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// ==================================================================== // Class: UT2K4UI.GUICharacterList // Parent: UT2K4UI.GUIHorzList // // <Enter a description here> // ==================================================================== class GUICharacterList extends GUICircularList Native; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) var() array<xUtil.PlayerRecord> PlayerList; var() bool bLocked; var() Material DefaultPortrait; // Image used for unused entries var() array<xUtil.PlayerRecord> SelectedElements; function InitComponent(GUIController MyController, GUIComponent MyOwner) { Super.Initcomponent(MyController, MyOwner); InitList(); } function InitList() { local int i; local array<xUtil.PlayerRecord> AllPlayerList; class'xUtil'.static.GetPlayerList(AllPlayerList); // Filter out 'duplicate' characters - only used in single player for(i=0; i<AllPlayerList.Length; i++) { if(AllPlayerList[i].Menu != "DUP") PlayerList[PlayerList.Length] = AllPlayerList[i]; } ItemCount = PlayerList.Length; } // Accessor function for the items. function string SelectedText() { if ( (Index >=0) && (Index <ItemCount) ) return PlayerList[Index].DefaultName; return ""; } function bool ValidIndex(int i) { return i >= 0 && i < PlayerList.Length; } function Add(string NewItem, optional Object obj) { return; // GUICharacterLists can not be modifed at runtime } function Remove(int i, optional int Count) { return; // GUICharacterLists can not be modifed at runtime } function Clear() { return; // GUICharacterLists can not be modifed at runtime } function Find(string Text, optional bool bExact) { local int i; for (i=0;i<ItemCount;i++) { if (bExact) { if (Text == PlayerList[i].DefaultName) { Index = i; Top = i; OnChange(self); return; } } else { if (Text ~= PlayerList[i].DefaultName) { Index = i; Top = i; OnChange(self); return; } } } } function material GetPortrait() { return PlayerList[Index].Portrait; } function Material GetPortraitAt(int i) { if (ValidIndex(i)) return PlayerList[i].Portrait; return None; } function string GetName() { return PlayerList[Index].DefaultName; } function string GetNameAt(int i) { if (ValidIndex(i)) return PlayerList[i].DefaultName; return ""; } function string GetGender() { return PlayerList[Index].Sex; } function string GetGenderAt(int i) { if ( ValidIndex(i) ) return PlayerList[i].Sex; return ""; } function xUtil.PlayerRecord GetRecord() { return PlayerList[Index]; } function xUtil.PlayerRecord GetRecordAt(int i) { local xUtil.PlayerRecord Rec; if (ValidIndex(i)) Rec = PlayerList[i]; return Rec; } function string GetDecoText() { return GetDecoTextAt(Index); } function string GetDecoTextAt(int AtIndex) { local string S; if (ValidIndex(AtIndex)) S = PlayerList[AtIndex].TextName; return S; } function sound GetSound() { local sound NameSound; local string SoundName; SoundName = "AnnouncerNames." $ Repl(PlayerList[Index].DefaultName, ".", "_"); /* // Use the player name, with periods replaced with underscores, as sound name DefName = PlayerList[Index].DefaultName; PeriodPos = InStr(DefName, "."); while(PeriodPos != -1) { DefName = Left(DefName, PeriodPos)$"_"$Mid(DefName, PeriodPos+1); PeriodPos = InStr(DefName, "."); } SoundName = "AnnouncerNames."$DefName; // TODO Is this still applicable? */ NameSound = sound(DynamicLoadObject(SoundName, class'Sound')); if(NameSound == None) Log("Could not find player name sound for: "$PlayerList[Index].DefaultName); return NameSound; } function Sound GetSoundAt(int i) { local sound NameSound; local string SoundName; if (ValidIndex(i)) { SoundName = "AnnouncerNames." $ Repl(PlayerList[i].DefaultName, ".", "_"); NameSound = Sound(DynamicLoadObject(SoundName, class'Sound')); if (NameSound == None) log("Could not find player name sound for:"@PlayerList[i].DefaultName); } return NameSound; } function ScrollRight() { MoveRight(); } function ScrollLeft() { MoveLeft(); } function bool MoveLeft() { if (bLocked) { if ( Index > 0 ) { Index--; OnChange(Self); } return true; } else return Super.MoveLeft(); } function bool MoveRight() { if (bLocked) { if (Index<ItemsPerPage-1) { Index++; OnChange(Self); } return true; } else return Super.MoveRight(); } function End() { if (bLocked) { Index = ItemsPerPage-1; OnChange(Self); } else Super.End(); } function ClearPendingElements() { Super.ClearPendingElements(); if ( SelectedItems.Length == 0 ) SelectedElements.Remove(0, SelectedElements.Length); } function array<xUtil.PlayerRecord> GetPendingElements( optional bool bGuarantee ) { local int i; if ( (DropState == DRP_Source && Controller.DropSource == Self) || bGuarantee ) { if ( SelectedElements.Length == 0 ) { for (i = 0; i < SelectedItems.Length; i++) if (ValidIndex(SelectedItems[i])) SelectedElements[SelectedElements.Length] = PlayerList[SelectedItems[i]]; if ( SelectedElements.Length == 0 && IsValid() ) SelectedElements[0] = PlayerList[Index]; } return SelectedElements; } } function bool InternalOnBeginDrag(GUIComponent Sender) { if ( Super.InternalOnBeginDrag(Sender) ) { SelectedElements = GetPendingElements(); return true; } return false; } // Called on the drop source when when an Item has been dropped. bAccepted tells it whether // the operation was successful or not. function InternalOnEndDrag(GUIComponent Accepting, bool bAccepted) { // Pending items were dropped somewhere - list cannot be modified at runtime if (bAccepted && Accepting != None) bRepeatClick = False; // If the drag-n-drop wasn't accepted, set bRepeatClick to True so that ClearPendingElements() // won't clear the SelectedItems array - we may want to retry to drag-n-drop if (Accepting == None) bRepeatClick = True; SetOutlineAlpha(255); if ( bNotify ) CheckLinkedObjects(Self); } // Cannot add to CharacterList at runtime function bool InternalOnDragDrop(GUIComponent Sender) { InternalOnMouseRelease(Sender); return false; } defaultproperties { } |
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