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/** * Represents the "disabled" widget state. Disabled widgets cannot respond to input or recieve focus. * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UIState_Disabled extends UIState native(inherit); // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** * Activate this state for the specified target. * * @param Target the widget that is activating this state. * @param PlayerIndex the index [into the Engine.GamePlayers array] for the player that generated this call * * @return TRUE to allow this state to be activated for the specified Target. */ event bool ActivateState( UIScreenObject Target, int PlayerIndex ) { local int i, EnabledIndex; local bool bResult; bResult = Super.ActivateState(Target, PlayerIndex); if ( Target != None && bResult ) { // removes all states except for the enabled state, which will be removed after the disabled state is activated. if ( Target.HasActiveStateOfClass(class'UIState_Enabled', PlayerIndex, EnabledIndex) ) { for ( i = Target.StateStack.Length - 1; i > EnabledIndex; i-- ) { if ( !Target.DeactivateState(Target.StateStack[i], PlayerIndex) ) { break; } } } bResult = true; } return bResult; } /** * Allows states currently in a widget's StateStack to prevent the widget from entering a new state. This * function is only called for states currently in the widget's StateStack. * * @param Target the widget that wants to enter the new state * @param NewState the new state that widget wants to enter * @param PlayerIndex the index [into the Engine.GamePlayers array] for the player that generated this call * * @return TRUE if the widget should be allowed to enter the state specified. */ event bool IsStateAllowed( UIScreenObject Target, UIState NewState, int PlayerIndex ) { if ( Super.IsStateAllowed(Target,NewState,PlayerIndex) ) { // when in the disabled state, only the enabled state is allowed return NewState.Class == class'UIState_Enabled'; } return false; } defaultproperties { Name="Default__UIState_Disabled" ObjectArchetype=UIState'Engine.Default__UIState' } |
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