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# GUI.GUIFont

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    // ====================================================================
    //  Class:  GUI.GUIFont
    //
    //  GUIFont is used to give a single pipeline for handling fonts at
    //	multiple resolutions while at the same time supporting resolution
    //	independant fonts (for browsers, etc).
    //
    //  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 GUIFont extends GUI
        PerObjectConfig
        Config(GuiBase)
    	Native;

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

    var() config string		KeyName;
    var() config bool		bFixedSize "If true, only FontArray[0] is used";
    var() config float      AppliedKerning "Amount of Kerning to apply in the GUI";
    var() config float      AppliedLeading "Amount of Leading to apply in the GUI";
    var() config editinline    array<String>	FontArrayNames "Holds all of the names of the fonts";
    var() EditConst editinline    array<Font>	FontArrayFonts	"Holds all of the fonts";

    native event Font GetFont(int XRes);			// Returns the font for the current resolution

    // Dynamically load font.
    static function Font LoadFontStatic(int i)
    {
    	if( i>=default.FontArrayFonts.Length || default.FontArrayFonts[i] == None )
    	{
    		default.FontArrayFonts[i] = Font(DynamicLoadObject(default.FontArrayNames[i], class'Font'));
    		if( default.FontArrayFonts[i] == None )
    			Log("Warning: "$default.Class$" Couldn't dynamically load font "$default.FontArrayNames[i]);
    	}

    	return default.FontArrayFonts[i];
    }

    function Font LoadFont(int i)
    {
    	if( i>=FontArrayFonts.Length || FontArrayFonts[i] == None )
    	{
    		FontArrayFonts[i] = Font(DynamicLoadObject(FontArrayNames[i], class'Font'));
    		if( FontArrayFonts[i] == None )
    			Log("Warning: "$Self$" Couldn't dynamically load font "$FontArrayNames[i]);
    	}
    	return FontArrayFonts[i];
    }

    defaultproperties
    {
        AppliedKerning=1.0
        AppliedLeading=1.0
    }

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Class file time: ne 5.9.2004 16:02:10.000 - Creation time: st 23.5.2018 00:10:43.733 - Created with UnCodeX