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# GUI.GUIController

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    // ====================================================================
    //  Class:  Engine.GUIController
    //
    //  The GUIController is a simple FILO menu stack.  You have 3 things
    //  you can do.  You can Open a menu which adds the menu to the top of the
    //  stack.  You can Replace a menu which replaces the current menu with the
    //  new menu.  And you can close a menu, which returns you to the last menu
    //  on the stack.
    //
    //  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 GUIController extends Engine.BaseGUIController
            Config(GuiBase)
            HideCategories(Menu,Object)
    		Native;

    cpptext
    {
            UBOOL ScriptConsoleExec( const TCHAR* Str, FOutputDevice& Ar, UObject* Executor );
    		void  NativeMessage(const FString Msg, FLOAT MsgLife);
    		UBOOL NativeKeyType(BYTE& iKey, TCHAR Unicode );
    		UBOOL NativeKeyEvent(BYTE& iKey, BYTE& State, FLOAT Delta );
    		void  NativeTick(FLOAT DeltaTime);
    		void  NativePreRender(UCanvas* Canvas);
    		void  NativePostRender(UCanvas* Canvas);

    		virtual void LookUnderCursor(FLOAT dX, FLOAT dY);
    		UGUIComponent* UnderCursor(FLOAT MouseX, FLOAT MouseY);

    		UBOOL virtual MousePressed(UBOOL IsRepeat);
    		UBOOL virtual MouseReleased();

    		UBOOL HasMouseMoved();

    		void PlayInterfaceSound(USound* sound);
    		void PlayClickSound(BYTE SoundNum);

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

            void GroupAllControlsInBounds( UGUIMultiComponent* Ctrl, FLOAT top, FLOAT bottom, FLOAT left, FLOAT right );
    }

    enum eComponentAlign
    {
        cALIGN_Left,
        cALIGN_Right,
        cALIGN_Top,
        cALIGN_Bottom,
    };

    enum eComponentSize
    {
        cSIZE_Width,
        cSIZE_Height,
    };

    struct sMoveGroup
    {
        var() Editinline EditConst array<GUIComponent> CtrlGroup "Group of controls that can be moved/sized together";
    };

    var(MiscState) config                      bool                    bDontDisplayHelpText "If true, help text will never be displayed for this page";

    var(EditorState) EditInline EditConst array<sMoveGroup> MoveGroups "Array of groups of controls";

    var(Grid) config int                 GridSize "Size of grid";
    var(Grid) config bool                bSnapToGrid "If set will snap to grid in edit mode";
    var(Grid) EditConst config int                 ResolutionX "Screen width in pixels.  Set using console command \"SetGuiRes X Y\"";
    var(Grid) EditConst config int                 ResolutionY "Screen height in pixels.  Set using console command \"SetGuiRes X Y\"";
    var(EditorState) EditConst	 bool                bMousePositioning "the mouse is being used to position a component";
    var(ActorAdjustments) config      float           GUI_TO_WORLD_X "minor adjustment to all actors in the X direction";
    var(ActorAdjustments) config      float           GUI_TO_WORLD_Y "minor adjustment to all actors in the Y direction";
    var(EditorState) EditConst bool                        bLastScaled "used for pagewide scale toggling";

    var(GUIController) config array<string> PackageNames "FileNames of packages to autoload when running the gui editor";
    var(EditorState) editconst bool bHasLoadedPackages "will only load packages the first time (when this is false)";

    //dkaplan - Persistency stack now holds all components set as bPersistent (see GUIMultiComponent for creation of non-GUIPages)
    var(GUIPages) Editinline EditConst Array<GUIComponent>	PersistentStack "Holds the set of Components which are persistent across close/open/reopen; only instanciated once";
    var(EditorState) EditConst	Editinline export	array<GUIPage>		MenuStack "Holds the stack of menus";
    var(EditorState) EditConst	Editinline	GUIPage				ActivePage "Points to the currently active page";
    var(GUIController) editinline config     			Array<String>		FontNames "Holds all the possible font names";
    var(EditorState) EditConst	Editinline  Array<GUIFont>		FontStack "Holds all the possible fonts";
    var(EditorState) EditConst	Editinline  Array<GUIStyles>	StyleStack "Holds all of the possible styles";
    var(GUIController) editinline config 				Array<string>		StyleNames "Holds the name of all styles to use";
    var(Cursors) editinline config              Array<Material>		MouseCursors "Holds a list of all possible mouse";
    var(Cursors) editinline config              Array<vector>		MouseCursorOffset "Only X,Y used, between 0 and 1. 'Hot Spot' of cursor material.";

    var(MiscState) Editconst byte				ControllerMask "Used to mask input for various Controllers";
    var(MiscState) Editconst byte				ControllerId "The current Controller ID #";
    var(MiscState) Editconst float				MouseX,MouseY "Where is the mouse currently located";
    var(MiscState) Editconst float				LastMouseX, LastMouseY;

    var(MiscState) Editconst bool				ShiftPressed "Shift key is being held";
    var(MiscState) Editconst bool				AltPressed "Alt key is being held";
    var(MiscState) Editconst bool				CtrlPressed "Ctrl key is being held";

    var(MiscState) Config float				    DblClickWindow "How long do you have for a double click";
    var(MiscState) Editconst float				LastClickTime "When did the last click occur";
    var(MiscState) Editconst int				LastClickX,LastClickY "Who was the active component";

    var(MiscState) Editconst float				ButtonRepeatDelay "The amount of delay for faking button repeats";
    var(MiscState) Editconst byte				RepeatKey[4] "Used to determine what should repeat";
    var(MiscState) Editconst float				RepeatDelta[4] "Data var";
    var(MiscState) Editconst float				RepeatTime[4] "How long until the next repeat;";

    var(MiscState) Editconst float				CursorFade "How visible is the cursor";
    var(MiscState) Editconst int				CursorStep "Are we fading in or out";
    var(MiscState) Editconst float				FastCursorFade "How visible is the cursor";
    var(MiscState) Editconst int				FastCursorStep "Are we fading in or out";

    var(MiscState) Editconst GUIComponent		FocusedControl "Top most Focused control";
    var(MiscState) Editconst GUIComponent 		ActiveControl "Which control is currently active";
    var(MiscState) Editconst GUIComponent		SkipControl "This control should be skipped over and drawn at the end";
    var(MiscState) Editconst GUIComponent		MoveControl "Used for visual design";

