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# UWindow.UWindowWindow

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    //=============================================================================
    // UWindowWindow - the parent class for all Window objects
    //=============================================================================
    class UWindowWindow extends UWindowBase;

    // Dimensions, offset relative to parent.
    var float				WinLeft;
    var float				WinTop;
    var float				WinWidth;
    var float				WinHeight;

    // Relationships to other windows
    var UWindowWindow		ParentWindow;			// Parent window
    var UWindowWindow		FirstChildWindow;		// First child window - bottom window first
    var UWindowWindow		LastChildWindow;		// Last child window - WinTop window first
    var UWindowWindow		NextSiblingWindow;		// sibling window - next window above us
    var UWindowWindow		PrevSiblingWindow;		// previous sibling window - next window below us
    var UWindowWindow		ActiveWindow;			// The child of ours which is currently active
    var UWindowRootWindow	Root;					// The root window
    var UWindowWindow		OwnerWindow;			// Some arbitary owner window
    var UWindowWindow		ModalWindow;			// Some window we've opened modally.

    var bool				bWindowVisible;
    var bool				bNoClip;				// Clipping disabled for this window?
    var bool				bMouseDown;				// Pressed down in this window?
    var bool				bRMouseDown;			// Pressed down in this window?
    var bool				bMMouseDown;			// Pressed down in this window?
    var bool				bAlwaysBehind;			// Window doesn't bring to front on click.
    var bool				bAcceptsFocus;			// Accepts key messages
    var bool				bAlwaysOnTop;			// Always on top
    var bool				bLeaveOnscreen;			// Window is left onscreen when UWindow isn't active.
    var bool				bUWindowActive;			// Is UWindow active?
    var bool				bTransient;				// Never the active window. Used for combo dropdowns7
    var bool				bAcceptsHotKeys;		// Does this window accept hotkeys?
    var bool				bIgnoreLDoubleClick;
    var bool				bIgnoreMDoubleClick;
    var bool				bIgnoreRDoubleClick;

    var float				ClickTime;
    var float				MClickTime;
    var float				RClickTime;
    var float				ClickX;
    var float				ClickY;
    var float				MClickX;
    var float				MClickY;
    var float				RClickX;
    var float				RClickY;

    var UWindowLookAndFeel	LookAndFeel;

    var Region	ClippingRegion;

    struct MouseCursor
    {
    	var Texture tex;
    	var int HotX;
    	var int HotY;
    	var byte WindowsCursor;
    };

    var MouseCursor Cursor;

    enum WinMessage
    {
    	WM_LMouseDown,
    	WM_LMouseUp,
    	WM_MMouseDown,
    	WM_MMouseUp,
    	WM_RMouseDown,
    	WM_RMouseUp,
    	WM_KeyUp,
    	WM_KeyDown,
    	WM_KeyType,
    	WM_Paint	// Window needs painting
    };

    // Dialog messages
    const DE_Created = 0;
    const DE_Change	 = 1;
    const DE_Click	 = 2;
    const DE_Enter	 = 3;
    const DE_Exit	 = 4;
    const DE_MClick	 = 5;
    const DE_RClick	 = 6;
    const DE_EnterPressed = 7;
    const DE_MouseMove = 8;
    const DE_MouseLeave = 9;
    const DE_LMouseDown = 10;
    const DE_DoubleClick = 11;
    const DE_MouseEnter = 12;
    const DE_HelpChanged = 13;
    const DE_WheelUpPressed = 14;
    const DE_WheelDownPressed = 15;

    // Ideally Key would be a EInputKey but I can't see that class here.
    function WindowEvent(WinMessage Msg, Canvas C, float X, float Y, int Key)
    {
    	switch(Msg)
    	{
    	case WM_Paint:
    		Paint(C, X, Y);
    		PaintClients(C, X, Y);
    		break;
    	case WM_LMouseDown:
    		if(!Root.CheckCaptureMouseDown())
    		{
    			if(!MessageClients(Msg, C, X, Y, Key))
    				LMouseDown(X, Y);
    		}
    		break;
    	case WM_LMouseUp:
    		if(!Root.CheckCaptureMouseUp())
    		{
    			if(!MessageClients(Msg, C, X, Y, Key))
    				LMouseUp(X, Y);
    		}
    		break;
    	case WM_RMouseDown:
    		if(!MessageClients(Msg, C, X, Y, Key)) RMouseDown(X, Y);
    		break;
    	case WM_RMouseUp:
    		if(!MessageClients(Msg, C, X, Y, Key)) RMouseUp(X, Y);
    		break;
    	case WM_MMouseDown:
    		if(!MessageClients(Msg, C, X, Y, Key)) MMouseDown(X, Y);
    		break;
    	case WM_MMouseUp:
    		if(!MessageClients(Msg, C, X, Y, Key)) MMouseUp(X, Y);
    		break;
    	case WM_KeyDown:
    		if(!PropagateKey(Msg, C, X, Y, Key))
    		{
    			KeyDown(Key, X, Y);
    		}
    		break;
    	case WM_KeyUp:
    		if(!PropagateKey(Msg, C, X, Y, Key))
    		{
    			KeyUp(Key, X, Y);
    		}
    		break;
    	case WM_KeyType:
    		if(!PropagateKey(Msg, C, X, Y, Key))
    			KeyPressed(Key, X, Y);
    		break;
    	default:
    		break;
    	}
    }

    function SaveConfigs()
    {

    	// Implemented in a child class
    }

    final function Engine.PlayerController GetPlayerOwner()
    {
    	return Root.ViewportOwner.Actor;
    }

    final function Engine.LevelInfo GetLevel()
    {
    	return Root.ViewportOwner.Actor.Level;
    }

    final function Engine.LevelInfo GetEntryLevel()
    {
    	return Root.ViewportOwner.Actor.GetEntryLevel();
    }

    function Resized()
    {
    	// Implemented in a child class
    }

    function BeforePaint(Canvas C, float X, float Y)
    {
    	// Implemented in a child class
    }

    function AfterPaint(Canvas C, float X, float Y)
    {
    	// Implemented in a child class
    }

    function Paint(Canvas C, float X, float Y)
    {
    	// Implemented in a child class
    }

    function Click(float X, float Y)
    {
    	// Implemented in a child class
    }

    function MClick(float X, float Y)
    {
    	// Implemented in a child class
    }

    function RClick(float X, float Y)
    {
    	// Implemented in a child class
    }

    function DoubleClick(float X, float Y)
    {
    	// Implemented in a child class
    }

