283 lines
7.4 KiB
Ucode
283 lines
7.4 KiB
Ucode
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/**
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* MobileMenuScene
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* This is the base class for the mobile menu system
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*
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*
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class MobileMenuScene extends object
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native;
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var (UI) string MenuName;
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var (UI) instanced array<MobileMenuObject> MenuObjects;
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/** Allows for a single font for all buttons in a scene */
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var (UI) font SceneCaptionFont;
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/** A reference to the input owner */
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var (UI) MobilePlayerInput InputOwner;
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var (UI) bool bSceneDoesNotRequireInput;
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/** Which touchpad this menu will respond to */
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var (UI) byte TouchpadIndex;
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/** Positions and sizing */
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var (Positions) float Left;
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var (Positions) float Top;
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var (Positions) float Width;
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var (Positions) float Height;
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/** Initial location/size, used for resizing the menu */
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var float InitialLeft;
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var float InitialTop;
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var float InitialWidth;
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var float InitialHeight;
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var (Options) bool bRelativeLeft;
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var (Options) bool bRelativeTop;
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var (Options) bool bRelativeWidth;
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var (Options) bool bRelativeHeight;
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var (Options) bool bApplyGlobalScaleLeft;
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var (Options) bool bApplyGlobalScaleTop;
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var (Options) bool bApplyGlobalScaleWidth;
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var (Options) bool bApplyGlobalScaleHeight;
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/** This is the scale factor you are authoring for. 2.0 is useful for Retina display resolution (960x640), 1.0 for iPads and older iPhones */
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var (Options) float AuthoredGlobalScale;
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/** The general opacity of the scene */
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var (Options) float Opacity;
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/** Holds a reference to the sound to play when a touch occurs in the mobile menu system */
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var (Sounds) SoundCue UITouchSound;
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/** Holds a reference to the sound to play when a touch occurs in the mobile menu system */
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var (Sounds) SoundCue UIUnTouchSound;
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cpptext
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{
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/**
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* Performs a hit test against all of the objects in the object stack.
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*
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* @param TouchX - The X location of the touch event
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* @param TouchY - The Y location of the touch event
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* @param Returns the object that hits.
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*/
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virtual UMobileMenuObject* HitTest(FLOAT TouchX, FLOAT TouchY);
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}
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/** Native functions to get the global scale to apply to UI elements that desire such */
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native static final function float GetGlobalScaleX();
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native static final function float GetGlobalScaleY();
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/**
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* Script events that allows for menu setup. It's called at the beginning of the native InitMenuScene. Nothing is set at this point and
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* allows the scene to override default settings
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* @param PlayerInput - A pointer to the MobilePlayerInput object that owns the UI scene
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* @param ScreenWidth - The Width of the Screen
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* @param ScreenHeight - The Height of the Screen
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* @param bIsFirstInitialization - If True, this is the first time the menu is being initialized. If False, it's a result of the screen being resized
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*/
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event InitMenuScene(MobilePlayerInput PlayerInput, int ScreenWidth, int ScreenHeight, bool bIsFirstInitialization)
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{
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local int i,X,Y,W,H;
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//`log("### InitMenuScene"@ MenuName @ PlayerInput @ ScreenWidth @ ScreenHeight @ MenuObjects.Length);
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SceneCaptionFont = GetSceneFont();
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InputOwner = PlayerInput;
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if (bIsFirstInitialization)
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{
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InitialTop = Top;
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InitialLeft = Left;
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InitialWidth = Width;
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InitialHeight = Height;
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}
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else
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{
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Top = InitialTop;
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Left = InitialLeft;
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Width = InitialWidth;
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Height = InitialHeight;
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}
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X = (bRelativeLeft) ? ScreenWidth * Left : Left;
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Y = (bRelativeTop) ? ScreenHeight * Top : Top;
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W = (bRelativeWidth) ? ScreenWidth * Width : Width;
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H = (bRelativeHeight) ? ScreenHeight * Height : Height;
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if (bApplyGlobalScaleLeft)
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{
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X *= static.GetGlobalScaleX() / AuthoredGlobalScale;
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}
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if (bApplyGlobalScaleTop)
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{
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Y *= static.GetGlobalScaleY() / AuthoredGlobalScale;
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}
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if (bApplyGlobalScaleWidth)
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{
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W *= static.GetGlobalScaleX() / AuthoredGlobalScale;
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}
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if (bApplyGlobalScaleHeight)
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{
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H *= static.GetGlobalScaleY() / AuthoredGlobalScale;
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}
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// We now have the zone positions converted in to actual screen positions.