    #if IG_TRIBES3 // dbeswick: for player design mode
    var(MiscState) Editconst float				SavedMoveOffsetX;
    var(MiscState) Editconst float				SavedMoveOffsetY;
    #endif

    var(MiscState) config bool bModAuthor "Allows bDesign Mode";
    var(MiscState) Editconst bool bDesignMode "Are we in design mode";
    #if IG_TRIBES3 // dbeswick: added a 'player design mode' to be used by players, i.e. to move a hud around
    var(MiscState) Editconst bool bPlayerDesignMode; // set in conjunction with bDesignMode
    #endif
    var(MiscState) Editconst bool bHighlightCurrent "Highlight the current control being edited";

    var(EditorState) EditConst	bool				bStyleCreate "Are we creating a new style";
    var(EditorState) EditConst	bool				bStylesDisplay "Are we displaying available styles/fonts";
    var(EditorState) EditConst	bool				bMemberDisplay "Are we displaying member properties";
    var(EditorState) EditConst	bool				bMemberEdit "Are we editing member properties";
    var(EditorState) EditConst	bool				bEditing "Are we currently editing a member's properties";
    var(EditorState) EditConst	bool				bHelpDisplay "Are we showing the help menu";
    var(EditorState) EditConst	bool				bShowConfigMembers "Are we showing the Config members?";
    var(EditorState) EditConst	bool				bShowGUIMembers "Are we showing the GUI members?";
    var(EditorState) EditConst	bool				bShowPageList "Are we showing the page list?";
    var(EditorState) EditConst	bool				bComponentMenu "Are we showing the available components?";

    var(Clipboard)  EditConst Editinline GUIComponent SaveControl             "The Clipboard component for storing component's config members";
    var(Clipboard)	EditConst Editinline GUIStyles SaveStyle               "The Clipboard style for storing style's config members";
    var(EditorState) EditConst	string              CurrentMemberObjName "currently active (for edit) member";
    var(EditorState) EditConst	array<string>       CurrentMemberObjValue "current text entry for current member";
    var(EditorState) EditConst	int                 CurrentMember "current position in member list";
    var(EditorState) EditConst	int                 MemberEditLevel "current position in edit history";
    var(EditorState) EditConst	int                 MemberEditPosition "current position in edit string";
    var(GUIController) editinline config localized    array<string>       HelpStack "List of GUI editor commands";
    var(GUIController) editinline config              array<string>       ComponentClassList "List of available GUI components";

    var(Misc) config				float				MenuMouseSens "Mouse Sensitivity in the gui";

    // Sounds
    var(Sounds) config				sound				MouseOverSound "Sound played when the mouse moves over something";
    var(Sounds) config				sound				ClickSound "Sound played when the mouse clicks something";
    var(Sounds) config				sound				EditSound "Sound played when a change is made";
    var(Sounds) config				sound				UpSound "Sound played on an up-click";
    var(Sounds) config				sound				DownSound "Sound played on a down-click";

    var(MiscState) Editconst bool bForceMouseCheck "Forces the gui to check the mouse immediately following the open/close of a page to get what is underneath";
    var(MiscState) Editconst bool bSwallowNextKeyType "Forces the gui to drop and swallow the next key type";

    var(GUIController) editinline config	array<GUI.ControlSpec>	AutoLoad "Any components specified in here will be automatically loaded on startup, usefull for pages, panels, and other intensively functional components";

    var private array<GUIComponent> InterestedResolutionChanged;    //GUIComponents who are interested in receiving notification when resolution changes

    // Joystick/JoyPad/Console Specific

    var(Misc) config	bool	bEmulatedJoypad "Have the cursor keys emulate a XBox controller";
    var(Misc) config	bool	bJoyMouse "When true, right control stick acts as a 1 button mouse";
    var(Misc) config  bool	bHideMouseCursor "When true, the mouse cursor will be hidden";
    var(Misc) config  float	JoyDeadZone "The DeadZone for joysticks";

    var		Float	JoyLeftXAxis[4];
    var		Float 	JoyLeftYAxis[4];
    var		Float	JoyRightXAxis[4];
    var		Float	JoyRightYAxis[4];
    var		Byte	JoyButtons[64];

    var float JoyControlsDelta[16];	// How long since a joystick was converted

    // Temporary for Design Mode
    var Material WhiteBorder;

    var(DEBUG) private bool CaptureScriptExec "When non-zero, does not allow other interactions to process script exec functions";

    native event GUIFont GetMenuFont(string FontName); 	// Finds a given font in the FontStack
    native event GUIStyles GetStyle(string StyleName); 	// Find a style on the stack
    native function string GetCurrentRes();				// Returns the current res as a string

    // Utility functions for the UI

    native function GetMapList(string Prefix, GUIList list);

    native function ResetKeyboard();
    native function MouseEmulation(bool On);

    #if IG_TRIBES3	// michaelj:  Integrated demo functions from UT2004
    // Used by a demo manager
    native function GetDEMList(out array<string> DEMFiles);
    native function bool GetDEMHeader(string DemoName, out string MapName, out string GameType,
    								  out int ScoreLimit, out int TimeLimit, out int ClientSide,
                                      out string RecordedBy, out string Timestamp, out String ReqPackages);

    // michaelj:  Function to retrieve level summary using LOAD_NoVerify
    native function LevelSummary LoadLevelSummary(string LevelSummaryName);
    #endif

    delegate bool OnNeedRawKeyPress(byte NewKey);

    ////////////////////////////////////////////////////////////////////////////////
    // Initialization
    ////////////////////////////////////////////////////////////////////////////////

    // Initialize the controller
    event InitializeController()
    {
    	local int i;

    	GetGuiResolution();

