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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTDrawPanel extends UTUI_Widget placeable native(UI); /** If false, the cavas will be preset to the bounds of the panel. If it's true, canvas will the full viewport */ var() bool bUseFullViewport; /** Holds a reference to the canvas. This is only valid during the DrawPanel() event */ var Canvas Canvas; /** Holds the Coords of this panel in PixelViewport and it's only valid during rendering */ var float pLeft, pTop, pWidth, pHeight; /** Viewport.Y / 768 - The scaling factor for this widget */ var float ResolutionScale; // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** Draws a 2D Line */ native final function Draw2DLine(int X1, int Y1, int X2, int Y2, color LineColor); /** * In both functions below, Canvas will to the bounds of the widget. You should * use DrawTileClipped() in order to make sure left/top clipping occurs if not * against the left/top edges */ /** * If this delegate is set, native code will call here first for rendering. * * @Return true to stop native code from calling the event */ delegate bool DrawDelegate(Canvas C); /** * Handle drawing in script */ event DrawPanel(); defaultproperties { DefaultStates(2)=Class'Engine.UIState_Focused' Begin Object Class=UIComp_Event Name=WidgetEventComponent ObjName=WidgetEventComponent Archetype=UIComp_Event'UTGame.Default__UTUI_Widget:WidgetEventComponent' ObjectArchetype=UIComp_Event'UTGame.Default__UTUI_Widget:WidgetEventComponent' End Object EventProvider=WidgetEventComponent Name="Default__UTDrawPanel" ObjectArchetype=UTUI_Widget'UTGame.Default__UTUI_Widget' } |
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