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// ==================================================================== // Class: UT2K4UI.GUIFont // // GUIFont is used to give a single pipeline for handling fonts at // multiple resolutions while at the same time supporting resolution // independant fonts (for browsers, etc). // // Written by Joe Wilcox // (c) 2002, Epic Games, Inc. All Rights Reserved // ==================================================================== class GUIFont extends GUI Abstract Native; var(Menu) string KeyName; var(Menu) bool bFixedSize; // If true, only FontArray[0] is used var(Menu) bool bScaled; // This font is scaled var(Menu) int NormalXRes; // If Scaled, this is it's default resolution var(Menu) int FallBackRes; // If the Resolution is <= this value, it will use the fallback font. var(Menu) localized array<string> FontArrayNames; // Holds all of the names of the fonts var(Menu) array<Font> FontArrayFonts; // Holds all of the fonts native event Font GetFont(int XRes); // Returns the font for the current resolution // Dynamically load font. static function Font LoadFontStatic(int i) { if( i>=default.FontArrayFonts.Length || default.FontArrayFonts[i] == None ) { default.FontArrayFonts[i] = Font(DynamicLoadObject(default.FontArrayNames[i], class'Font')); if( default.FontArrayFonts[i] == None ) Log("Warning: "$default.Class$" Couldn't dynamically load font "$default.FontArrayNames[i]); } return default.FontArrayFonts[i]; } function Font LoadFont(int i) { if( i>=FontArrayFonts.Length || FontArrayFonts[i] == None ) { FontArrayFonts[i] = Font(DynamicLoadObject(FontArrayNames[i], class'Font')); if( FontArrayFonts[i] == None ) Log("Warning: "$Self$" Couldn't dynamically load font "$FontArrayNames[i]); } return FontArrayFonts[i]; } defaultproperties { } |
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