285 lines
6.2 KiB
Ucode
285 lines
6.2 KiB
Ucode
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// Menu system written by Marco.
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Class KFGUI_Base extends Object
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abstract;
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var KF2GUIController Owner;
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var KFGUI_Base ParentComponent; // Parent component if any.
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var transient Canvas Canvas;
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enum EMenuSound
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{
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MN_Focus,
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MN_LostFocus,
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MN_ClickButton,
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MN_ClickCheckboxOn,
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MN_ClickCheckboxOff,
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MN_Dropdown,
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MN_DropdownChange,
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};
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var() float XPosition,YPosition,XSize,YSize;
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var() name ID; // Just for internal purposes, you can give the components unique ID values.
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var() int IDValue; // Integer ID value.
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var transient float CompPos[4],InputPos[4];
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var float TimerRate,TimerCounter;
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var transient KFGUI_Base MouseArea; // Next in recurse line of the mouse pointer focus area.
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var() bool bDisabled,bClickable,bCanFocus;
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var bool bFocusedPostDrawItem; // If this component has been given input focus, should it receive draw menu call after everything else been drawn?
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var bool bTimerActive,bLoopTimer;
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var transient bool bFocused;
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function InitMenu(); // Menu was initialized for the first time.
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function ShowMenu(); // Menu was opened.
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function PreDraw()
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{
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ComputeCoords();
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Canvas.SetDrawColor(255,255,255);
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Canvas.SetOrigin(CompPos[0],CompPos[1]);
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Canvas.SetClip(CompPos[0]+CompPos[2],CompPos[1]+CompPos[3]);
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DrawMenu();
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}
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function DrawMenu(); // Draw menu now.
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function CloseMenu(); // Menu was closed.
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function MenuTick( float DeltaTime )
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{
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if( bTimerActive && (TimerCounter-=DeltaTime)<=0.f )
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{
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if( bLoopTimer )
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TimerCounter = TimerRate;
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else bTimerActive = false;
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Timer();
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}
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}
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final function SetTimer( float Rate, optional bool bLoop )
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{
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bTimerActive = (Rate>0.f);
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if( bTimerActive )
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{
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bLoopTimer = bLoop;
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TimerRate = Rate;
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TimerCounter = Rate;
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}
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}
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function Timer();
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function MouseEnter()
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{
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bFocused = true;
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OnFocus(Self,True);
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}
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function MouseLeave()
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{
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bFocused = false;
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OnFocus(Self,False);
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}
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function MouseClick( bool bRight );
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function MouseRelease( bool bRight );
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function DoubleMouseClick( bool bRight ) // User rapidly double clicked this component.
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{
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MouseClick(bRight);
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}
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function ScrollMouseWheel( bool bUp );
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final function PlayerController GetPlayer()
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{
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return Owner.PlayerOwner;
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}
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function SetDisabled( bool bDisable )
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{
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bDisabled = bDisable;
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}
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Delegate OnFocus( KFGUI_Base Sender, bool bBecame );
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final function ComputeCoords()
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{
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CompPos[0] = XPosition*InputPos[2]+InputPos[0];
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CompPos[1] = YPosition*InputPos[3]+InputPos[1];
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CompPos[2] = XSize*InputPos[2];
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CompPos[3] = YSize*InputPos[3];
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}
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function bool CaptureMouse()
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{
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return ( Owner.MousePosition.X>=CompPos[0] && Owner.MousePosition.Y>=CompPos[1] && Owner.MousePosition.X<=(CompPos[0]+CompPos[2]) && Owner.MousePosition.Y<=(CompPos[1]+CompPos[3]) );
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}
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final function KFGUI_Base GetMouseFocus()
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{
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local KFGUI_Base M;
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for( M=Self; M.MouseArea!=None; M=M.MouseArea )
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{}
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return M;
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}
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function DoClose()
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{
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if( ParentComponent!=None )
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ParentComponent.DoClose();
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else Owner.PopCloseMenu(Self);
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}
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function byte GetCursorStyle()
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{
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return (bClickable ? 1 : 0);
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}
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function UserPressedEsc() // user pressed escape while this menu was active.
