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/** * The "container" component of the UI system's list functionality, which is composed fo three components: * data source, container widget, and formatter. * * The UIList acts as the conduit for list data to the UI. UIList knows nothing about the type of data it contains. * It is responsible for tracking the number of elements it has, the size of each cell, handling input (including * tracking which elements are selected, changing the selected element, etc.), adding and removing elements from the * list, and passing data back and forth between the data source and the presenter components. * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UIList extends UIObject native(UIPrivate) implements(UIDataStorePublisher); /** Different ways to auto-size list cells */ enum ECellAutoSizeMode { /** Auto-sizing not enabled */ CELLAUTOSIZE_None<DisplayName=None>, /** * Cells will be uniformly sized so that all cells can be displayed within the bounds of the list. The configured * cell size is ignored, and the bounds of the list are not adjusted. */ CELLAUTOSIZE_Uniform<DisplayName=Uniform Fill>, /** * Cells will be sized to fit their contents. The configured cell size is ignored, and the bounds of the list are * not adjusted. */ CELLAUTOSIZE_Constrain<DisplayName=Best Fit>, /** * Cells will be sized to fit their contents. The configured cell size is ignored, and the bounds of the list are * adjusted to display all cells */ CELLAUTOSIZE_AdjustList<DisplayName=Adjust List Bounds>, }; /** Determines how the cells in this list are linked. */ enum ECellLinkType { /** no linking - one to one mapping between cells and elements */ LINKED_None<DisplayName=Disabled>, /** rows are linked; each column in the list will represent a single element; not yet implemented */ LINKED_Rows<DisplayName=Span Rows>, /** columns are linked; each row in the list represents a single element */ LINKED_Columns<DisplayName=Span Columns>, }; /** Determines how list elements are wrapped */ enum EListWrapBehavior { /** * no wrapping (default); when the end of the list is reached, the user will not be able to scroll further */ LISTWRAP_None, /** * Smooth wrapping; if space is available after rendering the last element, starts over at the first element and * continues rendering elements until no more space is available. * @todo - not yet implemented */ LISTWRAP_Smooth, /** * Jump wrapping; list stops rendering at the last element, but if the user attempts to scroll past the end of the * list, the index jumps back to the opposite side of the list. */ LISTWRAP_Jump, }; /** * Provides information about which cells the mouse is currently hovering over. */ struct native transient CellHitDetectionInfo { /** * the column that was hit; INDEX_NONE if the location did not correspond to a valid column */ var int HitColumn; /** * the row that was hit; INDEX_NONE if the location did not correspond to a valid row */ var int HitRow; /** * if the hit location was within the region used for resizing a column, indicates the column that will be resized; */ var int ResizeColumn; /** * if the hit location was within the region used for resizing a column, indicates the column that will be resized; */ var int ResizeRow; structcpptext { /** Constructors */ FCellHitDetectionInfo() {} FCellHitDetectionInfo(EEventParm) { appMemzero(this, sizeof(FCellHitDetectionInfo)); } } }; /** how many pixels wide the region is that is used for resizing a column/row */ const ResizeBufferPixels=5; /** * Default height for cells in the list. A value of 0 indicates that the cell heights are dynamic. * * If rows are linked, this value is only applied to cells that have a value of 0 for CellSize. */ var(Presentation) UIScreenValue_Extent RowHeight; /** * Minimum size a column is allowed to be resized to. */ var(Presentation) UIScreenValue_Extent MinColumnSize; /** * Default width for cells in the list. A value of 0 indicates that the cell widths are dynamic. Dynamic behavior is as follows: * Linked columns: columns are expanded to fill the width of the list * Non-linked columns: columns widths will be adjusted to fit the largest string in the list * * If columns are linked, this value is only applied to cells that have a value of 0 for CellSize. */ var(Presentation) UIScreenValue_Extent ColumnWidth; /** * Amount of spacing to use inside the cells of the column headers. */ var(Presentation) UIScreenValue_Extent HeaderCellPadding; /** * Amount of spacing to place between the