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XInterface.GUIVertImageList


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// ====================================================================
// (C) 2002, Epic Games
// ====================================================================

class GUIVertImageList extends GUIVertList
        Native;


// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)

var() eCellStyle CellStyle;

var() float ImageScale;                     // Scale value for the images

var() int   NoVisibleRows;                  // How many rows of visible images are there
var() int   NoVisibleCols;                  // How many cols of visible images are there

var() int   HorzBorder, VertBorder;         // How much white space

var() editconstarray editconst array<ImageListElem> Elements;
var() editconstarray editconst array<ImageListElem> SelectedElements;

var() material LockedMat;

event int CalculateIndex( optional bool bRequireValidIndex )
{
    local int i;
    local int HitCol, HitRow;

    HitCol = (Controller.MouseX - ClientBounds[0]) / ItemWidth;
    HitRow = (Controller.MouseY - ClientBounds[1]) / ItemHeight;

    i = Top + HitCol + (HitRow * NoVisibleCols);
    if ( (i < 0 || i >= ItemCount) && bRequireValidIndex )
        return -1;

    return i;
}

function bool InternalOnClick(GUIComponent Sender)
{
    local int NewIndex;

    if ( !IsInClientBounds() || ItemsPerPage==0 )
        return false;

    NewIndex = CalculateIndex();
    if ( !IsValidIndex(NewIndex) )
        return false;

    SetIndex(NewIndex);
    return true;
}

function int SetIndex(int NewIndex)
{
    if (Elements[NewIndex].Locked==1)
        return Index;

    return super.SetIndex(NewIndex);
}

function bool Up()
{
    local int TargetIndex;
    if ( Index - NoVisibleCols < 0 )
        return true;

    TargetIndex = Index-NoVisibleCols;
    if ( Elements[TargetIndex].Locked==1 )
    {
        TargetIndex = TargetIndex-NoVisibleCols;
        if ( TargetIndex<0 || Elements[TargetIndex].Locked==1 )
            return true;
    }

    SetIndex(TargetIndex);

    if ( MyScrollBar != None )
        MyScrollBar.AlignThumb();
    return true;
}

function bool Down()
{
    local int TargetIndex;

    if ( Index + NoVisibleCols >= ItemCount )
        return true;

    TargetIndex = Index + NoVisibleCols;
    if ( Elements[TargetIndex].Locked==1 )
    {
        TargetIndex = TargetIndex + NoVisibleCols;
        if ( TargetIndex >= ItemCount || Elements[TargetIndex].Locked==1 )
            return true;
    }

    SetIndex(TargetIndex);
    if ( MyScrollBar != None )
        MyScrollBar.AlignThumb();

    return true;

}
function bool MoveRight()
{
    local int TargetIndex;


    TargetIndex = ( Index + 1 );
    if ( TargetIndex % NoVisibleCols == 0 )
        return true;

    if (Elements[TargetIndex].Locked==1)
    {
        TargetIndex++;
        if ( (TargetIndex % NoVisibleCols == 0 ) || (Elements[TargetIndex].Locked==1) )
            return true;
    }

    if ( TargetIndex < ItemCount )
        SetIndex(TargetIndex);


    return true;

}
function bool MoveLeft()
{
    local int TargetIndex;

    if ( Index % NoVisibleCols == 0 )
        return true;

    TargetIndex = Index - 1;
    if (Elements[TargetIndex].Locked==1)
    {
        TargetIndex--;
        if (TargetIndex<0 || TargetIndex%NoVisibleCols==NoVisibleCols-1 || Elements[TargetIndex].Locked==1)
            return true;
    }
    if ( Index > 0 )
        SetIndex(TargetIndex);

    return true;
}


function Home()
{
    local int i;
    if ( ItemCount < 2 )
        return;

    for (i=0;i<Index;i++)
        if (Elements[i].Locked!=1)
        {
            SetIndex(i);
            if ( MyScrollBar != None )
                MyScrollBar.AlignThumb();

