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

XInterface.GUIImage


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
/* ====================================================================
  Class:  UT2K4UI.GUIImage

  GUIImage - A graphic image used by the menu system.  It encapsulates
  Material.

  Written by Joe Wilcox
  (c) 2002, Epic Games, Inc.  All Rights Reserved
  Notes about draw styles:

  Some things to know about using ISTY_Stretched -
  If X1, X2, Y1, and Y2 are all -1, draws normally.
  If specify values for any of those (i.e. you are drawing only a portion of another texture),
  the image is scaled instead of streched.  In effect, it is the same as ISTY_Scaled, with one exception:
  If using ImageAlign other than IMGA_Left, then position calculation is done based from the
  original material's size with ISTY_Stretched, whereas it is done with size of the GUIImage with
  ISTY_Scaled.

  ImageAlign is ignored if ImageStyle is ISTY_Bound.
 ===================================================================*/

class GUIImage extends GUIComponent
	Native;

cpptext
{
		void UpdateBounds();
		void Draw(UCanvas* Canvas);
}


var() Material Image;				// The Material to Render
var() Material			DropShadow;			// The Materinal used for a drop shadow
var() color				ImageColor;			// What color should we set
var() eImgStyle			ImageStyle;			// How should the image be displayed
var() EMenuRenderStyle	ImageRenderStyle;	// How should we display this image
var() eImgAlign			ImageAlign;			// If ISTY_Justified, how should image be aligned
var() int				X1,Y1,X2,Y2;		// If set, it will pull a subimage from inside the image
var() int				DropShadowX;		// Offset for a drop shadow
var() int				DropShadowY;		// Offset for a drop shadow

var() float             BorderOffsets[4];	// How thick is the border (in percentage)
// Only used for ISTY_PartialScaled
// Essentially, ISTY_PartialScaled means the material is stretched if the bounds are larger than the material
// and scaled if the bounds are smaller than the material

// X3 and Y3 are used to specify how far into each side (must be symmetric) of the image
// will be stretched *instead of* scaled if the material is smaller than the bounds
// This is mainly used for textures which contain combinations of gradients and detailed borders or bevels,
// where the gradient should be scaled to maintain color distribution, but the border needs to maintain a
// minimum size.  Also used to preserve "bevelled" appearance of materials (editbox)
var() float             X3, Y3;

event string AdditionalDebugString()
{
	return " IS:"$GetEnum(enum'EImgStyle', ImageStyle);
}

defaultproperties
{
	ImageColor=(R=255,G=255,B=255,A=255)
	ImageStyle=ISTY_Normal
	ImageRenderStyle=MSTY_Alpha
	ImageAlign=IMGA_TopLeft
	X1=-1
	X2=-1
	X3=-1
	Y1=-1
	Y2=-1
	Y3=-1
    RenderWeight=0.1
    DropShadowX=0
    DropShadowY=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 09:58:40.051 - Created with UnCodeX