column header and the first element. */ var(Presentation) UIScreenValue_Extent HeaderElementSpacing; /** * Amount of spacing to use between each element in the list. */ var(Presentation) UIScreenValue_Extent CellSpacing; /** * Amount of spacing to use inside each cell. */ var(Presentation) UIScreenValue_Extent CellPadding; /** * Index into the Items array for currently active item. In most cases, the active item will be the same as the selected * item. Active item does not imply selected, however. A good example of this is a multi-select list that has no selected * items, but which has focus - corresponds to the item that would be selected if the user pressed 'space' or 'enter'. */ var transient int Index; /** The index of the element which is located at the beginning of the visible region. */ var transient int TopIndex; /** * Maximum number of items that can be visible at one time in the list. Calculated using the current size of the list * and the list's cells. */ var(Presentation) editconst transient duplicatetransient int MaxVisibleItems; /** * Number of columns to display in the list. How this is set is dependent on the value of CellLinkType. * * LINKED_None: Whatever value designer specifies is used. Either the width of the list or the column widths must be dynamic. * LINKED_Rows: always the same value as MaxVisibleItems. * LINKED_Columns: determined by the number of cells which are bound to data providers. */ var(List) protected{protected} int ColumnCount; /** * Number of rows to display in the list. How this is set is dependent on the value of CellLinkType. * * LINKED_None: Whatever value designer specifies is used. Either the height of the list or the column heights must be dynamic. * LINKED_Rows: determined by the number of cells which are bound to data providers. * LINKED_Columns: always the same value as MaxVisibleItems. */ var(List) protected{protected} int RowCount; /** Controls how columns are auto-sized. */ var(List) ECellAutoSizeMode ColumnAutoSizeMode; /** Controls how rows are auto-sized */ var(List) ECellAutoSizeMode RowAutoSizeMode; /** * Controls how the cells are mapped to elements. If CellLinkType is not LINKED_None, the data provider for this list * must be capable of supplying multiple data fields for a single item. * * @todo - once this functionality is exposed through the UI, this variable should no longer be editable */ var(List) ECellLinkType CellLinkType; /** * Controls the wrapping behavior of the list, or what happens when the use attempts to scroll past the last element */ var(Presentation) EListWrapBehavior WrapType; /** * Determines whether more than one item can be selected at the same time. * * @todo - not yet implemented */ var(List) bool bEnableMultiSelect; /** * Determines if this list will display scrollbars */ var(List) bool bEnableVerticalScrollbar; /** set to indicate that the scrollbars need to be initialized after in the ResolveFacePosition call */ var transient bool bInitializeScrollbars; /** * Controls whether items which are "disabled" can be selected. */ var(List) bool bAllowDisabledItemSelection; /** * Controls how many clicks are required in order to submit the list selected item (triggers the kismet Submit List Selection event). * FALSE to require a double-click on an item; FALSE to require only a single click; */ var(List) bool bSingleClickSubmission<ToolTip=Enable to trigger the Submit List Selection kismet event with only a single click>; /** * Controls whether the item currently under the cursor should be drawn using a different style. */ var(List) private{private} bool bUpdateItemUnderCursor<ToolTip=Item under the cursor will be in a different state; must be true for the fourth CellStyle to work>; /** * For lists with bUpdateItemUnderCursor=TRUE, controls whether the selected item enters the hover state when mouse over. */ var(List) private{private} bool bHoverStateOverridesSelected; /** * Controls whether the user is allowed to resize the columns in this list. */ var(List) bool bAllowColumnResizing; /** * The UIScrollbar object which is allows the UIList to be scrolled up/down */ var UIScrollbar VerticalScrollbar; /** The cell styles that are applied to any cells which do not have a custom cell style configured. */ var UIStyleReference GlobalCellStyle[EUIListElementState.ELEMENT_MAX]; /** * The style to use for the list's column header text. The string portion of the style is applied to text; the image portion * of the style is applied to images embedded in the column header text (NOT the column header's background). If not valid, * the GlobalCellStyle for the normal cell state will be used instead */ var UIStyleReference ColumnHeaderStyle/*[EColumnHeaderState.COLUMNHEADER_MAX]*/; /** * The style to use for column header background images, if this list uses them. The CellDataComponent also needs valid * values for its ColumnHeaderBackground variable. */ var UIStyleReference ColumnHeaderBackgroundStyle[EColumnHeaderState.COLUMNHEADER_MAX]; /** * The style to apply to the overlay textures for each cell state. */ var UIStyleReference ItemOverlayStyle[EUIListElementState.ELEMENT_MAX]; /** * if TRUE, the schema fields assigned to each column/row will be rendered, rather than the actual data. * Used primarily by the UI edtitor. */ var(Debug) transient bool bDisplayDataBindings; /** * The column currently being resized, or INDEX_NONE if no columns are being resized. */ var const transient int ResizeColumn; /** TRUE if the user clicks on a column header - prevents the OnClick delegate from being fired */ var const transient bool bSortingList; /** * If this value is greater than 0, SetIndex() will not do anything. */ var private transient int SetIndexMutex; /** * If this value is more than 0, the OnValueChanged delegate will not be called. */ var private transient int ValueChangeNotificationMutex; // =============================================== // Data Binding // =============================================== /** The data store that this list is bound to */ var(Data) UIDataStoreBinding DataSource; /** the list element provider referenced by DataSource */ var const transient UIListElementProvider DataProvider; /** * The elements of the list. Corresponds to the array indexes of the whichever array this list's data comes from. */ var const transient array<int> Items; /** * The items which are currently selected. The int values are the array indexes of the whichever array this list's data comes from. * * @todo - not yet implemented */ var transient public{private} array<int> SelectedItems; // =============================================== // Components // =============================================== /** Component for rendering an optional list background */ // @todo add support for a list background //var(Presentation) editinline UIComp_DrawImage BackgroundImageComponent; /** Determines how to sort the list's elements. */ var(Presentation) editinline UIComp_ListElementSorter SortComponent; /** * Handles the interaction between the list and the list's elements. Encapsulates any special behavior associated * with a particular type of list data and controls how the list formats its data. */ var(Data) editinline UIComp_ListPresenter CellDataComponent; // =============================================== // Sounds // =============================================== /** this sound is played when the user clicks or presses A on an item that is enabled */ var(Sound) name SubmitDataSuccessCue; /** this sound is played when the user clicks or presses A on an item that is disabled */ var(Sound) name SubmitDataFailedCue; /** this sound is played when the user decreases the list's index */ var(Sound) name DecrementIndexCue; /** this sound is played when the user increases the list's index */ var(Sound) name IncrementIndexCue; /** this sound is played when the user sorts the list in ascending order */ var(Sound) name SortAscendingCue; /** this sound is played when the user sorts the list in descending order */ var(Sound) name SortDescendingCue; // (cpptext) 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// (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /* == Delegates == */ /** * Called when the user presses Enter (or any other action bound to UIKey_SubmitListSelection) while this list has focus. * * @param Sender the list that is submitting the selection */ delegate OnSubmitSelection( UIList Sender, optional int PlayerIndex=GetBestPlayerIndex() ); /** * Called anytime this list's elements are sorted. * * @param Sender the list that just sorted its elements. */ delegate OnListElementsSorted( UIList Sender ); /** * Handler for vertical scrolling activity * PositionChange should be a number of nudge values by which the slider was moved * The nudge value in the UIList slider is equal to one list Item. * * @param Sender the scrollbar that generated the event. * @param PositionChange indicates how many items to scroll the list by * @param bPositionMaxed indicates that the scrollbar's marker has reached its farthest available