Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

XInterface.GUIListBase


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
00134
00135
00136
00137
00138
00139
00140
00141
00142
00143
00144
00145
00146
00147
00148
00149
00150
00151
00152
00153
00154
00155
00156
00157
00158
00159
00160
00161
00162
00163
00164
00165
00166
00167
00168
00169
00170
00171
00172
00173
00174
00175
00176
00177
00178
00179
00180
00181
00182
00183
00184
00185
00186
00187
00188
00189
00190
00191
00192
00193
00194
00195
00196
00197
00198
00199
00200
00201
00202
00203
00204
00205
00206
00207
00208
00209
00210
00211
00212
00213
00214
00215
00216
00217
00218
00219
00220
00221
00222
00223
00224
00225
00226
00227
00228
00229
00230
00231
00232
00233
00234
00235
00236
00237
00238
00239
00240
00241
00242
00243
00244
00245
00246
00247
00248
00249
00250
00251
00252
00253
00254
00255
00256
00257
00258
00259
00260
00261
00262
00263
00264
00265
00266
00267
00268
00269
00270
00271
00272
00273
00274
00275
00276
00277
00278
00279
00280
00281
00282
00283
00284
00285
00286
00287
00288
00289
00290
00291
00292
00293
00294
00295
00296
00297
00298
00299
00300
00301
00302
00303
00304
00305
00306
00307
00308
00309
00310
00311
00312
00313
00314
00315
00316
00317
00318
00319
00320
00321
00322
00323
00324
00325
00326
00327
00328
00329
00330
00331
00332
00333
00334
00335
00336
00337
00338
00339
00340
00341
00342
00343
00344
00345
00346
00347
00348
00349
00350
00351
00352
00353
00354
00355
00356
00357
00358
00359
00360
00361
00362
00363
00364
00365
00366
00367
00368
00369
00370
00371
00372
00373
00374
00375
00376
00377
00378
00379
00380
00381
00382
00383
00384
00385
00386
00387
00388
00389
00390
00391
00392
00393
00394
00395
00396
00397
00398
00399
00400
00401
00402
00403
00404
00405
00406
00407
00408
00409
00410
00411
00412
00413
00414
00415
00416
00417
00418
00419
00420
00421
00422
00423
00424
00425
00426
00427
00428
00429
00430
00431
00432
00433
00434
00435
00436
00437
00438
00439
00440
00441
00442
00443
00444
00445
00446
00447
00448
00449
00450
00451
00452
00453
00454
00455
00456
00457
00458
00459
00460
00461
00462
00463
00464
00465
00466
00467
00468
00469
00470
00471
00472
00473
00474
00475
00476
00477
00478
00479
00480
00481
00482
00483
00484
00485
00486
00487
00488
00489
00490
00491
00492
00493
00494
00495
00496
00497
00498
00499
00500
00501
00502
00503
00504
00505
00506
00507
00508
00509
00510
00511
00512
00513
00514
00515
00516
00517
00518
00519
00520
00521
00522
00523
00524
00525
00526
00527
00528
00529
00530
00531
00532
00533
00534
00535
00536
00537
00538
00539
00540
00541
00542
00543
00544
00545
00546
00547
00548
00549
00550
00551
00552
00553
00554
00555
00556
00557
00558
00559
00560
00561
00562
00563
00564
00565
00566
00567
00568
00569
00570
00571
00572
00573
00574
00575
00576
00577
00578
00579
00580
00581
00582
00583
00584
00585
00586
00587
00588
00589
00590
00591
00592
00593
00594
00595
00596
00597
00598
00599
00600
00601
00602
00603
00604
00605
00606
00607
00608
00609
00610
00611
00612
00613
00614
00615
00616
00617
00618
00619
00620
00621
00622
00623
00624
00625
00626
00627
00628
00629
00630
// ====================================================================
//  Class:  UT2K4UI.GUIListBase
//
//  Abstract GUIList list box component.
//
//  Written by Joe Wilcox
//  Made abstract by Jack Porter
//  (c) 2002, Epic Games, Inc.  All Rights Reserved
// ====================================================================

class GUIListBase extends GUIComponent
        Native
        Abstract;

