// ==================================================================== // Class: UT2K4UI.GUIStyles // // The GUIStyle is an object that is used to describe common visible // components of the interface. // // Written by Joe Wilcox // (c) 2002, Epic Games, Inc. All Rights Reserved // ==================================================================== class GUIStyles extends GUI Abstract Native noteditinlinenew; cpptext { void Draw(UCanvas* Canvas, BYTE MenuState, FLOAT Left, FLOAT Top, FLOAT Width, FLOAT Height); void DrawText(UCanvas* Canvas, BYTE MenuState, FLOAT Left, FLOAT Top, FLOAT Width, FLOAT Height, BYTE Just, const TCHAR* Text, BYTE FontScale); void TextSize(UCanvas* Canvas, BYTE MenuState, const TCHAR* Test, FLOAT& XL, FLOAT& YL, BYTE FontScale); } var(Style) const string KeyName; // This is the name of the style used for lookup // If the desired keyname is one of these, FontScale will be adjusted // For backwards compatibility - 0 - Smaller 1 - Larger var(Style) const string AlternateKeyName[2]; /* Each style contains 5 values for each font, per size Small 0 - 4 Medium 5 - 9 Large 10 - 14 */ var(Style) noexport string FontNames[15]; // Holds the names of the 5 fonts to use var(Style) noexport GUIFont Fonts[15]; // Holds the fonts for each state var(Style) noexport color FontColors[5]; // This array holds 1 font color for each state var(Style) noexport color FontBKColors[5]; // This holds the Background Colors for each state var(Style) noexport color ImgColors[5]; // This array holds 1 image color for each state var(Style) noexport EMenuRenderStyle RStyles[5]; // The render styles for each state var(Style) noexport Material Images[5]; // This array holds 1 material for each state (Blurry, Watched, Focused, Pressed, Disabled) var(Style) noexport eImgStyle ImgStyle[5]; // How should each image for each state be drawed var(Style) noexport float ImgWidths[5]; // -1 if full image var(Style) noexport float ImgHeights[5]; // -1 if full image var(Style) noexport int BorderOffsets[4]; // How thick is the border var(style) noexport bool bTemporary; // This style should be cleaned up // the OnDraw delegate Can be used to draw. Return true to skip the default draw method delegate bool OnDraw(Canvas Canvas, eMenuState MenuState, float left, float top, float width, float height); delegate bool OnDrawText(Canvas Canvas, eMenuState MenuState, float left, float top, float width, float height, eTextAlign Align, string Text, eFontScale FontScale); native static final function Draw(Canvas Canvas, eMenuState MenuState, float left, float top, float width, float height); native static final function DrawText(Canvas Canvas, eMenuState MenuState, float left, float top, float width, float height, eTextAlign Align, string Text, eFontScale FontScale); native static final function TextSize(Canvas Canvas, eMenuState MenuState, string Text, out float XL, out float YL, eFontScale FontScale); event Initialize() { local int i; // Preset all the data if needed for ( i = 0; i < ArrayCount(FontNames) && i < ArrayCount(Fonts); i++) { if (FontNames[i] != "") Fonts[i] = Controller.GetMenuFont(FontNames[i]); } } defaultproperties { RStyles(0)=MSTY_Normal RStyles(1)=MSTY_Normal RStyles(2)=MSTY_Normal RStyles(3)=MSTY_Normal RStyles(4)=MSTY_Normal ImgStyle(0)=ISTY_Stretched ImgStyle(1)=ISTY_Stretched ImgStyle(2)=ISTY_Stretched ImgStyle(3)=ISTY_Stretched ImgStyle(4)=ISTY_Stretched ImgColors(0)=(R=255,G=255,B=255,A=255) ImgColors(1)=(R=255,G=255,B=255,A=255) ImgColors(2)=(R=255,G=255,B=255,A=255) ImgColors(3)=(R=255,G=255,B=255,A=255) ImgColors(4)=(R=128,G=128,B=128,A=255) ImgWidths(0)=-1.0 ImgWidths(1)=-1.0 ImgWidths(2)=-1.0 ImgWidths(3)=-1.0 ImgWidths(4)=-1.0 ImgHeights(0)=-1.0 ImgHeights(1)=-1.0 ImgHeights(2)=-1.0 ImgHeights(3)=-1.0 ImgHeights(4)=-1.0 // if _RO_ /* // end if _RO_ FontColors(0)=(R=0,G=0,B=64,A=255) FontColors(1)=(R=0,G=0,B=64,A=255) FontColors(2)=(R=32,G=32,B=80,A=255) FontColors(3)=(R=32,G=32,B=80,A=255) FontColors(4)=(R=0,G=0,B=128,A=255) // if _RO_ */ FontColors(0)=(R=225,G=225,B=225,A=255) FontColors(1)=(R=255,G=255,B=255,A=255) FontColors(2)=(R=225,G=225,B=225,A=255) FontColors(3)=(R=225,G=225,B=225,A=255) FontColors(4)=(R=125,G=125,B=125,A=255) // end if _RO_ FontBKColors(0)=(R=0,G=0,B=0,A=255) FontBKColors(1)=(R=0,G=0,B=0,A=255) FontBKColors(2)=(R=0,G=0,B=0,A=255) FontBKColors(3)=(R=0,G=0,B=0,A=255) FontBKColors(4)=(R=0,G=0,B=0,A=255) FontNames(0)="UT2SmallFont" FontNames(1)="UT2SmallFont" FontNames(2)="UT2SmallFont" FontNames(3)="UT2SmallFont" FontNames(4)="UT2SmallFont" FontNames(5)="UT2MenuFont" FontNames(6)="UT2MenuFont" FontNames(7)="UT2MenuFont" FontNames(8)="UT2MenuFont" FontNames(9)="UT2MenuFont" FontNames(10)="UT2LargeFont" FontNames(11)="UT2LargeFont" FontNames(12)="UT2LargeFont" FontNames(13)="UT2LargeFont" FontNames(14)="UT2LargeFont" BorderOffsets(0)=10 BorderOffsets(1)=10 BorderOffsets(2)=10 BorderOffsets(3)=10 }