    function MDoubleClick(float X, float Y)
    {
    	// Implemented in a child class
    }

    function RDoubleClick(float X, float Y)
    {
    	// Implemented in a child class
    }

    function BeginPlay()
    {
    	// Implemented in a child class
    }

    function BeforeCreate()
    {
    	// Implemented in a child class
    }

    function Created()
    {
    	// Implemented in a child class
    }

    function AfterCreate()
    {
    	// Implemented in a child class
    }

    function MouseEnter()
    {
    	// Implemented in a child class
    }

    function Activated()
    {
    	// Implemented in a child class
    }

    function Deactivated()
    {
    	// Implemented in a child class
    }

    function MouseLeave()
    {
    	bMouseDown = False;
    	bMMouseDown = False;
    	bRMouseDown = False;
    }

    function MouseMove(float X, float Y)
    {
    }

    function KeyUp(int Key, float X, float Y)
    {
    	// Implemented in child class
    }

    function KeyDown(int Key, float X, float Y)
    {
    	// Implemented in child class
    }

    function bool HotKeyDown(int Key, float X, float Y)
    {
    	// Implemented in child class
    	//Log("UWindowWindow: Checking HotKeyDown for "$Self);
    	return False;
    }

    function bool HotKeyUp(int Key, float X, float Y)
    {
    	// Implemented in child class
    	//Log("UWindowWindow: Checking HotKeyUp for "$Self);
    	return False;
    }

    function KeyPressed(int Key, float X, float Y)
    {
    	// Implemented in child class
    }

    function ProcessMenuKey(int Key, string KeyName)
    {
    	// Implemented in child class
    }

    function KeyFocusEnter()
    {
    	// Implemented in child class
    }

    function KeyFocusExit()
    {
    	// Implemented in child class
    }

    function RMouseDown(float X, float Y)
    {
    	ActivateWindow(0, False);
    	bRMouseDown = True;
    }

    function RMouseUp(float X, float Y)
    {
    	if(bRMouseDown)
    	{
    		if(!bIgnoreRDoubleClick && Abs(X-RClickX) <= 1 && Abs(Y-RClickY) <= 1 && GetLevel().TimeSeconds < RClickTime + 0.600)
    		{
    			RDoubleClick(X, Y);
    			RClickTime = 0;
    		}
    		else
    		{
    			RClickTime = GetLevel().TimeSeconds;
    			RClickX = X;
    			RClickY = Y;
    			RClick(X, Y);
    		}
    	}
    	bRMouseDown = False;

    }

    function MMouseDown(float X, float Y)
    {
    	ActivateWindow(0, False);
    	/* DEBUG
    	HideWindow();
    	*/
    	bMMouseDown = True;
    }

    function MMouseUp(float X, float Y)
    {
    	if(bMMouseDown)
    	{
    		if(!bIgnoreMDoubleClick && Abs(X-MClickX) <= 1 && (Y-MClickY)<=1 && GetLevel().TimeSeconds < MClickTime + 0.600)
    		{
    			MDoubleClick(X, Y);
    			MClickTime = 0;
    		}
    		else
    		{
    			MClickTime = GetLevel().TimeSeconds;
    			MClickX = X;
    			MClickY = Y;
    			MClick(X, Y);
    		}
    	}
    	bMMouseDown = False;
    }

    function LMouseDown(float X, float Y)
    {
    	ActivateWindow(0, False);
    	bMouseDown = True;
    }

    function LMouseUp(float X, float Y)
    {
    	if(bMouseDown)
    	{
    		if(!bIgnoreLDoubleClick && Abs(X-ClickX) <= 1 && (Y-ClickY) <= 1 && GetLevel().TimeSeconds < ClickTime + 0.600)
    		{
    			DoubleClick(X, Y);
    			ClickTime = 0;
    		}
    		else
    		{
    			ClickTime = GetLevel().TimeSeconds;
    			ClickX = X;
    			ClickY = Y;
    			Click(X, Y);
    		}
    	}
    	bMouseDown = False;
    }

    function FocusWindow()
    {
    	if(Root.FocusedWindow != None && Root.FocusedWindow != Self)
    		Root.FocusedWindow.FocusOtherWindow(Self);

    	Root.FocusedWindow = Self;
    }

    function FocusOtherWindow(UWindowWindow W)
    {
    }

    function EscClose()
    {
    	Close();
    }

    function Close(optional bool bByParent)
    {
    	local UWindowWindow Prev, Child;

    	for(Child = LastChildWindow;Child != None;Child = Prev)
    	{
    		Prev = Child.PrevSiblingWindow;
    		Child.Close(True);
    	}
    	SaveConfigs();
    	if(!bByParent)
    		HideWindow();
    }

    final function SetSize(float W, float H)
    {
    	if(WinWidth != W || WinHeight != H)
    	{
    		WinWidth = W;
    		WinHeight = H;
    		Resized();
    	}
    }

    function Tick(float Delta)
    {
    }

    final function DoTick(float Delta)
    {
    	local UWindowWindow Child;

    	Tick(Delta);

    	Child = FirstChildWindow;

    	while(Child != None)
    	{
    		Child.bUWindowActive = bUWindowActive;

    		if(bLeaveOnScreen)
    			Child.bLeaveOnscreen = True;

    		if(bUWindowActive || Child.bLeaveOnscreen)
    		{
    			Child.DoTick(Delta);
    		}

    		Child = Child.NextSiblingWindow;
    	}
    }

    final function PaintClients(Canvas C, float X, float Y)
    {
    	local float   OrgX, OrgY;
    	local float   ClipX, ClipY;
    	local UWindowWindow Child;

    	OrgX = C.OrgX;
    	OrgY = C.OrgY;
    	ClipX = C.ClipX;
    	ClipY = C.ClipY;

    	Child = FirstChildWindow;

    	while(Child != None)
    	{
    		Child.bUWindowActive = bUWindowActive;

    		C.SetPos(0,0);
    		C.Style = GetPlayerOwner().ERenderStyle.STY_Normal;
    		C.SetDrawColor(255,255,255);
    		C.SpaceX = 0;
    		C.SpaceY = 0;

    		Child.BeforePaint(C, X - Child.WinLeft, Y - Child.WinTop);

    		if(bLeaveOnScreen)
    			Child.bLeaveOnscreen = True;

    		if(bUWindowActive || Child.bLeaveOnscreen)
    		{

    			C.OrgX = C.OrgX + Child.WinLeft*Root.GUIScale;
    			C.OrgY = C.OrgY + Child.WinTop*Root.GUIScale;

    			if(!Child.bNoClip)
    			{
    				C.ClipX = FMin(WinWidth - Child.WinLeft, Child.WinWidth)*Root.GUIScale;
    				C.ClipY = FMin(WinHeight - Child.WinTop, Child.WinHeight)*Root.GUIScale;