position, * unused in this function */ native final function bool ScrollVertical( UIScrollbar Sender, float PositionChange, optional bool bPositionMaxed=false ); /** * Removes the specified element from the list. * * @param ElementToRemove the element to remove from the list * * @return the index [into the Items array] for the element that was removed, or INDEX_NONE if the element wasn't * part of the list. */ native function int RemoveElement(int ElementToRemove); /** * Returns the number of elements in the list. * * @return the number of elements in the list */ native function int GetItemCount() const; /** * Returns the maximum number of elements that can be displayed by the list given its current size and configuration. */ native function int GetMaxVisibleElementCount() const; /** * Returns the maximum number of rows that can be displayed in the list, given its current size and configuration. */ native final function int GetMaxNumVisibleRows() const; /** * Returns the maximum number of columns that can be displayed in the list, given its current size and configuration. */ native final function int GetMaxNumVisibleColumns() const; /** * Returns the total number of rows in this list. */ native final function int GetTotalRowCount() const; /** * Returns the total number of columns in this list. */ native final function int GetTotalColumnCount() const; /** * Changes the list's ColumnCount to the value specified. */ native final function SetColumnCount( int NewColumnCount ); /** * Changes the list's RowCount to the value specified. */ native final function SetRowCount( int NewRowCount ); /** * Returns the width of the specified column. * * @param ColumnIndex the index for the column to get the width for. If the index is invalid, the list's configured CellWidth is returned instead. * @param bColHeader specify TRUE to apply HeaderCellPadding instead of CellPadding. * @param bReturnUnformattedValue * specify TRUE to return a value determined by the size of a typical character from the font applied to the cell; otherwise, * uses the cell string's calculated StringExtent, which will include any scaling that has been applied. */ native final function float GetColumnWidth( optional int ColumnIndex=INDEX_NONE, optional bool bColHeader, optional bool bReturnUnformattedValue ) const; /** * Returns the width of the specified row. * * @param RowIndex the index for the row to get the width for. If the index is invalid, the list's configured RowHeight is returned instead. * @param bColHeader specify TRUE to apply HeaderCellPadding instead of CellPadding. * @param bReturnUnformattedValue * specify TRUE to return a value determined by the size of a typical character from the font applied to the cell; otherwise, * uses the cell string's calculated StringExtent, which will include any scaling that has been applied. */ native virtual function float GetRowHeight( optional int RowIndex=INDEX_NONE, optional bool bColHeader, optional bool bReturnUnformattedValue ) const; /** * Returns the width and height of the bounding region for rendering the cells, taking into account whether the scrollbar * and column header are displayed. */ native function vector2D GetClientRegion() const; /** * Calculates the index of the element under the mouse or joystick cursor * * @param bRequireValidIndex specify FALSE to return the calculated index, regardless of whether the index is valid or not. * Useful for e.g. drag-n-drop operations where you want to drop at the end of the list. * * @return the index [into the Items array] for the element under the mouse/joystick cursor, or INDEX_NONE if the mouse is not * over a valid element. */ native function int CalculateIndexFromCursorLocation( optional bool bRequireValidIndex=true ) const; /** * If the mouse is over a column boundary, returns the index of the column that would be resized, or INDEX_NONE if the mouse is not * hovering over a column boundary. * * @param ClickedCell will be filled with information about which cells the cursor is currently over * * @return if the cursor is within ResizeBufferPixels of a column boundary, the index of the column the left of the cursor; INDEX_NONE * otherwise. * * @note: noexport to allow the C++ version of this function to have a slightly different signature. */ native noexport function int GetResizeColumn( optional out const CellHitDetectionInfo ClickedCell ) const; /** * Returns the items that are currently selected. * * @return an array of values that represent indexes into the data source's data