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/** * Base class for all UI widgets. * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UIObject extends UIScreenObject native(UIPrivate) abstract; #linenumber 10 /** Unique identifier for this widget */ var noimport WIDGET_ID WidgetID; /** Unique non-localized name for this widget which is used to reference the widget without needing to know its GUID */ var(Presentation) editconst name WidgetTag; /** the UIObject that contains this widget in its Children array */ var const private duplicatetransient UIObject Owner; /** The scene that owns this widget */ var const private duplicatetransient UIScene OwnerScene; /** Specifies the style data to use for this widget */ var UIStyleReference PrimaryStyle; /** * Controls which widgets are given focus when this widget receives an event that changes * the currently focused widget. */ var(Focus) UINavigationData NavigationTargets; /** * Allows the designer to specify where this widget occurs in the bound (i.e. tab, shift+tab) navigation network of this widget's parent. */ var(Focus) int TabIndex; /** * The widgets that this widget should be docked to. For the 'right' and 'bottom' faces, if the widget has * no dock target, it is considered docked to the 'left' and 'top' faces, respectively. */ var(Presentation) editconst UIDockingSet DockTargets; /** Represents the bounding region available for the widget to render itself in. Set through the docking system. */ var(Presentation) editconst private const transient float RenderBounds[EUIWidgetFace.UIFACE_MAX]; /** * Represents the location of the corners of the widget including any tranforms, in absolute pixels (pixel space). Starts * at the upper-left corner of the widget and goes clockwise. */ var(Presentation) editconst private const transient Vector2D RenderBoundsVertices[EUIWidgetFace.UIFACE_MAX]; /** Rotation of the widget. */ var(Presentation) UIRotation Rotation; /** Screenspace offset to apply to the widget's rendering. */ var(Presentation) vector RenderOffset; /** * For widgets using percentage values, transforms the widget's bounds to negate the effects of rotation */ //var Matrix BoundsAdjustment; /** * Stores a bitmask of flags which modify/define which operations may be performed to this widget (such as renaming, reparenting, selecting, etc.). * Valid behavior flags are defined in UIRoot.uc, as consts which begin with PRIVATE_ */ var private{private} int PrivateFlags; /** used to differentiate tooltip bindings from others */ const FIRST_DEFAULT_DATABINDING_INDEX=100; const TOOLTIP_BINDING_INDEX=100; const CONTEXTMENU_BINDING_INDEX=101; /** * The tool tip for this widget; only relevant for widgets that implement the UIDataStoreSubscriber interface. */ var(Data) private UIDataStoreBinding ToolTip; var(Data) private editconst UIDataStoreBinding ContextMenuData; // =============================================== // ANIMATIONS // =============================================== /** Used as the parent in animation sequences */ var UIObject AnimationParent; /** - The following is used in UTGame's UI animation system. - It is subject to change at any time. */ var transient vector AnimationPosition; /** This is the stack of animations currently being applied to this UIObject */ var transient array<UIAnimSeqRef> AnimStack; // =============================================== // Components // =============================================== /** * List of objects/components contained by this widget which contain their own style references. When this widget's style is resolved, * each element in this list will receive a notification to resolve its style references as well. * * Elements should be added to this list either from the native InitializeStyleSubscribers method [for native classes], the Initialized event * [for non-native classes], or the native PostEditChange method (when e.g. components are created or removed using the UI editor's property window). * * You should NEVER add elements to this array using defaultproperties, since interface properties will not be updated to point to the subobject/component * instance when this widget is created. */ var transient array<UIStyleResolver> StyleSubscribers; /** * Indicates that this widget should receive a call each tick with the location of the mouse cursor while it's the active control (NotifyMouseOver) * (caution: slightly degrades performance) */ var private{private} bool