#exec OBJ LOAD FILE=InterfaceContent.utx

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


var()      bool             bSorted;                // Should we sort this list
var()      bool             bHotTrack;              // Use the Mouse X/Y to always hightlight something
var()      bool             bHotTrackSound;			// Whether to make the mouse over sound when hottracking
var()      bool             bDrawSelectionBorder;   // Should we draw a selection border around the selected item
var()      bool             bVisibleWhenEmpty;      // List is still drawn when there are no items in it.
var()      bool             bNotify;				// Used to abort OnChange notification in list
var()      bool             bInitializeList;		// If true, set index to 0 when adding first item
var()      bool             bMultiSelect;           // allow multiple selections (where implemented)
var()      bool             bAllowEmptyItems;


var() noexport        GUIScrollBarBase MyScrollBar;

// Styles
var(Style)      string           SelectedStyleName;      // Name of the style to use for the selected item
var(Style)      string           SectionStyleName;       // Name of the style to use for header items
var(Style)      string           OutlineStyleName;

var(Style) noexport        GUIStyles        SelectedStyle;
var(Style) noexport        GUIStyles        SectionStyle;
var(Style) noexport        GUIStyles        OutlineStyle;            // Used for outlining a pending drag-n-drop



var()      ETextAlign       SectionJustification;
var()      Material         SelectedImage;            // Image to use when displaying
var()      color            SelectedBKColor;          // Color for a selection background

var() noexport editconst        int              Top,Index;                // Pointers in to the list
var() noexport editconst const  int              ItemsPerPage;             // # of items per Page.  Is set natively
var() noexport editconst const  float            ItemHeight;               // Size of each row.  Subclass should set in PreDraw.
var() noexport editconst const  float            ItemWidth;                // Width of each row.. Subclass should set in PreDraw.
var() noexport editconst        int              ItemCount;                // # of items in this list



// Drag-n-drop
// You must set these to enable drag-n-drop
var() noexport editconst        array<int>       SelectedItems;
var() noexport editconst        int              LastSelected;             // Last selected item
var() noexport editconst        int              LastPressX, LastPressY;   // Last position of mouse press
var() noexport editconst        int              DropIndex;                // Indicates the insertion position for the drag-n-drop operation
var() noexport editconst        int              MightRemove;              // Indicates an item that will be de-selected unless a drag operation begins

var() noexport editconstarray array<GUIComponent>     LinkedObjects;				// Objects state is changed based on whether this list has a valid index


// Not yet implemented (drag-n-drop)
// This will eventually allow you to auto-scroll a list while holding the cursor
// on the top or bottom item of the target list when moving items
delegate OnScrollBy(GUIComponent Sender);

// Owner-draw.
delegate OnDrawItem(Canvas Canvas, int Item, float X, float Y, float W, float HT, bool bSelected, bool bPending);
delegate OnAdjustTop(GUIComponent Sender);

// Called when hot tracking, and a new item is highlighted
delegate OnTrack(GUIComponent Sender, int LastIndex);

delegate CheckLinkedObjects( GUIListBase List )
{
	if ( IsValid() )
		EnableLinkedObjects();
	else DisableLinkedObjects();
}

function InitComponent(GUIController MyController, GUIComponent MyOwner)
{
    Super.InitComponent(MyController,MyOwner);

    if (SectionStyleName != "" && SectionStyle == None)
        SectionStyle = MyController.GetStyle(SectionStyleName,FontScale);

    if (SelectedStyleName != "" && SelectedStyle == None)
        SelectedStyle = MyController.GetStyle(SelectedStyleName,FontScale);

    if (OutlineStyleName != "" && OutlineStyle == None)
        OutlineStyle = MyController.GetStyle(OutlineStyleName,FontScale);
}

function Sort();    // Add in a bit

function int SilentSetIndex(int NewIndex)
{
	local int i;

	bNotify = False;
	i = SetIndex(NewIndex);
	bNotify = True;

	return i;
}

// Should be subclassed
event int CalculateIndex(optional bool bRequireValidIndex) { return -1; }

function int SetIndex(int NewIndex)
{
    if ( !IsValidIndex(NewIndex) )
        Index = -1;
    else
        Index = NewIndex;

    if ( index >= 0 && ItemsPerPage > 0 )
    {
        if ( Index < Top )
            SetTopItem(Index);

        else if ( Index >= Top + ItemsPerPage )
            SetTopItem(Index - ItemsPerPage + 1);

        else if ( bNotify )
			CheckLinkedObjects(Self);
    }
    else
    {
    	if ( bNotify )
    		CheckLinkedObjects(Self);

    	if ( Top >= ItemCount )
    		Home();
    }

    IndexChanged(self);
    return Index;
}

function IndexChanged(GUIComponent Sender)
{
	if ( bNotify )
		OnChange(Sender);

