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# GUI.GUIComponent

Extends
  GUI
Modifiers
  Config ( TribesGui ) PerObjectConfig HideCategories ( Menu , Object ) Native

    Core.Object
    |
    +-- GUI.GUI
       |
       +-- GUI.GUIComponent

#### Direct Known Subclasses:

> GUIActorContainerBase, GUIContextMenu, GUIHorzScrollZone, GUIImage, GUIListBase, GUIMultiComponent, GUIProgressBar, GUISlider, GUITextComponent, GUIVertScrollZone

Constants Summary

Inherited Contants from Core.Object
MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Transactional, RF_Transient, RF_Unnamed

Variables Summary
bool | bAllowPressedEffect
float | Bounds[4]
float | ClientBounds[4]
GUIComponent | LinkOverrides[4]
GUIComponent | Links[4]
color | SaveColor
font | SaveFont
byte | SaveStyle
float | SaveX
float | SaveY
int | TimerIndex
GUIComponent
bool | bAcceptsInput
bool | bAllowHTMLTextFormatting
bool | bBoundToParent
bool | bCanBeShown
bool | bCaptureMouse
bool | bCaptureTabs
bool | bDrawStyle
bool | bFocusOnWatch
bool | bHideMouseCursor
bool | bHitTestOnClientBounds
bool | bMaintainFocus
bool | bMouseOverSound
bool | bNeverFocus
bool | bPersistent
bool | bRepeatClick
bool | bRepeatCycling
bool | bRequireReleaseClick
bool | bScaled
bool | bScaleToParent
bool | bSwallowAllKeyEvents
bool | bTabStop
int | CyclePosition
GUIComponent | FocusInstead
string | Hint
int | MouseCursorIndex
array<sDynamicPositionSpec> | MovePositions
GUIRadioButton | RadioGroup
float | RenderWeight
string | StyleName
int | TabOrder
float | WinHeight
float | WinLeft
float | WinTop
float | WinWidth
GUIState
bool | bActiveInput
bool | bDirty
bool | bInited
bool | bPlayerMoveAllowed
bool | bRepositioning
bool | bSaved
bool | bTimerRepeat
bool | bVisible
GUIComponent | MenuOwner
eMenuState | MenuState
int | MoveGroup
GUIStyles | Style
float | TimerCountdown
float | TimerInterval
sTransitionSpec | TransitionSpec
array<GUIComponent> | UndoHistory
int | UndoLevel
Menu
EClickSound | OnClickSound

Inherited Variables from GUI.GUI
Controller, QBTN_Abort, QBTN_AbortRetry, QBTN_Cancel, QBTN_Continue, QBTN_Ignore, QBTN_No, QBTN_Ok, QBTN_OkCancel, QBTN_Retry, QBTN_TimeOut, QBTN_Yes, QBTN_YesNo, QBTN_YesNoCancel

Inherited Variables from Core.Object
Class, Name, ObjectFlags, ObjectInternal[6], Outer

Enumerations Summary
EClickSound CS_None, CS_Click, CS_Edit, CS_Up, CS_Down

Inherited Enumerations from GUI.GUI
eEditMask, eIconPosition, eImgAlign, eImgStyle, eListElemDisplay, EMenuRenderStyle, eMenuState, eProgressDirection, eTextAlign, eTextCase, eXControllerCodes

Inherited Enumerations from Core.Object
EAxis, ECamOrientation, ESheerAxis

Structures Summary
sDynamicPositionSpec WinLeft, WinTop, WinWidth, WinHeight, TransitionTime, KeyName
sTransitionSpec NewPos, OldWinLeft, OldWinTop, OldWinWidth, OldWinHeight

Inherited Structures from GUI.GUI
ControlSpec, GUIListElem

Inherited Structures from Core.Object
BoundingVolume, Box, Color, CompressedPosition, Coords, GameSpyServerData, Guid, IntegerRange, InterpCurve, InterpCurvePoint, MatCoords, Matrix, Plane, Quat, Range, RangeVector, Rotator, Scale, Vector