        FontStack.Remove(0,FontStack.Length);
        StyleStack.Remove(0,StyleStack.Length);
    	for (i=0;i<FontNames.Length;i++)
        {
    	    if (!RegisterFont(FontNames[i]))
    		    log("Could not create requested font"@FontNames[i]);
        }
    	for (i=0;i<StyleNames.Length;i++)
    	{
    	    if (!RegisterStyle(StyleNames[i]))
    				log("Could not create requested style"@StyleNames[i]);
    	}
    	if( bModAuthor )
    	{
    	    SaveStyle = new( none ) class'GUI.GUIStyles';
            //create the move groups
    	    for( i = 0; i < 10; i++ )
    	    {
    	        MakeMoveGroup();
    	    }
    	}

    	bActive = true;

    	AutoLoadMenus();
    }

    // Register a single font
    event bool RegisterFont(String FontClass)
    {
        local GUIFont NewFont;

    	NewFont = new(None, FontClass) class'GUI.GUIFont';

    	if (NewFont != None)
    	{
    		NewFont.Controller = self;
    		FontStack[FontStack.Length] = NewFont;
    		return true;
    	}
    	return false;
    }

    // Register a single style
    event bool RegisterStyle(String StyleClass)
    	{
        local GUIStyles NewStyle;

    	NewStyle = new(None, StyleClass) class'GUI.GUIStyles';

    		if (NewStyle != None)
    		{
    			StyleStack[StyleStack.Length] = NewStyle;
    		NewStyle.KeyName = StyleClass;
    			NewStyle.Controller = self;
    			NewStyle.Initialize();
    			return true;
    		}
    	return false;
    }

    // Set the state of the controller (true == controller is active)
    function SetControllerStatus(bool On)
    {
    	//bActive = On;
    	bVisible = On;
    	bRequiresTick=On;

    	// Attempt to Pause as well as show the windows mouse cursor.
        //	ViewportOwner.Actor.Level.Game.SetPause(On, ViewportOwner.Actor);

    	//off, unless active page is a non-HUD menu
    	ViewportOwner.bShowWindowsMouse=(On && !ActivePage.bIsHUD);

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

    	if (!On)
    		ViewportOwner.Actor.ConsoleCommand("toggleime 0");
    }

    // Load everything in the AutoLoad stack
    event AutoLoadMenus()
    {
    	local GUIComponent NewMenu;
        local int i;

    	log("GUIController: Autoloading Components...");

        super.AutoLoadMenus();

        for (i=0;i<AutoLoad.Length;i++)
    	{
        	NewMenu = CreateComponent(AutoLoad[i].ClassName,AutoLoad[i].ObjName);
    		if (NewMenu==None)
            	log("  Could not Autoload"@AutoLoad[i].ObjName);
            else
    		{
    	        if (!NewMenu.bInited)
    				NewMenu.InitComponent(None);
                log("AutoLoaded Menu "$AutoLoad[i].ObjName);
    		}
    	}
    }

    #if IG_TRIBES3	// michaelj:  Added ability to inform GUIPages of gameplay messages
    function onGameplayMessage(Message msg)
    {
    	local int i;
    	local bool bFoundActivePage;

    	// Inform all GUIPages
    	if( MenuStack.Length <= 0 )
            return;

    	for (i=0;i<MenuStack.Length-1;i++)
    	{
    		MenuStack[i].onGameplayMessage(msg);
    		if (MenuStack[i] == ActivePage)
    			bFoundActivePage = true;
    	}

    	// Inform the active page too, since it doesn't seem to necessarily be on the stack
    	if (!bFoundActivePage)
    		ActivePage.onGameplayMessage(msg);
    }
    #endif

    function String FixGUIComponentName( String ComponentName )
    {
    	if( Len(ComponentName) > 64 )
    	    ComponentName = Left(ComponentName,45)$"X"$Right(ComponentName,17); //weird, not failsafe, but this prevents more problems then it would ever potentially create
    	return ComponentName;
    }

    ////////////////////////////////////////////////////////////////////////////////
    // Component Creation
    ////////////////////////////////////////////////////////////////////////////////

    // ================================================
    // CreateComponent - Attempts to Create a component.  Returns none if it can't
    event GUIComponent CreateComponent(string ComponentClass,optional string ComponentName)
    {
    	local class<GUIComponent> NewComponentClass;
    	local GUIComponent NewComponent;

        //if one already exists with the current name in the persistent stack, return it
        if(ComponentName == "" )
        {
            //no name passed in so construct a default one, based off of the class name
            ComponentName = Right(ComponentClass,Len(ComponentClass)-InStr(ComponentClass,".")-1);
    	}

        ComponentName = FixGUIComponentName( ComponentName );

        NewComponent = FindPersistentComponent(ComponentName,true);
        if( NewComponent != None )
    	{
    		//log("Persistent component found: "$ComponentName);
            return NewComponent;
    	}

    	NewComponentClass = class<GUIComponent>(DynamicLoadObject(ComponentClass,class'class'));
    	if (NewComponentClass != None)
    	{

            //ALL GUI COMPONENTS ARE CREATED RIGHT HERE!!!
    		NewComponent = new(None, ComponentName ) NewComponentClass(self);

    		// Check for errors
    		if (NewComponent == None)
    		{
    			log("Could not create requested component"@ComponentClass);
    				return None;
    		}

    		// Save in PersistentStack if it's persistent.
    		if( NewComponent.bPersistent )
    		{
    			PersistentStack[PersistentStack.Length] = NewComponent;
    		}
    		//assign self as controller - if needed change, will update later on InitComponent
            NewComponent.Controller = self;

        	return NewComponent;
    	}
    	else
    	{
    		log("Could not DLO component '"$ComponentClass$"'");
    		return none;
    	}
    }

    ////////////////////////////////////////////////////////////////////////////////
    // Component Creation support
    ////////////////////////////////////////////////////////////////////////////////

    //dkaplan - reloads things in the AutoLoad list
    event ReloadGUI()
    {
        PersistentStack.Remove( 0, PersistentStack.Length );
        AutoLoadMenus();
    }

    // dkaplan, left in for consistency; now handled by Create Component
    event GUIPage CreateMenu(string NewMenuName,optional string MenuNameOverride)
    {
        return GUIPage(CreateComponent( NewMenuName, MenuNameOverride ));
    }

