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/** * Contains a mapping of UIStyle_Data to the UIState each style is associated with. * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UIStyle extends UIRoot within UISkin native(UserInterface) PerObjectConfig; /** Unique identifier for this style. */ var STYLE_ID StyleID; /** Unique non-localized name for this style which is used to reference the style without needing to know its GUID */ var name StyleTag; /** Friendly name for this style. */ var() localized string StyleName; /** * Group this style is assigned to. */ var const string StyleGroupName; /** the style data class associated with this UIStyle */ var const class<UIStyle_Data> StyleDataClass; /** * map of UIStates to style data associated with that state. */ var const native transient Map{class UUIState*,class UUIStyle_Data*} StateDataMap; // (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) // (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) // (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) /** * Returns the style data associated with the archetype for the UIState specified by StateObject. If this style does not contain * any style data for the specified state, this style's archetype is searched, recursively. * * @param StateObject the UIState to search for style data for. StateData is stored by archetype, so the StateDataMap * is searched for each object in StateObject's archetype chain until a match is found or we arrive * at the class default object for the state. * * * @return a pointer to style data associated with the UIState specified, or NULL if there is no style data for the specified * state in this style or this style's archetypes */ native final function UIStyle_Data GetStyleForState( UIState StateObject ) const; /** * Returns the first style data object associated with an object of the class specified. This function is not reliable * in that it can return different style data objects if there are multiple states of the same class in the map (i.e. * two archetypes of the same class) * * @param StateClass the class to search for style data for * * @return a pointer to style data associated with the UIState specified, or NULL if there is no style data for the specified * state in this style or this style's archetypes */ native final function UIStyle_Data GetStyleForStateByClass( class<UIState> StateClass ) const; final event UIStyle_Data GetDefaultStyle() { return GetStyleForStateByClass(class'UIState_Enabled'); } defaultproperties { StyleName="Default Style" Name="Default__UIStyle" ObjectArchetype=UIRoot'Engine.Default__UIRoot' } |
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