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GUI2K4.UT2K4Tab_WeaponPref

Extends
Settings_Tabs

Core.Object
|   
+-- XInterface.GUI
   |   
   +-- XInterface.GUIComponent
      |   
      +-- XInterface.GUIMultiComponent
         |   
         +-- XInterface.GUIPanel
            |   
            +-- XInterface.GUITabPanel
               |   
               +-- XInterface.UT2K4TabPanel
                  |   
                  +-- GUI2K4.Settings_Tabs
                     |   
                     +-- GUI2K4.UT2K4Tab_WeaponPref

Variables Summary
boolbDebugPriority
boolbDebugScale
boolbDebugWeapon
boolbSwap
boolbWeaponCrosshair
GUIGFXButtonb_Down
GUIGFXButtonb_Up
colorcCrosshair
moCheckboxch_ClassicModel
moCheckboxch_Swap
moCheckboxch_WeaponCrosshair
moComboBoxco_Crosshair
floatfScale
stringHiddenText
intiCrosshair
GUISectionBackgroundi_BG
GUISectionBackgroundi_BG2
GUISectionBackgroundi_BG3
GUIImagei_Bk
GUIImagei_Crosshair
GUIImagei_CrosshairBG
GUIImagei_Shadow
GUIScrollTextBoxlb_Desc
GUIListBoxlb_Weapons
stringLoadingText
floatMaxCrosshairHeight
floatMaxCrosshairWidth
moSlidersl_Alpha
moSlidersl_Blue
moSlidersl_CrosshairScale
moSlidersl_Green
moSlidersl_Red
SpinnyWeapSpinnyWeap
intWeaponIndex
array<WeapItem>WeaponsList
UT2K4Tab_WeaponPref
vectorSpinnyWeapOffset
Inherited Variables from GUI2K4.Settings_Tabs
bAlwaysApply, bExpert, bNeedApply, PerformanceWarningMenu, PerformanceWarningText, Setting, t_Footer, WarningCounter, WarningLength

Structures Summary
WeapItem
WeapClass, WeapPriority, CrosshairIndex, bAltFireMode, bClassicModel, CustomColor, CrosshairScale

Functions Summary
functionbool ChangePriority (GUIComponent Sender))
event Closed (GUIComponent Sender, bool bCancelled))
functionint CompareWeaponPriority (GUIListElem ElemA, GUIListElem ElemB))
functionbool CoolOnKeyEvent (out byte Key, out byte State, float delta))
functionint FindTextureIndex (texture WeapTexture))
functionint FindTextureNameIndex (string TextureName))
functionint FindWeaponListIndex ()))
functionint FindWeaponListIndexAt (int Index))
event Free ()))
functionTexture GetTexture (int i))
function InitComponent (GUIController MyController, GUIComponent MyOwner))
function InternalDraw (Canvas canvas))
function InternalOnChange (GUIComponent Sender))
function InternalOnLoadINI (GUIComponent Sender, string s))
functionstring InternalOnSaveINI (GUIComponent Sender))
function IntializeWeaponList ()))
function LogSpinnyWeap ()))
function LogWeapScale ()))
event Opened (GUIComponent Sender))
function ReallyInitializeWeaponList (Canvas C ))
function ResetClicked ()))
function SaveSettings ()))
function SetCrossHairGraphic (int Index))
function ShowPanel (bool bShow))
function SwapWeapons (int OriginalLoc, int NewLoc))
function UpdateCrosshairColor ()))
function UpdateCurrentWeapon ()))
function WeaponListInitialized ()))
Inherited Functions from GUI2K4.Settings_Tabs
AcceptClicked, Closed, DrawPerfWarn, GetNativeClassName, InitComponent, InternalOnChange, Opened, ResetClicked, SaveSettings, ShowPanel, ShowPerformanceWarning, Timer


