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XInterface.GUICircularImageList


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//==============================================================================
//	Created on: 09/16/2003
//	Support for creating circular lists like the character lists, using other materials
//
//	Written by Ron Prestenback
//	© 2003, Epic Games, Inc.  All Rights Reserved
//==============================================================================
class GUICircularImageList extends GUICircularList
    native;

// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)


var() editconst editconstarray protected array<GUIListElem> Elements;

function Add( Material Img, optional string Str )
{
    local int NewIndex;

    if ( !bAllowEmptyItems && Img == None && Str == "" )
        return;

    if (bSorted && Elements.Length > 0)
    {
        while (NewIndex < Elements.Length && Elements[NewIndex].Item < Str)
            NewIndex++;
    }
    else NewIndex = Elements.Length;

    Elements.Insert(NewIndex, 1);

    Elements[NewIndex].Item = Str;
    Elements[NewIndex].ExtraData = Img;

    ItemCount = Elements.Length;
    if (Elements.Length == 1 && bInitializeList)
        SetIndex(0);
    else CheckLinkedObjects(Self);
}

function Replace(int i, Material Img, optional string Str)
{
    if ( !IsValidIndex(i) )
        Add(img,Str);
    else
    {
        if ( !bAllowEmptyItems && img == None && Str == "" )
            return;

        Elements[i].Item = Str;
        Elements[i].ExtraData = img;

        if ( bNotify )
            OnChange(self);
    }
}

function Insert(int i, Material Img, optional string Str)
{
    if ( !IsValidIndex(i) )
        Add(Img,Str);
    else
    {
        if ( !bAllowEmptyItems && Img == None && Str == "" )
            return;

        Elements.Insert(i,1);
        Elements[i].Item=Str;
        Elements[i].ExtraData=Img;
        ItemCount=Elements.Length;

        if ( bNotify )
            OnChange(self);
    }
}

event Swap(int IndexA, int IndexB)
{
    local GUI.GUIListElem elem;

    if ( IsValidIndex(IndexA) && IsValidIndex(IndexB) )
    {
        elem = Elements[IndexA];
        Elements[IndexA] = Elements[IndexB];
        Elements[IndexB] = elem;
    }
}

function LoadFrom(GUICircularImageList Source, optional bool bClearFirst)
{
    local string t1,t2;
    local object obj;
    local int i;

    if (bClearfirst)
        Clear();

    for (i=0;i<Source.Elements.Length;i++)
    {
        Source.GetAtIndex(i,t1,obj,t2);
        Add(material(obj),t1);
    }
}

function int RemoveSilent(int i, optional int Count)
{
    bNotify = False;
    i = Remove(i, Count);
    bNotify = True;
    return i;
}

function int Remove(int i, optional int Count)
{
    Count = Max( Count, 1 );
    if (!IsValidIndex(i))
        return Index;

    Elements.Remove(i, Min(Count, Elements.Length - i));

    ItemCount = Elements.Length;

    // In case we now have an invalid index
    SetIndex(Index);

    return Index;
}

function int RemoveElement(GUIListElem Elem, optional int Count)
{
    local int i;

    Count = Max(Count, 1);
    for ( i = 0; i < Elements.Length; i++ )
    {
        if ( Elements[i] == Elem )
        {
            Elements.Remove(i, Min(Count, Elements.Length - i));
            break;
        }
    }

    ItemCount = Elements.Length;

    // In case we now have an invalid index
    SetIndex(Index);

    return Index;
}

function Clear()
{
    if (Elements.Length == 0)
        return;

    Elements.Remove(0,Elements.Length);
    ItemCount = 0;
    Super.Clear();
}

//##############################################################################
//
// Query functions
//

// Current listitem
function string Get(optional bool bGuarantee)
{
    if ( !IsValid() )
    {
        if (bGuarantee && Elements.Length > 0)
            return Elements[0].Item;

        return "";
    }

    return Elements[Index].Item;
}

function Material GetImage(optional bool bGuarantee)
{
    if ( !IsValid() )
    {
        if ( bGuarantee && Elements.Length > 0 )
            return Material(Elements[0].ExtraData);

        return none;
    }

    return Material(Elements[Index].ExtraData);
}

// Arbitrary list Item
function string GetItemAtIndex(int i)
{
    if (!IsValidIndex(i))
        return "";

    return Elements[i].Item;
}

function Material GetImageAtIndex(int i)
{
    if (!IsValidIndex(i))
        return None;

    return Material(Elements[i].ExtraData);
}

function GetAtIndex(int i, out string ItemStr, out Object Img, out string ExtraStr)
{
    if (!IsValidIndex(i))
        return;

    ItemStr = Elements[i].Item;
    Img = Elements[i].ExtraData;
    ExtraStr = Elements[i].ExtraStrData;
}

