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// ==================================================================== // Class: UT2K4UI.GUISplitter // // GUISplitters allow the user to size two other controls (usually Panels) // // Written by Jack Porter // Updated by Ron Prestenback // (c) 2002, Epic Games, Inc. All Rights Reserved // ==================================================================== class GUISplitter extends GUIPanel native; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) enum EGUISplitterType { SPLIT_Vertical, SPLIT_Horizontal, }; var() EGUISplitterType SplitOrientation; var() float SplitPosition; // 0.0 - 1.0 var() bool bFixedSplitter; // Can splitter be moved? var() bool bDrawSplitter; // Draw the actual splitter bar var() float SplitAreaSize; // size of splitter thing var() string DefaultPanels[2]; // Names of the default panels var() GUIComponent Panels[2]; // Quick Reference var() float MaxPercentage; // How big can any 1 panel get delegate OnReleaseSplitter(GUIComponent Sender, float NewPosition); // Notification that finished resizing splitter function InitComponent(GUIController MyController, GUIComponent MyOwner) { Super.Initcomponent(MyController, MyOwner); if (DefaultPanels[0]!="") { Panels[0] = AddComponent(DefaultPanels[0], DefaultPanels[1] != ""); if (DefaultPanels[1]!="") Panels[1] = Addcomponent(DefaultPanels[1]); } } event GUIComponent AppendComponent(GUIComponent NewComp, optional bool SkipRemap) { OnCreateComponent(NewComp, Self); Controls[Controls.Length] = NewComp; NewComp.InitComponent(Controller, Self); NewComp.bBoundToParent = true; NewComp.bScaleToParent = true; if (!SkipRemap) RemapComponents(); return NewComp; } native function SplitterUpdatePositions(); defaultproperties { SplitPosition=0.500000 bDrawSplitter=True SplitAreaSize=8.000000 StyleName="SquareButton" bAcceptsInput=True bNeverFocus=True } |
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