            return;
        }
}

function End()
{
    local int i;
    if ( ItemCount < 2 )
        return;

    for (i=ItemCount-1;i>0;i--)
        if (Elements[i].Locked!=1)
        {
            SetIndex( i );
            if ( MyScrollBar != None )
                MyScrollBar.AlignThumb();

            return;
        }
}

function PgUp()
{
    local int newtop;
    if (Top > 0)
    {
        NewTop = max(0,Top-NoVisibleRows);
        SetTopItem(NewTop);
        if ( MyScrollBar != None )
            MyScrollBar.AlignThumb();
    }

    return;
}

function PgDn()
{
    local int newtop;
    if ( Top < (ItemCount / NoVisibleCols) - NoVisibleRows)
    {
        NewTop = Max(0, Top+NoVisibleRows);
        SetTopItem(NewTop);

        if ( MyScrollBar != None )
            MyScrollBar.AlignThumb();
    }

    return;
}

function MakeVisible(float Perc)
{
    local float MaxTop, ModResult;
    local int NewTop, Change;

    MaxTop = ItemCount - ItemsPerPage;
    ModResult = MaxTop % NoVisibleCols;
    if ( ModResult > 0 )
        MaxTop = (MaxTop - ModResult) + NoVisibleCols;

    // NewItem is number of hidden items * Perc we want to show
    // Round off result before adjusting top to prevent constant flipping back and forth between two items
    // or if we're attempting to view the last row
    NewTop = Round(MaxTop * Perc);
    Change = Abs(Top - NewTop);
    if ( Change < NoVisibleCols && Perc < 1.0)
        return;

    SetTopItem(NewTop);
}

function SetTopItem(int Item)
{
    local int ModResult;

    // clamp new top to prevent displaying space below last items of list
    Item = Clamp(Item, 0, ItemCount - 1);

    // Adjust the result to fall on the first column - otherwise, elements might get shifted to a different column
    ModResult = Item % NoVisibleCols;
    if ( ModResult > 0 )
    {
        // If we had leftover items, we'll need another row
        if ( Item > Top )
            Item += NoVisibleCols;

        Item -= ModResult;
    }

    // But if we went too far (more than itemcount + numcolumns), then back it up
    while ( (Item + ItemsPerPage > ItemCount + NoVisibleCols) && Item >= 0)
        Item -= NoVisibleCols;

    Top = Max( 0, Item );
    OnAdjustTop(Self);
}

function Add(Material Image, optional int Item, optional int Locked)
{
    local int i;

    if ( Image == None && !bAllowEmptyItems )
        return;

    i = Elements.Length;
    Elements.Length = i + 1;
    Elements[i].Image = Image;
    Elements[i].Item = Item;
    Elements[i].Locked = Locked;
    ItemCount = Elements.Length;

    if (ItemCount == 1 && bInitializeList)
        SetIndex(0);
    else CheckLinkedObjects(Self);

    if (MyScrollBar != None)
        MyScrollBar.AlignThumb();
}

function AddImage( ImageListElem NewElem, optional int Locked)
{
    Add(NewElem.Image, NewElem.Item, Locked);
}

function Replace(int i, Material NewImage, optional int NewItem, optional int Locked)
{
    if ( !IsValidIndex(i) )
        Add(NewImage, NewItem);
    else
    {
        if ( !bAllowEmptyItems && NewImage == None )
            return;

        Elements[i].Item = NewItem;
        Elements[i].Image = NewImage;
        Elements[i].Locked = Locked;
        SetIndex(Index);
        if ( MyScrollBar != None )
            MyScrollBar.AlignThumb();
    }
}

function Insert(int i, Material NewImage, optional int NewItem, optional int Locked)
{
    if ( !IsValidIndex(i) )
        Add(NewImage,NewItem);
    else
    {
        if ( !bAllowEmptyItems && NewImage == None )
            return;

        Elements.Insert(i,1);
        Elements[i].Item=NewItem;
        Elements[i].Image = NewImage;
        Elements[i].Locked = Locked;
        ItemCount = Elements.Length;