// Specify true for bGuarantee to receive the selected item if there are no "pending" items
function array<string> GetPendingItems(optional bool bGuarantee)
{
    local int i;
    local array<string> Items;

    if ( (DropState == DRP_Source && Controller.DropSource == Self ) || bGuarantee )
    {
        for ( i = 0; i < SelectedItems.Length; i++ )
            if ( IsValidIndex(SelectedItems[i]) )
                Items[Items.Length] = Elements[SelectedItems[i]].Item;

        if ( Items.Length == 0 && IsValid() )
            Items[0] = Get();
    }

    return Items;
}

function array<GUIListElem> GetPendingElements(optional bool bGuarantee)
{
    local int i;
    local array<GUIListElem> PendingItem;

    if ( (DropState == DRP_Source && Controller.DropSource == Self) || bGuarantee )
    {
        for (i = 0; i < SelectedItems.Length; i++)
            if (IsValidIndex(SelectedItems[i]))
                PendingItem[PendingItem.Length] = Elements[SelectedItems[i]];

        if ( PendingItem.Length == 0 && IsValid() )
        {
            PendingItem.Length = PendingItem.Length + 1;
            GetAtIndex(Index, PendingItem[0].Item, PendingItem[0].ExtraData, PendingItem[0].ExtraStrData);
        }

    }
    return PendingItem;
}

//##############################################################################
//
// Assignment functions
//

function SetItemAtIndex(int i, string NewItem)
{
    if (!IsValidIndex(i))
        return;

    Elements[i].Item = NewItem;
}

function SetImageAtIndex(int i, Material Img)
{
    if (!IsValidIndex(i))
        return;

    Elements[i].ExtraData = Img;
}

function RemoveItem(string Item)
{
    local int i;

    // Work through array. If we find it, remove it (will reduce Elements.Length).
    // If we don't, move on to next one.
    while( i < Elements.Length)
    {
        if(Item ~= Elements[i].Item)
            Elements.Remove(i, 1);
        else
            i++;
    }

    ItemCount = Elements.Length;
    SetIndex(-1);
}

function RemoveImage(Material Img)
{
    local int i;

    while (i < Elements.Length)
    {
        if (Img == Elements[i].ExtraData)
            Elements.Remove(i, 1);
        else i++;
    }

    ItemCount = Elements.Length;
    SetIndex(-1);
}


//##############################################################################
//
// Search functions
//

function int FindIndex(Material Img, optional string Test)
{
    local int i;

    if (Img != None)
    {
        for (i = 0; i < Elements.Length; i++)
            if ( Img == Elements[i].ExtraData )
                return i;
    }

    else if (Test != "")
    {
        for ( i = 0; i < Elements.Length; i++)
            if ( Elements[i].Item ~= Test )
                return i;
    }

    return -1;
}

// 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)
{
    local int i;
    local array<GUIListElem> TempElem;

    if (bAccepted && Accepting != None)
    {
        for (i = 0; i < SelectedItems.Length; i++)
            TempElem[TempElem.Length] = Elements[SelectedItems[i]];

        for (i = 0; i < TempElem.Length; i++)
            RemoveElement(TempElem[i]);

        bRepeatClick = False;
//		InternalOnMouseRelease(Accepting);
    }

    // Simulate repeat click if the operation was a failure to prevent InternalOnMouseRelease from clearing
    // the SelectedItems array
    // This way we don't lose the items we clicked on
    if (Accepting == None)
        bRepeatClick = True;

    SetOutlineAlpha(255);
    if ( bNotify )
        CheckLinkedObjects(Self);
}

// Called on the drop target when the mouse is released - Sender is always DropTarget
function bool InternalOnDragDrop(GUIComponent Sender)
{
    local array<GUIListElem> NewItem;
    local int i;

    if (Controller.DropTarget == Self)
    {
        if (Controller.DropSource != None && GUIList(Controller.DropSource) != None)
        {
            NewItem = GUIList(Controller.DropSource).GetPendingElements();

            if (DropIndex >= 0 && DropIndex < ItemCount)
            {
                for (i = NewItem.Length - 1; i >= 0; i--)
                    Insert(DropIndex, Material(NewItem[i].ExtraData), NewItem[i].Item);
            }
            else
            {
                DropIndex = ItemCount;
                for (i = 0; i < NewItem.Length; i++)
                    Add(Material(NewItem[i].ExtraData), NewItem[i].Item);
            }

            SetIndex(DropIndex);
//			InternalOnMouseRelease(Self);

            return true;
        }
    }
    return false;
}

defaultproperties
{
}

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Class file time: Fr 30.3.2007 08:43:46.000 - Creation time: Mo 16.4.2007 11:20:47.812 - Created with UnCodeX