    				// Translate to child's co-ordinate system
    				Child.ClippingRegion.X = ClippingRegion.X - Child.WinLeft;
    				Child.ClippingRegion.Y = ClippingRegion.Y - Child.WinTop;
    				Child.ClippingRegion.W = ClippingRegion.W;
    				Child.ClippingRegion.H = ClippingRegion.H;

    				if(Child.ClippingRegion.X < 0)
    				{
    					Child.ClippingRegion.W += Child.ClippingRegion.X;
    					Child.ClippingRegion.X = 0;
    				}

    				if(Child.ClippingRegion.Y < 0)
    				{
    					Child.ClippingRegion.H += Child.ClippingRegion.Y;
    					Child.ClippingRegion.Y = 0;
    				}

    				if(Child.ClippingRegion.W > Child.WinWidth - Child.ClippingRegion.X)
    				{
    					Child.ClippingRegion.W = Child.WinWidth - Child.ClippingRegion.X;
    				}

    				if(Child.ClippingRegion.H > Child.WinHeight - Child.ClippingRegion.Y)
    				{
    					Child.ClippingRegion.H = Child.WinHeight - Child.ClippingRegion.Y;
    				}
    			}

    			if(Child.ClippingRegion.W > 0 && Child.ClippingRegion.H > 0)
    			{
    				Child.WindowEvent(WM_Paint, C, X - Child.WinLeft, Y - Child.WinTop, 0);
    				Child.AfterPaint(C, X - Child.WinLeft, Y - Child.WinTop);
    			}

    			C.OrgX = OrgX;
    			C.OrgY = OrgY;
    		}

    		Child = Child.NextSiblingWindow;
    	}

    	C.ClipX = ClipX;
    	C.ClipY = ClipY;
    }

    final function UWindowWindow FindWindowUnder(float X, float Y)
    {
    	local UWindowWindow Child;

    	// go from Topmost downwards
    	Child = LastChildWindow;

    	while(Child != None)
    	{
    		Child.bUWindowActive = bUWindowActive;

    		if(bLeaveOnScreen)
    			Child.bLeaveOnscreen = True;

    		if(bUWindowActive || Child.bLeaveOnscreen)
    		{
    			if((X >= Child.WinLeft) && (X <= Child.WinLeft+Child.WinWidth) &&
    			   (Y >= Child.WinTop) && (Y <= Child.WinTop+Child.WinHeight) &&
    			   (!Child.CheckMousePassThrough(X-Child.WinLeft, Y-Child.WinTop)))
    			{
    				return Child.FindWindowUnder(X - Child.WinLeft, Y - Child.WinTop);
    			}
    		}

    		Child = Child.PrevSiblingWindow;
    	}

    	// Doesn't correspond to any children - it's us.
    	return Self;
    }

    final function bool PropagateKey(WinMessage Msg, Canvas C, float X, float Y, int Key)
    {
    	local UWindowWindow Child;

    	// Check from WinTopmost for windows which accept focus
    	Child = LastChildWindow;

    	// HACK for always on top windows...need a better solution
    	if(ActiveWindow != None && Child != ActiveWindow && !Child.bTransient)
    		Child = ActiveWindow;

    	while(Child != None)
    	{
    		Child.bUWindowActive = bUWindowActive;

    		if(bLeaveOnScreen)
    			Child.bLeaveOnscreen = True;

    		if((bUWindowActive || Child.bLeaveOnscreen) && Child.bAcceptsFocus)
    		{
    //			Log("Sending keystrokes from: "$self$" to:  "$Child$" in state "$Child.GetStateName()$" from state "$GetStateName());
    			Child.WindowEvent(Msg, C, X - Child.WinLeft, Y - Child.WinTop, Key);
    //			log("Returned from "$Child);
    			return True;
    		}
    		//else
    			//Log("Ignoring child:  "$Child);
    		Child = Child.PrevSiblingWindow;
    	}
    	return False;
    }

    final function bool PropagateMessage( coerce string Msg, float MsgLife)
    {
    	local UWindowWindow Child;

    	Child = LastChildWindow;

    	if(ActiveWindow != None && Child != ActiveWindow && !Child.bTransient)
    		Child = ActiveWindow;

    	while(Child != None)
    	{
    		Child.bUWindowActive = bUWindowActive;

    		if(bLeaveOnScreen)
    			Child.bLeaveOnscreen = True;

    		if((bUWindowActive || Child.bLeaveOnscreen) && Child.bAcceptsFocus)
    		{
    			Child.Message(Msg,MsgLife);
    			Child.PropagateMessage(Msg, MsgLife);
    			return True;
    		}
    		Child = Child.PrevSiblingWindow;
    	}

    	return False;
    }

    final function UWindowWindow CheckKeyFocusWindow()
    {
    	local UWindowWindow Child;

    	// Check from WinTopmost for windows which accept key focus
    	Child = LastChildWindow;

    	if(ActiveWindow != None && Child != ActiveWindow && !Child.bTransient)
    		Child = ActiveWindow;

    	while(Child != None)
    	{
    		Child.bUWindowActive = bUWindowActive;

    		if(bLeaveOnScreen)
    			Child.bLeaveOnscreen = True;

    		if(bUWindowActive || Child.bLeaveOnscreen)
    		{
    			if(Child.bAcceptsFocus)
    			{
    				return Child.CheckKeyFocusWindow();
    			}
    		}
    		Child = Child.PrevSiblingWindow;
    	}

    	return Self;
    }

    final function bool MessageClients(WinMessage Msg, Canvas C, float X, float Y, int Key)
    {
    	local UWindowWindow Child;

    	// go from topmost downwards
    	Child = LastChildWindow;

    	while(Child != None)
    	{
    		Child.bUWindowActive = bUWindowActive;

    		if(bLeaveOnScreen)
    			Child.bLeaveOnscreen = True;

    		if(bUWindowActive || Child.bLeaveOnscreen)
    		{
    			if((X >= Child.WinLeft) && (X <= Child.WinLeft+Child.WinWidth) &&
    			   (Y >= Child.WinTop) && (Y <= Child.WinTop+Child.WinHeight)  &&
    			   (!Child.CheckMousePassThrough(X-Child.WinLeft, Y-Child.WinTop)))
    			{
    				Child.WindowEvent(Msg, C, X - Child.WinLeft, Y - Child.WinTop, Key);
    				return True;
    			}
    		}