        SetIndex(Index);

        if (MyScrollBar != None)
            MyScrollBar.AlignThumb();
    }
}

function InsertElement( int i, ImageListElem NewElem, optional int Locked )
{
    Insert( i, NewElem.Image, NewElem.Item, Locked );
}

event Swap(int IndexA, int IndexB)
{
    local ImageListElem elem;

    if ( IsValidIndex(IndexA) && IsValidIndex(IndexB) )
    {
        elem = Elements[IndexA];
        Elements[IndexA] = Elements[IndexB];
        Elements[IndexB] = elem;
    }
}

function LoadFrom(GUIVertImageList Source, optional bool bClearFirst)
{
    local int i, item;
    local Material mat;
    local int l;

    if (bClearfirst)
        Clear();

    for ( i = 0; i < Source.ItemCount; i++ )
    {
        Source.GetAtIndex(i,mat,item,l);
        Add(mat,item,l);
    }
}

function int Remove(int i, optional int Count)
{
    Count = Max( Count, 1 );
    if (!IsValidIndex(i))
        return Index;

    Elements.Remove(i, Min(Count, Elements.Length - i));
    ItemCount = Elements.Length;

    // In case we now have an invalid index
    SetIndex(Index);
    if (MyScrollBar != None)
        MyScrollBar.AlignThumb();

    return Index;
}

function int RemoveSilent(int i, optional int Count)
{
    bNotify = False;
    i = Remove(i, Count);
    bNotify = True;
    return i;
}

function int RemoveElement(ImageListElem Elem, optional int Count)
{
    local int i;

    Count = Max( Count, 1 );
    for ( i = 0; i < Elements.Length; i++ )
    {
        if ( Elements[i] == Elem )
        {
            Elements.Remove(i, Min(Count, Elements.Length - i));
            break;
        }
    }

    ItemCount = Elements.Length;

    // In case we now have an invalid index
    SetIndex(Index);

    if ( MyScrollBar != None )
        MyScrollBar.AlignThumb();

    return Index;
}

function Clear()
{
    if (ItemCount == 0)
        return;

    Elements.Remove(0,Elements.Length);
    Super.Clear();
}

// =====================================================================================================================
// =====================================================================================================================
//  Query Functions
// =====================================================================================================================
// =====================================================================================================================

function Material Get(optional bool bGuarantee)
{
    if ( !IsValid() )
    {
        if (bGuarantee && ItemCount > 0)
            return Elements[0].Image;

        return None;
    }

    return Elements[Index].Image;
}

function int GetItem()
{
    if ( !IsValid() )
        return -1;

    return Elements[Index].Item;
}

// Arbitrary list Item
function Material GetImageAtIndex(int i)
{
    if (!IsValidIndex(i))
        return None;

    return Elements[i].Image;
}

function string GetItemAtIndex(int i)
{
    return string(GetItemIntAtIndex(i));
}

function int GetItemIntAtIndex(int i)
{
    if (!IsValidIndex(i))
        return -1;

    return Elements[i].Item;
}

function GetAtIndex(int i, out Material Image, out int Item, out int Locked)
{
    if (!IsValidIndex(i))
        return;

    Image = Elements[i].Image;
    Item = Elements[i].Item;
    Locked = Elements[i].Locked;
}

function bool IndexLocked(int i)
{
    return Elements[i].Locked==1;
}

function bool IsLocked()
{
    return Elements[Index].Locked==1;
}


function ClearPendingElements()
{
    Super.ClearPendingElements();
    SelectedElements.Remove(0, SelectedElements.Length);
}

function array<ImageListElem> GetPendingElements(optional bool bGuarantee)
{
    local int i;

    if ( (DropState == DRP_Source && Controller.DropSource == Self) || bGuarantee )
    {
        if ( SelectedElements.Length == 0 )
        {
            for (i = 0; i < SelectedItems.Length; i++)
                if (IsValidIndex(SelectedItems[i]))
                    SelectedElements[SelectedElements.Length] = Elements[SelectedItems[i]];

            if ( SelectedElements.Length == 0 && IsValid() )
            {
                SelectedElements.Length = SelectedElements.Length + 1;
                GetAtIndex(Index, SelectedElements[0].Image, SelectedElements[0].Item, SelectedElements[0].Locked);
            }
        }

        return SelectedElements;
    }
}

//##############################################################################
//
// Assignment functions
//

function SetImageAtIndex(int i, Material NewImage)
{
    if ( !IsValidIndex(i) )
        return;