bEnableActiveCursorUpdates; /** * Temp hack to allow widgets to remove "Primary Style" from the styles listed in the context menu for that widget if they no longer use it. * Will be removed once I am ready to deprecate the PrimaryStyle property. */ var const bool bSupportsPrimaryStyle; /** * Set to true to render an outline marking the widget's RenderBounds. */ var(Debug) bool bDebugShowBounds; /** * if bRenderBoundingRegion is TRUE, specifies the color to use for this widget. */ var(Debug) color DebugBoundsColor; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // 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(cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /* ========================================================================================================== UIObject interface. ========================================================================================================== */ /* == Delegates == */ /** * Called when this widget is created * * @param CreatedWidget the widget that was created * @param CreatorContainer the container that created the widget */ delegate OnCreate( UIObject CreatedWidget, UIScreenObject CreatorContainer ); /** * Called when the value of this UIObject is changed. Only called for widgets that contain data values. * * @param Sender the UIObject whose value changed * @param PlayerIndex the index of the player that generated the call to this method; used as the PlayerIndex when activating * UIEvents; if not specified, the value of GetBestPlayerIndex() is used instead. */ delegate OnValueChanged( UIObject Sender, int PlayerIndex ); /** * Called when this widget receives a call to RefreshSubscriberValue. * * @param Sender the widget that is refreshing their value * @param BindingIndex optional parameter for indicating which data store binding is being refreshed, 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, * while values greater than FIRST_DEFAULT_DATABINDING_INDEX correspond to tooltips and context * menus. * * @return TRUE to indicate that this widget is going to refresh its value manually. */ delegate bool OnRefreshSubscriberValue( UIObject Sender, int BindingIndex ); /** * Called when this widget is pressed. Not implemented by all widget types. * * @param EventObject Object that issued the event. * @param PlayerIndex Player that performed the action that issued the event. */ delegate OnPressed( UIScreenObject EventObject, int PlayerIndex ); /** * Called when the widget been pressed and the user is holding the button down. Not implemented by all widget types. * * @param EventObject Object that issued the event. * @param PlayerIndex Player that performed the action that issued the event. */ delegate OnPressRepeat( UIScreenObject EventObject, int PlayerIndex ); /** * Called when the widget is no longer being pressed. Not implemented by all widget types. * * @param EventObject Object that issued the event. * @param PlayerIndex Player that performed the action that issued the event. */ delegate OnPressRelease( UIScreenObject EventObject, int PlayerIndex ); /** * Called when the widget is no longer being pressed. Not implemented by all widget types. * * The difference between this delegate and the OnPressRelease delegate is that OnClick will only be called on the * widget that received the matching key press. OnPressRelease will be called on whichever widget was under the cursor * when the key was released, which might not necessarily be the widget that received the key press. * * @param EventObject Object that issued the event. * @param PlayerIndex Player that performed the action that issued the event. * * @return return TRUE to prevent the kismet OnClick event from firing. */ delegate bool OnClicked(UIScreenObject EventObject, int PlayerIndex); /** * Called when the widget has received a double-click input event. Not implemented by all widget types. * * @param EventObject Object that issued the event. * @param PlayerIndex Player that performed the action that issued the event. */ delegate OnDoubleClick( UIScreenObject EventObject, int PlayerIndex ); /** * Called when this widget (or one of its children) becomes the ActiveControl. Provides a way for child classes or * containers to easily override or short-circuit the standard tooltip that is normally shown. If this delegate is * not assigned to any function, the default tool-tip will be displayed if this widget has a data store binding property * named "ToolTipBinding" which