != None )
		ToolTip.LeaveArea();

	ToolTip = InToolTip;
	if ( ToolTip != None )
		ToolTip.InitComponent( Controller, Self );
}

function PadLeft( out string Src, int StrLen, optional string PadStr )
{
    if ( PadStr == "" )
        PadStr = " ";

    while ( Len(Src) < StrLen )
        Src = PadStr $ Src;
}

function PadRight( out string Src, int StrLen, optional string PadStr )
{
    if ( PadStr == "" )
        PadStr = " ";

    while ( Len(Src) < StrLen )
        Src = Src $ PadStr;
}

final function DebugFocus( GUIComponent Who, bool bLose )
{
	return;
	if ( Controller != None && Controller.CtrlPressed )
	{
		if ( bLose )
		{
			if ( Who == None )
				log(Name@"losing focus chain down");
			else log(Name@"losing focus of"@Who);
		}

		else
		{
			if ( Who == None )
				log(Name@"sending focus chain down");
			else log(Name@"setting focus to"@Who);
		}
	}
}

final function DebugFocusPosition( GUIComponent Who, bool Last )
{
	return;
	if ( Controller.CtrlPressed )
	{
		if ( Last )
		{
			if ( Who == None )
				log(Name@"FocusLast going down");
			else log(Name@"FocusLast call from"@Who);
		}

		else
		{
			if ( Who == None )
				log(Name@"FocusFirst going down");
			else log(Name@"FocusFirst call from"@Who);
		}
	}
}

event GUIPage OwnerPage()
{
	local GUIComponent C;

	if ( PageOwner != None )
		return PageOwner;

	C = Self;
	while ( C != None )
	{
		if ( GUIPage(C) != None )
			return GUIPage(C);

		C = C.MenuOwner;
	}

	Warn( "OwnerPage not found!" );
	return None;
}

// By default, we don't care which components are animating
// Input is disabled while bAnimating
event BeginAnimation( GUIComponent Animating )
{
	bAnimating = True;
	if ( MenuOwner != None )
		MenuOwner.BeginAnimation(Animating);
}

event EndAnimation( GUIComponent Animating, EAnimationType Type )
{
	bAnimating = False;
	if ( MenuOwner != None )
		MenuOwner.EndAnimation( Animating, Type );

	if ( Animating == Self )
		OnEndAnimation(Animating, Type);
}

// If you short circuit these functions (by modifying the animation arrays directly)
// you must call BeginAnimation() on the owning page for each frame
function Animate( float NewLeft, float NewTop, optional float Time )
{
	local int i;

	i = MotionFrame.Length;
	MotionFrame.Length = i + 1;
	MotionFrame[i].X = NewLeft;
	MotionFrame[i].Y = NewTop;
	MotionFrame[i].Z = Time;

	if ( i < 1 )
		BeginAnimation(Self);
}

function Resize( float NewWidth, float NewHeight, optional float Time )
{
	local int i;

	i = SizeFrame.Length;
	SizeFrame.Length = i + 1;
	SizeFrame[i].X = NewWidth;
	SizeFrame[i].Y = NewHeight;
	SizeFrame[i].Z = Time;

	if ( i < 1 )
		BeginAnimation(Self);
}

function DAnimate( float NewLeft, float NewTop, float NewWidth, float NewHeight, optional float PositionTime, optional float DimensionTime )
{
	Animate( NewLeft, NewTop, PositionTime );
	Resize( NewWidth, NewHeight, DimensionTime );
}

function KillAnimation()
{
	if ( MotionFrame.Length > 0 )
	{
		MotionFrame.Remove( 0, MotionFrame.Length );
		EndAnimation( Self, AT_Position );
	}

	if ( SizeFrame.Length > 0 )
	{
		SizeFrame.Remove( 0, SizeFrame.Length );
		EndAnimation( Self, AT_Dimension );
	}
}

final function EnableComponent(GUIComponent Comp)
{
	if ( Comp == None )
		return;

	Comp.EnableMe();
}

final function DisableComponent(GUIComponent Comp)
{
	if ( Comp == None )
		return;

	Comp.DisableMe();
}

function EnableMe()
{
	if ( MenuState != MSAT_Disabled )
		return;

	MenuStateChange(MSAT_Blurry);
}

function DisableMe()
{
	if ( MenuState == MSAT_Disabled )
		return;

	MenuStateChange(MSAT_Disabled);
}

function LevelChanged()
{
	if ( ToolTip != None )
		ToolTip.Free();
}

function DebugTabOrder();

defaultproperties
{
    MenuState=MSAT_Blurry
    FontScale=FNS_Medium
    IniOption=""
    bBoundToParent=false
    bScaleToParent=false
    bHasFocus=false
    bVisible=true
    bAcceptsInput=false
    bCaptureTabs=false
    bCaptureMouse=false
    bNeverFocus=false
    bRepeatClick=false
    WinTop=0.0
    WinLeft=0.0
    WinWidth=1.0
    WinHeight1.0
    Tag=-1
    MouseCursorIndex=0
    bFocusOnWatch=false
    bRequireReleaseClick=false
    TimerIndex=-1
    bMouseOverSound=false
    OnClickSound=CS_None
    RenderWeight=0.5
    bTabStop=false
    bInit=True
    TabOrder=-1

    BoundingType=SCALE_All
    ScalingType=SCALE_All
	WhiteColor=(R=253,G=237,B=244,A=255)

	bStandardized=false
	StandardHeight=0

}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: Di 5.9.2006 22:36:28.000 - Creation time: Do 14.8.2014 09:58:39.923 - Created with UnCodeX