    		Child = Child.PrevSiblingWindow;
    	}

    	return False;
    }

    final function ActivateWindow(int Depth, bool bTransientNoDeactivate)
    {
    	if(Self == Root)
    	{
    		if(Depth == 0)
    			FocusWindow();
    		return;
    	}

    	if(WaitModal()) return;

    	if(!bAlwaysBehind)
    	{
    		ParentWindow.HideChildWindow(Self);
    		ParentWindow.ShowChildWindow(Self);
    	}

    	//Log("Activating Window "$Self);

    	if(!(bTransient || bTransientNoDeactivate))
    	{
    		if(ParentWindow.ActiveWindow != None && ParentWindow.ActiveWindow != Self)
    		{
    			ParentWindow.ActiveWindow.Deactivated();
    		}

    		ParentWindow.ActiveWindow = Self;
    		ParentWindow.ActivateWindow(Depth + 1, False);

    		Activated();
    	}
    	else
    	{
    		ParentWindow.ActivateWindow(Depth + 1, True);
    	}

    	if(Depth == 0)
    		FocusWindow();
    }

    final function BringToFront()
    {
    	if(Self == Root)
    		return;

    	if(!bAlwaysBehind && !WaitModal())
    	{
    		ParentWindow.HideChildWindow(Self);
    		ParentWindow.ShowChildWindow(Self);
    	}
    	ParentWindow.BringToFront();
    }

    final function SendToBack()
    {
    	ParentWindow.HideChildWindow(Self);
    	ParentWindow.ShowChildWindow(Self, True);
    }

    final function HideChildWindow(UWindowWindow Child)
    {
    	local UWindowWindow Window;

    	if(!Child.bWindowVisible) return;
    	Child.bWindowVisible = False;

    	if(Child.bAcceptsHotKeys)
    		Root.RemoveHotkeyWindow(Child);

    	// Check WinTopmost
    	if(LastChildWindow == Child)
    	{
    		LastChildWindow = Child.PrevSiblingWindow;
    		if(LastChildWindow != None)
    		{
    			LastChildWindow.NextSiblingWindow = None;
    		}
    		else
    		{
    			FirstChildWindow = None;
    		}
    	}
    	else if(FirstChildWindow == Child) // Check bottommost
    	{
    		FirstChildWindow = Child.NextSiblingWindow;
    		if(FirstChildWindow != None)
    		{
    			FirstChildWindow.PrevSiblingWindow = None;
    		}
    		else
    		{
    			LastChildWindow = None;
    		}
    	}
    	else
    	{
    		// you mean I have to go looking for it???
    		Window = FirstChildWindow;
    		while(Window != None)
    		{
    			if(Window.NextSiblingWindow == Child)
    			{
    				Window.NextSiblingWindow = Child.NextSiblingWindow;
    				Window.NextSiblingWindow.PrevSiblingWindow = Window;
    				break;
    			}
    			Window = Window.NextSiblingWindow;
    		}
    	}

    	// Set the active window
    	ActiveWindow = None;
    	Window = LastChildWindow;
    	while(Window != None)
    	{
    		if(!Window.bAlwaysOnTop)
    		{
    			ActiveWindow = Window;
    			break;
    		}
    		Window = Window.PrevSiblingWindow;
    	}
    	if(ActiveWindow == None) ActiveWindow = LastChildWindow;
    }

    final function SetAcceptsFocus()
    {
    	if(bAcceptsFocus) return;
    	bAcceptsFocus = True;

    	if(Self != Root)
    		ParentWindow.SetAcceptsFocus();
    }

    final function CancelAcceptsFocus()
    {
    	local UWindowWindow Child;

    	for(Child = LastChildWindow; Child != None; Child = Child.PrevSiblingWindow)
    		Child.CancelAcceptsFocus();

    	bAcceptsFocus = False;
    }

    final function GetMouseXY(out float X, out float Y)
    {
    	local UWindowWindow P;

    	X = Int(Root.MouseX);
    	Y = Int(Root.MouseY);

    	P = Self;
    	while(P != Root)
    	{
    		X = X - P.WinLeft;
    		Y = Y - P.WinTop;
    		P = P.ParentWindow;
    	}
    }

    final function GlobalToWindow(float GlobalX, float GlobalY, out float WinX, out float WinY)
    {
    	local UWindowWindow P;

    	WinX = GlobalX;
    	WinY = GlobalY;

    	P = Self;
    	while(P != Root)
    	{
    		WinX -= P.WinLeft;
    		WinY -= P.WinTop;
    		P = P.ParentWindow;
    	}
    }

    final function WindowToGlobal(float WinX, float WinY, out float GlobalX, out float GlobalY)
    {
    	local UWindowWindow P;

    	GlobalX = WinX;
    	GlobalY = WinY;

    	P = Self;
    	while(P != Root)
    	{
    		GlobalX += P.WinLeft;
    		GlobalY += P.WinTop;
    		P = P.ParentWindow;
    	}
    }

    final function ShowChildWindow(UWindowWindow Child, optional bool bAtBack)
    {
    	local UWindowWindow W;

    	if(!Child.bTransient) ActiveWindow = Child;

    	if(Child.bWindowVisible) return;
    	Child.bWindowVisible = True;

    	if(Child.bAcceptsHotKeys)
    		Root.AddHotkeyWindow(Child);

    	if(bAtBack)
    	{
    		if(FirstChildWindow == None)
    		{
    			Child.NextSiblingWindow = None;
    			Child.PrevSiblingWindow = None;
    			LastChildWindow = Child;
    			FirstChildWindow = Child;
    		}
    		else
    		{
    			FirstChildWindow.PrevSiblingWindow = Child;
    			Child.NextSiblingWindow = FirstChildWindow;
    			Child.PrevSiblingWindow = None;
    			FirstChildWindow = Child;
    		}
    	}
    	else
    	{
    		W = LastChildWindow;
    		while(True)
    		{
    			if((Child.bAlwaysOnTop) || (W == None) || (!W.bAlwaysOnTop))
    			{
    				if(W == None)
    				{
    					if(LastChildWindow == None)
    					{
    						// We're the only window
    						Child.NextSiblingWindow = None;
    						Child.PrevSiblingWindow = None;
    						LastChildWindow = Child;
    						FirstChildWindow = Child;
    					}
    					else
    					{
    						// We feel off the end of the list, we're the bottom (first) child window.
    						Child.NextSiblingWindow = FirstChildWindow;
    						Child.PrevSiblingWindow = None;
    						FirstChildWindow.PrevSiblingWindow = Child;
    						FirstChildWindow = Child;
    					}
    				}
    				else
    				{
    					// We're either the new topmost (last) or we need to be inserted in the list.

