KF2-Server-Extension/ServerExt/Classes/KFGUI_ComponentList.uc

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2017-10-20 02:00:49 +00:00
// List box with components as items.
Class KFGUI_ComponentList extends KFGUI_List;
var int VisRange[2];
var() int NumColumns;
var array<KFGUI_Base> ItemComponents;
// REMEMBER to call InitMenu() on the newly created component after values are init!!!
final function KFGUI_Base AddListComponent( class<KFGUI_Base> CompClass, optional float XS=1.f, optional float YS=1.f )
{
local KFGUI_Base G;
G = new(Self)CompClass;
if( G==None )
return None;
G.XPosition = (1.f - XS) * 0.5f;
G.YPosition = (1.f - YS) * 0.5f;
G.XSize = XS;
G.YSize = YS;
G.Owner = Owner;
G.ParentComponent = Self;
ItemComponents[ItemComponents.Length] = G;
return G;
}
function EmptyList()
{
ItemComponents.Length = 0;
}
function InitMenu()
{
Super.InitMenu();
ListCount = 0;
NumColumns = Max(NumColumns,1);
}
function DrawMenu()
{
Canvas.DrawColor = BackgroundColor;
Canvas.SetPos(0.f,0.f);
Owner.CurrentStyle.DrawWhiteBox(CompPos[2],CompPos[3]);
}
function PreDraw()
{
local int i,XNum,r;
local byte j;
local float XS,YS;
ComputeCoords();
// Update list size
i = ItemComponents.Length / NumColumns;
if( i!=NumColumns )
{
ListCount = i;
UpdateListVis();
}
// First draw scrollbar to allow it to resize itself.
for( j=0; j<4; ++j )
ScrollBar.InputPos[j] = CompPos[j];
if( OldXSize!=InputPos[2] )
{
OldXSize = InputPos[2];
ScrollBar.XPosition = 1.f - ScrollBar.GetWidth();
}
ScrollBar.Canvas = Canvas;
ScrollBar.PreDraw();
// Then downscale our selves to give room for scrollbar.
CompPos[2] -= ScrollBar.CompPos[2];
Canvas.SetOrigin(CompPos[0],CompPos[1]);
Canvas.SetClip(CompPos[0]+CompPos[2],CompPos[1]+CompPos[3]);
DrawMenu();
// Then draw rest of components.
XNum = 0;
r = 0;
XS = CompPos[2] / NumColumns;
YS = CompPos[3] / ListItemsPerPage;
VisRange[0] = (ScrollBar.CurrentScroll*NumColumns);
VisRange[1] = ItemComponents.Length;
for( i=VisRange[0]; i<VisRange[1]; ++i )
{
ItemComponents[i].Canvas = Canvas;
ItemComponents[i].InputPos[0] = CompPos[0]+XS*XNum;
ItemComponents[i].InputPos[1] = CompPos[1]+YS*r;
ItemComponents[i].InputPos[2] = XS;
ItemComponents[i].InputPos[3] = YS;
ItemComponents[i].PreDraw();
if( ++XNum==NumColumns )
{
XNum = 0;
if( ++r==ListItemsPerPage )
{
VisRange[1] = i+1;
break;
}
}
}
CompPos[2] += ScrollBar.CompPos[2];
}
function ChangeListSize( int NewSize );
function MouseClick( bool bRight );
function MouseRelease( bool bRight );
function MouseLeave()
{
Super(KFGUI_Base).MouseLeave();
}
function MouseEnter()
{
Super(KFGUI_Base).MouseEnter();
}
function bool CaptureMouse()
{
local int i;
for( i=VisRange[0]; i<VisRange[1] && i<ItemComponents.Length; ++i )
if( ItemComponents[i].CaptureMouse() )
{
MouseArea = ItemComponents[i];
return true;
}
return Super.CaptureMouse();
}
function CloseMenu()
{
local int i;
for( i=0; i<ItemComponents.Length; ++i )
ItemComponents[i].CloseMenu();
Super.CloseMenu();
}
function NotifyLevelChange()
{
local int i;
for( i=0; i<ItemComponents.Length; ++i )
ItemComponents[i].NotifyLevelChange();
Super.NotifyLevelChange();
}
function MenuTick( float DeltaTime )
{
local int i;
Super.MenuTick(DeltaTime);
for( i=0; i<ItemComponents.Length; ++i )
ItemComponents[i].MenuTick(DeltaTime);
}
defaultproperties
{
ListCount=0
NumColumns=1
bClickable=true
}