Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
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 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 00104 00105 00106 00107 00108 00109 00110 00111 00112 00113 00114 00115 00116 00117 00118 00119 00120 00121 00122 00123 00124 00125 00126 00127 00128 00129 00130 00131 00132 00133 |
// GUIImageList is simply a GUIImage that has its current image selected from an array // It rotates using mouse wheel/arrow keys class GUIImageList extends GUIImage; // Native; var() editinline array<string> MatNames; var() array<Material> Materials; var() editconst int CurIndex; var() bool bWrap; function InitComponent(GUIController MyController, GUIComponent MyOwner) { Super.Initcomponent(MyController, MyOwner); OnKeyEvent=internalKeyEvent; } function AddMaterial(string MatName, out Material Mat) { local int i; if (Mat != None) { i = Materials.Length; Materials[i]=Mat; MatNames[i]=MatName; } } function string GetCurMatName() { if (CurIndex >= 0 && CurIndex < Materials.Length) return MatNames[CurIndex]; return ""; } function SetIndex(int index) { if (index >= 0 && index < Materials.Length) { CurIndex = index; Image = Materials[index]; } else { Image = None; CurIndex = -1; } } function bool internalKeyEvent(out byte Key, out byte State, float delta) { if ( State != 3 ) return false; switch ( Key ) { case 0x25: // Up/Left/MouseWheelUp case 0x26: case 0x64: case 0x68: case 0xEC: PrevImage(); return true; case 0x27: // Down/Right/MouseWheelDn case 0x28: case 0x62: case 0x66: case 0xED: NextImage(); return true; case 0x24: // Home case 0x67: FirstImage(); return true; case 0x23: // End case 0x61: LastImage(); return true; } return false; } function PrevImage() { if (CurIndex < 1) { if (bWrap) SetIndex(Materials.Length - 1); } else SetIndex(CurIndex - 1); } function NextImage() { if (CurIndex < 0) SetIndex(0); else if ((CurIndex + 1) >= Materials.Length) { if (bWrap) SetIndex(0); } else SetIndex(CurIndex + 1); } function FirstImage() { if (Materials.Length > 0) SetIndex(0); } function LastImage() { if (Materials.Length > 0) SetIndex(Materials.Length - 1); } defaultproperties { StyleName="NoBackground" bTabStop=Wahr bAcceptsInput=Wahr bCaptureMouse=Wahr } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |