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XInterface.GUILabel


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// ======================================================================================================
//  GUILabel - A text label that get's displayed.  By default, it
//  uses the default font, however you can override it if you wish.
//
//  By default, labels will never be focused, since bAcceptsInput is false
//  for GUILabel.  This means that GUILabel will never be put into the MSAT_Focused
//  state (thus changing the color of the text to FocusedTextColor) unless the GUILabel
//  is associated with a component that manually sets the label's state, such as a GUIMenuOption.
//
//  The easiest way to override this default behavior, if desired, is by setting StyleName to "TextLabel".
//
//  Written by Joe Wilcox
//  Updated by Ron Prestenback
//  (c) 2002 - 2003, Epic Games, Inc.  All Rights Reserved
// ======================================================================================================

class GUILabel extends GUIComponent
    Native;

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

var()   localized   string              Caption;            // The text to display
var()               eTextAlign          TextAlign;          // How is the text aligned in it's bounding box
var()               color               TextColor;          // The Color to display this in.
var()               color               FocusedTextColor;   // The Color to display this in.
var()               EMenuRenderStyle    TextStyle;          // What canvas style to use
var()               string              TextFont;           // The Font to display it in
var()               bool                bTransparent;       // Draw a Background for this label
var()               bool                bMultiLine;         // Will cut content to display on multiple lines when too long
var()				eTextAlign          VertAlign;			// Vertical alignment (only if bMultiLine) - Left = Top
var()               color               BackColor;          // Background color for this label
var()               color               ShadowColor;        // Shadow Color
var()               float               ShadowOffsetX;      // if > 0 draw shadow
var()               float               ShadowOffsetY;      // if > 0 draw shadow
var()               color               HilightColor;       // Shadow Color
var()				float               HilightOffsetX;     // if > 0 draw shadow
var()               float               HilightOffsetY;     // if > 0 draw shadow

defaultproperties
{
     TextColor=(B=64,A=255)
     FocusedTextColor=(B=80,G=32,R=32,A=255)
     TextStyle=MSTY_Normal
     TextFont="UT2MenuFont"
     bTransparent=True
     BackColor=(A=255)
     ShadowColor=(A=196)
     HilightColor=(B=255,G=255,R=255,A=196)
     WinHeight=0.060000
     RenderWeight=0.400000
}

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Class file time: pr 5-2-2018 12:35:52.000 - Creation time: sk 18-3-2018 09:50:10.450 - Created with UnCodeX