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/** * This class acts as a cosmetic container for grouping widgets in the UI editor. * * Copyright 1998-2007 Epic Games, Inc. All Rights Reserved */ class UILayer extends UILayerBase native(Private); // (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) /** * Represents a single node in the UI editor layer brower. */ struct native UILayerNode { /** * Indicates whether this layer node is active. Locked layer nodes cannot be selected in the UI editor window */ var const private{private} bool bLocked; /** * Indicates whether this layer node is visible. Hidden layer nodes are not rendered in the UI editor window. */ var const private{private} bool bVisible; /** * The object associated with this layer node. Only UILayer and UIObject are valid. */ var const private{private} Object LayerObject; /** * The UILayer that contains this layer node. */ var const private{private} UILayer ParentLayer; structcpptext { /** Default constructor - does not initialize values for members */ FUILayerNode() {} /** Event constructor - used when passing this struct to an unrealscript event; zero initializes all members */ FUILayerNode(EEventParm) { appMemzero(this,sizeof(FUILayerNode)); } /** Standard constructors */ FUILayerNode( class UUILayer* InLayer, class UUILayer* InParentLayer ); FUILayerNode( class UUIObject* InWidget, class UUILayer* InParentLayer ); /** Copy constructors */ FUILayerNode( const struct FUILayerNode& Other ) : bLocked(Other.bLocked), bVisible(Other.bVisible), LayerObject(Other.LayerObject), ParentLayer(Other.ParentLayer) {} /** Comparison operator */ UBOOL operator==( const struct FUILayerNode& Other ) const { return bLocked == Other.bLocked && bVisible == Other.bVisible && LayerObject == Other.LayerObject && ParentLayer == Other.ParentLayer; } UBOOL operator!=( const struct FUILayerNode& Other ) const { return bLocked != Other.bLocked || bVisible != Other.bVisible || LayerObject != Other.LayerObject || ParentLayer != Other.ParentLayer; } /** * Changes whether this layer node is locked. */ void SetLocked( UBOOL bLockLayer ) { bLocked = bLockLayer; } /** * Changes whether this layer node is visible. */ void SetVisible( UBOOL bShowLayer ) { bVisible = bShowLayer; } /** * Changes the object associated with this layer node. * * @param InObject the object to associate with this layer node; must be of type UIObject or UILayer */ UBOOL SetLayerObject( class UObject* InObject ); /** * Changes the UILayer that contains this layer node. * * @param NewParent the UILayer that now contains this layer node */ void SetLayerParent( class UUILayer* NewParent ) { ParentLayer = NewParent; } /** * Returns whether this layer node should be visible. */ UBOOL IsVisible() const { return bVisible; } /** * Returns whether this layer node should be locked. */ UBOOL IsLocked() const { return bLocked; } /** * Returns TRUE if the object associated with this layer node is of type UILayer. */ UBOOL IsUILayer() const; /** * Returns TRUE if the object associated with this layer node is of type UIObject. */ UBOOL IsUIObject() const; /** * Gets the object associated with this layer node, casted to a UILayer. */ class UUILayer* GetUILayer() const; /** * Gets the object associated with this layer node, casted to a UIObject. */ class UUIObject* GetUIObject() const; /** * Gets the object associated with this layer node. */ class UObject* GetLayerObject() const { return LayerObject; } /** * Returns the UILayer that contains this layer node. */ class UUILayer* GetParentLayer() const { return ParentLayer; } } structdefaultproperties { bVisible=true } }; /** The designer-specified friendly name for this layer */ var string LayerName; /** the child nodes of this layer */ var array<UILayerNode> LayerNodes; /** * Inserts the specified node at the specified location * * @param NodeToInsert the layer node that should be inserted into this UILayer's LayerNodes array * @param InsertIndex if specified, the index where the new node should be inserted into the LayerNodes array. if not specified * the new node will be appended to the end of the array. * * @return TRUE if the node was successfully inserted into this UILayer's list of child nodes. */ native final function bool InsertNode( const out UILayerNode NodeToInsert, optional int InsertIndex=INDEX_NONE ); /** * Removes the specified node * * @param ExistingNode the layer node that should be removed from this UILayer's LayerNodes array * * @return TRUE if the node was successfully removed from this UILayer's list of child nodes. */ native final function bool RemoveNode( const out UILayerNode ExistingNode ); /** * Finds the index [into the LayerNodes array] for a child node that contains the specified object as its layer object. * * @param NodeObject the child layer object to look for. * * @return the index into the LayerNodes array for the child node which contains the specified object as its layer object, * or INDEX_NONE if no child nodes were found that containc the specified object as its layer object. */ native final function int FindNodeIndex( const Object NodeObject ) const; defaultproperties { Name="Default__UILayer" ObjectArchetype=UILayerBase'Engine.Default__UILayerBase' } |
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