    					Child.NextSiblingWindow = W.NextSiblingWindow;
    					Child.PrevSiblingWindow = W;
    					if(W.NextSiblingWindow != None)
    					{
    						W.NextSiblingWindow.PrevSiblingWindow = Child;
    					}
    					else
    					{
    						LastChildWindow = Child;
    					}
    					W.NextSiblingWindow = Child;
    				}

    				// We're done.
    				break;
    			}

    			W = W.PrevSiblingWindow;
    		}
    	}
    }

    function ShowWindow()
    {
    	ParentWindow.ShowChildWindow(Self);
    	WindowShown();
    }

    function HideWindow()
    {
    	WindowHidden();
    	ParentWindow.HideChildWindow(Self);
    }

    final function UWindowWindow CreateWindow(class<UWindowWindow> WndClass, float X, float Y, float W, float H, optional UWindowWindow OwnerW, optional bool bUnique, optional name ObjectName)
    {
    	local UWindowWindow Child;

    	if(bUnique)
    	{
    		Child = Root.FindChildWindow(WndClass, True);

    		if(Child != None)
    		{
    			Child.ShowWindow();
    			Child.BringToFront();
    			return Child;
    		}
    	}

    	if(ObjectName != '')
    		Child = New(None, string(ObjectName)) WndClass;
    	else
    		Child = New(None) WndClass;

    	Child.BeginPlay();
    	Child.WinTop = Y;
    	Child.WinLeft = X;
    	Child.WinWidth = W;
    	Child.WinHeight = H;
    	Child.Root = Root;
    	Child.ParentWindow = Self;
    	Child.OwnerWindow = OwnerW;
    	if(Child.OwnerWindow == None)
    		Child.OwnerWindow = Self;

    	Child.Cursor = Cursor;
    	Child.bAlwaysBehind = False;
    	Child.LookAndFeel = LookAndFeel;
    	Child.BeforeCreate();
    	Child.Created();

    	// Now add it at the WinTop of the Z-Order and then adjust child list.
    	ShowChildWindow(Child);

    	Child.AfterCreate();

    	return Child;
    }

    final function Tile(Canvas C, Texture T)
    {
    	local int X, Y;

    	X = 0;
    	Y = 0;

    	While(X < WinWidth)
    	{
    		While(Y < WinHeight)
    		{
    			DrawClippedTexture( C, X, Y, T );
    			Y += T.VSize;
    		}
    		X += T.USize;
    		Y = 0;
    	}
    }

    final function DrawHorizTiledPieces( Canvas C, float DestX, float DestY, float DestW, float DestH, TexRegion T1, TexRegion T2, TexRegion T3, TexRegion T4, TexRegion T5, float Scale )
    {
    	local TexRegion Pieces[5], R;
    	local int PieceCount;
    	local int j;
    	local float X, L;

    	Pieces[0] = T1; if(T1.T != None) PieceCount = 1;
    	Pieces[1] = T2; if(T2.T != None) PieceCount = 2;
    	Pieces[2] = T3; if(T3.T != None) PieceCount = 3;
    	Pieces[3] = T4; if(T4.T != None) PieceCount = 4;
    	Pieces[4] = T5; if(T5.T != None) PieceCount = 5;

    	j = 0;
    	X = DestX;
    	while( X < DestX + DestW )
    	{
    		L = DestW - (X - DestX);
    		R = Pieces[j];
    		DrawStretchedTextureSegment( C, X, DestY, FMin(R.W*Scale, L), R.H*Scale, R.X, R.Y, FMin(R.W, L/Scale), R.H, R.T );
    		X += FMin(R.W*Scale, L);
    		j = (j+1)%PieceCount;
    	}
    }

    final function DrawVertTiledPieces( Canvas C, float DestX, float DestY, float DestW, float DestH, TexRegion T1, TexRegion T2, TexRegion T3, TexRegion T4, TexRegion T5, float Scale )
    {
    	local TexRegion Pieces[5], R;
    	local int PieceCount;
    	local int j;
    	local float Y, L;

    	Pieces[0] = T1; if(T1.T != None) PieceCount = 1;
    	Pieces[1] = T2; if(T2.T != None) PieceCount = 2;
    	Pieces[2] = T3; if(T3.T != None) PieceCount = 3;
    	Pieces[3] = T4; if(T4.T != None) PieceCount = 4;
    	Pieces[4] = T5; if(T5.T != None) PieceCount = 5;

    	j = 0;
    	Y = DestY;
    	while( Y < DestY + DestH )
    	{
    		L = DestH - (Y - DestY);
    		R = Pieces[j];
    		DrawStretchedTextureSegment( C, DestX, Y, R.W*Scale, FMin(R.H*Scale, L), R.X, R.Y, R.W, FMin(R.H, L/Scale), R.T );
    		Y += FMin(R.H*Scale, L);
    		j = (j+1)%PieceCount;
    	}
    }

    final function DrawClippedTexture( Canvas C, float X, float Y, texture Tex )
    {
    	DrawStretchedTextureSegment( C, X, Y, Tex.USize, Tex.VSize, 0, 0, Tex.USize, Tex.VSize, Tex);
    }

    final function DrawStretchedTexture( Canvas C, float X, float Y, float W, float H, texture Tex )
    {
    	DrawStretchedTextureSegment( C, X, Y, W, H, 0, 0, Tex.USize, Tex.VSize, Tex);
    }

    final function DrawStretchedTextureSegment( Canvas C, float X, float Y, float W, float H,
    									  float tX, float tY, float tW, float tH, texture Tex )
    {
    	local float OrgX, OrgY, ClipX, ClipY;

    	OrgX = C.OrgX;
    	OrgY = C.OrgY;
    	ClipX = C.ClipX;
    	ClipY = C.ClipY;

    	C.SetOrigin(OrgX + ClippingRegion.X*Root.GUIScale, OrgY + ClippingRegion.Y*Root.GUIScale);
    	C.SetClip(ClippingRegion.W*Root.GUIScale, ClippingRegion.H*Root.GUIScale);

