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// ==================================================================== // Class: UT2K4UI.GUIMultiComponent // // GUIMultiComponents are collections of components that work together. // When initialized, GUIMultiComponents transfer all of their components // to the to the GUIPage that owns them. // // Written by Joe Wilcox // Updated by Ron Prestenback // (c) 2002, Epic Games, Inc. All Rights Reserved // ==================================================================== class GUIMultiComponent extends GUIComponent Abstract Native; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) var(Menu) editinlinenotify export array<GUIComponent> Controls; // An Array of Components that make up this Control var(State) noexport editconst GUIComponent FocusedControl; // Which component inside this one has focus var(Menu) noexport editconstarray array<GUIComponent> Components; // An Array of Controls that can be tabbed to // Animation var() noexport editconst int AnimationCount; // Every time a component begins an animation frame, this is increased var() bool PropagateVisibility; // Does changes to visibility propagate down the line var() bool bOldStyleMenus; // Is this a UT2003 menu or UT2004 var(State) bool bDrawFocusedLast; // Draw focused control last (focused control will always appear on top) // If true, empty Controls array when InitializeControls() is called // (Generally required in order to use automated components when subclassing classes that have Controls members // defined in default properties) var() bool bAlwaysAutomate; delegate bool HandleContextMenuOpen(GUIComponent Sender, GUIContextMenu Menu, GUIComponent ContextMenuOwner) { return true; } delegate bool HandleContextMenuClose(GUIContextMenu Sender) { return true; } delegate bool NotifyContextSelect(GUIContextMenu Sender, int ClickIndex) { return false; } delegate OnCreateComponent(GUIComponent NewComponent, GUIComponent Sender); // Hook to allow setting of component properties before initialization // Adds all 'automated' GUIComponent subobjects to the Controls array (only if Controls array is empty). native final function InitializeControls(); // Re-orders all controls with bTabStop = True, according to TabOrder, from lowest to highest native final function RemapComponents(); // Returns the index into the Components array of GUIComponent Who native final function int FindComponentIndex(GUIComponent Who); // Stub function InternalOnShow(); function InitComponent(GUIController MyController, GUIComponent MyOwner) { local int i; Super.InitComponent(MyController, MyOwner); InitializeControls(); // Build the Controls array for (i=0;i<Controls.Length;i++) { if (Controls[i] == None) { if ( Controller.bModAuthor ) log(Name@"- Invalid control found in"@GetMenuPath()$"!! (Control"@i$")",'ModAuthor'); Controls.Remove(i--,1); continue; } OnCreateComponent(Controls[i], Self); Controls[i].InitComponent(MyController, Self); } RemapComponents(); } event GUIComponent AddComponent(string ComponentClass, optional bool SkipRemap) { local class<GUIComponent> NewCompClass; local GUIComponent NewComp; if ( Controller != None ) NewCompClass = Controller.AddComponentClass(ComponentClass); else NewCompClass = class<GUIComponent>(DynamicLoadObject(ComponentClass,class'class')); if (NewCompClass != None) { NewComp = new(None) NewCompClass; if (NewComp!=None) { NewComp = AppendComponent(NewComp, SkipRemap); return NewComp; } } log(Name@"could not create component"@ComponentClass,'AddComponent'); return none; } // This function allows you to append a component that has already been initialized // Be very careful about how you handle the focus chain event GUIComponent InsertComponent(GUIComponent NewComp, int Index, optional bool SkipRemap) { if (Index < 0 || Index >= Controls.Length) return AppendComponent(NewComp); Controls.Insert(Index, 1); Controls[Index] = NewComp; if (!SkipRemap) RemapComponents(); return NewComp; } event GUIComponent AppendComponent(GUIComponent NewComp, optional bool SkipRemap) { local int index; // Attempt to add it sorted in to the array. The Controls array is sorted by // Render Weight. while (Index<Controls.Length) { if (NewComp.RenderWeight < Controls[Index].RenderWeight) // We found our spot { Controls.Insert(Index,1); break; } Index++; } // Couldn't find a spot, add it at the end Controls[Index] = NewComp; OnCreateComponent(NewComp, Self); if ( NewComp.Controller == None ) NewComp.InitComponent(Controller, Self); if (!SkipRemap) RemapComponents(); // If current menu is already initialized, we need to call the opened event from here if (Controller.bCurMenuInitialized) NewComp.Opened(Self); return NewComp; } event bool RemoveComponent(GUIComponent Comp, optional bool SkipRemap) { local int i; for (i=0;i<Controls.Length;i++) { if (Controls[i] == Comp) { Controls.Remove(i,1); if (!SkipRemap) RemapComponents(); return true; } } return false; } function SetFocusInstead( GUIComponent InFocusComp ) { local int i; Super.SetFocusInstead(InFocusComp); for ( i = 0; i < Controls.Length; i++ ) Controls[i].SetFocusInstead(InFocusComp); } event SetFocus(GUIComponent Who) { if (Who==None) { if ( !FocusFirst(None) ) Super.SetFocus(None); return; } else FocusedControl = Who; MenuStateChange(MSAT_Focused); if (MenuOwner!