    // find a persistent component by name
    event GUIComponent FindPersistentComponent( string theName, optional bool bExact )
    {
        local int i;
        for( i=0; i<PersistentStack.length; i++ )
        {
            //disregard case
            if( ( theName ~= string(PersistentStack[i].Name) ) || ( !bExact && InStr(Caps(PersistentStack[i].Name), Caps(theName)) >= 0 ) )
                return( PersistentStack[i] );
        }
        return None;
    }

    // remove a persistent component by name
    function RemovePersistentComponent( GUIComponent Ctrl )
    {
        local int i;
        for( i=0; i<PersistentStack.length; i++ )
        {
            if( Ctrl == PersistentStack[i] )
            {
                PersistentStack[i]=None;
                PersistentStack.Remove( i, 1 );
            }
        }
    }

    ////////////////////////////////////////////////////////////////////////////////
    // GUI Page management
    ////////////////////////////////////////////////////////////////////////////////

    // ================================================
    // OpenMenu - Opens a new menu and places it on top of the stack
    event bool OpenMenu(string NewMenuName, optional string MenuNameOverride, optional string Param1, optional string Param2, optional int param3)
    {
    	return InternalOpenMenu( CreateMenu(NewMenuName, MenuNameOverride), Param1, Param2, Param3 );
    }

    event bool InternalOpenMenu( GUIPage NewMenu, optional string Param1, optional string Param2, optional int param3 )
    {
    	if (NewMenu!=None)
    	{
            if (!NewMenu.bInited)
    			NewMenu.InitComponent(None);

    		ResetFocus();

            if( ActivePage != None )
            {
                ActivePage.DeActivate();
                if( !newMenu.bIsOverlay )
        		    ActivePage.Hide(); //only keep this active if new page is just an overlay
            }

    #if IG_TRIBES3 // dbeswick: stop sticky keys
    		ViewportOwner.Actor.ConsoleCommand("RESETALLINPUT");
    #endif

            //NEW MENU NOW ACTIVE PAGE!!!
    		ActivePage = NewMenu;
    		MenuStack[MenuStack.Length] = ActivePage;

    		ActivePage.Show();
    		if( !ActivePage.bIsHUD )
        		ActivePage.Activate();
    		ActivePage.HandleParameters(Param1, Param2, param3);

    		SetControllerStatus(true);
    		bForceMouseCheck = true;
    		return true;
    	}
    	else
    	{
    		return false;
    	}
    }

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

    event bool ReplaceMenu(string NewMenuName, optional string MenuNameOverride, optional string Param1, optional string Param2, optional int param3)
    {
    	local GUIPage NewMenu;

    	NewMenu = CreateMenu(NewMenuName, MenuNameOverride);
    	if (NewMenu!=None)
    	{
            if (!NewMenu.bInited)
    			NewMenu.InitComponent(None);

    		ResetFocus();

    		if (ActivePage!=None)
            {
                ActivePage.DeActivate();
                if( !newMenu.bIsOverlay )
        		    ActivePage.Hide(); //only keep this active if new page is just an overlay
                MenuStack.Remove( MenuStack.Length-1, 1);
            }

            //NEW MENU NOW ACTIVE PAGE!!!
    		ActivePage = NewMenu;

        	MenuStack[MenuStack.Length] = ActivePage;

            ActivePage.Show();
    		if( !ActivePage.bIsHUD )
                ActivePage.Activate();
    		ActivePage.HandleParameters(Param1, Param2, Param3);

    		SetControllerStatus(true);
    		bForceMouseCheck = true;

    		return true;
    	}
    	else
    		return false;
    }

    event bool CloseMenu()	// Close the top menu.  returns true if success.
    {
    	if (MenuStack.Length <= 0)
    	{
    		log("Attempting to close a non-existing menu page");
    		return false;
    	}

        ActivePage.DeActivate();
        ActivePage.Hide();
    	MenuStack.Remove(MenuStack.Length-1,1);

    	ResetFocus();

    	MoveControl = None;
    	SkipControl = None;
    	ActiveControl = None;
    	ActivePage = None;
    	FocusedControl = None;

    	// Gab the next page on the stack
    	if (MenuStack.Length>0)	// Pass control back to the previous menu
    	{
    		ActivePage = MenuStack[MenuStack.Length-1];
            ActivePage.Show();
    		if( !ActivePage.bIsHUD )
                ActivePage.Activate();
            SetControllerStatus(true);
    	}
    	else
    	{
     		SetControllerStatus(false);
    	}

    	bForceMouseCheck = true;

    #if IG_TRIBES3 // dbeswick: stop sticky keys
    		ViewportOwner.Actor.ConsoleCommand("RESETALLINPUT");
    #endif

    	return true;
    }

    // Close all pages in the gui
    event CloseAll()
    {
    	local int i;

    	if( MenuStack.Length <= 0 )
            return;

    	for (i=0;i<MenuStack.Length-1;i++)
    	{
    	    if( MenuStack[i].bActiveInput )
        	    MenuStack[i].DeActivate();
    	    if( MenuStack[i].bVisible )
                MenuStack[i].Hide();
        	if (!MenuStack[i].bPersistent)
            	MenuStack[i].Free();
    		MenuStack[i] = None;
    	}

        MenuStack.Remove(0,MenuStack.Length-1);

        //ActivePage is now last on the stack, so close it
    	CloseMenu();
    }

    // accessor to the top (active) page
    function GUIPage TopPage()
    {
    	return ActivePage;
    }

    function GUIPage ParentPage()
    {
        if( MenuStack.Length > 1 )
        	return MenuStack[MenuStack.Length-2];
        return None;
    }

    ////////////////////////////////////////////////////////////////////////////////
    // Level change hooks
    ////////////////////////////////////////////////////////////////////////////////