is bound to a valid data store. * * @param Sender the widget that will be displaying the tooltip * @param CustomToolTip to provide a custom tooltip implementation, fill in in this value and return TRUE. The custom * tool tip object will then be activated by native code. * * @return return FALSE to prevent any tool-tips from being shown, including parents. */ delegate bool OnQueryToolTip( UIObject Sender, out UIToolTip CustomToolTip ); /** * Called when the user right-clicks (or whatever input key is configured to activate the ShowContextMenu UI input alias) * this widget. Provides a way for widgets to customize the context menu that is used or prevent the context menu from being * shown entirely. * * For script customization of the context menu, a custom context menu object must be assigned to the CustomContextMenu variable. * It is possible to provide data for the context menu without creating or modifying any existing data stores. First, get a reference * to the scene's default context menu (GetScene()->GetDefaultContextMenu()). Add the desired elements to the scene's data store then * bind the context menu to that data field. * * @param Sender the widget that will be displaying the context menu * @param PlayerIndex index of the player that generated the input event that triggered the context menu display. * @param CustomContextMenu to provide a custom tooltip implementation, fill in in this value and return TRUE. The custom * context menu will then be activated by native code. * * @return return FALSE to prevent a context menu from being shown, including any from parent widgets. Return TRUE to indicate * that the context menu for this widget can be displayed; if a value is not provided for CustomContextMenu, * the default context menu will be displayed, using this widget's context menu data binding to generate the items. */ delegate bool OnOpenContextMenu( UIObject Sender, int PlayerIndex, out UIContextMenu CustomContextMenu ); /** * Called when the system wants to close the currently active context menu. * * @param ContextMenu the context menu that is going to be closed * @param PlayerIndex the index of the player that generated the request for the context menu to be closed. * * @return TRUE to allow the specified context menu to be closed; FALSE to prevent the context menu from being closed. * Note that there are certain situations where the context menu will be closed regardless of the return value, * such as when the scene which owns the context menu is being closed. */ delegate bool OnCloseContextMenu( UIContextMenu ContextMenu, int PlayerIndex ); /** * Called when the user selects a choice from a context menu. * * @param ContextMenu the context menu that called this delegate. * @param PlayerIndex the index of the player that generated the event. * @param ItemIndex the index [into the context menu's MenuItems array] for the item that was selected. */ delegate OnContextMenuItemSelected( UIContextMenu ContextMenu, int PlayerIndex, int ItemIndex ); /* == Events == */ /* == Natives == */ /** * Set the markup text for a default data binding to the value specified. * * @param NewMarkupText the new markup text for this widget, either a literal string or a data store markup string * @param BindingIndex indicates which data store binding to operate on. */ native final function SetDefaultDataBinding( string MarkupText, int BindingIndex ); /** * Returns the data binding's current value. * * @param BindingIndex indicates which data store binding to operate on. */ native final function string GetDefaultDataBinding( int BindingIndex ) const; /** * Resolves the data binding's markup string. * * @param BindingIndex indicates which data store binding to operate on. * * @return TRUE if a data store field was successfully resolved from the data binding */ native final function bool ResolveDefaultDataBinding( int BindingIndex ); /** * Returns the data store providing the data for all default data bindings. */ native final function GetDefaultDataStores( out array<UIDataStore> out_BoundDataStores ); /** * Clears the reference to the bound data store, if applicable. * * @param BindingIndex indicates which data store binding to operate on. */ native final function ClearDefaultDataBinding( int BindingIndex ); /** * Generates a string which can be used to interact with temporary data in the scene data store specific to this widget. * * @param Group for now, doesn't matter, as only "ContextMenuItems" is