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// ==================================================================== // Class: UT2K4UI.GUIStyles // // The GUIStyle is an object that is used to describe common visible // components of the interface. // // Written by Joe Wilcox // (c) 2002, Epic Games, Inc. All Rights Reserved // ==================================================================== class GUIStyles extends GUI Abstract Native noteditinlinenew; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) var(Style) const string KeyName; // This is the name of the style used for lookup // If the desired keyname is one of these, FontScale will be adjusted // For backwards compatibility - 0 - Smaller 1 - Larger var(Style) const string AlternateKeyName[2]; /* Each style contains 5 values for each font, per size Small 0 - 4 Medium 5 - 9 Large 10 - 14 */ var(Style) noexport string FontNames[15]; // Holds the names of the 5 fonts to use var(Style) noexport GUIFont Fonts[15]; // Holds the fonts for each state var(Style) noexport color FontColors[5]; // This array holds 1 font color for each state var(Style) noexport color FontBKColors[5]; // This holds the Background Colors for each state var(Style) noexport color ImgColors[5]; // This array holds 1 image color for each state var(Style) noexport EMenuRenderStyle RStyles[5]; // The render styles for each state var(Style) noexport Material Images[5]; // This array holds 1 material for each state (Blurry, Watched, Focused, Pressed, Disabled) var(Style) noexport eImgStyle ImgStyle[5]; // How should each image for each state be drawed var(Style) noexport float ImgWidths[5]; // -1 if full image var(Style) noexport float ImgHeights[5]; // -1 if full image var(Style) noexport int BorderOffsets[4]; // How thick is the border var(style) noexport bool bTemporary; // This style should be cleaned up // the OnDraw delegate Can be used to draw. Return true to skip the default draw method delegate bool OnDraw(Canvas Canvas, eMenuState MenuState, float left, float top, float width, float height); delegate bool OnDrawText(Canvas Canvas, eMenuState MenuState, float left, float top, float width, float height, eTextAlign Align, string Text, eFontScale FontScale); native static final function Draw(Canvas Canvas, eMenuState MenuState, float left, float top, float width, float height); native static final function DrawText(Canvas Canvas, eMenuState MenuState, float left, float top, float width, float height, eTextAlign Align, string Text, eFontScale FontScale); native static final function TextSize(Canvas Canvas, eMenuState MenuState, string Text, out float XL, out float YL, eFontScale FontScale); event Initialize() { local int i; // Preset all the data if needed for ( i = 0; i < ArrayCount(FontNames) && i < ArrayCount(Fonts); i++) { if (FontNames[i] != "") Fonts[i] = Controller.GetMenuFont(FontNames[i]); } } defaultproperties { } |
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