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# GUI.GUIComponent

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    // ====================================================================
    //  Class:  GUI.GUIComponent
    //
    //	GUIComponents are the most basic building blocks of menus.
    //
    //  Written by Joe Wilcox
    //  (c) 2002, Epic Games, Inc.  All Rights Reserved
    // ====================================================================
    /*=============================================================================
    	In Game GUI Editor System V1.0
    	2003 - Irrational Games, LLC.
    	* Dan Kaplan
    =============================================================================*/
    #if !IG_GUI_LAYOUT
    #error This code requires IG_GUI_LAYOUT to be defined due to extensive revisions of the origional code. [DKaplan]
    #endif
    /*===========================================================================*/

    class GUIComponent extends GUI
    		Config(TribesGui)
    		PerObjectConfig
            HideCategories(Menu,Object)
    		Native;

    cpptext
    {
            virtual void UpdateComponent(UCanvas* Canvas); //Performs an update, refreshing the component's dims, etc.; should be overridden in a subclass
    		virtual void PreDraw(UCanvas *Canvas);	// Should be overridden in a subclass
    		virtual void Draw(UCanvas* Canvas);		// Should be overridden in a subclass
    		void ClientDraw(UCanvas* Canvas);		// Prepare the Canvas for a client to draw on the component, and then call delegateOnClientDraw

            virtual void Modify(); //callback from the object browser

    		virtual UBOOL PerformHitTest(INT MouseX, INT MouseY);					// Check to see if a mouse press affects the control
    		virtual void  UpdateBounds();											// Updates the Bounds for hit tests and such
    		virtual FLOAT ActualWidth();											// Returns the actual width (including scaling) of a component
    		virtual FLOAT ActualHeight();											// Returns the actual height (including scaling) of a component
    		virtual FLOAT ActualLeft();												// Returns the actual left (including scaling) of a component
    		virtual FLOAT ActualTop();												// Returns the actual top (including scaling) of a component
    		virtual void  SaveCanvasState(UCanvas* Canvas);							// Save the current state of the canvas
    		virtual void  RestoreCanvasState(UCanvas* Canvas);						// Restores the state of the canvas

    		virtual UGUIComponent* UnderCursor(FLOAT MouseX, FLOAT MouseY);

    		virtual UBOOL MouseMove(INT XDelta, INT YDelta);			// The Mouse has moved
    		virtual UBOOL MousePressed(UBOOL IsRepeat);					// The Mouse was pressed
    		virtual UBOOL MouseReleased();								// The Mouse was released
    		virtual UBOOL MouseHover();									// The Mouse is over a non-pressed thing

    		virtual UBOOL NativeKeyType(BYTE& iKey, TCHAR Unicode );				// Handle key presses
    		virtual UBOOL NativeKeyEvent(BYTE& iKey, BYTE& State, FLOAT Delta);	// Handle key events

    		virtual void SetDims(FLOAT Width, FLOAT Height, FLOAT Left, FLOAT Top);	// Set the dims quickly
    		virtual void  CloneDims(UGUIComponent* From);	// Clones the Width,Height, Top, Left settings

    		virtual UBOOL SpecialHit();
            virtual UBOOL XControllerEvent(int Id, eXControllerCodes iCode);
            virtual UBOOL RawXController(int Id, BYTE& iKey, BYTE& State, FLOAT Axis);
    }

    // Used for Determining a dynamic position for this GUIComponent
    struct sDynamicPositionSpec
    {
        var() config float WinLeft "Left position of this spec";
        var() config float WinTop "Top position of this spec";
        var() config float WinWidth "Width of this spec";
        var() config float WinHeight "Height of this spec";
        var() config float TransitionTime "The amount of time that will be taken to transition to these coords on a RePosition() call";
        var() config name KeyName "Name used to reference this position spec";
    };