Delegates Summary
|  | OnActivate ()
| bool | OnCapturedMouseMove (float deltaX, float deltaY))
|  | OnChange (GUIComponent Sender)
|  | OnClick (GUIComponent Sender)
|  | OnClientDraw (Canvas Canvas)
|  | OnDblClick (GUIComponent Sender)
|  | OnDeActivate ()
| bool | OnDraw (Canvas Canvas))
|  | OnFocused (GUIComponent Self))
|  | OnHide ()
|  | OnHitTest (float MouseX, float MouseY)
| bool | OnKeyEvent (out byte Key, out byte State, float delta))
| bool | OnKeyType (out byte Key, optional string Unicode))
|  | OnLostFocus (GUIComponent Self)
|  | OnMenuStateChanged (GUIComponent Sender, eMenuState NewState)
|  | OnMessage (coerce string Msg, float MsgLife)
|  | OnMousePressed (GUIComponent Sender)
|  | OnMouseRelease (GUIComponent Sender)
| bool | OnPreDraw (Canvas Canvas))
| bool | OnRawXController (byte Id, out byte Key, out byte State, out float Axis))
|  | OnRender (canvas Canvas)
|  | OnRePositionCompleted (GUIComponent Sender, name NewPosLabel)
|  | OnRightClick (GUIComponent Sender)
|  | OnShow ()
| bool | OnUpdateComponent (Canvas Canvas))
|  | OnWatched (GUIComponent Self)
| bool | OnXControllerEvent (byte Id, eXControllerCodes iCode))

Functions Summary
|  | Activate ()))
| float | ActualHeight ()
| float | ActualLeft ()
| Float | ActualTop ()
| float | ActualWidth ()
|  | ChangeStyle (String newStyle))
|  | Click ()))
|  | Construct (GUIController MyController))
|  | CyclePositions ()))
|  | DblClick ()))
|  | DeActivate ()))
|  | DisableComponent ()))
|  | EnableComponent ()))
|  | FillOwner ()))
|  | Focus ()))
|  | Free (optional bool bForce ))
|  | Hide ()))
|  | InitComponent (GUIComponent MyOwner))
|  | InitDelegates ()
| bool | IsAtPosition (name PositionLabel ))
| bool | IsInBounds ()))
| bool | IsInClientBounds ()))
|  | KillTimer ()
|  | LoadLayoutFromHistory ()))
|  | LoseFocus ()))
|  | MenuStateChange (eMenuState Newstate))
|  | MousePressed ()))
|  | MouseReleased ()))
|  | OnChangeLayout ()))
|  | OnConstruct (GUIController MyController))
|  | OnResolutionChanged (int OldResolutionX, int OldResolutionY, int ResolutionX, int ResolutionY)
| PlayerController | PlayerOwner ()))
|  | Press ()))
|  | RedoLayout ()))
|  | RegisterNotifyResolutionChanged ()))
|  | RePosition (name PositionLabel, optional bool bInstantly ))
|  | RePositionCompleted ()))
|  | RePositionTo (sDynamicPositionSpec NewPosition ))
|  | SaveLayout (bool FlushToDisk))
|  | SaveLayoutToHistory ()))
|  | SetActive (bool bActive))
|  | SetDirty ()))
|  | SetEnabled (bool newEnabled))
|  | SetFocusInstead (GUIComponent other ))
|  | SetHint (string NewHint))
|  | SetLinkOverrides (GUIComponent cUp, UIComponent cDown, UIComponent cLeft, UIComponent cRight))
|  | SetLinks (GUIComponent cUp, UIComponent cDown, UIComponent cLeft, UIComponent cRight))
|  | SetRadioGroup (GUIRadioButton group ))
|  | SetTimer (float Interval, optional bool bRepeat)
|  | SetVisibility (bool newVisible))
|  | Show ()))
|  | StopCycling ()))
| string | StripColorCodes (string InString))
|  | Timer ()
|  | UndoLayout ()))
|  | Watched ()))

Inherited Functions from GUI.GUI
CopyConfig, CreateElement, IsDigit, MakeColorCode, StripCodes

Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, AllClasses, AllEditableProperties, Allocate, AllProperties, AppSeconds, Asc, Asin, AssertWithDescription, Atan, BeginState, CanSLog, Caps, Chr, Clamp, ClassConstruct, ClassIsChildOf, ClockwiseFrom, CommonBase, Construct, Cos, Cross, DecodeFromURL, Disable, Div, Dot, DynamicFindObject, DynamicLoadObject, Enable, EncodeForURL, EndState, Eval, Exp, FClamp, FindObject, FlushConfig, FMax, FMin, FRand, GetAxes, GetBuildNumber, GetEnum, GetMinCompatibleBuildNumber, GetPropertyText, GetStateName, GetSuperClass, GetUnAxes, GotoState, Hash, HasUnicode, InStr, InterpCurveEval, InterpCurveGetInputDomain, InterpCurveGetOutputRange, Inverse, Invert, IsA, IsInState, IsNearlyZero, IsUTracing, IsValidForURL, IsZero, Left, Len, Lerp, Localize, Locs, Log, Loge, LogGuardStack, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NullReferences, OrthoRotation, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatToRotator, Rand, RandRange, Repl, replaceStr, ResetConfig, Right, RotRand, SaveConfig, SetPropertyText, SetUTracing, Sin, Sleep, SLog, Smerp, Split, Sqrt, Square, StaticSaveConfig, StrCmp, Tan, VDist, VDistSquared, VRand, VSize, VSize2D, VSizeSquared, VSizeSquared2D, Warn, ^, ^^, |, ||, ~, ~=

Variables Detail

#### bAllowPressedEffect Source code

var bool bAllowPressedEffect;

#### Bounds[4] Source code

var float Bounds[4];

#### ClientBounds[4] Source code

var float ClientBounds[4];

#### LinkOverrides[4] Source code

var GUIComponent LinkOverrides[4];

#### Links[4] Source code

var GUIComponent Links[4];

#### SaveColor Source code

var color SaveColor;

#### SaveFont Source code

var font SaveFont;

#### SaveStyle Source code

var byte SaveStyle;

#### SaveX Source code

var float SaveX;

#### SaveY Source code

var float SaveY;

#### TimerIndex Source code

var const int TimerIndex;

### GUIComponent

#### bAcceptsInput Source code

var(GUIComponent) config bool bAcceptsInput;

> Does this control ever accept input

#### bAllowHTMLTextFormatting Source code

var(GUIComponent) config bool bAllowHTMLTextFormatting;

> If true, this control will parse out HTML style formatting codes from text strings

#### bBoundToParent Source code

var(GUIComponent) config bool bBoundToParent;

> Use the Parents Bounds for all positioning

#### bCanBeShown Source code

var(GUIComponent) config bool bCanBeShown;

> Should this control ever be drawn

#### bCaptureMouse Source code

var(GUIComponent) config bool bCaptureMouse;

> Set this if the control should capture the mouse when pressed

#### bCaptureTabs Source code

var(GUIComponent) config bool bCaptureTabs;

> This control wants tabs

#### bDrawStyle Source code

var(GUIComponent) config bool bDrawStyle;

> If true, this control will draw its GUIStyle before any further drawing

#### bFocusOnWatch Source code

var(GUIComponent) config bool bFocusOnWatch;

> If true, watching focuses

#### bHideMouseCursor Source code

var(GUIComponent) config bool bHideMouseCursor;

> If true, no mouse cursor will be displayed over this control (while the control is active)

#### bHitTestOnClientBounds Source code

var(GUIComponent) config bool bHitTestOnClientBounds;

> Set this if the control should perform hit tests using the client bounds instead of the bounds

#### bMaintainFocus Source code

var(GUIComponent) config bool bMaintainFocus;

> If true, will not lose focus after a new control recieves focus

#### bMouseOverSound Source code

var(GUIComponent) config bool bMouseOverSound;

> Should component bleep when mouse goes over it

#### bNeverFocus Source code

var(GUIComponent) config bool bNeverFocus;

> This control should never fully receive focus

#### bPersistent Source code

var(GUIComponent) config bool bPersistent;

> If set, component is saved across open/close/reopen, only instanciated once.