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{
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if( ParentComponent!=None )
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ParentComponent.UserPressedEsc();
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else DoClose();
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}
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function bool BringPageToFront()
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{
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if( ParentComponent!=None )
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return ParentComponent.BringPageToFront();
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return true; // Allow user to bring this page to front.
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}
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final function bool IsTopMenu()
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{
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return (Owner.ActiveMenus.Length>0 && GetPageTop()==Owner.ActiveMenus[0]);
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}
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final function KFGUI_Page GetPageTop()
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{
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local KFGUI_Base M;
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for( M=Self; M.ParentComponent!=None; M=M.ParentComponent )
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{}
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return KFGUI_Page(M);
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}
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function KFGUI_Base FindComponentID( name InID )
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{
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if( ID==InID )
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return Self;
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return None;
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}
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function FindAllComponentID( name InID, out array<KFGUI_Base> Res )
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{
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if( ID==InID )
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Res[Res.Length] = Self;
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}
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function RemoveComponent( KFGUI_Base B );
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function GetInputFocus()
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{
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if( Owner.InputFocus!=None )
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Owner.InputFocus.LostInputFocus();
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Owner.InputFocus = Self;
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}
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function DropInputFocus()
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{
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if( Owner.InputFocus==Self )
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{
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Owner.InputFocus.LostInputFocus();
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Owner.InputFocus = None;
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}
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}
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function LostInputFocus();
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// Obtain keyboard focus.
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final function GrabKeyFocus()
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{
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Owner.GrabInputFocus(Self);
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}
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final function ReleaseKeyFocus()
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{
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if( Owner.KeyboardFocus==Self )
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Owner.GrabInputFocus(None);
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}
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function LostKeyFocus();
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function bool NotifyInputKey( int ControllerId, name Key, EInputEvent Event, float AmountDepressed, bool bGamepad )
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{
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return false;
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}
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function bool NotifyInputChar( int ControllerId, string Unicode )
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{
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return false;
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}
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// While on input focus mode, notify that mouse just moved over the threshold.
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function InputMouseMoved();
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// Notify any focused menu element that mouse has been idle over it.
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function NotifyMousePaused();
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final function GetActualPos( out float X, out float Y )
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{
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X = ((XPosition+X)*InputPos[2]) + InputPos[0];
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Y = ((YPosition+Y)*InputPos[3]) + InputPos[1];
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}
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final function GetRealtivePos( out float X, out float Y )
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{
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X = X / CompPos[2];
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Y = Y / CompPos[2];
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}
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simulated final function PlayMenuSound( EMenuSound Slot )
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{
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/*local SoundCue S;
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switch( Slot )
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{
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case MN_Focus:
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S = SoundCue'a_interface.menu.UT3MenuMouseOverCue';
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break;
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case MN_LostFocus:
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S = SoundCue'a_interface.menu.UT3MenuNavigateDownCue';
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break;
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case MN_ClickButton:
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S = SoundCue'a_interface.menu.UT3MenuSliderBarMoveCue';
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break;
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case MN_ClickCheckboxOn:
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S = SoundCue'a_interface.menu.UT3MenuCheckboxSelectCue';
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break;
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case MN_ClickCheckboxOff:
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S = SoundCue'a_interface.menu.UT3MenuCheckboxDeselectCue';
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break;
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case MN_Dropdown:
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S = SoundCue'a_interface.menu.UT3MenuScreenSlideCue';
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break;
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case MN_DropdownChange:
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S = SoundCue'a_interface.menu.UT3MenuNavigateUpCue';
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break;
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}
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if( S!=None )
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GetPlayer().PlaySound(S,true,,false);*/
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}
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// Pre level change notification.
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function NotifyLevelChange();
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final function SetPosition( float X, float Y, float XS, float YS )
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{
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XPosition = X;
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YPosition = Y;
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XSize = XS;
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YSize = YS;
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}
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static final function string MakeSortStr( int Value )
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{
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local string S;
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local int i;
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// Prefix with zeroes to properly sort this string.
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S = string(Value);
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i = Len(S);
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if( i<10 )
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return Mid("0000000000",i)$S;
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return S;
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}
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defaultproperties
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{
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XSize=1
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YSize=1
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bCanFocus=true
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}
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