	LastSelected = Index;
}

function ClearPendingElements()
{
//	log(Name@"ClearPendingElements()");
	if (bRepeatClick)
	{
		bRepeatClick = False;
		return;
	}

	SelectedItems.Remove(0, SelectedItems.Length);
	DropIndex = -1;
}

function Clear()
{
    Top = 0;
    ItemCount=0;
    SetIndex(-1);
    MyScrollBar.AlignThumb();
}

function MakeVisible(float Perc)
{
    SetTopItem(int((ItemCount-ItemsPerPage) * Perc));
}

function SetTopItem(int Item)
{
//log("GUIListBase::SetTopItem"@Item@"ItemsPerPage:"$ItemsPerPage);
    Top = Item;
    if (Top+ItemsPerPage>=ItemCount)
        Top = ItemCount - ItemsPerPage;

    if (Top<0)
        Top=0;

	if ( bNotify )
	    CheckLinkedObjects(Self);
    OnAdjustTop(Self);

	if ( MyScrollBar != None )
    	MyScrollBar.AlignThumb();
}

function int AddLinkObject( GUIComponent NewObj, optional bool bNoCheck )
{
	local int i;

	if ( NewObj != None )
	{
		if ( !bNoCheck )
		{
			for (i = 0; i < LinkedObjects.Length; i++)
				if ( LinkedObjects[i] == NewObj )
					return i;
		}

		i = LinkedObjects.Length;
		LinkedObjects[i] = NewObj;
		return i;
	}

	return -1;
}

function InitLinkObjects( array<GUIComponent> NewObj, optional bool bNoCheck )
{
	local int i;

	if ( !bNoCheck )
	{
		for (i = NewObj.Length - 1; i >= 0; i--)
			if ( NewObj[i] == None )
				NewObj.Remove(i,1);
	}

	LinkedObjects = NewObj;
	if ( bNotify )
		CheckLinkedObjects(Self);
}

function EnableLinkedObjects()
{
	local int i;

	for (i = 0; i < LinkedObjects.Length; i++)
		if ( LinkedObjects[i] != None )
			EnableComponent(LinkedObjects[i]);
}

function DisableLinkedObjects()
{
	local int i;

	for (i = 0; i < LinkedObjects.Length; i++)
		if ( LinkedObjects[i] != None )
			DisableComponent(LinkedObjects[i]);
}

function bool IsValid()
{
	if (Index < 0 || Index >= ItemCount)
		return false;

	return true;
}

function bool IsValidIndex( int i )
{
	if ( i < 0 || i >= ItemCount )
		return false;

	return true;
}

event string AdditionalDebugString()
{
	return " SelectedItems:"@ SelectedItems.Length;
}

function string GetItemAtIndex( int idx ) { return ""; }

// 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] = GetItemAtIndex(SelectedItems[i]);

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

	return Items;
}

function bool InternalOnKeyEvent( out byte Key, out byte KeyState, float Delta )
{
	local int i;
	local Interactions.EInputKey iKey;

	if ( ItemsPerPage == 0 || ItemsPerPage == 0 ) return false;

	iKey = EInputKey(Key);
	if ( KeyState == 3 && ikey == IK_MouseWheelUp )   { WheelUp();   return true; }
	if ( KeyState == 3 && ikey == IK_MouseWheelDown ) { WheelDown(); return true; }
	if ( KeyState != 1 ) return false;

	switch ( iKey )
	{
	case IK_Up:
		if ( Up() )
			return true;

		break;

	case IK_Down:
		if ( !Controller.ShiftPressed && Down() )
			return true;

		break;

	case IK_Left:
		if ( MoveLeft() )
			return true;
		break;

	case IK_Right:
		if ( MoveRight() )
			return true;

		break;

	case IK_Home:
		Home();
		return true;

	case IK_End:
		End();
		return true;

	case IK_PageUp:
		PgUp();
		return true;

	case IK_PageDown:
		PgDn();
		return true;

	case IK_A:
		if ( Controller.CtrlPressed && bMultiSelect )
		{
			SelectedItems.Length = ItemCount;
			for ( i = 0; i < ItemCount; i++ )
				SelectedItems[i] = i;

			return true;
		}
	}


	return false;
}

function bool Up()        { return false; }
function bool Down()      { return false; }
function bool MoveRight() { return false; }
function bool MoveLeft()  { return false; }
function WheelUp();
function WheelDown();
function PgUp();
function PgDn();
function Home();
function End();