    // Used to specify a dynamic transition for this GUIComponent
    struct sTransitionSpec
    {
        var() EditConst sDynamicPositionSpec NewPos "New position spec";
        var() EditConst float OldWinLeft "Left position of this spec";
        var() EditConst float OldWinTop "Top position of this spec";
        var() EditConst float OldWinWidth "Width of this spec";
        var() EditConst float OldWinHeight "Height of this spec";
    };

    // Variables
    var(GUIComponent) config editinline array<sDynamicPositionSpec> MovePositions "The PositionSpecs used to handle dynamic RePosition()ing";
    var(GUIState) EditConst bool bRepositioning "If true, the timer for this component should be repositioning based on the current TransitionSpec";
    var(GUIState) EditConst EditInline sTransitionSpec TransitionSpec "The current transitioning spec";
    var(GUIComponent) config int CyclePosition "If set to a MovePositions index, the component will begin cycling from that index when activated";
    var(GUIComponent) config bool bRepeatCycling "If set, this component will continue cycling after it processes to the end of the MovePositions array";

    var(GUIState) EditConst int MoveGroup "What move group this component belongs to, -1 by default is none";

    var(GUIState) Editinline EditConst	GUIComponent 		MenuOwner "Callback to the Component that owns this one";
    var(GUIState) EditConst			eMenuState		MenuState "Used to determine the current state of this component";

    var(GUIState) Editinline EditConst array<GUIComponent>   UndoHistory "Layout history used for undo/redo operations";
    var(GUIState) EditConst int UndoLevel "Where in the undo history we currently are";
    var(GUIState) EditConst bool bSaved "Have any updates to this component been saved?";
    var(GUIState) EditConst      bool                bInited "has this component been initialized yet";

    // RenderStyle and MenuColor are usually pulled from the Parent menu, unless specificlly overridden

    var(GUIComponent) config  string		StyleName "Name of my Style";
    var(GUIComponent) config  float		WinTop,WinLeft "Where does this component exist (in world space) - Grr.. damn Left()";
    var(GUIComponent) config  float		WinWidth,WinHeight "Where does this component exist (in world space) - Grr.. damn Left()";
    var(GUIComponent) config  bool				bScaled "Is this component using scaling";

    var(GUIComponent) config  bool				bBoundToParent "Use the Parents Bounds for all positioning";
    var(GUIComponent) config  bool				bScaleToParent "Use the Parent for scaling";

    //global visibility switch
    var(GUIComponent) config  bool				bCanBeShown "Should this control ever be drawn";

    //global input switch
    var(GUIComponent) config  bool				bAcceptsInput "Does this control ever accept input";

    //specific input type switches
    var(GUIComponent) config  bool				bCaptureTabs "This control wants tabs";  //TODO: dkaplan- this does not like it would work correctly... should be redesigned or removed
    var(GUIComponent) config  bool				bCaptureMouse "Set this if the control should capture the mouse when pressed";  //process MousePressed()/MouseReleased()/Watched()

    //should this always swallow input
    var(GUIComponent) config  bool				bSwallowAllKeyEvents "Set this if the control should swallow all native key events";

    var(GUIComponent) config  bool				bHitTestOnClientBounds "Set this if the control should perform hit tests using the client bounds instead of the bounds";

    var(GUIComponent) config  bool				bAllowHTMLTextFormatting "If true, this control will parse out HTML style formatting codes from text strings";