    	C.SetPos((X - ClippingRegion.X)*Root.GUIScale, (Y - ClippingRegion.Y)*Root.GUIScale);
    	C.DrawTileClipped( Tex, W*Root.GUIScale, H*Root.GUIScale, tX, tY, tW, tH);

    	C.SetClip(ClipX, ClipY);
    	C.SetOrigin(OrgX, OrgY);
    }

    final function ClipText(Canvas C, float X, float Y, coerce string S, optional bool bCheckHotkey)
    {
    	local float OrgX, OrgY, ClipX, ClipY;

    	OrgX = C.OrgX;
    	OrgY = C.OrgY;
    	ClipX = C.ClipX;
    	ClipY = C.ClipY;

    	C.SetOrigin(OrgX + ClippingRegion.X*Root.GUIScale, OrgY + ClippingRegion.Y*Root.GUIScale);
    	C.SetClip(ClippingRegion.W*Root.GUIScale, ClippingRegion.H*Root.GUIScale);

    	C.SetPos((X - ClippingRegion.X)*Root.GUIScale, (Y - ClippingRegion.Y)*Root.GUIScale);
    	C.DrawTextClipped(S, bCheckHotKey);

    	C.SetClip(ClipX, ClipY);
    	C.SetOrigin(OrgX, OrgY);
    }

    final function int WrapClipText(Canvas C, float X, float Y, coerce string S, optional bool bCheckHotkey, optional int Length, optional int PaddingLength, optional bool bNoDraw)
    {
    	local float W, H;
    	local int SpacePos, CRPos, WordPos, TotalPos;
    	local string Out, Temp, Padding;
    	local bool bCR, bSentry;
    	local int i;
    	local int NumLines;
    	local float pW, pH;

    	// replace \\n's with Chr(13)'s
    	i = InStr(S, "\\n");
    	while(i != -1)
    	{
    		S = Left(S, i) $ Chr(13) $ Mid(S, i + 2);
    		i = InStr(S, "\\n");
    	}

    	i = 0;
    	bSentry = True;
    	Out = "";
    	NumLines = 1;
    	while( bSentry && Y < WinHeight )
    	{
    		// Get the line to be drawn.
    		if(Out == "")
    		{
    			i++;
    			if (Length > 0)
    				Out = Left(S, Length);
    			else
    				Out = S;
    		}

    		// Find the word boundary.
    		SpacePos = InStr(Out, " ");
    		CRPos = InStr(Out, Chr(13));

    		bCR = False;
    		if(CRPos != -1 && (CRPos < SpacePos || SpacePos == -1))
    		{
    			WordPos = CRPos;
    			bCR = True;
    		}
    		else
    		{
    			WordPos = SpacePos;
    		}

    		// Get the current word.
    		C.SetPos(0, 0);
    		if(WordPos == -1)
    			Temp = Out;
    		else
    			Temp = Left(Out, WordPos)$" ";
    		TotalPos += WordPos;

    		TextSize(C, Temp, W, H);

    		// Calculate draw offset.
    		if ( (Mid(Out, Len(Temp)) == "") && (PaddingLength > 0) )
    		{
    			Padding = Mid(S, Length, PaddingLength);
    			TextSize(C, Padding, pW, pH);
    			if(W + X + pW > WinWidth && X > 0)
    			{
    				X = 0;
    				Y += H;
    				NumLines++;
    			}
    		}
    		else
    		{
    			if(W + X > WinWidth && X > 0)
    			{
    				X = 0;
    				Y += H;
    				NumLines++;
    			}
    		}

    		// Draw the line.
    		if(!bNoDraw)
    			ClipText(C, X, Y, Temp, bCheckHotKey);

    		// Increment the draw offset.
    		X += W;
    		if(bCR)
    		{
    			X =0;
    			Y += H;
    			NumLines++;
    		}
    		Out = Mid(Out, Len(Temp));
    		if ((Out == "") && (i > 0))
    			bSentry = False;
    	}
    	return NumLines;
    }

    final function ClipTextWidth(Canvas C, float X, float Y, coerce string S, float W)
    {
    	ClipText(C, X, Y, S);
    }

    final function DrawClippedActor( Canvas C, float X, float Y, Engine.Actor A, bool WireFrame, rotator RotOffset, vector LocOffset )
    {
    	local vector MeshLoc;
    	local float FOV;

    	FOV = GetPlayerOwner().FOVAngle * Pi / 180;

    	MeshLoc.X = 4 / tan(FOV/2);
    	MeshLoc.Y = 0;
    	MeshLoc.Z = 0;

    	A.SetRotation(RotOffset);
    	A.SetLocation(MeshLoc + LocOffset);

    	// C.DrawClippedActor(A, WireFrame, ClippingRegion.W * Root.GUIScale, ClippingRegion.H * Root.GUIScale, C.OrgX + ClippingRegion.X * Root.GUIScale, C.OrgY + ClippingRegion.Y * Root.GUIScale, True);
    }

    final function DrawUpBevel( Canvas C, float X, float Y, float W, float H, Texture T)
    {
    	local Region R;

    	R = LookAndFeel.BevelUpTL;
    	DrawStretchedTextureSegment( C, X, Y, R.W, R.H, R.X, R.Y, R.W, R.H, T );

    	R = LookAndFeel.BevelUpT;
    	DrawStretchedTextureSegment( C, X+LookAndFeel.BevelUpTL.W, Y,
    									W - LookAndFeel.BevelUpTL.W
    									- LookAndFeel.BevelUpTR.W,
    									R.H, R.X, R.Y, R.W, R.H, T );

    	R = LookAndFeel.BevelUpTR;
    	DrawStretchedTextureSegment( C, X + W - R.W, Y, R.W, R.H, R.X, R.Y, R.W, R.H, T );

    	R = LookAndFeel.BevelUpL;
    	DrawStretchedTextureSegment( C, X, Y + LookAndFeel.BevelUpTL.H,
    									R.W,
    									H - LookAndFeel.BevelUpTL.H
    									- LookAndFeel.BevelUpBL.H,
    									R.X, R.Y, R.W, R.H, T );

    	R = LookAndFeel.BevelUpR;
    	DrawStretchedTextureSegment( C, X + W - R.W, Y + LookAndFeel.BevelUpTL.H,
    									R.W,
    									H - LookAndFeel.BevelUpTL.H
    									- LookAndFeel.BevelUpBL.H,
    									R.X, R.Y, R.W, R.H, T );