    #if IG_TRIBES3 // dbeswick: needed reference to the level
    event PreLevelChange(string DestURL, LevelSummary NewSummary)
    {
        Super.PreLevelChange(DestUrl, NewSummary);
    }

    event PostLevelChange(LevelInfo newLevel, bool bSaveGame)
    {
        Super.PostLevelChange(newLevel, bSaveGame);
    }
    #else
    event PreLevelChange()
    {
        Super.PreLevelChange();
    }

    event PostLevelChange()
    {
        Super.PostLevelChange();
    }
    #endif

    ////////////////////////////////////////////////////////////////////////////////
    // Focused Component management
    ////////////////////////////////////////////////////////////////////////////////

    event ChangeFocus(GUIComponent NewFocus)
    {
    	if (FocusedControl!=None && FocusedControl!=NewFocus)
    	{
    		FocusedControl.LoseFocus();
    	}
    	FocusedControl=NewFocus;
    	FocusedControl.SetFocusInstead( None );
    }

    function ResetFocus()
    {
    	local int i;

    	if (ActiveControl!=None)
    	{
    		ActiveControl.EnableComponent();
    		ActiveControl=None;
    	}

        for (i=0;i<4;i++)
        {
    		RepeatKey[i]=0;
    		RepeatTime[i]=0;
        }
    }

    function SetCaptureScriptExec(bool bCapture)
    {
        CaptureScriptExec=bCapture;
    //    if( bCapture )
    //        CaptureScriptExec++;
    //    else
    //        CaptureScriptExec--;
    }

    ////////////////////////////////////////////////////////////////////////////////
    // Editor utilities
    ////////////////////////////////////////////////////////////////////////////////

    function MakeMoveGroup()
    {
        local sMoveGroup mtGroup;
        MoveGroups[MoveGroups.Length]=mtGroup;
    }

    event GroupControl( GUIComponent Ctrl, int group )
    {
        local int i;

        // remove from previous group
        if( Ctrl.MoveGroup >= 0 )
        {
            for( i = 0; i < MoveGroups[Ctrl.MoveGroup].CtrlGroup.Length; i++ )
            {
                if( MoveGroups[Ctrl.MoveGroup].CtrlGroup[i] == Ctrl )
                {
                    MoveGroups[Ctrl.MoveGroup].CtrlGroup.Remove( i, 1 );
                    break;
                }
            }
            //remove only
            if( Ctrl.MoveGroup == group )
            {
                Ctrl.MoveGroup = -1;
                return;
            }
        }

        // not remove only, so group it
        MoveGroups[group].CtrlGroup[MoveGroups[group].CtrlGroup.Length]=Ctrl;
        Ctrl.MoveGroup = group;
    }

    event KillControlGroup( int group )
    {
        local int i;

        for( i = 0; i < MoveGroups[group].CtrlGroup.Length; i++ )
        {
            MoveGroups[group].CtrlGroup[i].MoveGroup = -1;
        }

        // not remove only, so group it
        MoveGroups[group].CtrlGroup.Remove( 0, MoveGroups[group].CtrlGroup.Length );
    }

    event MoveControlGroup( int fromGroup, int toGroup )
    {
        while( MoveGroups[fromGroup].CtrlGroup.Length > 0 )
        {
            GroupControl( MoveGroups[fromGroup].CtrlGroup[0], toGroup );
        }
    }

    event AlignControlsInGroup( GUIComponent Ctrl, eComponentAlign align )
    {
        local int i;
        local GUIComponent ChangeCtrl;

        if( Ctrl == None || Ctrl.MoveGroup < 0 )
            return;

        for( i = 0; i < MoveGroups[Ctrl.MoveGroup].CtrlGroup.Length; i++ )
        {
            ChangeCtrl = MoveGroups[Ctrl.MoveGroup].CtrlGroup[i];
            switch( align )
            {
                case cALIGN_Left:
                    ChangeCtrl.WinLeft = Ctrl.WinLeft;
                    break;
                case cALIGN_Top:
                    ChangeCtrl.WinTop = Ctrl.WinTop;
                    break;
                case cALIGN_Right:
                    ChangeCtrl.WinLeft = Ctrl.WinLeft + Ctrl.WinWidth - ChangeCtrl.WinWidth;
                    break;
                case cALIGN_Bottom:
                    ChangeCtrl.WinTop = Ctrl.WinTop + Ctrl.WinHeight - ChangeCtrl.WinHeight;
                    break;
            }
            UpdateControl( ChangeCtrl, false );
        }
    }

    event SizeControlsInGroup( GUIComponent Ctrl, eComponentSize size )
    {
        local int i;
        local GUIComponent ChangeCtrl;

        if( Ctrl == None || Ctrl.MoveGroup < 0 )
            return;

        for( i = 0; i < MoveGroups[Ctrl.MoveGroup].CtrlGroup.Length; i++ )
        {
            ChangeCtrl = MoveGroups[Ctrl.MoveGroup].CtrlGroup[i];
            switch( size )
            {
                case cSIZE_Width:
                    ChangeCtrl.WinWidth = Ctrl.WinWidth;
                    break;
                case cSIZE_Height:
                    ChangeCtrl.WinHeight = Ctrl.WinHeight;
                    break;
            }
            UpdateControl( ChangeCtrl, true );
        }
    }

    event SelectNextControlInMoveGroup()
    {
        local int i;

        if( MoveControl == None || MoveControl.MoveGroup < 0 )
            return;

        for( i = 0; i < MoveGroups[MoveControl.MoveGroup].CtrlGroup.Length; i++ )
        {
            if( MoveControl == MoveGroups[MoveControl.MoveGroup].CtrlGroup[i] )
            {
                if( i+1 >= MoveGroups[MoveControl.MoveGroup].CtrlGroup.Length )
                    MoveControl = MoveGroups[MoveControl.MoveGroup].CtrlGroup[0];
                else
                    MoveControl = MoveGroups[MoveControl.MoveGroup].CtrlGroup[i+1];
                return;
            }
        }
    }

    event MoveFocused(GUIComponent Ctrl, int bmLeft, int bmTop, int bmWidth, int bmHeight, float ClipX, float ClipY, optional bool bMoveGroup)
    {
    	local float val;
        local bool bResized;
        local int i;

    	if( bMoveGroup && Ctrl.MoveGroup>=0)
        {
            for( i = 0; i < MoveGroups[Ctrl.MoveGroup].CtrlGroup.Length; i++ )
            {
                MoveFocused( MoveGroups[Ctrl.MoveGroup].CtrlGroup[i], bmLeft, bmTop, bmWidth, bmHeight, ClipX, ClipY, false );
            }
            //dont re-move this control
            return;
        }

    	val = 1;

