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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. * * UT3 extended version of the UITabControl */ class UTUITabControl extends UITabControl native(UI); // (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) var() name DefaultTabWidgetTag; var(Style) name CalloutLabelStyleName; /** these labels will contain button callouts for activating the PrevPage / NextPage input aliases, on consoles */ var transient UILabel PrevPageCalloutLabel; var transient UILabel NextPageCalloutLabel; /** * Hide all the pages. This allows us to not care what page was left on in the editor */ event PostInitialize() { local int i; // Hide all of the pages for (i=0; i < Pages.Length; i++) { Pages[i].SetVisibility(false); } // Disable page previews on PS3/360 if(IsConsole()) { bAllowPagePreviews=FALSE; } Super.PostInitialize(); } /** * Attempt to activate the default tab */ function bool ActivateBestTab( int PlayerIndex, optional bool bFocusPage=true, optional int StartIndex=0 ) { local UTUIScene Parent; local WorldInfo WI; local UTGameReplicationInfo GRI; //Force the score tab to be the active tab instead of gametab in non-campaign scenarios if (DefaultTabWidgetTag == 'GameTab') { Parent = UTUIScene(GetScene()); if (Parent != None) { WI = Parent.GetWorldInfo(); if (WI != none) { GRI = UTGameReplicationInfo(WI.GRI); if ((WI.NetMode == NM_Standalone) || (GRI != None && !GRI.bStoryMode)) { DefaultTabWidgetTag = 'ScoreTab'; } } } } if ( DefaultTabWidgetTag != '' && ActivateTabByTag( DefaultTabWidgetTag ) ) { return true; } // We either couldn't find it or it couldn't be activated. Use the default code. return Super.ActivateBestTab( PlayerIndex, bFocusPage, StartIndex); } function int FindPageIndexByTag(name TabTag) { local int i; for (i=0; i<Pages.Length;i++) { if ( Pages[i].WidgetTag == TabTag ) { return i; } } return INDEX_None; } /** * Activate a page by it's widget tag */ function bool ActivateTabByTag(name TabTag, optional int PlayerIndex, optional bool bFocusPage=true) { local int TIndex; TIndex = FindPageIndexByTag(TabTag); if ( TIndex != INDEX_None ) { if ( ActivatePage(Pages[TIndex], PlayerIndex, bFocusPage) ) { return true; } } return false; } /** * Removes a page by it's widget tag */ function RemoveTabByTag(name TabTag, optional int PlayerIndex) { local int TIndex; TIndex = FindPageIndexByTag(TabTag); if ( TIndex != INDEX_None ) { RemovePage(Pages[TIndex],PlayerIndex); } } function bool ProcessInputKey( const out InputEventParameters EventParms ) { //@TODO: This is currently a hack, need to figure out what we want to support in UT and what we dont. return false; } defaultproperties { CalloutLabelStyleName="CycleTabs" TabButtonSize=(Value=0.033566) Begin Object Class=UIComp_Event Name=WidgetEventComponent ObjName=WidgetEventComponent Archetype=UIComp_Event'Engine.Default__UITabControl:WidgetEventComponent' ObjectArchetype=UIComp_Event'Engine.Default__UITabControl:WidgetEventComponent' End Object EventProvider=WidgetEventComponent Name="Default__UTUITabControl" ObjectArchetype=UITabControl'Engine.Default__UITabControl' } |
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