#### bRepeatClick Source code

var(GUIComponent) config bool bRepeatClick;

> Have the system accept holding down of the mouse

#### bRepeatCycling Source code

var(GUIComponent) config bool bRepeatCycling;

> If set, this component will continue cycling after it processes to the end of the MovePositions array

#### bRequireReleaseClick Source code

var(GUIComponent) config bool bRequireReleaseClick;

> If True, this component wants the click on release even if it's not active

#### bScaled Source code

var(GUIComponent) config bool bScaled;

> Is this component using scaling

#### bScaleToParent Source code

var(GUIComponent) config bool bScaleToParent;

> Use the Parent for scaling

#### bSwallowAllKeyEvents Source code

var(GUIComponent) config bool bSwallowAllKeyEvents;

> Set this if the control should swallow all native key events

#### bTabStop Source code

var(GUIComponent) config bool bTabStop;

> Does a TAB/Shift-Tab stop here

#### CyclePosition Source code

var(GUIComponent) config int CyclePosition;

> If set to a MovePositions index, the component will begin cycling from that index when activated

#### FocusInstead Source code

var(GUIComponent) private Editinline GUIComponent FocusInstead;

> Who should get the focus instead of this control if bNeverFocus

#### Hint Source code

var(GUIComponent) config localized string Hint;

> The hint that gets displayed for this component

#### MouseCursorIndex Source code

var(GUIComponent) config int MouseCursorIndex;

> The mouse cursor to use when over this control

#### MovePositions Source code

var(GUIComponent) config editinline array<sDynamicPositionSpec> MovePositions;

> The PositionSpecs used to handle dynamic RePosition()ing

#### RadioGroup Source code

var(GUIComponent) Editinline config GUIRadioButton RadioGroup;

> If not None, this component will be enabled/disabled as part of the specified radio group.

#### RenderWeight Source code

var(GUIComponent) config float RenderWeight;

> Used to determine sorting in the controls stack

#### StyleName Source code

var(GUIComponent) config string StyleName;

> Name of my Style

#### TabOrder Source code

var(GUIComponent) config int TabOrder;

> Used to figure out tabbing

#### WinHeight Source code

var(GUIComponent) config float WinHeight;

> Where does this component exist (in world space) - Grr.. damn Left()

#### WinLeft Source code

var(GUIComponent) config float WinLeft;

> Where does this component exist (in world space) - Grr.. damn Left()

#### WinTop Source code

var(GUIComponent) config float WinTop;

> Where does this component exist (in world space) - Grr.. damn Left()

#### WinWidth Source code

var(GUIComponent) config float WinWidth;

> Where does this component exist (in world space) - Grr.. damn Left()

### GUIState

#### bActiveInput Source code

var(GUIState) Editconst bool bActiveInput;

> is active for input

#### bDirty Source code

var(GUIState) private Editconst bool bDirty;

> When true, will update the component on its next PreDraw

#### bInited Source code

var(GUIState) EditConst bool bInited;

> has this component been initialized yet

#### bPlayerMoveAllowed Source code

var(GUIState) Editconst bool bPlayerMoveAllowed;

#### bRepositioning Source code

var(GUIState) EditConst bool bRepositioning;

> If true, the timer for this component should be repositioning based on the current TransitionSpec

#### bSaved Source code

var(GUIState) EditConst bool bSaved;

> Have any updates to this component been saved?

#### bTimerRepeat Source code

var(GUIState) Editconst bool bTimerRepeat;

> Does the Timer Repeat?

#### bVisible Source code

var(GUIState) EditConst bool bVisible;

> Is this component currently visible

#### MenuOwner Source code

var(GUIState) Editinline EditConst GUIComponent MenuOwner;

> Callback to the Component that owns this one

#### MenuState Source code

var(GUIState) EditConst eMenuState MenuState;

> Used to determine the current state of this component

#### MoveGroup Source code

var(GUIState) EditConst int MoveGroup;

> What move group this component belongs to, -1 by default is none

#### Style Source code

var(GUIState) Editinline EditConst GUIStyles Style;

> My GUI Style

#### TimerCountdown Source code

var(GUIState) Editconst float TimerCountdown;

> Clock time

#### TimerInterval Source code

var(GUIState) Editconst float TimerInterval;

> Timer interval

#### TransitionSpec Source code

var(GUIState) EditConst EditInline sTransitionSpec TransitionSpec;

> The current transitioning spec

#### UndoHistory Source code

var(GUIState) Editinline EditConst array<GUIComponent> UndoHistory;

> Layout history used for undo/redo operations

#### UndoLevel Source code

var(GUIState) EditConst int UndoLevel;

> Where in the undo history we currently are

### Menu

#### OnClickSound Source code

var(Menu) EClickSound OnClickSound;

Enumerations Detail

#### EClickSound Source code

enum EClickSound
{

> CS_None, CS_Click, CS_Edit, CS_Up, CS_Down

};

Structures Detail

#### sDynamicPositionSpec Source code

struct sDynamicPositionSpec
{

> var(GUIComponent) config name KeyName;
> var(GUIComponent) config float TransitionTime;
> var(GUIComponent) config float WinHeight;
> var(GUIComponent) config float WinLeft;
> var(GUIComponent) config float WinTop;
> var(GUIComponent) config float WinWidth;

};

> KeyName:

> > Name used to reference this position spec

> TransitionTime:

> > The amount of time that will be taken to transition to these coords on a RePosition() call

> WinHeight:

> > Height of this spec

> WinLeft:

> > Left position of this spec

> WinTop:

> > Top position of this spec

> WinWidth:

> > Width of this spec

#### sTransitionSpec Source code

struct sTransitionSpec
{

> var(GUIComponent) EditConst sDynamicPositionSpec NewPos;
> var(GUIComponent) EditConst float OldWinHeight;
> var(GUIComponent) EditConst float OldWinLeft;
> var(GUIComponent) EditConst float OldWinTop;
> var(GUIComponent) EditConst float OldWinWidth;

};

> NewPos:

> > New position spec

> OldWinHeight:

> > Height of this spec

> OldWinLeft:

> > Left position of this spec

> OldWinTop:

> > Top position of this spec

> OldWinWidth:

> > Width of this spec

Delegates Detail

#### OnActivate Source code

delegate OnActivate ( )

#### OnCapturedMouseMove Source code

delegate bool OnCapturedMouseMove ( float deltaX, float deltaY) )

#### OnChange Source code

delegate OnChange ( GUIComponent Sender )

#### OnClick Source code

delegate OnClick ( GUIComponent Sender )

#### OnClientDraw Source code

delegate OnClientDraw ( Canvas Canvas )

#### OnDblClick Source code

delegate OnDblClick ( GUIComponent Sender )

#### OnDeActivate Source code

delegate OnDeActivate ( )

#### OnDraw Source code

delegate bool OnDraw ( Canvas Canvas) )

#### OnFocused Source code

delegate OnFocused ( GUIComponent Self) )

#### OnHide Source code

delegate OnHide ( )

#### OnHitTest Source code

delegate OnHitTest ( float MouseX, float MouseY )

#### OnKeyEvent Source code

delegate bool OnKeyEvent ( out byte Key, out byte State, float delta) )

#### OnKeyType Source code

delegate bool OnKeyType ( out byte Key, optional string Unicode) )

#### OnLostFocus Source code

delegate OnLostFocus ( GUIComponent Self )

#### OnMenuStateChanged Source code

delegate OnMenuStateChanged ( GUIComponent Sender, eMenuState NewState )

#### OnMessage Source code

delegate OnMessage ( coerce string Msg, float MsgLife )

#### OnMousePressed Source code

delegate OnMousePressed ( GUIComponent Sender )

#### OnMouseRelease Source code

delegate OnMouseRelease ( GUIComponent Sender )

#### OnPreDraw Source code

delegate bool OnPreDraw ( Canvas Canvas) )

#### OnRawXController Source code

delegate bool OnRawXController ( byte Id, out byte Key, out byte State, out float Axis) )

#### OnRender Source code

delegate OnRender ( canvas Canvas )

#### OnRePositionCompleted Source code

delegate OnRePositionCompleted ( GUIComponent Sender, name NewPosLabel )

#### OnRightClick Source code

delegate OnRightClick ( GUIComponent Sender )

#### OnShow Source code

delegate OnShow ( )

#### OnUpdateComponent Source code

delegate bool OnUpdateComponent ( Canvas Canvas) )

#### OnWatched Source code

delegate OnWatched ( GUIComponent Self )

#### OnXControllerEvent Source code

delegate bool OnXControllerEvent ( byte Id, eXControllerCodes iCode) )