supported * * @return a data store markup string which can be used to reference content specific to this widget in the scene's * data store. */ native function string GenerateSceneDataStoreMarkup( optional string Group="ContextMenuItems" ) const; /** ===== Tool tips ===== */ /** * Returns the ToolTip data binding's current value after being resolved. */ native final function string GetToolTipValue(); /** ===== Rotation ===== */ /** * Determines whether this widget has any tranformation applied to it. * * @param bIncludeParentTransforms specify TRUE to check whether this widget's parents are transformed if this one isn't. */ native final function bool HasTransform( optional bool bIncludeParentTransforms=true ) const; /** * Sets the location of the widget's rotation anchor, relative to the top-left of this widget's bounds. * * @param AnchorPosition New location for the widget's rotation anchor. * @param InputType indicates which format the AnchorPos value is in */ native final function SetAnchorPosition( vector NewAnchorPosition, optional EPositionEvalType InputType=EVALPOS_PixelViewport ); /** * Rotates the widget around the current anchor position by the amount specified. * * @param RotationDelta amount to rotate the widget by in DEGREES. * @param bAccumulateRotation if FALSE, set the widget's rotation to NewRotationAmount; if TRUE, increments the * widget's rotation by NewRotationAmount */ native final function RotateWidget( rotator NewRotationAmount, optional bool bAccumulateRotation ); /** * Updates the widget's rotation matrix based on the widget's current rotation. */ native final function UpdateRotationMatrix(); /** * Returns the current location of the anchor. * * @param bRelativeToWidget specify TRUE to return the anchor position relative to the widget's upper left corner. * specify FALSE to return the anchor position relative to the viewport's origin. * @param bPixelSpace specify TRUE to convert the anchor position into pixel space (only relevant if the widget is rotated) * * @return a vector representing the position of this widget's rotation anchor. */ native final function vector GetAnchorPosition( optional bool bRelativeToWidget=true, optional bool bPixelSpace ) const; /** * Generates a matrix which contains a translation for this widget's position (from 0,0 screen space) as well as the widget's * current rotation, scale, etc. * * @param bIncludeParentTransforms if TRUE, the matrix will be relative to the parent widget's own transform matrix. * * @return a matrix containing the translation and rotation values of this widget. * * @todo ronp - we REALLY need to cache this baby and update it any time the widget's position, anchor, * rotation, scale, or parent changes. */ native final function Matrix GenerateTransformMatrix( optional bool bIncludeParentTransforms=true ) const; /** * Returns this widget's current rotation matrix * * @param bIncludeParentRotations if TRUE, the matrix will be relative to the parent widget's own rotation matrix. */ native final function Matrix GetRotationMatrix( optional bool bIncludeParentRotations=true ) const; /** * Called whenever the value of the UIObject is modified (for those UIObjects which can have values). * Calls the OnValueChanged delegate. * * @param PlayerIndex the index of the player that generated the call to SetValue; used as the PlayerIndex when activating * UIEvents; if not specified, the value of GetBestPlayerIndex() is used instead. * @param NotifyFlags optional parameter for individual widgets to use for passing additional information about the notification. */ native function NotifyValueChanged( optional int PlayerIndex=INDEX_NONE, optional int NotifyFlags=0 ); /** * Returns TRUE if TestWidget is in this widget's Owner chain. */ native final function bool IsContainedBy( UIObject TestWidget ); /** * Sets the docking target for the specified face. * * @param SourceFace the face of this widget to apply the changes to * @param Target the widget to dock to * @param TargetFace the face on the Target widget that SourceFace will dock to * * @return TRUE if the changes were successfully applied. */ native function bool SetDockTarget( EUIWidgetFace SourceFace, UIScreenObject Target, EUIWidgetFace TargetFace ); /** * Sets the padding for the specified docking link. * * @param SourceFace the face of this widget to apply the changes to * @param Padding the amount of padding to use for this docking set. Positive values