    	if (bmLeft!=0)
    	{
    		if (Ctrl.bScaled)
    			Ctrl.WinLeft = Ctrl.WinLeft + ( (Val/ClipX) * bmLeft);
    		else
    			Ctrl.WinLeft += (Val*bmLeft);
    	}

    	if (bmTop!=0)
    	{
    		if (Ctrl.bScaled)
    			Ctrl.WinTop = Ctrl.WinTop + ( (Val/ClipY) * bmTop);
    		else
    			Ctrl.WinTop+= (Val*bmTop);
    	}

    	if (bmWidth!=0)
    	{
    		if (Ctrl.bScaled)
    			Ctrl.WinWidth = Ctrl.WinWidth + ( (Val/ClipX) * bmWidth);
    		else
    			Ctrl.WinWidth += (Val*bmWidth);
            bResized=true;
    	}

    	if (bmHeight!=0)
    	{
    		if (Ctrl.bScaled)
    			Ctrl.WinHeight = Ctrl.WinHeight + ( (Val/ClipX) * bmHeight);
    		else
    			Ctrl.WinHeight += (Val*bmHeight);
            bResized=true;
    	}
        if( !bMousePositioning )
        {
            UpdateControl(Ctrl, bResized);
        }
    }

    #if IG_TRIBES3 // dbeswick: for player design mode
    // use screen coordinates. they will be translated into relative coordinates
    event SetFocusedPos(GUIComponent Ctrl, float bmLeft, float bmTop, int ClipX, int ClipY)
    {
    	if (Ctrl == None)
    		return;

    	Ctrl.WinLeft = bmLeft / ClipX;
    	Ctrl.WinTop = bmTop / ClipY;

    	if (Ctrl.WinLeft + Ctrl.WinWidth > 1)
    		Ctrl.WinLeft = 1 - Ctrl.WinWidth;
    	if (Ctrl.WinTop + Ctrl.WinHeight > 1)
    		Ctrl.WinTop = 1 - Ctrl.WinHeight;
    	if (Ctrl.WinLeft < 0)
    		Ctrl.WinLeft = 0;
    	if (Ctrl.WinTop < 0)
    		Ctrl.WinTop = 0;

        if( !bMousePositioning )
        {
            UpdateControl(Ctrl, false);
        }
    }
    #endif

    event UpdateControl(GUIComponent Ctrl, bool bResized)
    {
        if( bSnapToGrid )
            SnapToGrid(Ctrl,bResized);
        Ctrl.OnChangeLayout();
    }

    //resolution get/set to be used only for gui placement system!
    event GetGuiResolution()
    {
        local String CurrentRes;
    	local int i;

        CurrentRes = ViewportOwner.Actor.ConsoleCommand( "GETCURRENTRES" );
        i = InStr( CurrentRes, "x" );
        if( i > 0 )
        {
    		ResolutionX = int( Left ( CurrentRes, i )  );
    		ResolutionY = int( Mid( CurrentRes, i+1 ) );
        }
    log( "[dkaplan] GetGuiResolution, CurrentRes = "$CurrentRes$", ResolutionX = "$ResolutionX$", ResolutionY = "$ResolutionY );
    }

    //tcohen: support for notification when resolution changes

    #if IG_TRIBES3 // dbeswick: added to support resolution changes
    function SetChildrenDirty(GUIMultiComponent C)
    {
        local int i;

    	for (i=0; i < C.Controls.Length; i++)
    	{
    		C.Controls[i].SetDirty();
    		if (GUIMultiComponent(C.Controls[i]) != None)
    			SetChildrenDirty(GUIMultiComponent(C.Controls[i]));
    	}
    }
    #endif

    event OnResolutionChanged(int OldResolutionX, int OldResolutionY, int NewResolutionX, int NewResolutionY)
    {
        local int i;

    #if IG_TRIBES3 // dbeswick: added to support resolution changes
    	// set all controls dirty
        for (i=0;i<MenuStack.Length;i++)
    	{
        	SetChildrenDirty(MenuStack[i]);
    	}
    #endif

    	for (i=0; i<InterestedResolutionChanged.length; ++i)
            InterestedResolutionChanged[i].OnResolutionChanged(OldResolutionX, OldResolutionY, ResolutionX, ResolutionY);
    }

    function RegisterNotifyResolutionChanged(GUIComponent Component)
    {
        //I'm calling this function inside an assertWithDescription() to save the expense for shipping build
        assertWithDescription(!ComponentIsRegisteredForResolutionChanged(Component),
            "[tcohen] "$Component$" is registering for notification that the resolution changed.  But it is already registered for that notification.");

        //add interest
        InterestedResolutionChanged[InterestedResolutionChanged.length] = Component;
    }

    function bool ComponentIsRegisteredForResolutionChanged(GUIComponent Component)
    {
        local int i;

        for (i=0; i<InterestedResolutionChanged.length; ++i)
            if (InterestedResolutionChanged[i] == Component)
                return true;

        return false;
    }

    //it is not an error to UnRegister if Component is not registered
    function UnRegisterNotifyResolutionChanged(GUIComponent Component)
    {
        local int i;

        for (i=0; i<InterestedResolutionChanged.length; ++i)
        {
            if (InterestedResolutionChanged[i] == Component)
            {
               InterestedResolutionChanged.Remove(i, 1);
               return;  //entries in InterestedResolutionChanged are guaranteed to be unique (as long as RegisterNotifyResolutionChanged() is used)
            }
        }
    }

    function SetGuiResolution()
    {
    	ViewportOwner.Actor.ConsoleCommand("SETRES"@ResolutionX$"x"$ResolutionY);
    }

    function ScaleToResolution(GUIComponent Ctrl, optional bool bPropagate)
    {
        DoScalingOnComponent( Ctrl, false, bPropagate );
        }

    function ResolutionToScale(GUIComponent Ctrl, optional bool bPropagate)
        {
        DoScalingOnComponent( Ctrl, true, bPropagate );
        }

    private function DoScalingOnComponent( GUIComponent Ctrl, bool bScaleIt, optional bool bPropagate )
        {
        local int i;

