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

XInterface.GUIStyles


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
// ====================================================================
//  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
{
}

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 09:50:10.671 - Created with UnCodeX