Functions Detail

#### Activate Source code

event Activate ( ) )

#### ActualHeight Source code

native function float ActualHeight ( )

#### ActualLeft Source code

native function float ActualLeft ( )

#### ActualTop Source code

native function Float ActualTop ( )

#### ActualWidth Source code

native function float ActualWidth ( )

#### ChangeStyle Source code

event ChangeStyle ( String newStyle) )

#### Click Source code

event Click ( ) )

#### Construct Source code

Overloaded function Construct ( GUIController MyController) )

#### CyclePositions Source code

function CyclePositions ( ) )

#### DblClick Source code

event DblClick ( ) )

#### DeActivate Source code

event DeActivate ( ) )

#### DisableComponent Source code

event DisableComponent ( ) )

#### EnableComponent Source code

event EnableComponent ( ) )

#### FillOwner Source code

function FillOwner ( ) )

#### Focus Source code

event Focus ( ) )

#### Free Source code

event Free ( optional bool bForce ) )

#### Hide Source code

event Hide ( ) )

#### InitComponent Source code

function InitComponent ( GUIComponent MyOwner) )

#### InitDelegates Source code

function InitDelegates ( )

#### IsAtPosition Source code

function bool IsAtPosition ( name PositionLabel ) )

#### IsInBounds Source code

function bool IsInBounds ( ) )

#### IsInClientBounds Source code

function bool IsInClientBounds ( ) )

#### KillTimer Source code

native final function KillTimer ( )

#### LoadLayoutFromHistory Source code

function LoadLayoutFromHistory ( ) )

#### LoseFocus Source code

function LoseFocus ( ) )

#### MenuStateChange Source code

private function MenuStateChange ( eMenuState Newstate) )

#### MousePressed Source code

event MousePressed ( ) )

#### MouseReleased Source code

event MouseReleased ( ) )

#### OnChangeLayout Source code

event OnChangeLayout ( ) )

#### OnConstruct Source code

function OnConstruct ( GUIController MyController) )

#### OnResolutionChanged Source code

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

#### PlayerOwner Source code

function PlayerController PlayerOwner ( ) )

#### Press Source code

event Press ( ) )

#### RedoLayout Source code

function RedoLayout ( ) )

#### RegisterNotifyResolutionChanged Source code

function RegisterNotifyResolutionChanged ( ) )

#### RePosition Source code

function RePosition ( name PositionLabel, optional bool bInstantly ) )

#### RePositionCompleted Source code

event RePositionCompleted ( ) )

#### RePositionTo Source code

protected function RePositionTo ( sDynamicPositionSpec NewPosition ) )

#### SaveLayout Source code

function SaveLayout ( bool FlushToDisk) )

#### SaveLayoutToHistory Source code

function SaveLayoutToHistory ( ) )

#### SetActive Source code

event SetActive ( bool bActive) )

#### SetDirty Source code

final event SetDirty ( ) )

#### SetEnabled Source code

function SetEnabled ( bool newEnabled) )

#### SetFocusInstead Source code

function SetFocusInstead ( GUIComponent other ) )

#### SetHint Source code

function SetHint ( string NewHint) )

#### SetLinkOverrides Source code

function SetLinkOverrides ( GUIComponent cUp,GUIComponent cDown,GUIComponent cLeft,GUIComponent cRight) )

#### SetLinks Source code

function SetLinks ( GUIComponent cUp,GUIComponent cDown,GUIComponent cLeft,GUIComponent cRight) )

#### SetRadioGroup Source code

function SetRadioGroup ( GUIRadioButton group ) )

#### SetTimer Source code

native final function SetTimer ( float Interval, optional bool bRepeat )

#### SetVisibility Source code

event SetVisibility ( bool newVisible) )

#### Show Source code

event Show ( ) )

#### StopCycling Source code

function StopCycling ( ) )

#### StripColorCodes Source code

static function string StripColorCodes ( string InString) )

#### Timer Source code

event Timer ( )

#### UndoLayout Source code

function UndoLayout ( ) )

#### Watched Source code

event Watched ( ) )

Defaultproperties

    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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Creation time: st 23.5.2018 00:10:30.104 - Created with UnCodeX