    var(GUIComponent) config  bool				bDrawStyle "If true, this control will draw its GUIStyle before any further drawing";
    var(GUIComponent) config  bool				bNeverFocus "This control should never fully receive focus";
    var(GUIComponent) config  bool				bRepeatClick "Have the system accept holding down of the mouse";
    var(GUIComponent) config  bool				bRequireReleaseClick "If True, this component wants the click on release even if it's not active";
    var(GUIComponent) config  localized string	Hint "The hint that gets displayed for this component";
    var(GUIComponent) config  int					MouseCursorIndex "The mouse cursor to use when over this control";
    var(GUIComponent) config  bool				bHideMouseCursor "If true, no mouse cursor will be displayed over this control (while the control is active)";
    var(GUIComponent) config  bool				bTabStop "Does a TAB/Shift-Tab stop here";
    var(GUIComponent) config  int					TabOrder "Used to figure out tabbing";
    var(GUIComponent) config  bool				bFocusOnWatch "If true, watching focuses";
    var(GUIComponent) config  bool				bMaintainFocus "If true, will not lose focus after a new control recieves focus";
    var(GUIComponent) config  float				RenderWeight "Used to determine sorting in the controls stack";
    var(GUIComponent) config  bool				bMouseOverSound "Should component bleep when mouse goes over it";
    var(GUIComponent) private Editinline GUIComponent   FocusInstead "Who should get the focus instead of this control if bNeverFocus";

    //from GUIPage, now all components may be persistent
    var(GUIComponent) config  bool	            bPersistent "If set, component is saved across open/close/reopen, only instanciated once.";

    var(GUIState)	EditConst bool	bVisible "Is this component currently visible";
    var(Menu)	enum				EClickSound
    {
    	CS_None,
    	CS_Click,
    	CS_Edit,
    	CS_Up,
    	CS_Down
    } OnClickSound;

    // Style holds a pointer to the GUI style of this component.

    var(GUIState)	Editinline EditConst		GUIStyles		 Style "My GUI Style";

    // Notes about the Top/Left/Width/Height : This is a somewhat hack but it's really good for functionality.  If
    // the value is <=1, then the control is considered to be scaled.  If they are >1 they are considered to be normal world coords.
    // 0 = 0, 1 = 100%

    var			float		Bounds[4];								// Internal normalized positions in world space
    var			float		ClientBounds[4];						// The bounds of the actual client area (minus any borders)

    var(GUIState) Editconst bool bActiveInput "is active for input";
    var(GUIState) private Editconst bool bDirty "When true, will update the component on its next PreDraw";

    // Timer Support
    var const	int			TimerIndex;			// For easier maintenance
    var(GUIState) Editconst  bool		bTimerRepeat "Does the Timer Repeat?";
    var(GUIState) Editconst  float		TimerCountdown "Clock time";
    var(GUIState) Editconst  float		TimerInterval "Timer interval";

    #if IG_TRIBES3 // dbeswick: variable used to disallow movement in player design mode
    var(GUIState) Editconst  bool		bPlayerMoveAllowed;
    #endif

    #if IG_TRIBES3	// michaelj:  don't allow repeated mouse click effect triggers when holding fire on a button
    var bool bAllowPressedEffect;
    #endif

    // Used for Saving the last state before drawing natively

    var		float 	SaveX,SaveY;
    var 	color	SaveColor;
    var		font	SaveFont;
    var		byte	SaveStyle;

    ////////////////////////////////////////////////////////////////////////////
    // These are used solely for XController events and should probably be removed [dkaplan]
    //
    // If you want to override a link to force this component to point to a given
    // component on your page, set it here.
    // 0 = Up
    // 1 = Down
    // 2 = Left
    // 3 = Right
    var GUIComponent LinkOverrides[4];
    var GUIComponent Links[4];

    var(GUIComponent) Editinline config  GUIRadioButton RadioGroup "If not None, this component will be enabled/disabled as part of the specified radio group.";

    ////////////////////////////////////////////////////////////////////////////
    // Delegates
    ////////////////////////////////////////////////////////////////////////////
    // Drawing delegates return true if you want to short-circuit the default drawing code
    Delegate bool OnUpdateComponent(Canvas Canvas)
    {
        return false;
    }
    Delegate bool OnPreDraw(Canvas Canvas)
    {
        return false;
    }
    Delegate bool OnDraw(Canvas Canvas)
    {
        return false;
    }
    Delegate OnClientDraw(Canvas Canvas);

    Delegate OnMenuStateChanged(GUIComponent Sender, eMenuState NewState); //Called when a component's state changes
    Delegate OnHide(); //Called after a Hide()
    Delegate OnShow(); //Called after a Show()
    Delegate OnActivate(); //Called after an Activate()
    Delegate OnDeActivate(); //Called after a DeActivate()

