// ==================================================================== // (C) 2002, Epic Games // ==================================================================== class GUIFloatEdit extends GUIMultiComponent Native; cpptext { void PreDraw(UCanvas* Canvas); } var Automated GUIEditBox MyEditBox; var Automated GUISpinnerButton MySpinner; var() string Value; var() bool bLeftJustified; var() float MinValue; var() float MaxValue; var() float Step; var() bool bReadOnly; function InitComponent(GUIController MyController, GUIComponent MyOwner) { if ( MinValue < 0 ) MyEditBox.bIncludeSign = True; Super.Initcomponent(MyController, MyOwner); MyEditBox.OnChange = EditOnChange; MyEditBox.SetText(Value); MyEditBox.OnKeyEvent = EditKeyEvent; MyEditBox.OnDeActivate = CheckValue; MyEditBox.INIOption = INIOption; MyEditBox.INIDefault = INIDefault; CalcMaxLen(); MySpinner.bNeverFocus = true; MySpinner.FocusInstead = MyEditBox; MySpinner.OnPlusClick = SpinnerPlusClick; MySpinner.OnMinusClick = SpinnerMinusClick; SetReadOnly(bReadOnly); SetHint(Hint); } function SetHint(string NewHint) { local int i; Super.SetHint(NewHint); for (i=0;i