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// If the zone position is negative, it's right/bottom justified so handle it and store the final values back
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Left = X >= 0 ? X : X + ScreenWidth;
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Top = Y >= 0 ? Y : Y + ScreenHeight;
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Width = W >= 0 ? W : W + ScreenWidth;
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Height = H >= 0 ? H : H + ScreenHeight;
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for (i=0;i<MenuObjects.Length;i++)
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{
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MenuObjects[i].InitMenuObject(InputOwner,self,ScreenWidth,ScreenHeight,bIsFirstInitialization);
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}
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}
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/**
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* Override this function to change the font used by this Scene
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*
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* @return the Font to use for this scene
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*/
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function Font GetSceneFont()
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{
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return class'Engine'.Static.GetSmallFont();
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}
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/**
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* Render the scene
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*
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* @param Canvas - the canvas object for drawing
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*/
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function RenderScene(Canvas Canvas,float RenderDelta)
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{
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local MobileMenuObject MenuObject;
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foreach MenuObjects(MenuObject)
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{
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if (MenuObject.bTellSceneBeforeRendering)
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{
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PreRenderMenuObject(MenuObject, Canvas, RenderDelta);
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}
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if (!MenuObject.bIsHidden)
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{
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MenuObject.RenderObject(Canvas, RenderDelta);
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}
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}
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}
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/** Allow user to render between layers. */
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function PreRenderMenuObject(MobileMenuObject MenuObject, Canvas Canvas,float RenderDelta)
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{
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}
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/**
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* This event is called when a touch event is detected on an object if control did not handle it.
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*
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* @param Sender - The Object that swallowed the touch
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* @param EventType - type of event
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* @param TouchX - The X location of the touch event
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* @param TouchY - The Y location of the touch event
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* @param Sender.bIsTouched - Is touch currently over the object
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*/
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event OnTouch(MobileMenuObject Sender, ETouchType EventType, float TouchX, float TouchY)
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{
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}
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/**
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* Allows the scene to manage touches that aren't sent to any given control.
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* This will pass indicate if the touch was inside its bounds or not.
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*/
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event bool OnSceneTouch(ETouchType EventType, float TouchX, float TouchY, bool bInside)
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{
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// If inside, return true to swallow input.
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return false;
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}
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/**
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* Opened will be called after the scene is opened and initialized.
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*
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* @param Mode Optional string to pass to the scene for however it wants to use it
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*/
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function Opened(string Mode) {}
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/**
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* Called when this menu is the topmost menu (ie, when opened or when one of top was closed)
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*/
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function MadeTopMenu() {}
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/**
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* Closing will be called before the closing process really begins. Return false if
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* you wish to override the closing process.
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* @returns true if we can close
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*/
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function bool Closing()
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{
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return true;
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}
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/**
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* Closed will be called when the closing process is done and the scene has been removed from the stack
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*/
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function Closed()
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{
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CleanUpScene();
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}
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native function CleanUpScene();
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/**
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* Search the menu stack for a object
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*
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* @param Tag - The name of the object to find.
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* @returns the object
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*/
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function MobileMenuObject FindMenuObject(string Tag)
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{
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local int idx;
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for (idx=0;idx<MenuObjects.Length;idx++)
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{
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if (Caps(MenuObjects[idx].Tag) == Caps(Tag))
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{
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return MenuObjects[idx];
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}
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}
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return none;
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}
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/**
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* Allows menus to handle exec commands
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*
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* @Param Command - The command to handle
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* @returns true if handled
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*/
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function bool MobileMenuCommand(string Command)
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{
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return false;
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}
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defaultproperties
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{
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AuthoredGlobalScale=2.0
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Opacity=1.0
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bSceneDoesNotRequireInput=false;
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}
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