    Elements[i].Image = NewImage;
}

function SetItemAtIndex(int i, int NewItem)
{
    if (!IsValidIndex(i))
        return;

    Elements[i].Item = NewItem;
}

function RemoveImage( Material Image )
{
    local int i;

    i = FindImage(Image);
    if ( IsValidIndex(i) )
        Remove(i);
}

function RemoveItem(int Item)
{
    local int i;

    for ( i = Elements.Length -1; i >= 0; i-- )
        if ( Elements[i].Item == Item )
            Remove(i);

    ItemCount = Elements.Length;
    SetIndex(Index);
    if (MyScrollBar != None)
        MyScrollBar.AlignThumb();
}


//##############################################################################
//
// Search functions
//

function int FindImage( Material Image )
{
    local int i;


    if ( Image == None && !bAllowEmptyItems )
        return -1;

    for ( i = 0; i < Elements.Length; i++ )
        if ( Elements[i].Image == Image )
            return i;

    return -1;
}

function int FindItem( int Item )
{
    local int i;

    for ( i = 0; i < Elements.Length; i++ )
        if ( Elements[i].Item == Item )
            return i;

    return -1;
}

// Called on the drop source when when an Item has been dropped.  bAccepted tells it whether
// the operation was successful or not.
function InternalOnEndDrag(GUIComponent Accepting, bool bAccepted)
{
    local int i;

//	log(Name@"InternalOnEndDrag Accepting:"$Accepting@"bAccepted:"$bAccepted);
    if (bAccepted && Accepting != None)
    {
        GetPendingElements();
        if ( Accepting != Self )
        {
            for ( i = 0; i < SelectedElements.Length; i++ )
                RemoveElement(SelectedElements[i]);
        }

        bRepeatClick = False;
    }

    // Simulate repeat click if the operation was a failure to prevent InternalOnMouseRelease from clearing
    // the SelectedItems array
    // This way we don't lose the items we clicked on
    if (Accepting == None)
        bRepeatClick = True;

    SetOutlineAlpha(255);
    if ( bNotify )
        CheckLinkedObjects(Self);
}

// Called on the drop target when the mouse is released - Sender is always DropTarget
function bool InternalOnDragDrop(GUIComponent Sender)
{
    local array<ImageListElem> NewItem;
    local int i;
//	log(Name@"InternalOnDragDrop Sender:"$ Sender);

    if (Controller.DropTarget == Self)
    {
        if (Controller.DropSource != None && GUIVertImageList(Controller.DropSource) != None)
        {
            NewItem = GUIVertImageList(Controller.DropSource).GetPendingElements();

            // Special case for drag-n-drop between the same list.
            if ( Controller.DropSource == Self )
            {
                for ( i = NewItem.Length - 1; i >= 0; i-- )
                    RemoveElement(NewItem[i]);
            }

            if ( !IsValidIndex(DropIndex) )
                DropIndex = ItemCount;

            for (i = NewItem.Length - 1; i >= 0; i--)
                Insert(DropIndex, NewItem[i].Image, NewItem[i].Item);

            SetIndex(DropIndex);
            return true;
        }
    }
    return false;
}

defaultproperties
{
     ImageScale=1.000000
     NoVisibleRows=4
     NoVisibleCols=3
     HorzBorder=5
     VertBorder=5
     StyleName=
     OnClick=GUIVertImageList.InternalOnClick
}

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Class file time: Mon 23/10/2006 20:30:36.000 - Creation time: Wed 7/2/2007 19:16:41.421 - Created with UnCodeX