Variables Detail

bDebugPriority Source code

var config bool bDebugPriority;

bDebugScale Source code

var config bool bDebugScale;

bDebugWeapon Source code

var config bool bDebugWeapon;

bSwap Source code

var bool bSwap;

bWeaponCrosshair Source code

var bool bWeaponCrosshair;

b_Down Source code

var automated GUIGFXButton b_Down;

b_Up Source code

var automated GUIGFXButton b_Up;

cCrosshair Source code

var color cCrosshair;

ch_ClassicModel Source code

var automated moCheckbox ch_ClassicModel;

ch_Swap Source code

var automated moCheckbox ch_Swap;

ch_WeaponCrosshair Source code

var automated moCheckbox ch_WeaponCrosshair;

co_Crosshair Source code

var automated moComboBox co_Crosshair;

fScale Source code

var float fScale;

HiddenText Source code

var localized string HiddenText;

iCrosshair Source code

var int iCrosshair;

i_BG Source code

var automated GUISectionBackground i_BG;

i_BG2 Source code

var automated GUISectionBackground i_BG2;

i_BG3 Source code

var automated GUISectionBackground i_BG3;

i_Bk Source code

var automated GUIImage i_Bk;

i_Crosshair Source code

var automated GUIImage i_Crosshair;

i_CrosshairBG Source code

var automated GUIImage i_CrosshairBG;

i_Shadow Source code

var automated GUIImage i_Shadow;

lb_Desc Source code

var automated GUIScrollTextBox lb_Desc;

lb_Weapons Source code

var automated GUIListBox lb_Weapons;

LoadingText Source code

var localized string LoadingText;

MaxCrosshairHeight Source code

var float MaxCrosshairHeight;

MaxCrosshairWidth Source code

var float MaxCrosshairWidth;

sl_Alpha Source code

var automated moSlider sl_Alpha;

sl_Blue Source code

var automated moSlider sl_Blue;

sl_CrosshairScale Source code

var automated moSlider sl_CrosshairScale;

sl_Green Source code

var automated moSlider sl_Green;

sl_Red Source code

var automated moSlider sl_Red;

SpinnyWeap Source code

var SpinnyWeap SpinnyWeap;

WeaponIndex Source code

var int WeaponIndex;

WeaponsList Source code

var array<WeapItem> WeaponsList;

UT2K4Tab_WeaponPref

SpinnyWeapOffset Source code

var(UT2K4Tab_WeaponPref) vector SpinnyWeapOffset;


Structures Detail

WeapItem Source code

struct WeapItem
{
var bool bAltFireMode;
var bool bClassicModel;
var int CrosshairIndex;
var float CrosshairScale;
var color CustomColor;
var class<Weapon> WeapClass;
var int WeapPriority;
};



Functions Detail

ChangePriority Source code

function bool ChangePriority ( GUIComponent Sender) )

Closed Source code

event Closed ( GUIComponent Sender, bool bCancelled) )

CompareWeaponPriority Source code

function int CompareWeaponPriority ( GUIListElem ElemA, GUIListElem ElemB) )

CoolOnKeyEvent Source code

function bool CoolOnKeyEvent ( out byte Key, out byte State, float delta) )

FindTextureIndex Source code

function int FindTextureIndex ( texture WeapTexture) )

FindTextureNameIndex Source code

function int FindTextureNameIndex ( string TextureName) )

FindWeaponListIndex Source code

function int FindWeaponListIndex ( ) )

FindWeaponListIndexAt Source code

function int FindWeaponListIndexAt ( int Index) )

Free Source code

event Free ( ) )

GetTexture Source code

function Texture GetTexture ( int i) )

InitComponent Source code

function InitComponent ( GUIController MyController, GUIComponent MyOwner) )

InternalDraw Source code

function InternalDraw ( Canvas canvas) )

InternalOnChange Source code

function InternalOnChange ( GUIComponent Sender) )

InternalOnLoadINI Source code

function InternalOnLoadINI ( GUIComponent Sender, string s) )

InternalOnSaveINI Source code

function string InternalOnSaveINI ( GUIComponent Sender) )

IntializeWeaponList Source code

function IntializeWeaponList ( ) )

LogSpinnyWeap Source code

function LogSpinnyWeap ( ) )

LogWeapScale Source code

function LogWeapScale ( ) )

Opened Source code

event Opened ( GUIComponent Sender) )

ReallyInitializeWeaponList Source code

function ReallyInitializeWeaponList ( Canvas C ) )

