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# Engine.BaseGUIController

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    // ====================================================================
    //  Class:  Engine.BaseGUIController
    //
    //  This is just a stub class that should be subclassed to support menus.
    //
    //  Written by Joe Wilcox
    //  (c) 2002, Epic Games, Inc.  All Rights Reserved
    // ====================================================================

    class BaseGUIController extends Interaction
    		Native;

    cpptext
    {
    		virtual void InitializeController();
    }

    var	Material	DefaultPens[3]; 	// Contain to hold some default pens for drawing purposes
    var	bool		bIsConsole;			// If True, we are running on a console

    // If this is true, then GUIPages will NOT receive
    // PreDraw()/Draw()/ClientDraw() calls. This allows you to disable rendering
    // of the GUI while keeping correct GUI state. It is intended to be used by
    // CheatManagers, for example to hide all GUI pages so that screenshots can be
    // taken.
    //
    // It's called bHackDoNotRenderGUIPages so that people don't use it as a
    // fundamental part of GUI state management.
    var bool bHackDoNotRenderGUIPages;

    // Delegates
    Delegate OnAdminReply(string Reply);	// Called By PlayerController

    #if IG_GUI_LAYOUT //dkaplan- Notification of Level Changes
    #if IG_TRIBES3 // dbeswick: needed reference to the level
    event PreLevelChange(string DestURL, LevelSummary NewSummary);
    event PostLevelChange(LevelInfo newLevel, bool bSaveGame);
    event PostPrecache()
    {
    	OnPostPrecache();
    }

    Delegate OnPostPrecache();
    // Paul: handle suppression of level rendering
    event bool ShouldSuppressLevelRender()
    {
    	return false;
    }
    #else
    event PreLevelChange();
    event PostLevelChange();
    #endif
    #endif

    // ================================================
    // OpenMenu - Opens a new menu and places it on top of the stack

    #if IG_GUI_LAYOUT //dkaplan-extra optional param for passing ints (used by gui dialogues)
    event bool OpenMenu(string NewMenuName, optional string MenuNameOverride, optional string Param1, optional string Param2, optional int param3 )
    #else
    event bool OpenMenu(string NewMenuName, optional string Param1, optional string Param2)
    #endif
    {
    	return false;
    }

    // ================================================
    // Create a bunch of menus at start up

    event AutoLoadMenus();	// Subclass me

    #if IG_TRIBES3 // Alex:
    event AutoLoadMenuClass(class<Object> menuClass);
    #endif

    // ================================================
    // Replaces a menu in the stack.  returns true if success

    #if IG_GUI_LAYOUT //dkaplan-extra optional param for passing ints (used by gui dialogues)
    event bool ReplaceMenu(string NewMenuName, optional string MenuNameOverride, optional string Param1, optional string Param2, optional int param3 )
    #else
    event bool ReplaceMenu(string NewMenuName, optional string Param1, optional string Param2)
    #endif
    {
    	return false;
    }

    #if IG_GUI_LAYOUT //dkaplan-removed annoying unused param
    event bool CloseMenu()	// Close the top menu.  returns true if success.
    #else
    event bool CloseMenu(optional bool bCanceled)	// Close the top menu.  returns true if success.
    #endif
    {
    	return true;
    }
    #if IG_GUI_LAYOUT //dkaplan-removed annoying unused param
    event CloseAll();
    #else
    event CloseAll(bool bCancel);
    #endif

    #if IG_SHARED // dbeswick: added remove of menu by name
    function RemoveMenu(string MenuName);
    #endif

    function SetControllerStatus(bool On)
    {
    	bActive = On;
    	bVisible = On;
    	bRequiresTick=On;

    	// Add code to pause/unpause/hide/etc the game here.

    }

    event InitializeController();	// Should be subclassed.

    #if !IG_GUI_LAYOUT //dkaplan- big bad hacks do nothing... bye bye
    event bool NeedsMenuResolution(); // Big Hack that should be subclassed
    event SetRequiredGameResolution(string GameRes);
    #endif

    #if IG_TRIBES3	// michaelj:  Added ability to inform GUIPages of gameplay messages
    // Needed this in the base class in Engine because the message needs to be generated
    // by Engine's PlayerController (Gameplay's PlayerCharacterController doesn't appear
    // to get instantiated in Entry)

    function onGameplayMessage(Message msg)
    {
    }
    #endif

    #if IG_MOJO // david: added event called when a mojo cutscene finished
    event OnMojoFinished();
    #endif

    #if IG_TRIBES3 // dbeswick: all download notification is done through the GUI system
    ////////////////////////////////////////////////////////////////////////////////
    // Network
    ////////////////////////////////////////////////////////////////////////////////
    event OnProgress(string Str1, string Str2)
    {
    }
    #endif

    #if IG_TRIBES3 // dbeswick: make sure network URLs go through the join screen for gamespy compatibility
    // return false to abort the browse
    event bool OnNetworkBrowse(string URL, string ProfileOption, bool bSelectProfile)
    {
    	return true;
    }
    #endif

    #if IG_TRIBES3 // dbeswick:
    event bool IsPageActive(string MenuClass)
    {
    	return false;
    }
    #endif

    defaultproperties
    {
    	bHackDoNotRenderGUIPages=false;
    	bNativeEvents=True
    	bActive=False
    	bRequiresTick=False
    	bVisible=False
    	DefaultPens(0)=Texture'Engine_res.MenuWhite'
    	DefaultPens(1)=Texture'Engine_res.MenuBlack'
    	DefaultPens(2)=Texture'Engine_res.MenuGray'
    }

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Class file time: ne 5.9.2004 16:01:20.000 - Creation time: st 23.5.2018 00:10:42.421 - Created with UnCodeX