        if( !bScaleIt && Ctrl.bScaled )
        {
            Ctrl.WinLeft *= ResolutionX;
            Ctrl.WinWidth *= ResolutionX;
            Ctrl.WinTop *= ResolutionY;
            Ctrl.WinHeight *= ResolutionY;
        }
        else if( bScaleIt && !Ctrl.bScaled )
        {
            Ctrl.WinLeft /= float(ResolutionX);
            Ctrl.WinWidth /= float(ResolutionX);
            Ctrl.WinTop /= float(ResolutionY);
            Ctrl.WinHeight /= float(ResolutionY);
        }
        Ctrl.bScaled = bScaleIt;

        if( bPropagate && GUIMultiComponent(Ctrl) != None )
        {
            for( i = 0; i < GUIMultiComponent(Ctrl).Controls.Length; i++ )
            {
                DoScalingOnComponent( GUIMultiComponent(Ctrl).Controls[i], bScaleIt, true );
        }
    }
    }

    event ToggleSnapToGrid()
    {
        bSnapToGrid = !bSnapToGrid;
    }

    // snap the component to the grid after a move
    function SnapToGrid(GUIComponent Ctrl, bool bResized)
    {
        local int i;
        local bool bWasScaled;

        bWasScaled = Ctrl.bScaled;

        if( bWasScaled )
            ScaleToResolution(Ctrl);

        //if width/height is same, snap t&l, else snap w&h
        if( !bResized )
        {
            //snap t&l
            i = int(Ctrl.WinTop/GridSize)*GridSize;
            //log("[DPK]: i = int(Ctrl.WinTop/GridSize)*GridSize = "$i);
            if( Ctrl.WinTop-float(i) > float(GridSize)/2.0 )
            {
                Ctrl.WinTop=i+GridSize;
            }
            else
            {
                Ctrl.WinTop=i;
            }

            i = int(Ctrl.WinLeft/GridSize)*GridSize;
            if( Ctrl.WinLeft-float(i) > float(GridSize)/2.0 )
            {
                Ctrl.WinLeft=i+GridSize;
            }
            else
            {
                Ctrl.WinLeft=i;
            }
        }
        else
        {
            //snap w&h
            i = int(Ctrl.WinHeight/GridSize)*GridSize;
            if( Ctrl.WinHeight-float(i) >= float(GridSize)/2.0 )
            {
                Ctrl.WinHeight=i+GridSize;
            }
            else
            {
                Ctrl.WinHeight=i;
            }

            i = int(Ctrl.WinWidth/GridSize)*GridSize;
            if( Ctrl.WinWidth-float(i) >= float(GridSize)/2.0 )
            {
                Ctrl.WinWidth=i+GridSize;
            }
            else
            {
                Ctrl.WinWidth=i;
            }
        }

        if( bWasScaled )
            ResolutionToScale(Ctrl);
    }

    event ToggleActiveComponentSizing(GUIComponent Ctrl, optional bool bPropagate, optional bool bMoveGroup)
    {
        local int i;
    	if( bMoveGroup && Ctrl.MoveGroup>=0)
        {
            for( i = 0; i < MoveGroups[Ctrl.MoveGroup].CtrlGroup.Length; i++ )
            {
                ToggleActiveComponentSizing( MoveGroups[Ctrl.MoveGroup].CtrlGroup[i], bPropagate );
            }
            //dont re-save this control
            return;
        }

        if( Ctrl!=None )
        {
            if( Ctrl.bScaled )
    		{
    #if ! IG_TRIBES3 // Paul: Tribes doesn't use this and it really hurts when you
    				 //	save a page out in absolute coords when you didnt want to
                ScaleToResolution(Ctrl, bPropagate);
    #endif
    		}
            else
                ResolutionToScale(Ctrl, bPropagate);
    }
    }

    //save currently active component
    event SaveActiveComponent(GUIComponent Ctrl, optional bool bMoveGroup)
    {
        local int i;
    	if( bMoveGroup && Ctrl.MoveGroup>=0)
        {
            for( i = 0; i < MoveGroups[Ctrl.MoveGroup].CtrlGroup.Length; i++ )
            {
                SaveActiveComponent( MoveGroups[Ctrl.MoveGroup].CtrlGroup[i] );
            }
            //dont re-save this control
            return;
        }

        if( Ctrl!=None )
            SaveComponent(Ctrl);
    }

    function SaveComponent(GUIComponent Ctrl)
    {
        Ctrl.SaveLayout(true);
    }

    function ChangeActiveStyle(String newStyle)
    {
        if( MoveControl!=None )
            MoveControl.ChangeStyle(newStyle);
    }

    function ChangeGridSize(int newSize)
    {
        GridSize=newSize;
    }

    function ChangeResolutionX(int newSize)
    {
        ResolutionX=newSize;
    }

    function ChangeResolutionY(int newSize)
    {
        ResolutionY=newSize;
    }

    event UndoActiveComponent(GUIComponent Ctrl, optional bool bMoveGroup)
    {
        local int i;
    	if( bMoveGroup && Ctrl.MoveGroup>=0)
        {
            for( i = 0; i < MoveGroups[Ctrl.MoveGroup].CtrlGroup.Length; i++ )
            {
                UndoActiveComponent( MoveGroups[Ctrl.MoveGroup].CtrlGroup[i] );
            }
            //dont re-move this control
            return;
        }

        if( Ctrl!=None )
            Ctrl.UndoLayout();
    }

    event RedoActiveComponent(GUIComponent Ctrl, optional bool bMoveGroup)
    {
        local int i;
    	if( bMoveGroup && Ctrl.MoveGroup>=0)
        {
            for( i = 0; i < MoveGroups[Ctrl.MoveGroup].CtrlGroup.Length; i++ )
            {
                RedoActiveComponent( MoveGroups[Ctrl.MoveGroup].CtrlGroup[i] );
            }
            //dont re-move this control
            return;
        }

        if( Ctrl!=None )
            Ctrl.RedoLayout();
    }

    ///////////////////////////
    //Utility functions used for relating spinny's to controls
    ///////////////////////////
    function CenterOfControl( GUIComponent Ctrl, out float left, out float top )
    {
        left = Ctrl.WinLeft + Ctrl.WinWidth/2;
        top = Ctrl.WinTop + Ctrl.WinHeight/2;
        if( Ctrl.bScaled )
        {
            left*=ResolutionX;
            top*=ResolutionY;
        }
    }

    function SizeOfControl( GUIComponent Ctrl, out float size )
    {
        local float sizedW, sizedH;
        if( Ctrl.bScaled )
        {
            sizedW=Ctrl.WinWidth;
            sizedH=Ctrl.WinHeight;
        }
        else
        {
            sizedW=Ctrl.WinWidth/float(ResolutionX);
            sizedH=Ctrl.WinHeight/float(ResolutionY);
        }

        size = sqrt( sizedW * sizedH );
    }

    function bool HasMouseMoved()
    {
    	if (MouseX==LastMouseX && MouseY==LastMouseY)
    		return false;
    	else
    		return true;
    }

    event NotifyLevelChange()
    {
    	local int i;

        for (i=0;i<MenuStack.Length;i++)
        	MenuStack[i].NotifyLevelChange();
    }