    Delegate OnChange(GUIComponent Sender);	// Called when a component changes it's value

    Delegate OnRePositionCompleted(GUIComponent Sender, name NewPosLabel); // Called when a repositioning finishes
    Delegate OnHitTest(float MouseX, float MouseY);							// Called when Hit test is performed for mouse input
    Delegate OnRender(canvas Canvas);										// Called when the component is rendered
    Delegate OnMessage(coerce string Msg, float MsgLife); 					// When a message comes down the line

    // -- Input event delegates
    Delegate OnClick(GUIComponent Sender);			// The mouse was clicked on this control
    Delegate OnDblClick(GUIComponent Sender);		// The mouse was double-clicked on this control
    Delegate OnRightClick(GUIComponent Sender);	// Control was right clicked.
    Delegate OnMousePressed(GUIComponent Sender);		// Sent when a mouse is pressed (initially)
    Delegate OnMouseRelease(GUIComponent Sender);		// Sent when the mouse is released. Happens before Click() event
    Delegate OnWatched(GUIComponent Self);		// Sent when the mouse is placed over this component

    Delegate OnFocused(GUIComponent Self) 		// Sent when the component gains focus, assign to apply a specific focus
    {
        //change FocusInstead's state to focused instead of this
    	if( FocusInstead != None )
    	{
    		FocusInstead.Focus();
    	}
        else
        {
            Controller.ChangeFocus(self);
        }
    }

    Delegate OnLostFocus(GUIComponent Self);		// Sent when the component loses focus

    Delegate bool OnCapturedMouseMove(float deltaX, float deltaY)
    {
    	return false;
    }

    //Key events
    Delegate bool OnKeyType(out byte Key, optional string Unicode)
    {
    	return false;
    }
    Delegate bool OnKeyEvent(out byte Key, out byte State, float delta)
    {
    	return false;
    }

    // Allows a control to process raw Console controller events
    Delegate bool OnRawXController(byte Id, out byte Key, out byte State, out float Axis)
    {
    	return false;
    }
    // XBox Controller Events
    Delegate bool OnXControllerEvent(byte Id, eXControllerCodes iCode)
    {
    	return false;
    }

    ////////////////////////////////////////////////////////////////////////////////
    // Timer Processing
    ////////////////////////////////////////////////////////////////////////////////
    event Timer();		// Should be subclassed
    function native final SetTimer(float Interval, optional bool bRepeat);
    function native final KillTimer();

    ////////////////////////////////////////////////////////////////////////////////
    // Initialization
    ////////////////////////////////////////////////////////////////////////////////
    Overloaded Function Construct(GUIController MyController)
    {
    	OnConstruct(MyController);
    }

    function OnConstruct(GUIController MyController)
    {
        Controller = MyController;
    }

    function InitComponent(GUIComponent MyOwner)
    {
    //log("[dkaplan] Resetting config on "$self);
        ResetConfig();  //Loads the transient references from the config data for this object

    	MenuOwner = MyOwner;

        if( Hint == "" && MenuOwner != None )
            Hint = MenuOwner.Hint;

    	Style = Controller.GetStyle(StyleName);

    	//perform the initial update
    	SetDirty();

        if( Controller.bModAuthor )
            SaveLayoutToHistory();
        bInited = true;
    }

    function InitDelegates();

    event final SetDirty()
    {
        bDirty = true;
        if( MenuOwner != none )
            MenuOwner.SetDirty();
    }
    ////////////////////////////////////////////////////////////////////////////////
    // Input Events
    ////////////////////////////////////////////////////////////////////////////////
    event MousePressed()
    {
        if( Style != None )
            PlayerOwner().TriggerEffectEvent('UIMousePressed',,,,,,,,Style.EffectCategory);
        Press();