// We've received a mouse press in the drop source
function InternalOnMousePressed(GUIComponent Sender, bool IsRepeat)
{
	local int i, j, k, NewIndex;

	if ( !IsInClientBounds() || ItemsPerPage == 0 )
		return;

	// If not holding down the mouse
	if (!IsRepeat && ItemCount > 0)
	{
//		log(Name@"InternalOnMousePressed");
		NewIndex = CalculateIndex(True);
		if ( NewIndex == -1 )
			return;

		LastPressX = Controller.MouseX;
		LastPressY = Controller.MouseY;

		// If we had an Item selected, go ahead and add it to the drag-n-drop list
		if ( Controller.CtrlPressed && bMultiSelect && SelectedItems.Length == 0 && NewIndex != Index )
			SelectedItems[SelectedItems.Length] = Index;

		// If shift is pressed, do shift selection
		if ( Controller.ShiftPressed && IsMultiSelect() )
		{
			if ( LastSelected == -1 )
				LastSelected = 0;

			// If not pressing Ctrl, clear out the SelectedItems array
			if ( !Controller.CtrlPressed )
				for ( j = SelectedItems.Length - 1; j >= 0; j-- )
					if ( SelectedItems[j] != Index )
						SelectedItems.Remove(j,1);

			for ( j = Min(LastSelected, NewIndex); j <= Max(LastSelected, NewIndex); j++ )
			{
				for ( k = 0; k < SelectedItems.Length; k++ )
				{
					if ( j == SelectedItems[k] )
						break;

					if ( j < SelectedItems[k] )
					{
						SelectedItems.Insert(k, 1);
						SelectedItems[k] = j;
						break;
					}
				}

				if ( k == SelectedItems.Length )
					SelectedItems[k] = j;
			}

			return;
		}
		else
		{
			LastSelected = NewIndex;
			if ( IsMultiSelect() )
				Index = NewIndex;
		}

		// Find out if the this index is already in our selected list
		for (i = 0; i < SelectedItems.Length; i++)
			if (SelectedItems[i] == NewIndex)
				break;

		// If it was found, remove it (allows toggling an Item's selectedness)
		// don't remove it immediately, but set MightRemove.  This way, if the user drags
		// the selected Item, instead of releasing the mouse, we won't deselect it.
		if (i < SelectedItems.Length)
			MightRemove = i;
		else if (Controller.CtrlPressed && bMultiSelect)
		{
			for ( i = 0; i < SelectedItems.Length; i++ )
				if ( NewIndex < SelectedItems[i] )
				{
					SelectedItems.Insert(i, 1);
					SelectedItems[i] = NewIndex;
					break;
				}

			if ( i == SelectedItems.Length )
				SelectedItems[i] = NewIndex;
		}
		else if (SelectedItems.Length > 0 && MightRemove == -1)
			SelectedItems.Remove(0, SelectedItems.Length);
	}
}

// Called on both the source and target when mouse is released.
function InternalOnMouseRelease(GUIComponent Sender)
{
//	log(Name@"InternalOnMouseRelease Sender:"$Sender.Name);
	if ( MightRemove >= 0 && MightRemove < SelectedItems.Length )
		SelectedItems.Remove(MightRemove, 1);

	MightRemove = -1;

	// Stop here if we aren't doing a multi-selection
	if ( !IsMultiSelect() )
		ClearPendingElements();
}

// Called when mouse is pressed and user begins to move mouse while items are selected.
function bool InternalOnBeginDrag(GUIComponent Sender)
{
	if ( Controller == None )
		return false;

	// Must move the mouse more than 3 pixels in order to begin a drag operation
	// to account for accidentally moving the mouse a little while clicking
	if ( (Abs(LastPressX - Controller.MouseX) < 3) && (Abs(LastPressY - Controller.MouseY) < 3) )
		return false;

