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// GUIImageList is simply a GUIImage that has its current image selected from an array // It rotates using mouse wheel/arrow keys class GUIImageList extends GUIImage; // Native; var() editinline array<string> MatNames; var() array<Material> Materials; var() editconst int CurIndex; var() bool bWrap; function InitComponent(GUIController MyController, GUIComponent MyOwner) { Super.Initcomponent(MyController, MyOwner); OnKeyEvent=internalKeyEvent; } function AddMaterial(string MatName, out Material Mat) { local int i; if (Mat != None) { i = Materials.Length; Materials[i]=Mat; MatNames[i]=MatName; } } function string GetCurMatName() { if (CurIndex >= 0 && CurIndex < Materials.Length) return MatNames[CurIndex]; return ""; } function SetIndex(int index) { if (index >= 0 && index < Materials.Length) { CurIndex = index; Image = Materials[index]; } else { Image = None; CurIndex = -1; } } function bool internalKeyEvent(out byte Key, out byte State, float delta) { if ( State != 3 ) return false; switch ( Key ) { case 0x25: // Up/Left/MouseWheelUp case 0x26: case 0x64: case 0x68: case 0xEC: PrevImage(); return true; case 0x27: // Down/Right/MouseWheelDn case 0x28: case 0x62: case 0x66: case 0xED: NextImage(); return true; case 0x24: // Home case 0x67: FirstImage(); return true; case 0x23: // End case 0x61: LastImage(); return true; } return false; } function PrevImage() { if (CurIndex < 1) { if (bWrap) SetIndex(Materials.Length - 1); } else SetIndex(CurIndex - 1); } function NextImage() { if (CurIndex < 0) SetIndex(0); else if ((CurIndex + 1) >= Materials.Length) { if (bWrap) SetIndex(0); } else SetIndex(CurIndex + 1); } function FirstImage() { if (Materials.Length > 0) SetIndex(0); } function LastImage() { if (Materials.Length > 0) SetIndex(Materials.Length - 1); } defaultproperties { StyleName="NoBackground" bTabStop=True bAcceptsInput=True bCaptureMouse=True } |
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