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

    ////////////////////////////////////////////////////////////////////////////////
    // Logging/debugging utilities
    ////////////////////////////////////////////////////////////////////////////////

    event LogGUI()
    {
        local int i;
        for( i = 0; i < PersistentStack.Length; i++ )
            if( GUIPage(PersistentStack[i]) != None )
                LogGUIPage( GUIPage(PersistentStack[i]) );
    }

    event LogGUIPage( GUIPage Page )
    {
        log( "LogGui: ***************************************************************" );
        log( "LogGui: Logging GUI for"@Page.Name );
        log( "LogGui: " );
        LogGUIComponent( Page );
    }

    event LogGUIComponent( GUIComponent Ctrl, optional int level )
    {
        local int i;
        local GUIMultiComponent MC;
        local string Msg;

        Msg = "LogGui: ";
        for( i = 0; i < level; i++ )
            Msg = Msg $ "    ";
        Msg = Msg $ " -> " $ Ctrl.Name;

        Log( Msg );

        MC = GUIMultiComponent(Ctrl);
        if( MC!=None )
            for( i = 0; i < MC.Controls.Length; i++ )
                LogGUIComponent( MC.Controls[i], level+1 );
    }

    #if IG_SHARED // Carlos: This *should* go into Tribes/SwatGuiController, but I'll put it here for now.
    // These exec functions do the dirty work of localizing perobject config classes.
    // All PerObjectConfig classes need to be specified in the appropriate ContentDump/GuiDump ini file
    // with the associated object name.  These functions actually load *all* of those objects, regardless of game state.
    //
    exec function LoadLocalizedPerObjectConfig()
    {
        local Object NewObj;
        local int i;
        local class<ContentDumper> dumper;
        local class NewClass;

    log("[carlos] LoadLocalizedPerObjectConfig()");
        dumper = class<ContentDumper>(DynamicLoadObject("SwatGui.ContentDumper",class'class'));
    log("[carlos] Dumping Content... dumper = "$dumper$", dumper.default.ClassName.Length= "$dumper.default.ClassName.Length);

        for (i=0;i<dumper.default.ClassName.Length;i++)
    	{
            NewClass = class( DynamicLoadObject(dumper.default.ClassName[i], class'Class') );
        	NewObj = new( None, dumper.default.ObjName[i] ) NewClass;
    		if (NewObj == None)
            	log("  Could not load"@dumper.default.ObjName[i]);
            else
    		{
                log("Loaded object"$dumper.default.ObjName[i]);
    		}
    	}

        LoadLocalizedPerObjectConfigGUI();
    }

    // Dan: loads the entire gui as specified by the GUIDUMP.ini;  command line capable for localization commandlet purposes
    exec function LoadLocalizedPerObjectConfigGUI()
    {
    	local GUIComponent NewMenu;
        local int i;
        local class<GUIDumper> loader;
    log("[dkaplan] Loading GUI");
        loader = class<GUIDumper>(DynamicLoadObject("SwatGui.GUIDumper",class'class'));
    log("[dkaplan] Loading GUI... loader = "$loader$", loader.default.ClassName.Length= "$loader.default.ClassName.Length);

        for (i=0;i<loader.default.ClassName.Length;i++)
    	{
        	NewMenu = CreateComponent(loader.default.ClassName[i],loader.default.ObjName[i]);
    		if (NewMenu==None)
            	log("  Could not load"@loader.default.ObjName[i]);
            else
    		{
    	        if (!NewMenu.bInited)
    				NewMenu.InitComponent(None);
                log("Loaded Menu "$loader.default.ObjName[i]);
    		}
    	}
    }
    #endif // IG_SHARED

    #if IG_TRIBES3 // dbeswick: added GUIController PaintProgress
    // PaintProgress
    // Call this to force the renderer to redraw while the level is loading
    native function PaintProgress();
    #endif

    #if IG_TRIBES3 // dbeswick: all download notification is done through the GUI system
    function OnProgress(string Str1, string Str2)
    {
    	local int i;
    	for (i = 0; i < MenuStack.Length; i++)
    		MenuStack[i].OnProgress(Str1, Str2);
    }
    #endif

    #if IG_TRIBES3 // dbeswick:
    event bool IsPageActive(string MenuClass)
    {
    	local class c;

    	if (ActivePage == None)
    		return false;

    	c = class(DynamicLoadObject(MenuClass, class'Class'));

    	return c != None && ClassIsChildOf(ActivePage.class, c);
    }
    #endif

    defaultproperties
    {
    	ButtonRepeatDelay=0.25
    	CursorStep=3
    	FastCursorStep=3
    	// Design Mode stuff
    	WhiteBorder=Material'GUITribes.Outline'
     	DblClickWindow=0.5

    	MenuMouseSens=1.0
    	bHighlightCurrent=true

        ControllerMask=255
    	bEmulatedJoypad=false
    	bJoyMouse=false
        bHideMouseCursor=false
        JoyDeadZone=0.3

        GridSize=2
        bSnapToGrid=false
        ResolutionX=720
        ResolutionY=540
        bMousePositioning=false
        GUI_TO_WORLD_X=160.0
        GUI_TO_WORLD_Y=125.0
        bShowGUIMembers=true
        bDontDisplayHelpText=true
        CaptureScriptExec=0
    }

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Class file time: ne 5.9.2004 16:02:10.000 - Creation time: st 23.5.2018 00:10:43.689 - Created with UnCodeX