ResetClicked Source code

function ResetClicked ( ) )

SaveSettings Source code

function SaveSettings ( ) )

SetCrossHairGraphic Source code

function SetCrossHairGraphic ( int Index) )

ShowPanel Source code

function ShowPanel ( bool bShow) )

SwapWeapons Source code

function SwapWeapons ( int OriginalLoc, int NewLoc) )

UpdateCrosshairColor Source code

function UpdateCrosshairColor ( ) )

UpdateCurrentWeapon Source code

function UpdateCurrentWeapon ( ) )

WeaponListInitialized Source code

function WeaponListInitialized ( ) )


Defaultproperties

defaultproperties
{
	OnRendered=InternalDraw


	Begin Object class=GUISectionBackground Name=WeaponBK
		WinWidth=0.424999
		WinHeight=0.611250
		WinLeft=0.031641
		WinTop=0.033334
        Caption="Weapon"
	End Object
	i_BG=WeaponBK


	Begin Object class=GUISectionBackground Name=WeaponPriorityBK
		WinWidth=0.380157
		WinHeight=0.311250
		WinLeft=0.046588
		WinTop=0.666667
        Caption="Weapon Priorities"
        TopPadding=0
        BottomPadding=0
        RightPadding=0
        LeftPadding=0
        bFillClient=true
	End Object
	i_BG2=WeaponPriorityBK


	Begin Object class=GUISectionBackground Name=WeaponOptionBK
		WinWidth=0.493749
		WinHeight=0.942501
		WinLeft=0.481641
		WinTop=0.033334
        BottomPadding=0.3
        Caption="Crosshairs"
	End Object
	i_BG3=WeaponOptionBK



	Begin Object Class=GUIScrollTextBox Name=WeaponDescription
		WinWidth=0.362170
		WinHeight=0.188969
		WinLeft=0.063125
		WinTop=0.378073
		CharDelay=0.0015
		EOLDelay=0.25
		bNeverFocus=true
		bAcceptsInput=false
		bVisibleWhenEmpty=True
		RenderWeight=0.51
		TabOrder=0
		FontScale=FNS_Small
        StyleName="NoBackground"
	End Object
	lb_Desc=WeaponDescription


	Begin Object Class=GUIListBox Name=WeaponPrefWeapList
		WinWidth=0.338338
		WinHeight=0.221055
		WinLeft=0.068546
		WinTop=0.733868
		bVisibleWhenEmpty=true
		Hint="Select order for weapons"
		OnChange=InternalOnChange
		OnSaveINI=InternalOnSaveINI
		IniOption="@Internal"
		RenderWeight=0.51
		StyleName="NoBackground"
		TabOrder=1
	End Object
	lb_Weapons=WeaponPrefWeapList


	Begin Object Class=GUIGFXButton Name=WeaponPrefWeapUp
		Hint="Increase the priority this weapon will have when picking your best weapon."
		WinWidth=0.028946
		WinHeight=0.038594
		WinLeft=0.419847
		WinTop=0.773389
		OnClick=ChangePriority
		OnClickSound=CS_Up
		RenderWeight=0.51
		TabOrder=2
		StyleName="ComboButton"
		bAcceptsInput=True
		Position=ICP_Scaled
		bNeverFocus=true
		bCaptureMouse=true
		bRepeatClick=True
		ImageIndex=6
	End Object
	b_Up=WeaponPrefWeapUp


	Begin Object Class=GUIGFXButton Name=WeaponPrefWeapDown
		Hint="Decrease the priority this weapon will have when picking your best weapon."
		WinWidth=0.028946
		WinHeight=0.038594
		WinLeft=0.419847
		WinTop=0.817619
		RenderWeight=0.51
		OnClick=ChangePriority
		OnClickSound=CS_Down
		TabOrder=3
		StyleName="ComboButton"
		bAcceptsInput=True
		Position=ICP_Scaled
		bNeverFocus=true
		bCaptureMouse=true
		bRepeatClick=True
		ImageIndex=7
	End Object
	b_Down=WeaponPrefWeapDown