    	// michaelj: UIFX
    	if (bAllowPressedEffect)
    	{
    		PlayerOwner().TriggerEffectEvent('Pressed',,,,,,,,Name(StyleName));
    		bAllowPressedEffect = false;
    	}

        OnMousePressed(self);
    }

    event MouseReleased()
    {
        if( Style != None )
            PlayerOwner().TriggerEffectEvent('UIMouseReleased',,,,,,,,Style.EffectCategory);
        //Focus();

    	// michaelj: UIFX
    	PlayerOwner().TriggerEffectEvent('Released',,,,,,,,Name(StyleName));
    	bAllowPressedEffect = true;

        OnMouseRelease(self);
    }

    event Click()
    {
        if( Style != None )
            PlayerOwner().TriggerEffectEvent('UIMouseClicked',,,,,,,,Style.EffectCategory);
        OnClick(self);
    }

    event DblClick()
    {
        if( Style != None )
            PlayerOwner().TriggerEffectEvent('UIMouseDoubleClicked',,,,,,,,Style.EffectCategory);
        OnDblClick(self);
    }

    //State selections
    event Watched()
    {
        if( Style != None )
            PlayerOwner().TriggerEffectEvent('UIMouseWatched',,,,,,,,Style.EffectCategory);
        if( bFocusOnWatch )
            MenuStateChange( MSAT_Focused );
        else
            MenuStateChange( MSAT_Watched );

    	// michaelj: UIFX
    	PlayerOwner().TriggerEffectEvent('Watched',,,,,,,,Name(StyleName));

        OnWatched(self);
    }

    event Focus()
    {
        if( bNeverFocus )
            MenuStateChange( MSAT_Blurry );
        else
        MenuStateChange( MSAT_Focused );
    }

    event Press()
    {
        MenuStateChange( MSAT_Pressed );
    }

    function SetEnabled(bool newEnabled)
    {
        if (newEnabled)
            EnableComponent();
        else
            DisableComponent();
    }

    event DisableComponent()
    {
        MenuStateChange( MSAT_Disabled );
    }

    event EnableComponent()
    {
            MenuStateChange( MSAT_Blurry );
    }

    ////////////////////////////////////////////////////////////////////////////////
    // Script Bounds Tests
    ////////////////////////////////////////////////////////////////////////////////

    function bool IsInBounds()	// Script version of PerformHitTest
    {
    	return ( (Controller.MouseX >= Bounds[0] && Controller.MouseX<=Bounds[2]) && (Controller.MouseY >= Bounds[1] && Controller.MouseY <=Bounds[3]) );
    }

    function bool IsInClientBounds()
    {
    	return ( (Controller.MouseX >= ClientBounds[0] && Controller.MouseX<=ClientBounds[2]) && (Controller.MouseY >= ClientBounds[1] && Controller.MouseY <=ClientBounds[3]) );
    }

    ////////////////////////////////////////////////////////////////////////////////
    // State Changes
    ////////////////////////////////////////////////////////////////////////////////
    //Change the MenuState
    // Menu states are used to determine the state of the component and also
    //  for drawing applicable GUIStyles
    private function MenuStateChange(eMenuState Newstate)
    {
    	if( NewState==MSAT_Focused )
    	{
    //log("[dkaplan] OnFocused: "$self);
        OnFocused(self);
    	}
    	else if( MenuState == MSAT_Focused && NewState ==MSAT_Pressed && bMaintainFocus )
    	{
    		// do not transition to being pressed if maintaining focus
    		return;
    	}
        else if( MenuState == MSAT_Focused && NewState != MSAT_Pressed )
    {
    //log("[dkaplan] OnLostFocus: "$self);
    	    OnLostFocus(self);
    }

    	if( MenuState == NewState )
    	    return;

