// List box with components as items. Class KFGUI_ComponentList extends KFGUI_List; var int VisRange[2]; var() int NumColumns; var array ItemComponents; // REMEMBER to call InitMenu() on the newly created component after values are init!!! final function KFGUI_Base AddListComponent(class 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