	Begin Object class=moCheckBox Name=CustomWeaponCrosshair
		WinWidth=0.463975
		WinHeight=0.040000
		WinLeft=0.027203
		WinTop=0.881445
		Caption="Custom Weapon Crosshairs"
		INIOption="@Internal"
		OnLoadINI=InternalOnLoadINI
		OnChange=InternalOnChange
		Hint="Enable this option to use weapon-specific crosshairs."
		CaptionWidth=0.9
		bSquare=True
		ComponentJustification=TXTA_Right
		LabelJustification=TXTA_Left
		ComponentWidth=-1
		RenderWeight=1.01
		TabOrder=4
	End Object
	ch_WeaponCrosshair=CustomWeaponCrosshair


	Begin Object class=moComboBox Name=GameCrossHair
		WinWidth=0.463975
		WinHeight=0.040000
		WinLeft=0.027203
		WinTop=0.822936
		Caption="Crosshair"
		INIOption="@Internal"
		OnChange=InternalOnChange
		OnLoadINI=InternalOnLoadINI
		Hint="Please select your crosshair!"
		CaptionWidth=0.3
		ComponentJustification=TXTA_Left
		ComponentWidth=-1
		RenderWeight=1.06
		TabOrder=5
		bHeightFromComponent=False
	End Object
	co_Crosshair=GameCrossHair


	Begin Object class=moSlider Name=GameHudCrossHairR
		WinWidth=0.644366
		WinLeft=0.027203
		WinTop=0.480822
		MinValue=0
		MaxValue=255
		Caption="Red:"
		LabelJustification=TXTA_Left
		ComponentJustification=TXTA_Right
		CaptionWidth=0.3
		ComponentWidth=-1
		LabelColor=(R=255,G=0,B=0,A=255)
		Hint="Changes the color of your crosshair."
		INIOption="@Internal"
		OnChange=InternalOnChange
		OnLoadINI=InternalOnLoadINI
       	bIntSlider=true
       	TabOrder=6
        RenderWeight=0.55
	End Object
	sl_Red=GameHudCrossHairR


	Begin Object class=moSlider Name=GameHudCrossHairG
		WinWidth=0.644366
		WinLeft=0.027203
		WinTop=0.544958
		MinValue=0
		MaxValue=255
		LabelJustification=TXTA_Left
		ComponentJustification=TXTA_Right
		CaptionWidth=0.3
		ComponentWidth=-1
		LabelColor=(R=0,G=255,B=0,A=255)
		Caption="Green:"
		Hint="Changes the color of your crosshair."
		INIOption="@Internal"
		OnChange=InternalOnChange
		OnLoadINI=InternalOnLoadINI
        bIntSlider=true
        TabOrder=7
        RenderWeight=0.55
	End Object
	sl_Green=GameHudCrossHairG


	Begin Object class=moSlider Name=GameHudCrossHairB
		WinWidth=0.644366
		WinLeft=0.027203
		WinTop=0.609094
		MinValue=0
		MaxValue=255
		Caption="Blue:"
		LabelColor=(R=0,G=0,B=255,A=255)
		LabelJustification=TXTA_Left
		ComponentJustification=TXTA_Right
		CaptionWidth=0.3
		ComponentWidth=-1
		INIOption="@Internal"
		OnChange=InternalOnChange
		OnLoadINI=InternalOnLoadINI
		Hint="Changes the color of your crosshair."
        bIntSlider=true
        TabOrder=8
        RenderWeight=0.55
	End Object
	sl_Blue=GameHudCrossHairB


	Begin Object class=moSlider Name=GameHudCrossHairA
		WinWidth=0.644366
		WinLeft=0.027203
		WinTop=0.671927
		MinValue=0
		MaxValue=255
		Caption="Opacity:"
		LabelColor=(R=255,G=255,B=255,A=255)
		LabelJustification=TXTA_Left
		ComponentJustification=TXTA_Right
		CaptionWidth=0.3
		ComponentWidth=-1
		INIOption="@Internal"
		OnChange=InternalOnChange
		OnLoadINI=InternalOnLoadINI
		Hint="Changes the opacity of your crosshair."
        bIntSlider=true
        TabOrder=9
        RenderWeight=0.55
 	End Object
	sl_Alpha=GameHudCrossHairA


