Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

XInterface.Tab_WeaponPref

Extends
UT2K3TabPanel

Core.Object
|   
+-- XInterface.GUI
   |   
   +-- XInterface.GUIComponent
      |   
      +-- XInterface.GUIMultiComponent
         |   
         +-- XInterface.GUIPanel
            |   
            +-- XInterface.GUITabPanel
               |   
               +-- XInterface.UT2K3TabPanel
                  |   
                  +-- XInterface.Tab_WeaponPref

Variables Summary
boolbChanged
boolbUseDefaultPriority
boolbWeapPrefInitialised
class<Weapon>MyCurWeapon
GUIListBoxMyCurWeaponList
SpinnyWeapSpinnyWeap
vectorSpinnyWeapOffset
moCheckBoxSwitchWeaponCheckBox
GUIScrollTextBoxWeaponDescriptionBox
Inherited Variables from XInterface.GUITabPanel
bFillHeight, FadeInTime, MyButton, PanelCaption

Delegates Summary
delegate OnDeActivate ()

Functions Summary
functionint CompareWeaponPriority (GUIListElem ElemA, GUIListElem ElemB)
function InitComponent (GUIController MyController, GUIComponent MyOwner)
functionbool InternalDraw (Canvas canvas)
function InternalOnChange (GUIComponent Sender)
function ShowPanel (bool bShow)
function SwapWeapons (int IndexA, int IndexB)
function UpdateCurrentWeapon ()
function UpdateWeaponPriorities ()
functionbool WeapApply (GUIComponent Sender)
functionbool WeapDefaults (GUIComponent Sender)
functionbool WeapDown (GUIComponent Sender)
functionbool WeapUp (GUIComponent Sender)
Inherited Functions from XInterface.GUITabPanel
CanShowPanel, Free, InitPanel, OnDestroyPanel, Refresh, ShowPanel


Variables Detail

bChanged Source code

var bool bChanged;

bUseDefaultPriority Source code

var bool bUseDefaultPriority;

bWeapPrefInitialised Source code

var bool bWeapPrefInitialised;

MyCurWeapon Source code

var class<Weapon> MyCurWeapon;

MyCurWeaponList Source code

var GUIListBox MyCurWeaponList;

SpinnyWeap Source code

var SpinnyWeap SpinnyWeap;

SpinnyWeapOffset Source code

var vector SpinnyWeapOffset;

SwitchWeaponCheckBox Source code

var moCheckBox SwitchWeaponCheckBox;

WeaponDescriptionBox Source code

var GUIScrollTextBox WeaponDescriptionBox;


Delegates Detail

OnDeActivate Source code

delegate OnDeActivate ( )


Functions Detail

CompareWeaponPriority Source code

function int CompareWeaponPriority ( GUIListElem ElemA, GUIListElem ElemB )

InitComponent Source code

function InitComponent ( GUIController MyController, GUIComponent MyOwner )

InternalDraw Source code

function bool InternalDraw ( Canvas canvas )

InternalOnChange Source code

function InternalOnChange ( GUIComponent Sender )

ShowPanel Source code

function ShowPanel ( bool bShow )

SwapWeapons Source code

function SwapWeapons ( int IndexA, int IndexB )

UpdateCurrentWeapon Source code

function UpdateCurrentWeapon ( )

UpdateWeaponPriorities Source code

function UpdateWeaponPriorities ( )

WeapApply Source code

function bool WeapApply ( GUIComponent Sender )

WeapDefaults Source code

function bool WeapDefaults ( GUIComponent Sender )

WeapDown Source code

function bool WeapDown ( GUIComponent Sender )

WeapUp Source code

function bool WeapUp ( GUIComponent Sender )


Defaultproperties

defaultproperties
{
     SpinnyWeapOffset=(X=150.000000,Y=54.500000,Z=14.000000)
     Begin Object Class=GUIListBox Name=WeaponPrefWeapList
         bVisibleWhenEmpty=True
         OnCreateComponent=WeaponPrefWeapList.InternalOnCreateComponent
         StyleName="SquareButton"
         Hint="Select order for weapons"
         WinTop=0.083333
         WinLeft=0.022000
         WinWidth=0.400000
         WinHeight=0.696251
         OnChange=Tab_WeaponPref.InternalOnChange
     End Object
     Controls(0)=GUIListBox'XInterface.Tab_WeaponPref.WeaponPrefWeapList'