array for the list elements that are selected. * these indexes are NOT indexes into the UIList.Items array; rather, they are the values of the UIList.Items elements which * correspond to the selected items */ native final function array<int> GetSelectedItems() const; /** * Returns the value of the element associated with the current list index * * @return the value of the element at Index; this is not necessarily an index into the UIList.Items array; rather, it is the value * of the UIList.Items element located at Index */ native final function int GetCurrentItem() const; /** * Returns the text value for the specified element. (temporary) * * @param ElementIndex index [into the Items array] for the value to return. * @param CellIndex for lists which have linked columns or rows, indicates which column/row to retrieve. * * @return the value of the specified element, or an empty string if that element doesn't have a text value. */ native final function string GetElementValue( int ElementIndex, optional int CellIndex=INDEX_NONE ) const; /** * Finds the index for the element with the specified text. * * @param StringValue the value to find * @param CellIndex for lists which have linked columns or rows, indicates which column/row to check * * @return the index [into the Items array] for the element with the specified value, or INDEX_NONE if not found. */ native final function int FindItemIndex( string ItemValue, optional int CellIndex=INDEX_NONE ) const; /** * Sets the list's index to the value specified and activates the appropriate notification events. * * @param NewIndex An index into the Items array that should become the new Index for the list. * @param bClampValue if TRUE, NewIndex will be clamped to a valid value in the range of 0 -> ItemCount - 1 * @param bSkipNotification if TRUE, no events are generated as a result of updating the list's index. * * @return TRUE if the list's Index was successfully changed. */ native final virtual function bool SetIndex( int NewIndex, optional bool bClampValue=true, optional bool bSkipNotification=false ); /** * Changes the list's first visible item to the element at the index specified. * * @param NewTopIndex an index into the Items array that should become the new first visible item. * @param bClampValue if TRUE, NewTopIndex will be clamped to a valid value in the range of 0 - ItemCount - 1 * * @return TRUE if the list's TopIndex was successfully changed. */ native final virtual function bool SetTopIndex( int NewTopIndex, optional bool bClampValue=true ); /** * Determines whether the specified list element is disabled by the data source bound to this list. * * @param ElementIndex the index into the Items array for the element to retrieve the menu state for. */ native final function bool IsElementEnabled( INT ElementIndex ); /** * Determines whether the specified list element can be selected. * * @param ElementIndex the index into the Items array for the element to query * * @return true if the specified element can enter the ELEMENT_Selected state. FALSE if the index specified is invalid or * cannot be selected. */ native final function bool CanSelectElement( int ElementIndex ); /** * Change the value of bUpdateItemUnderCursor to the specified value. */ native final function SetHotTracking( bool bShouldUpdateItemUnderCursor ); /** * Returns the value of bUpdateItemUnderCursor. */ native final function bool IsHotTrackingEnabled() const; /** UIDataSourceSubscriber interface */ /** * Sets the data store binding for this object to the text specified. * * @param MarkupText a markup string which resolves to data exposed by a data store. The expected format is: * <DataStoreTag:DataFieldTag> * @param BindingIndex optional parameter for indicating which data store binding is being requested for those * objects which have multiple data store bindings. How this parameter is used is up to the * class which implements this interface, but typically the "primary" data store will be index 0. */ native final virtual function SetDataStoreBinding( string MarkupText, optional int BindingIndex=INDEX_NONE ); /** * Retrieves the markup string corresponding to the data store that this object is bound to. * * @param BindingIndex optional parameter for indicating which data store binding is being requested for those * objects which have multiple data store bindings. How this parameter is used is up to the * class which implements this interface, but typically the "primary" data store will be index 0. * * @return a datastore