    	R = LookAndFeel.BevelUpBL;
    	DrawStretchedTextureSegment( C, X, Y + H - R.H, R.W, R.H, R.X, R.Y, R.W, R.H, T );

    	R = LookAndFeel.BevelUpB;
    	DrawStretchedTextureSegment( C, X + LookAndFeel.BevelUpBL.W, Y + H - R.H,
    									W - LookAndFeel.BevelUpBL.W
    									- LookAndFeel.BevelUpBR.W,
    									R.H, R.X, R.Y, R.W, R.H, T );

    	R = LookAndFeel.BevelUpBR;
    	DrawStretchedTextureSegment( C, X + W - R.W, Y + H - R.H, R.W, R.H, R.X, R.Y,
    									R.W, R.H, T );

    	R = LookAndFeel.BevelUpArea;
    	DrawStretchedTextureSegment( C, X + LookAndFeel.BevelUpTL.W,
    	                                Y + LookAndFeel.BevelUpTL.H,
    									W - LookAndFeel.BevelUpBL.W
    									- LookAndFeel.BevelUpBR.W,
    									H - LookAndFeel.BevelUpTL.H
    									- LookAndFeel.BevelUpBL.H,
    									R.X, R.Y, R.W, R.H, T );

    }

    final function DrawMiscBevel( Canvas C, float X, float Y, float W, float H, Texture T, int BevelType)
    {
    	local Region R;

    	R = LookAndFeel.MiscBevelTL[BevelType];
    	DrawStretchedTextureSegment( C, X, Y, R.W, R.H, R.X, R.Y, R.W, R.H, T );

    	R = LookAndFeel.MiscBevelT[BevelType];
    	DrawStretchedTextureSegment( C, X+LookAndFeel.MiscBevelTL[BevelType].W, Y,
    									W - LookAndFeel.MiscBevelTL[BevelType].W
    									- LookAndFeel.MiscBevelTR[BevelType].W,
    									R.H, R.X, R.Y, R.W, R.H, T );

    	R = LookAndFeel.MiscBevelTR[BevelType];
    	DrawStretchedTextureSegment( C, X + W - R.W, Y, R.W, R.H, R.X, R.Y, R.W, R.H, T );

    	R = LookAndFeel.MiscBevelL[BevelType];
    	DrawStretchedTextureSegment( C, X, Y + LookAndFeel.MiscBevelTL[BevelType].H,
    									R.W,
    									H - LookAndFeel.MiscBevelTL[BevelType].H
    									- LookAndFeel.MiscBevelBL[BevelType].H,
    									R.X, R.Y, R.W, R.H, T );

    	R = LookAndFeel.MiscBevelR[BevelType];
    	DrawStretchedTextureSegment( C, X + W - R.W, Y + LookAndFeel.MiscBevelTL[BevelType].H,
    									R.W,
    									H - LookAndFeel.MiscBevelTL[BevelType].H
    									- LookAndFeel.MiscBevelBL[BevelType].H,
    									R.X, R.Y, R.W, R.H, T );

    	R = LookAndFeel.MiscBevelBL[BevelType];
    	DrawStretchedTextureSegment( C, X, Y + H - R.H, R.W, R.H, R.X, R.Y, R.W, R.H, T );

    	R = LookAndFeel.MiscBevelB[BevelType];
    	DrawStretchedTextureSegment( C, X + LookAndFeel.MiscBevelBL[BevelType].W, Y + H - R.H,
    									W - LookAndFeel.MiscBevelBL[BevelType].W
    									- LookAndFeel.MiscBevelBR[BevelType].W,
    									R.H, R.X, R.Y, R.W, R.H, T );

    	R = LookAndFeel.MiscBevelBR[BevelType];
    	DrawStretchedTextureSegment( C, X + W - R.W, Y + H - R.H, R.W, R.H, R.X, R.Y,
    									R.W, R.H, T );

    	R = LookAndFeel.MiscBevelArea[BevelType];
    	DrawStretchedTextureSegment( C, X + LookAndFeel.MiscBevelTL[BevelType].W,
    	                                Y + LookAndFeel.MiscBevelTL[BevelType].H,
    									W - LookAndFeel.MiscBevelBL[BevelType].W
    									- LookAndFeel.MiscBevelBR[BevelType].W,
    									H - LookAndFeel.MiscBevelTL[BevelType].H
    									- LookAndFeel.MiscBevelBL[BevelType].H,
    									R.X, R.Y, R.W, R.H, T );
    }

    final function string RemoveAmpersand(string S)
    {
    	local string Result;
    	local string Underline;

    	ParseAmpersand(S, Result, Underline, False);

    	return Result;
    }

    final function byte ParseAmpersand(string S, out string Result, out string Underline, bool bCalcUnderline)
    {
    	local string Temp;
    	local int Pos, NewPos;
    	local int i;
    	local byte HotKey;

    	HotKey = 0;
    	Pos = 0;
    	Result = "";
    	Underline = "";

    	while(True)
    	{
    		Temp = Mid(S, Pos);

    		NewPos = InStr(Temp, "&");

    		if(NewPos == -1) break;
    		Pos += NewPos;

    		if(Mid(Temp, NewPos + 1, 1) == "&")
    		{
    			// It's a double &, lets add one to the output.
    			Result = Result $ Left(Temp, NewPos) $ "&";

    			if(bCalcUnderline)
    				Underline = Underline $ " ";

    			Pos++;
    		}
    		else
    		{
    			if(HotKey == 0)
    				HotKey = Asc(Caps(Mid(Temp, NewPos + 1, 1)));

    			Result = Result $ Left(Temp, NewPos);

    			if(bCalcUnderline)
    			{
    				for(i=0;i<NewPos - 1;i++)
    					Underline = Underline $ " ";
    				Underline = Underline $ "_";
    			}
    		}

    		Pos++;
    	}
    	Result = Result $ Temp;

    	return HotKey;
    }

    final function bool MouseIsOver()
    {
    	return (Root.MouseWindow == Self);
    }

    function ToolTip(string strTip)
    {
    	if(ParentWindow != Root) ParentWindow.ToolTip(strTip);
    }