     Begin Object Class=GUIButton Name=WeaponPrefWeapUp
         Caption="Raise Priority"
         Hint="Increase the priority this weapon will have when picking your best weapon."
         WinTop=0.800000
         WinLeft=0.022000
         WinWidth=0.190000
         WinHeight=0.050000
         OnClickSound=CS_Up
         OnClick=Tab_WeaponPref.WeapUp
         OnKeyEvent=WeaponPrefWeapUp.InternalOnKeyEvent
     End Object
     Controls(1)=GUIButton'XInterface.Tab_WeaponPref.WeaponPrefWeapUp'

     Begin Object Class=GUIButton Name=WeaponPrefWeapDown
         Caption="Lower Priority"
         Hint="Decrease the priority this weapon will have when picking your best weapon."
         WinTop=0.870000
         WinLeft=0.022000
         WinWidth=0.190000
         WinHeight=0.050000
         OnClickSound=CS_Down
         OnClick=Tab_WeaponPref.WeapDown
         OnKeyEvent=WeaponPrefWeapDown.InternalOnKeyEvent
     End Object
     Controls(2)=GUIButton'XInterface.Tab_WeaponPref.WeaponPrefWeapDown'

     Begin Object Class=GUIButton Name=WeaponDefaults
         Caption="Defaults"
         Hint="Set the weapon priorities back to default"
         WinTop=0.800000
         WinLeft=0.231250
         WinWidth=0.190000
         WinHeight=0.050000
         OnClick=Tab_WeaponPref.WeapDefaults
         OnKeyEvent=WeaponDefaults.InternalOnKeyEvent
     End Object
     Controls(3)=GUIButton'XInterface.Tab_WeaponPref.WeaponDefaults'

     Begin Object Class=moCheckBox Name=WeaponAutoSwitch
         ComponentJustification=TXTA_Left
         Caption="Switch On Pickup"
         OnCreateComponent=WeaponAutoSwitch.InternalOnCreateComponent
         Hint="Automatically change weapons when you pick up a better one."
         WinTop=0.939062
         WinLeft=0.028000
         WinWidth=0.300000
         WinHeight=0.060000
         OnChange=Tab_WeaponPref.InternalOnChange
     End Object
     Controls(4)=moCheckBox'XInterface.Tab_WeaponPref.WeaponAutoSwitch'

     Begin Object Class=GUIScrollTextBox Name=WeaponDescription
         CharDelay=0.001500
         EOLDelay=0.250000
         OnCreateComponent=WeaponDescription.InternalOnCreateComponent
         WinTop=0.656667
         WinLeft=0.449999
         WinWidth=0.532501
         WinHeight=0.278750
         bAcceptsInput=False
         bNeverFocus=True
     End Object
     Controls(5)=GUIScrollTextBox'XInterface.Tab_WeaponPref.WeaponDescription'

     Begin Object Class=GUILabel Name=WeaponPriorityLabel
         Caption="Weapon Priority"
         TextColor=(B=255,G=255,R=255)
         WinTop=0.015000
         WinLeft=0.031914
         WinWidth=0.400000
         WinHeight=32.000000
     End Object
     Controls(6)=GUILabel'XInterface.Tab_WeaponPref.WeaponPriorityLabel'

     Begin Object Class=GUIImage Name=WeaponBK
         Image=Texture'InterfaceContent.Menu.BorderBoxD'
         ImageColor=(A=160)
         ImageStyle=ISTY_Stretched
         WinTop=0.085365
         WinLeft=0.450391
         WinWidth=0.533749
         WinHeight=0.552270
     End Object
     Controls(7)=GUIImage'XInterface.Tab_WeaponPref.WeaponBK'

     Begin Object Class=moCheckBox Name=WeaponSwap
         ComponentJustification=TXTA_Left
         Caption="Swap Fire Mode"
         OnCreateComponent=WeaponSwap.InternalOnCreateComponent
         Hint="Check this box to swap the firing mode on the selected weapon."
         WinTop=0.970312
         WinLeft=0.551437
         WinWidth=0.268750
         WinHeight=0.040000
         OnChange=Tab_WeaponPref.InternalOnChange
     End Object
     Controls(8)=moCheckBox'XInterface.Tab_WeaponPref.WeaponSwap'

     WinTop=0.150000
     WinHeight=0.740000
     OnDraw=Tab_WeaponPref.InternalDraw
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: Wed 7/2/2007 19:16:19.500 - Created with UnCodeX