//	log(Name@"InternalOnBeginDrag");
	MightRemove = -1;

	if ( SelectedItems.Length == 0 )
		CheckDragSelect();

	// Assign the offset that native rendering will use to draw the hovering selection
	UpdateOffset(ClientBounds[0], ClientBounds[1], ClientBounds[2], ClientBounds[3]);
	SetOutlineAlpha(128);
	return true;
}

// Find out if we were clicking on any Item - if so, add it to SelectedItems
function CheckDragSelect()
{
	local int i;
	i = CalculateIndex(True);
	if ( i < 0 )
		return;

	SetIndex(i);
	SelectedItems[SelectedItems.Length] = i;
}

function bool InternalOnRightClick( GUIComponent Sender )
{
	if ( bDropSource && bMultiSelect && SelectedItems.Length > 0 )
		Controller.bIgnoreNextRelease = True;

	return true;
}

// Called on the drop source when when an Item has been dropped.  bAccepted tells it whether
// the operation was successful or not.
// Should be subclassed
function InternalOnEndDrag(GUIComponent Accepting, bool bAccepted);

// Called on the drop target when the mouse is released - Sender is always DropTarget
// Should be subclassed
function bool InternalOnDragDrop(GUIComponent Sender)
{
	return false;
}

// Called on whatever component the data is being dragged over
function InternalOnDragOver(GUIComponent Sender)
{
	local int NewIndex;

	if ( Controller == None )
		return;

	if (Controller.DropTarget == Self)
	{
		NewIndex = CalculateIndex(True);
		if (NewIndex == -1)
		{
			DropIndex = -1;
			return;
		}

		// Remove any items that were selected in this list
		if ( Controller.DropSource != Self && SelectedItems.Length > 0 )
			SelectedItems.Remove(0, SelectedItems.Length);

		DropIndex = NewIndex;
	}
}

function InternalOnDragEnter(GUIComponent Sender)
{
    /*
    Uncomment to add special mouse cursor
    MouseCursorIndex = -- "OK to drop here" mouse cursor -- ;
    */
    SetOutlineAlpha(255);
}

function InternalOnDragLeave(GUIComponent Sender)
{
    /* Uncomment to add special mouse cursor
    MouseCursorIndex = -- "Cannot drop here" mouse cursor --;
    */

    SetOutlineAlpha(128);
    if (DropIndex >= 0)
        DropIndex = -1;
}

event bool IsMultiSelect()
{
	if ( Controller == None )
		return false;

	return bDropSource && bMultiSelect && DropState != DRP_Source && (Controller.CtrlPressed || Controller.ShiftPressed) && OnMultiSelect(Self);
}

function SetOutlineAlpha(int NewAlpha)
{
    local int i;

    if (OutlineStyle == None)
        return;

    for (i = 0; i < 5; i++)
        OutlineStyle.ImgColors[i].A = NewAlpha;
}

defaultproperties
{
     bHotTrackSound=True
     bDrawSelectionBorder=True
     bNotify=True
     bInitializeList=True
     bMultiSelect=True
     SelectedStyleName="ListSelection"
     SectionStyleName="ListSection"
     OutlineStyleName="ItemOutline"
     SelectedBKColor=(B=200,G=255,R=255,A=255)
     FontScale=FNS_Small
     StyleName="NoBackground"
     bTabStop=True
     bAcceptsInput=True
     OnRightClick=GUIListBase.InternalOnRightClick
     OnMousePressed=GUIListBase.InternalOnMousePressed
     OnMouseRelease=GUIListBase.InternalOnMouseRelease
     OnKeyEvent=GUIListBase.InternalOnKeyEvent
     OnBeginDrag=GUIListBase.InternalOnBeginDrag
     OnEndDrag=GUIListBase.InternalOnEndDrag
     OnDragDrop=GUIListBase.InternalOnDragDrop
     OnDragEnter=GUIListBase.InternalOnDragEnter
     OnDragLeave=GUIListBase.InternalOnDragLeave
     OnDragOver=GUIListBase.InternalOnDragOver
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: pr 5-2-2018 12:35:52.000 - Creation time: sk 18-3-2018 09:50:10.471 - Created with UnCodeX