    // Sets mouse window for mouse capture.
    final function SetMouseWindow()
    {
    	Root.MouseWindow = Self;
    }

    function Texture GetLookAndFeelTexture()
    {
    	return ParentWindow.GetLookAndFeelTexture();
    }

    function bool IsActive()
    {
    	return ParentWindow.IsActive();
    }

    function SetAcceptsHotKeys(bool bNewAccpetsHotKeys)
    {
    	if(bNewAccpetsHotKeys && !bAcceptsHotKeys && bWindowVisible)
    		Root.AddHotkeyWindow(Self);

    	if(!bNewAccpetsHotKeys && bAcceptsHotKeys && bWindowVisible)
    		Root.RemoveHotkeyWindow(Self);

    	bAcceptsHotKeys = bNewAccpetsHotKeys;
    }

    final function UWindowWindow GetParent(class<UWindowWindow> ParentClass, optional bool bExactClass)
    {
    	local UWindowWindow P;

    	P = ParentWindow;
    	while(P != Root)
    	{
    		if(bExactClass)
    		{
    			if(P.Class == ParentClass)
    				return P;
    		}
    		else
    		{
    			if(ClassIsChildOf(P.Class, ParentClass))
    				return P;
    		}
    		P = P.ParentWindow;
    	}

    	return None;
    }

    final function UWindowWindow FindChildWindow(class<UWindowWindow> ChildClass, optional bool bExactClass)
    {
    	local UWindowWindow Child, Found;

    	for(Child = LastChildWindow;Child != None;Child = Child.PrevSiblingWindow)
    	{
    		if(bExactClass)
    		{
    			if(Child.Class == ChildClass) return Child;
    		}
    		else
    		{
    			if(ClassIsChildOf(Child.Class, ChildClass)) return Child;
    		}

    		Found = Child.FindChildWindow(ChildClass);
    		if(Found != None) return Found;
    	}

    	return None;
    }

    function GetDesiredDimensions(out float W, out float H)
    {
    	local float MaxW, MaxH, TW, TH;
    	local UWindowWindow Child;

    	MaxW = 0;
    	MaxH = 0;

    	for(Child = LastChildWindow;Child != None;Child = Child.PrevSiblingWindow)
    	{
    		Child.GetDesiredDimensions(TW, TH);
    		//Log("Calling: "$GetPlayerOwner().GetItemName(string(Child)));

    		if(TW > MaxW) MaxW = TW;
    		if(TH > MaxH) MaxH = TH;
    	}
    	W = MaxW;
    	H = MaxH;
    	//Log(GetPlayerOwner().GetItemName(string(Self))$": DesiredHeight: "$H);
    }

    final function TextSize(Canvas C, string Text, out float W, out float H)
    {
    	C.SetPos(0, 0);
    	C.TextSize(Text, W, H);
    	W = W / Root.GUIScale;
    	H = H / Root.GUIScale;
    }

    function ResolutionChanged(float W, float H)
    {
    	local UWindowWindow Child;

    	for(Child = LastChildWindow;Child != None;Child = Child.PrevSiblingWindow)
    	{
    		Child.ResolutionChanged(W, H);
    	}
    }

    function ShowModal(UWindowWindow W)
    {
    	ModalWindow = W;
    	W.ShowWindow();
    	W.BringToFront();
    }

    function bool WaitModal()
    {
    	if(ModalWindow != None && ModalWindow.bWindowVisible)
    		return True;

    	ModalWindow = None;

    	return False;
    }

    function WindowHidden()
    {
    	local UWindowWindow Child;

    	for(Child = LastChildWindow;Child != None;Child = Child.PrevSiblingWindow)
    		Child.WindowHidden();
    }

    function WindowShown()
    {
    	local UWindowWindow Child;

    	for(Child = LastChildWindow;Child != None;Child = Child.PrevSiblingWindow)
    		Child.WindowShown();
    }

    // Should mouse events at these co-ordinates be passed through to underlying windows?
    function bool CheckMousePassThrough(float X, float Y)
    {
    	return False;
    }

    final function bool WindowIsVisible()
    {
    	if(Self == Root)
    		return True;

    	if(!bWindowVisible)
    		return False;
    	return ParentWindow.WindowIsVisible();
    }

    function SetParent(UWindowWindow NewParent)
    {
    	HideWindow();
    	ParentWindow = NewParent;
    	ShowWindow();
    }

    function UWindowMessageBox MessageBox(string Title, string Message, MessageBoxButtons Buttons, MessageBoxResult ESCResult, optional MessageBoxResult EnterResult, optional int TimeOut)
    {
    	local UWindowMessageBox W;
    	local UWindowFramedWindow F;

    	W = UWindowMessageBox(Root.CreateWindow(class'UWindowMessageBox', 100, 100, 100, 100, Self));
    	W.SetupMessageBox(Title, Message, Buttons, ESCResult, EnterResult, TimeOut);
    	F = UWindowFramedWindow(GetParent(class'UWindowFramedWindow'));

    	if(F!= None)
    		F.ShowModal(W);
    	else
    		Root.ShowModal(W);

    	return W;
    }

    function MessageBoxDone(UWindowMessageBox W, MessageBoxResult Result)
    {
    }

    function NotifyQuitUnreal()
    {
    	local UWindowWindow Child;

    	for(Child = LastChildWindow;Child != None;Child = Child.PrevSiblingWindow)
    		Child.NotifyQuitUnreal();
    }

    function NotifyBeforeLevelChange()
    {
    	local UWindowWindow Child;

    	for(Child = LastChildWindow;Child != None;Child = Child.PrevSiblingWindow)
    		Child.NotifyBeforeLevelChange();
    }

    function SetCursor(MouseCursor C)
    {
    	local UWindowWindow Child;

    	Cursor = C;

    	for(Child = LastChildWindow;Child != None;Child = Child.PrevSiblingWindow)
    		Child.SetCursor(C);
    }

    function NotifyAfterLevelChange()
    {
    	local UWindowWindow Child;

    	for(Child = LastChildWindow;Child != None;Child = Child.PrevSiblingWindow)
    		Child.NotifyAfterLevelChange();
    }

    final function ReplaceText(out string Text, string Replace, string With)
    {
    	local int i;
    	local string Input;

    	Input = Text;
    	Text = "";
    	i = InStr(Input, Replace);
    	while(i != -1)
    	{
    		Text = Text $ Left(Input, i) $ With;
    		Input = Mid(Input, i + Len(Replace));
    		i = InStr(Input, Replace);
    	}
    	Text = Text $ Input;
    }

    function StripCRLF(out string Text)
    {
    	ReplaceText(Text, Chr(13)$Chr(10), "");
    	ReplaceText(Text, Chr(13), "");
    	ReplaceText(Text, Chr(10), "");
    }

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Class file time: ne 5.9.2004 16:02:32.000 - Creation time: st 23.5.2018 00:10:50.346 - Created with UnCodeX