    	MenuState = NewState;
    	OnMenuStateChanged(self,MenuState);
    }

    function SetFocusInstead( GUIComponent other )
    {
        FocusInstead = other;
        if( MenuOwner != None )
            MenuOwner.SetFocusInstead( self );
    }

    function LoseFocus()
    {
        if( !bMaintainFocus
    #if IG_TRIBES3 // Paul: Don't want to enable a disabled component on a focus event
    		&& MenuState != MSAT_Disabled
    #endif
    		)
            EnableComponent();
    }

    ////////////////////////////////////////////////////////////////////////////////
    // Main Activation and Visibility switches
    ////////////////////////////////////////////////////////////////////////////////
    event SetVisibility(bool newVisible)
    {
        if (newVisible)
            Show();
        else
            Hide();
    }

    event Hide()
    {
        bVisible = false;
        OnHide();
    }

    event Show()
    {
        if( !bCanBeShown )
            return;

        //always update once when shown
    	SetDirty();

        bVisible = true;
        OnShow();
    }

    event SetActive(bool bActive)
    {
        //this should be just a helper function, and shouldn't do any real work

        if (bActive)
            Activate();
        else
            Deactivate();
    }

    event DeActivate()
    {
        bActiveInput = false;

    	OnDeActivate();
        if( CyclePosition >= 0 && CyclePosition < MovePositions.Length )
        	StopCycling();
    }

    event Activate()
    {
        //ensure that this can be made active
        if( !bAcceptsInput )
            return;

        bActiveInput = true;

        OnActivate();
        if( CyclePosition >= 0 && CyclePosition < MovePositions.Length )
            CyclePositions();
    }

    ////////////////////////////////////////////////////////////////////////////////
    // Repositioning of Component
    ////////////////////////////////////////////////////////////////////////////////
    // cycle to the next position in the MovePositions array
    function CyclePositions()
    {
        CyclePosition++;
        if( CyclePosition >= MovePositions.Length )
        {
            if( bRepeatCycling )
                CyclePosition = 0;
            else
                StopCycling();
        }
        RePositionTo( MovePositions[CyclePosition] );
    }

    //Stop all cycling on this component
    function StopCycling()
    {
        CyclePosition = -1;
        KillTimer();
    }

    //Callback when component has finished moving to a MovePosition
    event RePositionCompleted()
    {
        OnRePositionCompleted(self, TransitionSpec.NewPos.KeyName);
        if( CyclePosition >= 0 && CyclePosition < MovePositions.Length )
            CyclePositions();
    }

    //Reposition this component to the position specified by the given KeyName
    function RePosition( name PositionLabel, optional bool bInstantly )
    {
        local int i;
        for( i = 0; i < MovePositions.Length; i++ )
        {
            if( PositionLabel == MovePositions[i].KeyName )
            {
                if( bInstantly )
                {
                    bRepositioning = false;
                    WinLeft = MovePositions[i].WinLeft;
                    WinTop =  MovePositions[i].WinTop;
                    WinWidth = MovePositions[i].WinWidth;
                    WinHeight = MovePositions[i].WinHeight;
    				TransitionSpec.NewPos=MovePositions[i];
                    RePositionCompleted();
                }
                else
                {
    	            RePositionTo( MovePositions[i] );
                }
                return;
            }
        }
    }

    //Actually reposition this component to the specified PositionSpec
    protected function RePositionTo( sDynamicPositionSpec NewPosition )
    {
        TransitionSpec.OldWinLeft=WinLeft;
        TransitionSpec.OldWinTop=WinTop;
        TransitionSpec.OldWinHeight=WinHeight;
        TransitionSpec.OldWinWidth=WinWidth;
        TransitionSpec.NewPos=NewPosition;
        bRepositioning = true;
        if (TransitionSpec.NewPos.TransitionTime > 0)
        SetTimer( TransitionSpec.NewPos.TransitionTime );
        else    //reposition instantly
        {
            bRepositioning = false;
            WinLeft = NewPosition.WinLeft;
            WinTop =  NewPosition.WinTop;
            WinWidth = NewPosition.WinWidth;
            WinHeight = NewPosition.WinHeight;
        	SetDirty();
            RePositionCompleted();
        }
    }

    function bool IsAtPosition( name PositionLabel )
    {
        local int i;
        for( i = 0; i < MovePositions.Length; i++ )
        {
            if( PositionLabel == MovePositions[i].KeyName )
            {
                return( WinLeft == MovePositions[i].WinLeft &&
                        WinTop ==  MovePositions[i].WinTop &&
                        WinWidth == MovePositions[i].WinWidth &&
                        WinHeight == MovePositions[i].WinHeight );
            }
        }
        return false;
    }