	Begin Object class=moSlider Name=GameHudCrosshairScale
		WinWidth=0.644366
		WinLeft=0.027203
		WinTop=0.733124
		MinValue=0.0
		MaxValue=2.0
		Caption="Scale:"
		LabelColor=(R=255,G=255,B=255,A=255)
		LabelJustification=TXTA_Left
		ComponentJustification=TXTA_Right
		CaptionWidth=0.3
		ComponentWidth=-1
		INIOption="@Internal"
		OnChange=InternalOnChange
		OnLoadINI=InternalOnLoadINI
		Hint="Changes the crosshair scale."
        TabOrder=10
        RenderWeight=0.55
	End Object
	sl_CrosshairScale=GameHudCrosshairScale



	Begin Object class=moCheckBox Name=WeaponSwap
		WinWidth=0.225000
		WinHeight=0.040000
		WinLeft=0.540953
		WinTop=0.753946
		Caption="Swap Fire Mode"
		Hint="Check this box to swap the firing mode on the selected weapon."
		OnChange=InternalOnChange
		bSquare=true
		ComponentJustification=TXTA_Right
		LabelJustification=TXTA_Left
		ComponentWidth=-1
		CaptionWidth=0.8
		RenderWeight=1.03
		TabOrder=11
		bAutoSizeCaption=True
	End Object
	ch_Swap=WeaponSwap


	Begin Object Class=moCheckBox Name=WeaponMesh
		Caption="Classic Model"
		Hint="Enable to use the classic model for this weapon"
		OnChange=InternalOnChange
		LabelJustification=TXTA_Left
		ComponentJustification=TXTA_Right
		ComponentWidth=-1
		CaptionWidth=0.8
		RenderWeight=1.03
		WinWidth=0.224062
		WinHeight=0.040000
		WinLeft=0.542070
		WinTop=0.837279
		bSquare=True
        TabOrder=12
		bAutoSizeCaption=True
	End Object
	ch_ClassicModel=WeaponMesh


	Begin Object class=GUIImage Name=GameCrossHairImage
		WinWidth=0.139453
		WinHeight=0.231445
		WinLeft=0.8841095
		WinTop=0.8189145
		X1=0
		Y1=0
		X2=64
		Y2=64
		ImageColor=(R=255,G=255,B=255,A=255)
		ImageRenderStyle=MSTY_Alpha
		ImageStyle=ISTY_Scaled
		ImageAlign=IMGA_Center
        RenderWeight=0.55
	End Object
	i_Crosshair=GameCrossHairImage


	Begin Object class=GUIImage Name=CrosshairBK
		WinWidth=0.139453
		WinHeight=0.231445
		WinLeft=0.814333
		WinTop=0.703192
		Image=Material'2K4Menus.Controls.buttonSquare_b'
		ImageColor=(R=255,G=255,B=255,A=255)
		ImageRenderStyle=MSTY_Alpha
		ImageStyle=ISTY_Stretched
		RenderWeight=0.52
		DropShadow=Material'2K4Menus.Controls.shadow'
		DropShadowX=4
		DropShadowY=4
	End Object
	i_CrosshairBG=CrosshairBK


	Begin Object class=GUIImage name=Bk1
		WinWidth=0.394118
		WinHeight=0.324981
		WinLeft=0.046344
		WinTop=0.300814
		ImageStyle=ISTY_Stretched
		Image=material'2K4Menus.Newcontrols.Display99'
	End Object
	i_BK=BK1


	WinTop=0.15
	WinLeft=0
	WinWidth=1
	WinHeight=0.74
	bAcceptsInput=false
	SpinnyWeapOffset=(X=100,Y=1.50,Z=-10.00)
	WeaponIndex=-1


	PanelCaption="Weapons"
	HiddenText="Hidden"
	LoadingText="...Loading Weapon Database..."


	MaxCrosshairWidth=0.071922
	MaxCrosshairHeight=0.121081
}

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Creation time: Do 14.8.2014 09:58:28.177 - Created with UnCodeX