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KF2-Dev-Scripts/GameFramework/Classes/MobileMenuImage.uc

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2020-12-13 15:01:13 +00:00
/**
* MobileMenuImage
* This is a simple image.
*
*
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class MobileMenuImage extends MobileMenuObject
native;
/** Holds the texture to display */
var Texture2D Image;
/** Determines how the image is displayed */
enum MenuImageDrawStyle
{
IDS_Normal,
IDS_Stretched,
IDS_Tile,
};
var MenuImageDrawStyle ImageDrawStyle;
/** Holds the texture UVs. Note, after InitMenuObject(), these will hold the values to use regardless of the bUseCustomUVs flag */
var UVCoords ImageUVs;
/** Holds the color override for the image */
var LinearColor ImageColor;
/**
* Render the widget
*
* @param Canvas - the canvas object for drawing
*/
function RenderObject(canvas Canvas, float DeltaTime)
{
local float W, H, U, V, UL, VL;
local LinearColor DrawColor;
// Set the position
SetCanvasPos(Canvas);
// Calculate the default set of rendering params
if (ImageUVs.bCustomCoords)
{
U = ImageUVs.U;
V = ImageUVs.V;
UL = ImageUVs.UL;
VL = ImageUVs.VL;
}
else
{
U = 0;
V = 0;
UL = Image.SizeX;
VL = Image.SizeY;
}
// Determine how we render the image.
switch (ImageDrawStyle)
{
case IDS_Normal: // Clip it
W = Width > UL ? UL : Width;
H = Height > VL ? VL : Height;
UL = W;
VL = H;
break;
case IDS_Stretched: // Stretch it
W = Width;
H = Height;
break;
case IDS_Tile: // Tile it
W = Width;
H = Height;
UL = W;
VL = H;
break;
}
DrawColor = ImageColor;
DrawColor.A *= Opacity * OwnerScene.Opacity;
Canvas.DrawTile(Image, W,H, U, V, UL, VL, DrawColor);
}
defaultproperties
{
ImageColor=(r=1.0,g=1.0,b=1.0,a=1.0)
}