    //tcohen: notification when resolution changes

    function RegisterNotifyResolutionChanged()
    {
        Controller.RegisterNotifyResolutionChanged(self);
    }

    function OnResolutionChanged(int OldResolutionX, int OldResolutionY, int ResolutionX, int ResolutionY);

    ////////////////////////////////////////////////////////////////////////////////
    // Miscellaneous
    ////////////////////////////////////////////////////////////////////////////////
    // This control is no longer needed
    event Free( optional bool bForce )
    {
        local int i;

        if( bPersistent && !bForce )
            return;

        bActiveInput = false;
        bVisible = false;

        if( Controller != None )
            Controller.RemovePersistentComponent( self );

    	MenuOwner 		= None;
        Controller	 	= None;
        FocusInstead 	= None;
        Style			= None;

        for( i = 0; i < UndoHistory.Length; i++ )
        {
            UndoHistory[i].Free(bForce);
            UndoHistory[i] = None;
        }

        UndoHistory.Remove( 0, UndoHistory.Length );

        RadioGroup = None;
    }

    //utility function to get the player's owner
    function PlayerController PlayerOwner()
    {
    	return Controller.ViewportOwner.Actor;
    }

    // Force control to use same area as its MenuOwner.
    function FillOwner()
    {
    	WinLeft = 0.0;
    	WinTop = 0.0;
    	WinWidth = 1.0;
    	WinHeight = 1.0;
    	bScaleToParent = true;
    	bBoundToParent = true;
    	SetDirty();
    }

    //set a new hint for this component
    function SetHint(string NewHint)
    {
    	Hint = NewHint;
    }

    function SetLinks(GUIComponent cUp,GUIComponent cDown,GUIComponent cLeft,GUIComponent cRight)
    {
    	Links[0] = cUp;
        Links[1] = cDown;
        Links[2] = cLeft;
        Links[3] = cRight;
    }

    function SetLinkOverrides(GUIComponent cUp,GUIComponent cDown,GUIComponent cLeft,GUIComponent cRight)
    {
    	LinkOverrides[0] = cUp;
        LinkOverrides[1] = cDown;
        LinkOverrides[2] = cLeft;
        LinkOverrides[3] = cRight;
    }

    // The ActualXXXX functions are not viable until after the first render so don't
    // use them in inits
    native function float ActualWidth();
    native function float ActualHeight();
    native function float ActualLeft();
    native function Float ActualTop();

    ////////////////////////////////////////////////////////////////////////////////
    // Radio Groups
    ////////////////////////////////////////////////////////////////////////////////
    function SetRadioGroup( GUIRadioButton group )
    {
        if( RadioGroup != None )
            SetEnabled( RadioGroup == group );
    }

    ////////////////////////////////////////////////////////////////////////////////
    // GUI Editor Functions on this component
    ////////////////////////////////////////////////////////////////////////////////
    //save layout to config file
    function SaveLayout(bool FlushToDisk)
    {
        SaveConfig(
    		"", "", // these are needed when IG_GUI_LAYOUT || IG_ACTOR_CONFIG is defined
    		FlushToDisk
    		, true // dont save config that's the same as the class' default
    		);

        bSaved=true;
    }

    //update the history for this component
    function SaveLayoutToHistory()
    {
        local int i;
    	if( UndoLevel+1 < UndoHistory.length )
    	    UndoHistory.Remove(UndoLevel+1,UndoHistory.length-(UndoLevel+1));
        i = UndoHistory.length;
        UndoHistory[i]=new(None) self.class;
        self.CopyConfig( UndoHistory[i] ); //save current config variables to this history component
    }

