Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation
previous class next class | frames no frames

# UWindow.UWindowLayoutControl

00001 00002 00003 00004 00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072

    class UWindowLayoutControl extends UWindowLayoutBase;

    var UWindowDialogClientWindow	OwnerWindow;

    var float				WinTop;
    var float				WinLeft;
    var float				WinWidth;
    var float				WinHeight;

    var float				MinimumWidth;
    var float				MinimumHeight;

    var UWindowLayoutRow	RowList;

    // Methods
    static function UWindowLayoutControl Create()
    {
    	local UWindowLayoutControl C;

    	C = new class'UWindowLayoutControl';
    	C.RowList = new class'UWindowLayoutRow';
    	C.RowList.SetupSentinel();

    	return C;
    }

    /*
    Layout procedure

    1.  Calculate minimum (desired) row height by asking
        controls
    2.  For each column, work out the minimum (desired) width for this column.
        Then add these up and

    	.
    2.	If this is less than WinHeight, space cells to fit.
    3.	If this is more than WinHeight, adjust parent
        window's DesiredWidth/DesiredHeight variables to cause scrolling.

    */

    function PerformLayout()
    {
    	local UWindowLayoutRow R;
    	local float TotalWidth;
    	local float TotalHeight;

    	for(R = UWindowLayoutRow(RowList.Next); R != None; R = UWindowLayoutRow(R.Next))
    		TotalHeight += R.CalcMinHeight();

    		TotalWidth += R.CalcMinHeight();

    }

    function UWindowLayoutRow AddRow()
    {
    	return UWindowLayoutRow(RowList.Append(class'UWindowLayoutRow'));
    }

    function UWindowLayoutCell AddCell(optional int ColSpan, optional int RowSpan)
    {
    	return RowList.AddCell(ColSpan, RowSpan);
    }

Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation
previous class next class | frames no frames

Class file time: ne 5.9.2004 16:02:32.000 - Creation time: st 23.5.2018 00:10:50.072 - Created with UnCodeX