markup string which resolves to the datastore field that this object is bound to, in the format: * <DataStoreTag:DataFieldTag> */ native final virtual function string GetDataStoreBinding( optional int BindingIndex=INDEX_NONE ) const; /** * Resolves this subscriber's data store binding and updates the subscriber with the current value from the data store. * * @return TRUE if this subscriber successfully resolved and applied the updated value. */ native final virtual function bool RefreshSubscriberValue( optional int BindingIndex=INDEX_NONE ); /** * Handler for the UIDataStore.OnDataStoreValueUpdated delegate. Used by data stores to indicate that some data provided by the data * has changed. Subscribers should use this function to refresh any data store values being displayed with the updated value. * notify subscribers when they should refresh their values from this data store. * * @param SourceDataStore the data store that generated the refresh notification; useful for subscribers with multiple data store * bindings, to tell which data store sent the notification. * @param PropertyTag the tag associated with the data field that was updated; Subscribers can use this tag to determine whether * there is any need to refresh their data values. * @param SourceProvider for data stores which contain nested providers, the provider that contains the data which changed. * @param ArrayIndex for collection fields, indicates which element was changed. value of INDEX_NONE indicates not an array * or that the entire array was updated. */ native final virtual function NotifyDataStoreValueUpdated( UIDataStore SourceDataStore, bool bValuesInvalidated, name PropertyTag, UIDataProvider SourceProvider, int ArrayIndex ); /** * Retrieves the list of data stores bound by this subscriber. * * @param out_BoundDataStores receives the array of data stores that subscriber is bound to. */ native final virtual function GetBoundDataStores( out array<UIDataStore> out_BoundDataStores ); /** * Notifies this subscriber to unbind itself from all bound data stores */ native final function ClearBoundDataStores(); /** * Returns whether element size is determined by the elements themselves. For lists with linked columns, returns whether * the item height is autosized; for lists with linked rows, returns whether item width is autosized. */ native final function bool IsElementAutoSizingEnabled() const; /** * Resolves this subscriber's data store binding and publishes this subscriber's value to the appropriate data store. * * @param out_BoundDataStores contains the array of data stores that widgets have saved values to. Each widget that * implements this method should add its resolved data store to this array after data values have been * published. Once SaveSubscriberValue has been called on all widgets in a scene, OnCommit will be called * on all data stores in this array. * @param BindingIndex optional parameter for indicating which data store binding is being requested for those * objects which have multiple data store bindings. How this parameter is used is up to the * class which implements this interface, but typically the "primary" data store will be index 0. * * @return TRUE if the value was successfully published to the data store. */ native virtual function bool SaveSubscriberValue( out array<UIDataStore> out_BoundDataStores, optional int BindingIndex=INDEX_NONE ); /* == Kismet action handlers == */ protected final function OnSetListIndex( UIAction_SetListIndex Action ) { local int OutputLinkIndex; if ( Action != None ) { if ( !SetIndex(Action.NewIndex, Action.bClampInvalidValues, !Action.bActivateListChangeEvent) ) { // 1 is the index of the "Failed" output link OutputLinkIndex = 1; } // activate the appropriate output link on the action if ( !Action.OutputLinks[OutputLinkIndex].bDisabled ) { Action.OutputLinks[OutputLinkIndex].bHasImpulse = true; } } } /** * Handler for GetTextValue action. */ function OnGetTextValue( UIAction_GetTextValue Action ) { Action.StringValue = GetElementValue(Index, 0); } /** * Sets up the scroll activity delegates in the scrollbars * @todo - this is a fix for the issue where delegates don't seem to be getting set properly in defaultproperties blocks. */ event Initialized() { Super.Initialized(); SetActiveCursorUpdate(bUpdateItemUnderCursor); if ( VerticalScrollbar != None ) { VerticalScrollbar.OnScrollActivity = ScrollVertical; VerticalScrollbar.OnClickedScrollZone = ClickedScrollZone; } } /** * Propagate the enabled state of this widget. */ event PostInitialize() { Super.PostInitialize(); // when this widget is enabled/disabled, its children should be as well. ConditionalPropagateEnabledState(GetBestPlayerIndex()); } /** * @return TRUE if all mutexes are disabled. */ final event bool AllMutexesDisabled() { return IsSetIndexEnabled() && IsValueChangeNotificationEnabled(); } /** * Increments all mutexes */ final event IncrementAllMutexes() { DisableValueChangeNotification(); DisableSetIndex(); } /** * Decrements all mutexes * * @param bDispatchUpdates specify TRUE to refresh the list's index, formatting, and states. */ final event DecrementAllMutexes( optional bool bDispatchUpdates ) { EnableValueChangeNotification(); EnableSetIndex(); if ( bDispatchUpdates ) { SetIndex(Index, true); if ( AllMutexesDisabled() ) { RequestFormattingUpdate(); RequestSceneUpdate(false, true); } } } /** * Enable calls to SetIndex(); useful when adding lots of items to avoid flicker. */ final event EnableSetIndex() { if ( --SetIndexMutex < 0 ) { ScriptTrace(); WarnInternal("EnableSetIndex called too many times on (" $ WidgetTag $ ")" @ Class.Name $ "'" $ PathName(Self) $ "'; resetting value back to 0."); SetIndexMutex = 0; } } /** * Disable calls to SetIndex(); useful when adding lots of items to avoid flicker. */ final event DisableSetIndex() { SetIndexMutex++; } /** * @return TRUE if calls to SetIndex() will be executed. */ final event bool IsSetIndexEnabled() { return SetIndexMutex == 0; } /** * Enable calls to NotifyValueChanged(); useful when adding lots of items to avoid flicker. */ final event EnableValueChangeNotification() { if ( --ValueChangeNotificationMutex < 0 ) { ScriptTrace(); WarnInternal("EnableValueChangeNotification called too many times on (" $ WidgetTag $ ")" @ Class.Name $ "'" $ PathName(Self) $ "'; resetting value back to 0."); ValueChangeNotificationMutex = 0; } } /** * Disable calls to NotifyValueChanged(); useful when adding lots of items to avoid flicker. */ final event DisableValueChangeNotification() { ValueChangeNotificationMutex++; } /** * @return TRUE if calls to NotifyValueChanged() will be executed. */ final event bool IsValueChangeNotificationEnabled() { return ValueChangeNotificationMutex == 0; } /** * Changes whether this list renders colum headers or not. Only applicable if the owning list's CellLinkType is LINKED_Columns */ final function EnableColumnHeaderRendering( bool bShouldRenderColHeaders=true ) { if ( CellDataComponent != None ) { CellDataComponent.EnableColumnHeaderRendering(bShouldRenderColHeaders); } } /** * Returns whether this list should render column headers */ final function bool ShouldRenderColumnHeaders() { if ( CellDataComponent != None ) { return CellDataComponent.ShouldRenderColumnHeaders(); } return false; } /** * Handler for the vertical scrollbar's OnClickedScrollZone delegate. Scrolls the list by a full page (MaxVisibleItems). * * @param Sender the scrollbar that was clicked. * @param PositionPerc a value from 0.0 - 1.0, representing the location of the click within the region between the increment * and decrement buttons. Values closer to 0.0 means that the user clicked near the decrement button; values closer * to 1.0 are nearer the increment button. * @param PlayerIndex Player that performed the action that issued the event. */ function ClickedScrollZone( UIScrollbar Sender, float PositionPerc, int PlayerIndex ) { local int MouseX, MouseY; local float MarkerPosition; local bool bDecrement; local int NewTopItem; if ( GetCursorPosition(MouseX, MouseY) ) { // this is the position of the marker's minor side (left or top) MarkerPosition = Sender.GetMarkerButtonPosition(); // determine whether the user clicked in the region above or below the marker button. bDecrement = (Sender.ScrollbarOrientation == UIORIENT_Vertical) ? MouseY < MarkerPosition : MouseX < MarkerPosition; NewTopItem = bDecrement ? (TopIndex - MaxVisibleItems) : (TopIndex + MaxVisibleItems); SetTopIndex(NewTopItem, true); } } /** * Called when a new UIState becomes the widget's currently active state, after all activation logic has occurred. * * @param Sender the widget that changed states. * @param PlayerIndex the index [into the GamePlayers array] for the player that activated this state. * @param NewlyActiveState the state that is now active * @param PreviouslyActiveState the state that used the be the widget's currently active state. */ final function OnStateChanged( UIScreenObject Sender, int PlayerIndex, UIState NewlyActiveState, optional UIState PreviouslyActiveState ) { if ( UIState_Pressed(NewlyActiveState) != None ) { SetMouseCaptureOverride(true); } else if ( UIState_Pressed(PreviouslyActiveState) != None ) { SetMouseCaptureOverride(false); } } defaultproperties { RowHeight=(Value=16.000000) MinColumnSize=(Value=0.500000) ColumnWidth=(Value=100.000000) ColumnCount=1 RowCount=4 ColumnAutoSizeMode=CELLAUTOSIZE_Uniform RowAutoSizeMode=CELLAUTOSIZE_Constrain CellLinkType=LINKED_Columns bEnableVerticalScrollbar=True bAllowColumnResizing=True GlobalCellStyle(0)=(DefaultStyleTag="DefaultCellStyleNormal",RequiredStyleClass=Class'Engine.UIStyle_Combo') GlobalCellStyle(1)=(DefaultStyleTag="DefaultCellStyleActive",RequiredStyleClass=Class'Engine.UIStyle_Combo') GlobalCellStyle(2)=(DefaultStyleTag="DefaultCellStyleSelected",RequiredStyleClass=Class'Engine.UIStyle_Combo') GlobalCellStyle(3)=(DefaultStyleTag="DefaultCellStyleHover",RequiredStyleClass=Class'Engine.UIStyle_Combo') ColumnHeaderStyle=(DefaultStyleTag="DefaultColumnHeaderStyle",RequiredStyleClass=Class'Engine.UIStyle_Combo') ColumnHeaderBackgroundStyle(0)=(RequiredStyleClass=Class'Engine.UIStyle_Image') ColumnHeaderBackgroundStyle(1)=(RequiredStyleClass=Class'Engine.UIStyle_Image') ColumnHeaderBackgroundStyle(2)=(RequiredStyleClass=Class'Engine.UIStyle_Image') ItemOverlayStyle(0)=(DefaultStyleTag="ListItemBackgroundNormalStyle",RequiredStyleClass=Class'Engine.UIStyle_Image') ItemOverlayStyle(1)=(DefaultStyleTag="ListItemBackgroundActiveStyle",RequiredStyleClass=Class'Engine.UIStyle_Image') ItemOverlayStyle(2)=(DefaultStyleTag="ListItemBackgroundSelectedStyle",RequiredStyleClass=Class'Engine.UIStyle_Image') ItemOverlayStyle(3)=(DefaultStyleTag="ListItemBackgroundHoverStyle",RequiredStyleClass=Class'Engine.UIStyle_Image') DataSource=(RequiredFieldType=DATATYPE_Collection) Begin Object Class=UIComp_ListPresenter Name=ListPresentationComponent ObjName=ListPresentationComponent Archetype=UIComp_ListPresenter'Engine.Default__UIComp_ListPresenter' Begin Object Class=UITexture Name=NormalOverlayTemplate ObjName=NormalOverlayTemplate Archetype=UITexture'Engine.Default__UIComp_ListPresenter:NormalOverlayTemplate' ObjectArchetype=UITexture'Engine.Default__UIComp_ListPresenter:NormalOverlayTemplate' End Object Begin Object Class=UITexture Name=ActiveOverlayTemplate ObjName=ActiveOverlayTemplate Archetype=UITexture'Engine.Default__UIComp_ListPresenter:ActiveOverlayTemplate' ObjectArchetype=UITexture'Engine.Default__UIComp_ListPresenter:ActiveOverlayTemplate' End Object Begin Object Class=UITexture Name=SelectionOverlayTemplate ObjName=SelectionOverlayTemplate Archetype=UITexture'Engine.Default__UIComp_ListPresenter:SelectionOverlayTemplate' ObjectArchetype=UITexture'Engine.Default__UIComp_ListPresenter:SelectionOverlayTemplate' End Object Begin Object Class=UITexture Name=HoverOverlayTemplate ObjName=HoverOverlayTemplate Archetype=UITexture'Engine.Default__UIComp_ListPresenter:HoverOverlayTemplate' ObjectArchetype=UITexture'Engine.Default__UIComp_ListPresenter:HoverOverlayTemplate' End Object ListItemOverlay(0)=UITexture'Engine.Default__UIList:ListPresentationComponent.NormalOverlayTemplate' ListItemOverlay(1)=UITexture'Engine.Default__UIList:ListPresentationComponent.ActiveOverlayTemplate' ListItemOverlay(2)=UITexture'Engine.Default__UIList:ListPresentationComponent.SelectionOverlayTemplate' ListItemOverlay(3)=UITexture'Engine.Default__UIList:ListPresentationComponent.HoverOverlayTemplate' Name="ListPresentationComponent" ObjectArchetype=UIComp_ListPresenter'Engine.Default__UIComp_ListPresenter' End Object CellDataComponent=ListPresentationComponent SubmitDataSuccessCue="ListSubmit" SubmitDataFailedCue="GenericError" DecrementIndexCue="ListUp" IncrementIndexCue="ListDown" SortAscendingCue="SortAscending" SortDescendingCue="SortDescending" PrimaryStyle=(DefaultStyleTag="DefaultListStyle",RequiredStyleClass=Class'Engine.UIStyle_Combo') PrivateFlags=1024 bSupportsPrimaryStyle=False DebugBoundsColor=(B=255,G=255,R=255,A=255) DefaultStates(2)=Class'Engine.UIState_Focused' DefaultStates(3)=Class'Engine.UIState_Active' DefaultStates(4)=Class'Engine.UIState_Pressed' Begin Object Class=UIComp_Event Name=WidgetEventComponent ObjName=WidgetEventComponent Archetype=UIComp_Event'Engine.Default__UIObject:WidgetEventComponent' ObjectArchetype=UIComp_Event'Engine.Default__UIObject:WidgetEventComponent' End Object EventProvider=WidgetEventComponent Name="Default__UIList" ObjectArchetype=UIObject'Engine.Default__UIObject' } |
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