will "push" this widget past the * target face of the other widget, while negative values will "pull" this widget away from the target widget. * @param PaddingInputType * specifies how the Padding value should be interpreted. * @param bModifyPaddingScaleType * specify TRUE to change the DockPadding's ScaleType to the PaddingInputType. * * @return TRUE if the changes were successfully applied. */ native function bool SetDockPadding( EUIWidgetFace SourceFace, float PaddingValue, optional EUIDockPaddingEvalType PaddingInputType=UIPADDINGEVAL_Pixels, optional bool bModifyPaddingScaleType ); /** * Combines SetDockTarget and SetDockPadding into a single function. * * @param SourceFace the face of this widget to apply the changes to * @param Target the widget to dock to * @param TargetFace the face on the Target widget that SourceFace will dock to * @param Padding the amount of padding to use for this docking set. Positive values will "push" this widget past the * target face of the other widget, while negative values will "pull" this widget away from the target widget. * @param PaddingInputType * specifies how the Padding value should be interpreted. * @param bModifyPaddingScaleType * specify TRUE to change the DockPadding's ScaleType to the PaddingInputType. * * @return TRUE if the changes were successfully applied. */ native final function bool SetDockParameters( EUIWidgetFace SourceFace, UIScreenObject Target, EUIWidgetFace TargetFace, float PaddingValue, optional EUIDockPaddingEvalType PaddingInputType=UIPADDINGEVAL_Pixels, optional bool bModifyPaddingScaleType ); /** * Returns TRUE if this widget is docked to the specified widget. * * @param TargetWidget the widget to check for docking links to * @param SourceFace if specified, returns TRUE only if the specified face is docked to TargetWidget * @param TargetFace if specified, returns TRUE only if this widget is docked to the specified face on the target widget. */ native final function bool IsDockedTo( const UIScreenObject TargetWidget, optional EUIWidgetFace SourceFace=UIFACE_MAX, optional EUIWidgetFace TargetFace=UIFACE_MAX ) const; /** * Sets the actual navigation target for the specified face. If the new value is different from the current value, * requests the owning scene to update the navigation links for the entire scene. * * @param Face the face to set the navigation link for * @param NewNavTarget the widget to set as the link for the specified face * * @return TRUE if the nav link was successfully set. */ native final function bool SetNavigationTarget( EUIWidgetFace Face, UIObject NewNavTarget ); /** * Sets the designer-specified navigation target for the specified face. When navigation links for the scene are rebuilt, * the designer-specified navigation target will always override any auto-calculated targets. If the new value is different from the current value, * requests the owning scene to update the navigation links for the entire scene. * * @param Face the face to set the navigation link for * @param NavTarget the widget to set as the link for the specified face * @param bIsNullOverride if NavTarget is NULL, specify TRUE to indicate that this face's nav target should not * be automatically calculated. * * @return TRUE if the nav link was successfully set. */ native final function bool SetForcedNavigationTarget( EUIWidgetFace Face, UIObject NavTarget, bool bIsNullOverride=FALSE ); /** * Determines whether this widget can become the focused control. In the case of this widget we don't want it to gain focus. * * @param PlayerIndex the index [into the Engine.GamePlayers array] for the player to check focus availability * * @return TRUE if this widget (or any of its children) is capable of becoming the focused control. */ native function bool CanAcceptFocus( optional int PlayerIndex=0 ) const; /** * Checks to see if the specified private behavior is set. Valid behavior flags are defined in UIRoot.uc, as consts which begin with PRIVATE_ * * @param Behavior the flag of the private behavior that is being checked * * @return TRUE if the specified flag is set and FALSE if not. */ native final function bool IsPrivateBehaviorSet( int Behavior ) const; /** * Set the specified private behavior for this UIObject. Valid behavior flags are defined in UIRoot.uc, as consts which begin with PRIVATE_ * * @param Behavior the flag of the private behavior that is being set * @param Value whether the flag is being enabled or disabled * @param bRecurse specify TRUE to apply the flag in all children of this widget as well. */ native final function SetPrivateBehavior( int Behavior, bool Value, optional bool bRecurse ); /** * Change the value of bEnableActiveCursorUpdates to the specified value. */ native function SetActiveCursorUpdate( bool bShouldReceiveCursorUpdates ); /** * Returns the value of bEnableActiveCursorUpdates */ native final function bool NeedsActiveCursorUpdates() const; /** * Gets the minimum and maximum values for the widget's face positions after rotation (if specified) has been applied. * * @param MinX The minimum x position of this widget. * @param MaxX The maximum x position of this widget. * @param MinY The minimum y position of this widget. * @param MaxY The maximum y position of this widget. * @param bIncludeRotation Indicates whether the widget's rotation should be applied to the extent values. */ native final function GetPositionExtents( out float MinX, out float MaxX, out float MinY, out float MaxY, optional bool bIncludeRotation ) const; /** * Gets the minimum or maximum value for the specified widget face position after rotation has been applied. * * @param bIncludeRotation Indicates whether the widget's rotation should be applied to the extent values. */ native final function float GetPositionExtent( EUIWidgetFace Face, optional bool bIncludeRotation ) const; /** * Adds the specified StyleResolver to the list of StyleSubscribers * * @param StyleSubscriberId the name to associate with this UIStyleResolver; used for differentiating styles from * multiple UIStyleResolvers of the same class * @param Subscriber the UIStyleResolver to add. */ native final function AddStyleSubscriber( const out UIStyleResolver Subscriber ); /** * Removes the specified StyleResolver from the list of StyleSubscribers. * * @param Subscriber the subscriber to remove * @param SubscriberId if specified, Subscriber will only be removed if its SubscriberId matches this value. */ native final function RemoveStyleSubscriber( const out UIStyleResolver Subscriber ); /** * Returns the index [into the StyleSubscriber's array] for the specified UIStyleResolver, or INDEX_NONE if Subscriber * is NULL or is not found in the StyleSubscriber's array. * * @param Subscriber the subscriber to find * @param SubscriberId if specified, it will only be considered a match if the SubscriberId associated with Subscriber matches this value. */ native final function int FindStyleSubscriberIndex( const out UIStyleResolver Subscriber ); /** * Returns the index [into the StyleSubscriber's array] for the subscriber which has a StyleResolverTag that matches the specified value * or INDEX_NONE if StyleSubscriberId is None or is not found in the StyleSubscriber's array. * * @param StyleSubscriberId the tag associated with the UIStyleResolver to find */ native final function int FindStyleSubscriberIndexById( name StyleSubscriberId ); /** * Sets a style in the widget using the name of the style. * * @param StyleResolverTagToSet the tag associated with the UIStyleResolver to set * @param StyleFriendlyName the name of the style to set the widget to * * @return TRUE if the style was successfully applied to this widget */ native final function bool SetWidgetStyleByName( name StyleResolverTagToSet, name StyleFriendlyName ); /** * Resolves the style references contained by this widget from the currently active skin. * * @param bClearExistingValue if TRUE, style references will be invalidated first. * * @return TRUE if all style references were successfully resolved. */ native final noexport function bool ResolveStyles(optional bool bClearExistingValue); /** --------- Animations ------------- */ /** * Itterate over the AnimStack and tick each active sequence * * @Param DeltaTime How much time since the last call */ native function TickAnim(FLOAT DeltaTime); /* == Unrealscript == */ /** * Returns the scene that owns this widget */ final function UIScene GetScene() { return OwnerScene; } /** * Returns the owner of this widget */ final function UIObject GetOwner() { return Owner; } /** * Returns the scene or widget that contains this widget in its Children array. */ function UIScreenObject GetParent() { local UIScreenObject Result; Result = GetOwner(); if ( Result == None ) { Result = GetScene(); } return Result; } function LogRenderBounds( int Indent ) { local int i; local string IndentString; for ( i = 0; i < Indent; i++ ) { IndentString $= " "; } LogInternal(IndentString $ "'" $ WidgetTag $ "': (" $ RenderBounds[0] $ "," $ RenderBounds[1] $ "," $ RenderBounds[2] $ "," $ RenderBounds[3] $ ") Pos:(" $ Position.Value[0] $ "," $ Position.Value[1] $ "," $ Position.Value[2] $ "," $ Position.Value[3] $ ")"); for ( i = 0; i < Children.Length; i++ ) { Children[i].LogRenderBounds(Indent + 3); } } /** Kismet Action Handlers */ function OnSetDatastoreBinding( UIAction_SetDatastoreBinding Action ) { local UIDataStoreSubscriber Subscriber; Subscriber = Self; if ( Subscriber != None ) { Subscriber.SetDataStoreBinding(Action.NewMarkup, Action.BindingIndex); } } // =============================================== // ANIMATIONS // =============================================== /** * Note these are accessor functions for the animation system. They should * be subclassed. */ native function AnimSetOpacity(float NewOpacity); native function AnimSetVisibility(bool bIsVisible); native function AnimSetColor(LinearColor NewColor); native function AnimSetPosition(Vector NewPosition); native function AnimSetRelPosition(Vector NewPosition, Vector InitialPosition); native function AnimSetRotation(Rotator NewRotation); native function AnimSetScale(float NewScale); native function AnimSetLeft(float NewLeft); native function AnimSetTop(float NewTop); native function AnimSetRight(float NewRight); native function AnimSetBottom(float NewBottom); /** * Play an animation on this UIObject * * @Param AnimName The Name of the Animation to play * @Param AnimSeq Optional, A Sequence Template. If that's set, we use it instead * @Param PlaybackRate Optional, How fast to play back the sequence * @Param InitialPosition Optional, Where in the sequence should we start * */ event PlayUIAnimation(name AnimName, optional UIAnimationSeq AnimSeqTemplate, optional float PlaybackRate=1.0,optional bool bLoop, optional float InitialPosition=0.0) { local UIAnimationSeq TargetAnimSeq; local GameUISceneClient SClient; local int Idx; SClient = GetSceneClient(); if ( SClient == none ) { return; } // If we are already on the stack, just reset us if ( AnimName != '' ) { LogInternal("Playing animation '" $ AnimName $ "' on " $ WidgetTag $ ":" @ PlaybackRate $ "," @ bLoop $ "," @ InitialPosition,'DevUIAnimation'); for (Idx=0;Idx<AnimStack.Length;Idx++) { if ( AnimStack[Idx].SeqRef.SeqName == AnimName ) { AnimStack[Idx].PlaybackRate = PlaybackRate; AnimStack[Idx].bIsPlaying = true; AnimStack[Idx].bIsLooping = bLoop; AnimStack[Idx].LoopCount = 0; AnimStack[Idx].AnimTime = AnimStack[Idx].SeqRef.SeqDuration * InitialPosition; // Force the first frame, whatever it may be. TickAnim(0.0); /* // Apply the first frame of each track for (i=0;i<AnimStack[Idx].SeqRef.Tracks.Length; i++) { TargetObj = AnimStack[Idx].SeqRef.Tracks[i].TargetWidget; AnimStack[Idx].SeqRef.ApplyAnimation( TargetObj == none ? self : TargetObj, i, 0.0, 0, 0); } AnimStack[Idx].AnimTime = 0.0f; */ LogInternal("Animation found at" @ Idx,'DevUIAnimation'); SClient.AnimSubscribe(self); return; } } } if ( AnimSeqTemplate != none ) { TargetAnimSeq = AnimSeqTemplate; } else { TargetAnimSeq = SClient.AnimLookupSequence(AnimName); } if ( TargetAnimSeq != none && TargetAnimSeq.Tracks.Length > 0 ) { Idx = AnimStack.Length; AnimStack.length = AnimStack.length + 1; AnimStack[Idx].SeqRef = TargetAnimSeq; AnimStack[Idx].PlaybackRate = PlaybackRate; AnimStack[Idx].bIsPlaying = true; AnimStack[Idx].bIsLooping = bLoop; AnimStack[Idx].LoopCount = 0; AnimStack[Idx].InitialRenderOffset = RenderOffset; AnimStack[Idx].InitialRotation = Rotation.Rotation; AnimStack[Idx].AnimTime = TargetAnimSeq.SeqDuration * InitialPosition; // Apply the first frame of each track TickAnim(0.0); /* for (i=0;i<TargetAnimSeq.Tracks.Length; i++) { TargetObj = self; // If this track affects a child widget, then cache a reference // to it here. if (TargetAnimSeq.Tracks[i].TrackWidgetTag != '') { TargetObj = FindChild(TargetAnimSeq.Tracks[i].TrackWidgetTag,true); if ( TargetObj != none ) { TargetAnimSeq.Tracks[i].TargetWidget = TargetObj; } else { `log("UIAnimation - "$AnimName$" could not find Target Widget "$TargetAnimSeq.Tracks[i].TargetWidget); // Reset the TargetObj to the parent TargetObj = self; } } TargetAnimSeq.ApplyAnimation(TargetObj, i, 0.0, 0, 0); } AnimStack[Idx].AnimTime = 0.0f; */ SClient.AnimSubscribe(self); } else { LogInternal("UIAnimation - Attempted to play unknown sequence '"$AnimName$"' on "@WidgetTag); } } /** * Stop an animation that is playing. * * @Param AnimName The Name of the animation to play * @Param AnimSeq Optional sequence to use. In case you don't know the name * @Param bFinalize If true, we will force the end frame */ event StopUIAnimation(name AnimName, optional UIAnimationSeq AnimSeq, optional bool bFinalize) { local int i, Idx, FIdx; local UIAnimationSeq Seq; local UIObject TargetWidget; for ( Idx=0; Idx < AnimStack.Length; Idx++) { if ((AnimName != '' && AnimStack[Idx].SeqRef.SeqName == AnimName) || (AnimSeq != none && AnimStack[Idx].SeqRef == AnimSeq) ) { LogInternal("Stopping animation" @ Idx @ "for" @ PathName(Self) $ ":" @ "AnimName:'"$AnimName$"'" @ "AnimSeq:"$(AnimSeq!