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XInterface.GUICharacterList


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// ====================================================================
//  Class:  UT2K4UI.GUICharacterList
//  Parent: UT2K4UI.GUIHorzList
//
//  <Enter a description here>
// ====================================================================

class GUICharacterList extends GUICircularList
        Native;

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

var() array<xUtil.PlayerRecord> PlayerList;
var() bool                    bLocked;
var() Material                DefaultPortrait;  // Image used for unused entries
var() array<xUtil.PlayerRecord> SelectedElements;

function InitComponent(GUIController MyController, GUIComponent MyOwner)
{
    Super.Initcomponent(MyController, MyOwner);
    InitList();
}

function InitList()
{
    local int i;
    local array<xUtil.PlayerRecord> AllPlayerList;

    class'xUtil'.static.GetPlayerList(AllPlayerList);

    // Filter out 'duplicate' characters - only used in single player
    for(i=0; i<AllPlayerList.Length; i++)
    {
        if(AllPlayerList[i].Menu != "DUP")
            PlayerList[PlayerList.Length] = AllPlayerList[i];
    }

    ItemCount = PlayerList.Length;
}

// Accessor function for the items.

function string SelectedText()
{
    if ( (Index >=0) && (Index <ItemCount) )
        return PlayerList[Index].DefaultName;

    return "";
}

function bool ValidIndex(int i)
{
    return i >= 0 && i < PlayerList.Length;
}

function Add(string NewItem, optional Object obj)
{
    return; // GUICharacterLists can not be modifed at runtime
}

function Remove(int i, optional int Count)
{
    return; // GUICharacterLists can not be modifed at runtime
}

function Clear()
{
    return; // GUICharacterLists can not be modifed at runtime
}

function Find(string Text, optional bool bExact)
{
    local int i;
    for (i=0;i<ItemCount;i++)
    {
        if (bExact)
        {
            if (Text == PlayerList[i].DefaultName)
            {
                Index = i;
                Top = i;
                OnChange(self);
                return;
            }
        }
        else
        {
            if (Text ~= PlayerList[i].DefaultName)
            {
                Index = i;
                Top = i;
                OnChange(self);
                return;
            }
        }
    }
}

function material GetPortrait()
{
    return PlayerList[Index].Portrait;
}

function Material GetPortraitAt(int i)
{
    if (ValidIndex(i))
        return PlayerList[i].Portrait;

    return None;
}

function string GetName()
{
    return PlayerList[Index].DefaultName;
}

function string GetNameAt(int i)
{
    if (ValidIndex(i))
        return PlayerList[i].DefaultName;

    return "";
}

function string GetGender()
{
    return PlayerList[Index].Sex;
}

function string GetGenderAt(int i)
{
    if ( ValidIndex(i) )
        return PlayerList[i].Sex;

    return "";
}
function xUtil.PlayerRecord GetRecord()
{
    return PlayerList[Index];
}

function xUtil.PlayerRecord GetRecordAt(int i)
{
    local xUtil.PlayerRecord Rec;

    if (ValidIndex(i))
        Rec = PlayerList[i];

    return Rec;
}

function string GetDecoText()
{
    return GetDecoTextAt(Index);
}

function string GetDecoTextAt(int AtIndex)
{
    local string S;

    if (ValidIndex(AtIndex))
        S = PlayerList[AtIndex].TextName;

    return S;
}

function sound GetSound()
{
    local sound NameSound;
    local string SoundName;

    SoundName = "AnnouncerNames." $ Repl(PlayerList[Index].DefaultName, ".", "_");
/*  // Use the player name, with periods replaced with underscores, as sound name
    DefName = PlayerList[Index].DefaultName;

    PeriodPos = InStr(DefName, ".");
    while(PeriodPos != -1)
    {
        DefName = Left(DefName, PeriodPos)$"_"$Mid(DefName, PeriodPos+1);
        PeriodPos = InStr(DefName, ".");
    }

    SoundName = "AnnouncerNames."$DefName;  // TODO Is this still applicable?
*/
    NameSound = sound(DynamicLoadObject(SoundName, class'Sound'));

    if(NameSound == None)
        Log("Could not find player name sound for: "$PlayerList[Index].DefaultName);

    return NameSound;
}

function Sound GetSoundAt(int i)
{
    local sound NameSound;
    local string SoundName;

    if (ValidIndex(i))
    {
        SoundName = "AnnouncerNames." $ Repl(PlayerList[i].DefaultName, ".", "_");
        NameSound = Sound(DynamicLoadObject(SoundName, class'Sound'));

        if (NameSound == None)
            log("Could not find player name sound for:"@PlayerList[i].DefaultName);
    }

    return NameSound;
}

function ScrollRight()
{
    MoveRight();
}

function ScrollLeft()
{
    MoveLeft();
}

function bool MoveLeft()
{
    if (bLocked)
    {
        if ( Index > 0 )
        {
            Index--;
            OnChange(Self);
        }
        return true;
    }
    else return Super.MoveLeft();
}

function bool MoveRight()
{
    if (bLocked)
    {
        if (Index<ItemsPerPage-1)
        {
            Index++;
            OnChange(Self);
        }

        return true;
    }
    else return Super.MoveRight();
}

function End()
{
    if (bLocked)
    {
        Index = ItemsPerPage-1;
        OnChange(Self);
    }
    else
        Super.End();
}

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

function array<xUtil.PlayerRecord> 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 (ValidIndex(SelectedItems[i]))
                    SelectedElements[SelectedElements.Length] = PlayerList[SelectedItems[i]];
                    
            if ( SelectedElements.Length == 0 && IsValid() )
                SelectedElements[0] = PlayerList[Index];
        }
        
        return SelectedElements;
    }
}

function bool InternalOnBeginDrag(GUIComponent Sender)
{
    if ( Super.InternalOnBeginDrag(Sender) )
    {
        SelectedElements = GetPendingElements();
        return true;
    }

    return false;
}

// 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)
{
    // Pending items were dropped somewhere - list cannot be modified at runtime
    if (bAccepted && Accepting != None)
        bRepeatClick = False;

    // If the drag-n-drop wasn't accepted, set bRepeatClick to True so that ClearPendingElements()
    // won't clear the SelectedItems array - we may want to retry to drag-n-drop
    if (Accepting == None)
        bRepeatClick = True;

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

// Cannot add to CharacterList at runtime
function bool InternalOnDragDrop(GUIComponent Sender)
{
    InternalOnMouseRelease(Sender);
    return false;
}

defaultproperties
{
}

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Class file time: Mon 23/10/2006 20:30:36.000 - Creation time: Wed 7/2/2007 19:16:40.593 - Created with UnCodeX