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/** * Represents the "focused" widget state. Focused widgets recieve the first chance to process input events. * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UIState_Focused extends UIState native(UIPrivate) hidedropdown; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (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 bool bResult; bResult = Super.ActivateState(Target,PlayerIndex); if ( Target != None ) { // ensure that Target has the enabled state on its StateStack bResult = Target.HasActiveStateOfClass(class'UIState_Enabled',PlayerIndex); } return bResult; } defaultproperties { Name="Default__UIState_Focused" ObjectArchetype=UIState'Engine.Default__UIState' } |
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