    //Update the component from the current undo level in history
    function LoadLayoutFromHistory()
    {
        UndoHistory[UndoLevel].CopyConfig( self );

    	Style = Controller.GetStyle(StyleName);
    }

    //Goes back to the previous history level
    function UndoLayout()
    {
        assertWithDescription( UndoLevel > 0, "Cannot perform Undo on this component!");
        //log("[dkaplan]: Undoing, UndoLevel="@UndoLevel@"UndoHistory.length="@UndoHistory.length);
        if( UndoLevel > 0 )
        {
            UndoLevel-=1;
            LoadLayoutFromHistory();
        }
    }

    //Goes foraward to the next history level
    function RedoLayout()
    {
        assertWithDescription( UndoLevel < UndoHistory.length-1, "Cannot perform Redo on this component!");
        //log("[dkaplan]: Redoing, UndoLevel="@UndoLevel@"UndoHistory.length="@UndoHistory.length);
        if( UndoLevel < UndoHistory.length-1 )
        {
            UndoLevel+=1;
            LoadLayoutFromHistory();
        }
    }

    //change the style of this component (based of the key name of the style)
    event ChangeStyle(String newStyle)
    {
        StyleName=newStyle;
    	Style = Controller.GetStyle(StyleName);
        OnChangeLayout();
    }

    //handle layout changes on this component
    event OnChangeLayout()
    {
        //log("[dkaplan]: in OnChangeLayout-> WinTop="@WinTop@"WinLeft="@WinLeft@"WinWidth="@WinWidth@"WinHeight="@WinHeight);
        //update history
        SetDirty();
    #if IG_TRIBES3 // dbeswick: don't undo during player edit
    	if( !Controller.bPlayerDesignMode )
    	{
        	SaveLayoutToHistory();
        	UndoLevel=UndoHistory.length-1;
    	}
    #else
        SaveLayoutToHistory();
        UndoLevel=UndoHistory.length-1;
    #endif
        bSaved=false;
    }

    #if IG_TRIBES3	// michaelj:  Added some color-related code from UT2004
    // Take a string and strip out colour codes
    static function string StripColorCodes(string InString)
    {
        local int CodePos;

        CodePos = InStr(InString, Chr(27));
    //    while(CodePos != -1 && CodePos < Len(InString)-3) // ignore colour codes at the end of the string
    	while ( CodePos != -1 ) // do not ignore color codes at the end of the word, or they aren't stripped
        {
    	    InString = Left(InString, CodePos)$Mid(InString, CodePos+4);
            CodePos = InStr(InString, Chr(27));
        }

        return InString;
    }
    #endif

    ////////////////////////////////////////////////////////////////////////////////
    // Defaults for all GUIComponents
    ////////////////////////////////////////////////////////////////////////////////
    defaultproperties
    {
    	MenuState=MSAT_Blurry
    	bBoundToParent=true
    	bScaleToParent=true
    	bAcceptsInput=true
    	bCanBeShown=true
    	bCaptureTabs=false
    	bCaptureMouse=false
    	bNeverFocus=false
    	bRepeatClick=false
    	WinTop=0.4
    	WinLeft=0.4
    	WinWidth=0.2
    	WinHeight=0.2
    	MouseCursorIndex=0
    	bFocusOnWatch=false
    	bRequireReleaseClick=false
    	TimerIndex=-1
    	bMouseOverSound=false
    	OnClickSound=CS_None
        RenderWeight=0.5
        bTabStop=false
        UndoLevel=0
        bSaved=true
        MoveGroup=-1
        CyclePosition=-1
        bScaled=True
    	bDrawStyle=false
    	bAllowPressedEffect=true
    }

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Class file time: ne 5.9.2004 16:02:08.000 - Creation time: st 23.5.2018 00:10:43.668 - Created with UnCodeX