=None) MenuOwner.SetFocus(self); } event LoseFocus(GUIComponent Sender) { FocusedControl = None; Super.LoseFocus(Sender); } function bool CanAcceptFocus() { local int i; if ( bAcceptsInput && Super.CanAcceptFocus() ) return true; for ( i = 0; i < Controls.Length; i++ ) if ( Controls[i].CanAcceptFocus() ) return true; return false; } event bool FocusFirst(GUIComponent Sender) { local int i; if (Components.Length>0) { for (i=0;i<Components.Length;i++) { if ( Components[i].FocusFirst(Sender) ) return true; } } for (i=0;i<Controls.Length;i++) { if ( Controls[i].FocusFirst(Sender) ) return true; } if ( bAcceptsInput && Super.CanAcceptFocus() ) { Super.SetFocus(None); return true; } return false; } event bool FocusLast(GUIComponent Sender) { local int i; if (Components.Length>0) { for (i=Components.Length-1;i>=0;i--) { if (Components[i].FocusLast(Sender)) return true; } } for (i=Controls.Length-1;i>=0;i--) { if ( Controls[i].FocusLast(Sender) ) return true; } if ( bAcceptsInput && Super.CanAcceptFocus() ) { Super.SetFocus(None); return true; } return false; } event bool NextControl(GUIComponent Sender) { local int Index; Index = FindComponentIndex(Sender); if ( Index >= 0 ) { // Find the next possible component while (++Index<Components.Length) { if ( Components[Index].FocusFirst(None) ) return true; } } if ( Super.NextControl(self) ) return true; return FocusFirst(none); } event bool PrevControl(GUIComponent Sender) { local int Index; Index = FindComponentIndex(Sender); while (--Index>=0) { if (Components[Index].FocusLast(None)) return true; } if ( Super.PrevControl(self) ) return true; return FocusLast(none); } singular function EnableMe() { local int i; Super.EnableMe(); for ( i = 0; i < Controls.Length; i++ ) EnableComponent(Controls[i]); } singular function DisableMe() { local int i; Super.DisableMe(); for ( i = 0; i < Controls.Length; i++ ) DisableComponent(Controls[i]); } event SetVisibility(bool bIsVisible) { local int i; Super.SetVisibility(bIsVisible); if ( !PropagateVisibility ) return; for (i=0;i<Controls.Length;i++) Controls[i].SetVisibility(bIsVisible); } event Opened(GUIComponent Sender) { local int i; if (Sender == None) Sender = Self; Super.Opened(Sender); for (i=0;i<Controls.Length;i++) Controls[i].Opened(Sender); } event Closed(GUIComponent Sender, bool bCancelled) { local int i; if (Sender == None) Sender = Self; Super.Closed(Sender, bCancelled); for (i=0;i<Controls.Length;i++) Controls[i].Closed(Sender, bCancelled); } event Free() // This control is no longer needed { local int i; for (i=0;i<Controls.Length;i++) Controls[i].Free(); Controls.Remove(0,Controls.Length); Components.Remove(0,Components.Length); FocusedControl = None; Super.Free(); } event BeginAnimation( GUIComponent Animating ) { AnimationCount++; if ( AnimationCount > 0 ) bAnimating = True; if ( MenuOwner != None ) MenuOwner.BeginAnimation( Animating ); } event EndAnimation( GUIComponent Animating, EAnimationType Type ) { AnimationCount--; if ( AnimationCount <= 0 ) { bAnimating = False; AnimationCount = 0; } if ( MenuOwner != None ) MenuOwner.EndAnimation( Animating, Type ); if ( Animating == Self ) OnEndAnimation(Animating, Type); } function LevelChanged() { local int i; Super.LevelChanged(); for ( i = 0; i < Controls.Length; i++ ) Controls[i].LevelChanged(); } function CenterMouse() { local int i; if ( FocusedControl != None ) { FocusedControl.CenterMouse(); return; } for ( i = 0; i < Components.Length; i++ ) { if ( Components[i].CanAcceptFocus() ) { Components[i].CenterMouse(); return; } } Super.CenterMouse(); } function DebugTabOrder() { local int i; CheckInvalidTabOrder(); CheckDuplicateTabOrder(); for ( i = 0; i < Controls.Length; i++ ) Controls[i].DebugTabOrder(); } function CheckInvalidTabOrder() { local int i; for ( i = 0; i < Components.Length; i++ ) if ( Components[i].TabOrder == -1 ) log(GetMenuPath()@"Component["$i$"] ("$Components[i].GetMenuPath()$") has no tab order assigned!"); } function CheckDuplicateTabOrder() { local int i, j; local array<intbox> TabOrders; local bool bDup; for ( i = 0; i < Components.Length; i++ ) { bDup = false; if ( Components[i].TabOrder == -1 ) continue; for ( j = 0; j < TabOrders.Length; j++ ) { if ( Components[i].TabOrder == TabOrders[j].X2 ) { log(GetMenuPath()@"Dulicate tab order ("$Components[i].TabOrder$") - components "$TabOrders[j].X1$" ("$Components[TabOrders[j].X1].GetMenuPath()$") & "$i$" ("$Components[i].GetMenuPath()$")"); bDup = True; } } if ( !bDup ) { j = TabOrders.Length; TabOrders.Length = j + 1; TabOrders[j].X1 = j; TabOrders[j].X2 = Components[i].TabOrder; } } } defaultproperties { bDrawFocusedLast=Wahr bTabStop=Wahr } |
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