= None ? string(AnimSeq.Name) : "None") @ "bFinalize:'"$bFinalize$"'",'DevUIAnimation'); if (bFinalize) { Seq = AnimStack[Idx].SeqRef; for (i=0; i<Seq.Tracks.Length; i++) { FIdx = Seq.Tracks[i].KeyFrames.Length - 1; if ( Seq.Tracks[i].KeyFrames[FIdx].TimeMark < 1.0 ) { FIdx = 0; } if (Seq.Tracks[i].TargetWidget != none ) { TargetWidget = Seq.Tracks[i].TargetWidget; } else { TargetWidget = self; } Seq.ApplyAnimation(TargetWidget, i, 1.0, FIdx, FIdx, AnimStack[Idx]); } } UIAnimEnd(Idx); } } } /** * Clears the animation from the stack. Stopping an animation (either naturally or by * force) doesn't remove the effects. In those cases you need to clear the animation * from the stack. * * NOTE: This only affects position and rotation animations. All other animations * are destructive and can't be easilly reset. * * @Param AnimName The Name of the animation to play * @Param AnimSeq Optional sequence to use. In case you don't know the name */ event ClearUIAnimation(name AnimName, optional UIAnimationSeq AnimSeq) { local int Idx; LogInternal("Clearing animations for" @ PathName(Self) $ ":" @ "AnimName:'"$AnimName$"'" @ "AnimSeq:"$(AnimSeq!= None ? string(AnimSeq.Name) : "None"),'DevUIAnimation'); for ( Idx=0; Idx < AnimStack.Length; Idx++) { if ((AnimName != '' && AnimStack[Idx].SeqRef.SeqName == AnimName) || (AnimSeq != none && AnimStack[Idx].SeqRef == AnimSeq) ) { // If we are playing, turn us off if ( AnimStack[Idx].bIsPlaying ) { StopUIAnimation('',AnimStack[Idx].SeqRef,false); } AnimStack.Remove(Idx--,1); } } } /** * AnimEnd is always called when an animation stops playing either by ending, or * when StopAnim is called on it. It's responsible for unsubscribing from the scene client * and performing any housekeeping */ event UIAnimEnd(int SeqIndex) { local int i; local bool bRemove; if ( SeqIndex >= 0 && SeqIndex < AnimStack.Length ) { // Notify anyone listening OnUIAnimEnd( Self, SeqIndex, AnimStack[SeqIndex].SeqRef); // Notify the Scene GetScene().AnimEnd( Self, SeqIndex, AnimStack[SeqIndex].SeqRef); // Turn it off AnimStack[SeqIndex].bIsPlaying = false; AnimStack[SeqIndex].bIsLooping = false; // Look at out anim stack. If we don't have any active animations, // remove unsubscribe us. bRemove = true; for (i=0;i<AnimStack.Length;i++) { if ( AnimStack[i].bIsPlaying ) { bRemove = false; break; } } if ( bRemove ) { // Unsubscribe GetSceneClient().AnimUnSubscribe( self ); } else { LogInternal("Can't unsubscribe" @ PathName(Self) @ "because it still has active animations:" @ AnimStack.Length,'DevUIAnimation'); } } else { WarnInternal("Invalid animation sequence index specified in call to UIAnimEnd for" @ PathName(Self) $ ":" @ SeqIndex); } } /** * If set, this delegate is called whenever an animation is finished */ delegate OnUIAnimEnd(UIObject AnimTarget, int AnimIndex, UIAnimationSeq AnimSeq); defaultproperties { PrimaryStyle=(DefaultStyleTag="DefaultComboStyle") TabIndex=-1 DockTargets=(TargetFace[0]=(INVALID),TargetFace[1]=(INVALID),TargetFace[2]=(INVALID),TargetFace[3]=(INVALID)) Rotation=(AnchorPosition=(ScaleType[0]=EVALPOS_PixelOwner,ScaleType[1]=EVALPOS_PixelOwner),AnchorType=RA_Center) ToolTip= ContextMenuData=(RequiredFieldType=DATATYPE_Collection) bSupportsPrimaryStyle=True DebugBoundsColor=(B=255,G=128,R=255,A=255) Begin Object Class=UIComp_Event Name=WidgetEventComponent ObjName=WidgetEventComponent Archetype=UIComp_Event'Engine.Default__UIComp_Event' DefaultEvents(0)=(EventTemplate=UIEvent_Initialized'Engine.Default__UIObject:WidgetInitializedEvent') Name="WidgetEventComponent" ObjectArchetype=UIComp_Event'Engine.Default__UIComp_Event' End Object EventProvider=WidgetEventComponent Name="Default__UIObject" ObjectArchetype=UIScreenObject'Engine.Default__UIScreenObject' } |
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